/
Mesh.cpp
107 lines (88 loc) · 2.1 KB
/
Mesh.cpp
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#include "Mesh.h"
Mesh::Mesh()
{
m_refCount = 0;
m_materialBuffer = NULL;
m_materials = NULL;
m_mesh = NULL;
m_numberOfMaterials = NULL;
m_materials = NULL;
m_filename = NULL;
}
bool Mesh::Load(LPDIRECT3DDEVICE9 device, const char* filename, TextureManager* textureManager)
{
if(FAILED(D3DXLoadMeshFromX(filename, D3DXMESH_SYSTEMMEM, device, NULL, &m_materialBuffer, NULL, &m_numberOfMaterials, &m_mesh)))
{
return false;
}
m_filename = filename;
m_materials = new D3DMATERIAL9[m_numberOfMaterials];
m_meshTextures = new Texture*[m_numberOfMaterials];
D3DXMATERIAL* loadedMaterials = (D3DXMATERIAL*)m_materialBuffer->GetBufferPointer();
for(DWORD i = 0; i < m_numberOfMaterials; i++)
{
m_materials[i] = loadedMaterials[i].MatD3D;
m_materials[i].Ambient = m_materials[i].Diffuse;
char* textureFilename = loadedMaterials[i].pTextureFilename;
if(textureManager->Load(device, textureFilename))
{
m_meshTextures[i] = textureManager->GetTexture(textureFilename);
}
else
{
m_meshTextures[i] = NULL;
}
}
return true;
}
void Mesh::Release( TextureManager* textureManager)
{
for(DWORD i = 0; i < m_numberOfMaterials; i++)
{
if(m_meshTextures[i] != NULL)
{
Texture* texture = m_meshTextures[i];
textureManager->ReleaseTexture(texture);
m_meshTextures[i] = NULL;
}
}
if(m_materials != NULL)
{
delete[] m_materials;
m_materials = NULL;
m_numberOfMaterials = 0;
}
if(m_meshTextures != NULL)
{
delete[] m_meshTextures;
m_meshTextures = NULL;
}
if(m_materialBuffer != NULL)
{
m_materialBuffer->Release();
m_materialBuffer = NULL;
}
if(m_mesh != NULL)
{
m_mesh->Release();
m_mesh = NULL;
}
}
void Mesh::Render(LPDIRECT3DDEVICE9 device)
{
for(DWORD i = 0; i < m_numberOfMaterials; i++)
{
device->SetMaterial(&m_materials[i]);
device->SetTexture(0, m_meshTextures[i]->GetTexture());
m_mesh->DrawSubset(i);
}
}
void Mesh::Render(LPDIRECT3DDEVICE9 device, Texture* texture)
{
for(DWORD i = 0; i < m_numberOfMaterials; i++)
{
device->SetMaterial(&m_materials[i]);
device->SetTexture(0, texture->GetTexture());
m_mesh->DrawSubset(i);
}
}