예제 #1
0
bool XFileUtils::LoadMesh(
	ID3DXFileData*		pFileData, 
	IDirect3DDevice9*	pDevice, 
	ID3DXMesh**			pNewMesh, 
	ID3DXBuffer**		pMaterial,
	DWORD*				pNumAttribute,
	GSkinInfo**			pNewSkininfo)
{
	//检查类型
	_XCheckType(pFileData, "Mesh", false);
	DWORD nVertices = 0;
	DWORD nFaces = 0;
	_XCheckExcute(ParseBasemesh(pFileData, &nVertices, &nFaces, 
		nullptr, nullptr, sizeof(XVertex_p3_n3_t1)));
	ID3DXMesh* pMesh = nullptr;
	if (FAILED(D3DXCreateMeshFVF(nFaces, nVertices, 
		D3DXMESH_32BIT | D3DXMESH_MANAGED, XVertex_p3_n3_t1::fvf, pDevice, &pMesh)))
		return false;
	void* pVertices = nullptr;
	DWORD* pIndices = nullptr;
	DWORD* pAttribtues = nullptr;
	pMesh->LockVertexBuffer(0, &pVertices);
	pMesh->LockIndexBuffer(0, (void**)&pIndices);
	pMesh->LockAttributeBuffer(0, &pAttribtues);
	_XCheckExcute(ParseBasemesh(pFileData, &nVertices, &nFaces, 
		pVertices, pIndices, sizeof(XVertex_p3_n3_t1)));

	_XCheckExcute(ParseNormals(pFileData, nVertices, pVertices, pIndices,
		sizeof(XVertex_p3_n3_t1), sizeof(D3DXVECTOR3)));

	_XCheckExcute(ParseTexcoord(pFileData, pVertices,
		sizeof(XVertex_p3_n3_t1), sizeof(D3DXVECTOR3) * 2));

	_XCheckExcute(ParseMaterial(pFileData, pAttribtues, nFaces, pNumAttribute, pMaterial));

	pMesh->UnlockAttributeBuffer();
	pMesh->UnlockIndexBuffer();
	pMesh->UnlockVertexBuffer();

	*pNewMesh = pMesh;
	
	ParseSkinInfo(pFileData, pNewSkininfo);
	return true;
}
예제 #2
0
/** Merges a set of D3DXMeshes. */
static void MergeD3DXMeshes(
	IDirect3DDevice9* Device,
	TRefCountPtr<ID3DXMesh>& OutMesh,TArray<int32>& OutBaseFaceIndex,const TArray<ID3DXMesh*>& Meshes)
{
	TArray<D3DVERTEXELEMENT9> VertexElements;
	GetD3D9MeshVertexDeclarations(VertexElements);
		
	// Count the number of faces and vertices in the input meshes.
	int32 NumFaces = 0;
	int32 NumVertices = 0;
	for(int32 MeshIndex = 0;MeshIndex < Meshes.Num();MeshIndex++)
	{
		NumFaces += Meshes[MeshIndex]->GetNumFaces();
		NumVertices += Meshes[MeshIndex]->GetNumVertices();
	}

	// Create mesh for source data
	VERIFYD3D9RESULT(D3DXCreateMesh(
		NumFaces,
		NumVertices,
		D3DXMESH_SYSTEMMEM,
		(D3DVERTEXELEMENT9*)VertexElements.GetData(),
		Device,
		OutMesh.GetInitReference()
		) );

	// Fill D3DXMesh
	FUtilVertex* ResultVertices;
	uint16*		 ResultIndices;
	::DWORD *		 ResultAttributes;
	OutMesh->LockVertexBuffer(0,(LPVOID*)&ResultVertices);
	OutMesh->LockIndexBuffer(0,(LPVOID*)&ResultIndices);
	OutMesh->LockAttributeBuffer(0, &ResultAttributes);

	int32 BaseVertexIndex = 0;
	int32 BaseFaceIndex = 0;
	for(int32 MeshIndex = 0;MeshIndex < Meshes.Num();MeshIndex++)
	{
		ID3DXMesh* Mesh = Meshes[MeshIndex];
				
		FUtilVertex* Vertices;
		uint16*		 Indices;
		::DWORD *		 Attributes;
		Mesh->LockVertexBuffer(0,(LPVOID*)&Vertices);
		Mesh->LockIndexBuffer(0,(LPVOID*)&Indices);
		Mesh->LockAttributeBuffer(0, &Attributes);

		for(uint32 FaceIndex = 0;FaceIndex < Mesh->GetNumFaces();FaceIndex++)
		{
			for(uint32 VertexIndex = 0;VertexIndex < 3;VertexIndex++)
			{
				*ResultIndices++ = BaseVertexIndex + *Indices++;
			}
		}
		OutBaseFaceIndex.Add(BaseFaceIndex);
		BaseFaceIndex += Mesh->GetNumFaces();

		FMemory::Memcpy(ResultVertices,Vertices,Mesh->GetNumVertices() * sizeof(FUtilVertex));
		ResultVertices += Mesh->GetNumVertices();
		BaseVertexIndex += Mesh->GetNumVertices();

