コード例 #1
0
ファイル: Mesh.cpp プロジェクト: dreamsxin/zero3d
bool CMesh::Load(const PBASICCHAR pcFileName)
{
	Destroy();

		//加载网格模型
	LPD3DXBUFFER pD3DXMtrlBuffer;

	HRESULT hr;

	hr = D3DXLoadMeshFromX(
		pcFileName, D3DXMESH_MANAGED, 
		&DEVICE, NULL, 
		&pD3DXMtrlBuffer, NULL, (DWORD*)&m_uNumSurfaces, 
		&m_pMesh );

	if( FAILED(hr) )
	{
		DEBUG_WARNING(hr);
		return false;
	}

	DEBUG_NEW(m_pSurfaces, CSurface[m_uNumSurfaces]);

	//提取材质和纹理文件路径
	D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();

	for( DWORD i = 0; i< m_uNumSurfaces; i ++ )
	{
		// MatD3D属性里没有环境光的值设置,当它被加载时,需要设置它
		d3dxMaterials[i].MatD3D.Ambient = d3dxMaterials[i].MatD3D.Diffuse;

		CSurface* pSurface = &m_pSurfaces[i];
		pSurface->SetMaterial(d3dxMaterials[i].MatD3D);

		if( d3dxMaterials[i].pTextureFilename != NULL )
		{
			//创建纹理
#ifdef _UNICODE	
			BASICCHAR szFile[MAX_PATH];
			RemovePathFromFileName(d3dxMaterials[i].pTextureFilename, szFile);
			BASICSTRING texFile;
			GetRealPath(pcFileName, texFile, TEXT("/"), szFile);
			pSurface->LoadTexture((PBASICCHAR)texFile.c_str(), 0);

			BASICSTRING normalMapFile;
			GetRealPath((PBASICCHAR)texFile.c_str(), normalMapFile, TEXT("."), TEXT("-normalmap.tga"), true);
			pSurface->LoadTexture((PBASICCHAR)normalMapFile.c_str(), 1) ;
				//return false;
#else
			if( !pSurface->LoadTexture(d3dxMaterials[i].pTextureFilename, 0) )
				return false;
#endif
		}
	}

	DEBUG_RELEASE( pD3DXMtrlBuffer );

	__GenerateDeclMesh(m_pMesh) && __GetBoundBox(m_pMesh, m_Rectangle);

	return true;
}