//------------------------------------------------------------------------------------------------ // Name: obtainD3DTexture // Desc: Loads the image denoted by this class using the specified device //------------------------------------------------------------------------------------------------ bool PackImage::obtainD3DTexture(LPDIRECT3DDEVICE9 pd3dDevice, DWORD options, LPDIRECT3DTEXTURE9* ppd3dTexture) const { // Fail without a device or if something is wrong with the output pointer if (!pd3dDevice || !ppd3dTexture) return false; // Get the pack from which to load this image dc::dcTable<ResourcePack>::Element* packElement = ((PackImage*)this)->myResourcePack.getReferencedResource(); if (!packElement) return false; ResourcePack* pack = packElement->getImplementation(); if (!pack) return false; // Obtain the image in the pack dcBuffer buffer; if (APP_ERROR(!pack->openResource(myResourceIndex.getValue(), &buffer)) ("Failed to open image %i in pack file", myResourceIndex)) return false; // Obtain options flags bool managed = (options & D3DTEX_MANAGED) != 0; bool mipmap = (options & D3DTEX_MIPMAP) != 0; bool systemmem = (options & D3DTEX_SYSTEMMEM) != 0; D3DPOOL pool = systemmem ? D3DPOOL_SYSTEMMEM : (managed ? D3DPOOL_MANAGED : D3DPOOL_DEFAULT); // Holds return codes HRESULT hr; // Save a NULL first (just in case something goes wrong) *ppd3dTexture = NULL; // The destination for the texture interface LPDIRECT3DTEXTURE9 pd3dTexture; // Load the texture hr = D3DXCreateTextureFromFileInMemoryEx(pd3dDevice, buffer.getDataPointer(), buffer.getDataSize(), D3DX_DEFAULT, D3DX_DEFAULT, mipmap ? D3DX_DEFAULT : 1, 0, D3DFMT_UNKNOWN, pool, D3DX_DEFAULT, D3DX_FILTER_POINT, 0, NULL, NULL, &pd3dTexture); // TODO: // buffer.destroy(); // If there is a problem, there's not much more we can do if (APP_WARNING(FAILED(hr))("Couldn't load PackImage %i", myResourceIndex)) return false; // Assign the output texture *ppd3dTexture = pd3dTexture; // Success return true; }
//------------------------------------------------------------------------------------------------ // Name: obtainSourceGeometry // Desc: Loads the geometry held by this class into the destination set //------------------------------------------------------------------------------------------------ bool PackMesh::obtainSourceGeometry(LPDIRECT3DDEVICE9 pd3dDevice, SubsetGeometry* subsetGeometry) const { // Fail without a device or if something is wrong with the output pointer if (APP_ERROR(!pd3dDevice || !subsetGeometry)("Invalid parameter to obtainSourceGeometry")) return false; // Get the pack from which to load this mesh dc::dcTable<ResourcePack>::Element* packElement = ((PackMesh*)this)->myResourcePack.getReferencedResource(); if (!packElement) return false; ResourcePack* pack = packElement->getImplementation(); if (!pack) return false; // Obtain the mesh in the pack dcBuffer buffer; if (APP_ERROR(!pack->openResource(myResourceIndex.getValue(), &buffer)) ("Failed to open image %i in pack file", myResourceIndex)) return false; // Set up a buffer reader to scan data from the returned information dcBuffer::Reader bufferReader(&buffer); // Get the number of subsets in this mesh size_t subsets; if (!bufferReader.read(&subsets, sizeof(subsets))) return false; // Whether or not loading failed bool failed = false; // Load each of the subsets for (size_t s = 0; s < subsets; ++s) { // Stores subset information while it is being loaded Geometry* geometry = NULL; SubsetIndex subset; DWORD vertices, indices; // Read the subset index information and the geometry data from the file if (APP_ERROR(!bufferReader.read(&subset, sizeof(subset)) || !bufferReader.read(&vertices, sizeof(vertices)) || !bufferReader.read(&indices, sizeof(indices))) ("Error while reading mesh data")) { // We were unable to load this mesh failed = true; // Exit the subset loop break; } // Create geometry for this mesh subset's data if (APP_FATAL(FAILED(AllocateGeometry(vertices, indices, &geometry))) ("Out of memory while allocating subset %i of %s (%i vertices/%i indices)", subset, getPathString().c_str(), vertices, indices)) { // Couldn't load the mesh failed = true; // Exit this loop break; } // Load the geometry buffers if (APP_ERROR(!bufferReader.read(geometry->pVertices, sizeof(GeometryVertex) * vertices) || !bufferReader.read(geometry->pIndices, sizeof(GeometryIndex) * indices)) ("Couldn't load geometry vertex/index data for subset %i of %s", subset, getPathString().c_str())) { // Unable to load failed = true; // Quit the loading process break; } // Add the data we just loaded as a mesh subset subsetGeometry->insert(SubsetGeometry::value_type(subset, geometry)); } // If we failed, get rid of anything that managed to be loaded if (failed) DeallocateGeometry(subsetGeometry); // Return whether or not this operation succeeded return !failed; }