		FMemory::Memcpy(ResultAttributes,Attributes,Mesh->GetNumFaces() * sizeof(uint32));
		ResultAttributes += Mesh->GetNumFaces();

		Mesh->UnlockIndexBuffer();
		Mesh->UnlockVertexBuffer();
		Mesh->UnlockAttributeBuffer();
	}

	OutMesh->UnlockIndexBuffer();
	OutMesh->UnlockVertexBuffer();
	OutMesh->UnlockAttributeBuffer();
}
예제 #3
0
void Terrain::buildSubGridMesh(RECT& R, VertexPNT* gridVerts)
{
	//===============================================================
	// Create the subgrid mesh.
	ID3DXMesh* subMesh = 0;
	D3DVERTEXELEMENT9 elems[MAX_FVF_DECL_SIZE];
	UINT numElems = 0;
	HR(VertexPNT::Decl->GetDeclaration(elems, &numElems));
	HR(D3DXCreateMesh(SubGrid::NUM_TRIS, SubGrid::NUM_VERTS, 
		D3DXMESH_MANAGED, elems, gd3dDevice, &subMesh));


	//===============================================================
	// Build Vertex Buffer.  Copy rectangle of vertices from the
	// grid into the subgrid structure.
	VertexPNT* v = 0;
	HR(subMesh->LockVertexBuffer(0, (void**)&v));
	int k = 0;
	for(int i = R.top; i <= R.bottom; ++i)
	{
		for(int j = R.left; j <= R.right; ++j)
		{
			v[k++] = gridVerts[i*mVertCols+j];
		}
	}

	//===============================================================
	// Compute the bounding box before unlocking the vertex buffer.
	AABB bndBox;
	HR(D3DXComputeBoundingBox((D3DXVECTOR3*)v, subMesh->GetNumVertices(), 
		sizeof(VertexPNT), &bndBox.minPt, &bndBox.maxPt));

	HR(subMesh->UnlockVertexBuffer());


	//===============================================================
	// Build Index and Attribute Buffer.
	// Get indices for subgrid (we don't use the verts here--the verts
	// are given by the parameter gridVerts).
	std::vector<D3DXVECTOR3> tempVerts;
	std::vector<DWORD> tempIndices;
	GenTriGrid(SubGrid::NUM_ROWS, SubGrid::NUM_COLS, mDX, mDZ, 
		D3DXVECTOR3(0.0f, 0.0f, 0.0f), tempVerts, tempIndices);

	WORD* indices  = 0;
	DWORD* attBuff = 0;
	HR(subMesh->LockIndexBuffer(0, (void**)&indices));
	HR(subMesh->LockAttributeBuffer(0, &attBuff));
	for(int i = 0; i < SubGrid::NUM_TRIS; ++i)
	{
		indices[i*3+0] = (WORD)tempIndices[i*3+0];
		indices[i*3+1] = (WORD)tempIndices[i*3+1];
		indices[i*3+2] = (WORD)tempIndices[i*3+2];

		attBuff[i] = 0; // All in subset 0.
	}
	HR(subMesh->UnlockIndexBuffer());
	HR(subMesh->UnlockAttributeBuffer());


	//===============================================================
	// Optimize for the vertex cache and build attribute table.
	DWORD* adj = new DWORD[subMesh->GetNumFaces()*3];
	HR(subMesh->GenerateAdjacency(EPSILON, adj));
	HR(subMesh->OptimizeInplace(D3DXMESHOPT_VERTEXCACHE|D3DXMESHOPT_ATTRSORT,
		adj, 0, 0, 0));
	delete[] adj;

	
	//===============================================================
	// Save the mesh and bounding box.
	mSubGridMeshes.push_back(subMesh);
	mSubGridBndBoxes.push_back(bndBox);
}
예제 #4
0
ID3DXMesh* CMesh::createD3DXMesh() const
{
    HRESULT hr;
    ID3DXMesh* dxMesh = 0;

    DWORD meshOpts = D3DXMESH_MANAGED;
    if( getIndexStride() == 4 )
        meshOpts |= D3DXMESH_32BIT;


    // get declaration
    D3DVERTEXELEMENT9 decl[MAX_FVF_DECL_SIZE];
    UINT numElements;
    getVertexDecl().getObject()->GetDeclaration( decl, &numElements );
    // create mesh
    hr = D3DXCreateMesh( getIndexCount()/3, getVertexCount(), meshOpts, decl, &CD3DDevice::getInstance().getDevice(), &dxMesh );
    if( FAILED(hr) )
        return NULL;

    // copy VB
    {
        const void* srcVB = lockVBRead();
        void* dxVB = 0;
        hr = dxMesh->LockVertexBuffer( 0, &dxVB );
        if( FAILED(hr) ) {
            dxMesh->Release();
            return NULL;
        }
        memcpy( dxVB, srcVB, getVertexCount() * getVertexStride() );
        hr = dxMesh->UnlockVertexBuffer();
        unlockVBRead();
    }
    // copy IB
    {
        const void* srcIB = lockIBRead();
        void* dxIB = 0;
        hr = dxMesh->LockIndexBuffer( 0, &dxIB );
        if( FAILED(hr) ) {
            dxMesh->Release();
            return NULL;
        }
        memcpy( dxIB, srcIB, getIndexCount() * getIndexStride() );
        hr = dxMesh->UnlockIndexBuffer();
        unlockIBRead();
    }
    // copy groups
    {
        int ngroups = getGroupCount();
        D3DXATTRIBUTERANGE* attrs = new D3DXATTRIBUTERANGE[ngroups];
        DWORD* attrBuf = 0;
        hr = dxMesh->LockAttributeBuffer( 0, &attrBuf );
        if( FAILED(hr) ) {
            dxMesh->Release();
            return NULL;
        }
        for( int g = 0; g < ngroups; ++g ) {
            attrs[g].AttribId = g;
            const CMesh::CGroup& group = getGroup(g);
            attrs[g].VertexStart = group.getFirstVertex();
            attrs[g].VertexCount = group.getVertexCount();
            attrs[g].FaceStart = group.getFirstPrim();
            attrs[g].FaceCount = group.getPrimCount();
            for( int f = 0; f < group.getPrimCount(); ++f )
                *attrBuf++ = g;
        }
        dxMesh->UnlockAttributeBuffer();
        hr = dxMesh->SetAttributeTable( attrs, ngroups );
        delete[] attrs;
    }

    return dxMesh;
}
예제 #5
0
//--------------------------------------------------------------------------------------
HRESULT CMeshLoader::Create( IDirect3DDevice9* pd3dDevice, const WCHAR* strFilename )
{
    HRESULT hr;
    WCHAR str[ MAX_PATH ] = {0};

    // Start clean
    Destroy();

    // Store the device pointer
    m_pd3dDevice = pd3dDevice;

    // Load the vertex buffer, index buffer, and subset information from a file. In this case, 
    // an .obj file was chosen for simplicity, but it's meant to illustrate that ID3DXMesh objects
    // can be filled from any mesh file format once the necessary data is extracted from file.
    
    //V_RETURN( LoadGeometryFromOBJ( strFilename ) );
    V_RETURN( LoadGeometryFromOBJ_Fast( strFilename ) );

    // Set the current directory based on where the mesh was found
    WCHAR wstrOldDir[MAX_PATH] = {0};
    GetCurrentDirectory( MAX_PATH, wstrOldDir );
    SetCurrentDirectory( m_strMediaDir );

    // Load material textures
    for( int iMaterial = 0; iMaterial < m_Materials.GetSize(); iMaterial++ )
    {
        Material* pMaterial = m_Materials.GetAt( iMaterial );
        if( pMaterial->strTexture[0] )
        {
            // Avoid loading the same texture twice
            bool bFound = false;
            for( int x = 0; x < iMaterial; x++ )
            {
                Material* pCur = m_Materials.GetAt( x );
                if( 0 == wcscmp( pCur->strTexture, pMaterial->strTexture ) )
                {
                    bFound = true;
                    pMaterial->pTexture = pCur->pTexture;
                    break;
                }
            }

            // Not found, load the texture
            if( !bFound )
            {
                V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, pMaterial->strTexture ) );
                V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, pMaterial->strTexture,
                                                     &( pMaterial->pTexture ) ) );
                int a = 0;
            }
        }
    }

    // Restore the original current directory
    SetCurrentDirectory( wstrOldDir );

    // Create the encapsulated mesh
    ID3DXMesh* pMesh = NULL;
    V_RETURN( D3DXCreateMesh( m_Indices.GetSize() / 3, m_Vertices.GetSize(),
                              D3DXMESH_MANAGED | D3DXMESH_32BIT, VERTEX_DECL,
                              pd3dDevice, &pMesh ) );

    // Copy the vertex data
    VERTEX* pVertex;
    V_RETURN( pMesh->LockVertexBuffer( 0, ( void** )&pVertex ) );
    memcpy( pVertex, m_Vertices.GetData(), m_Vertices.GetSize() * sizeof( VERTEX ) );
    pMesh->UnlockVertexBuffer();
    m_Vertices.RemoveAll();

    // Copy the index data
    DWORD* pIndex;
    V_RETURN( pMesh->LockIndexBuffer( 0, ( void** )&pIndex ) );
    memcpy( pIndex, m_Indices.GetData(), m_Indices.GetSize() * sizeof( DWORD ) );
    pMesh->UnlockIndexBuffer();
    m_Indices.RemoveAll();

    // Copy the attribute data
    DWORD* pSubset;
    V_RETURN( pMesh->LockAttributeBuffer( 0, &pSubset ) );
    memcpy( pSubset, m_Attributes.GetData(), m_Attributes.GetSize() * sizeof( DWORD ) );
    pMesh->UnlockAttributeBuffer();
    m_Attributes.RemoveAll();

    // Reorder the vertices according to subset and optimize the mesh for this graphics 
    // card's vertex cache. When rendering the mesh's triangle list the vertices will 
    // cache hit more often so it won't have to re-execute the vertex shader.
    DWORD* aAdjacency = new DWORD[pMesh->GetNumFaces() * 3];
    if( aAdjacency == NULL )
        return E_OUTOFMEMORY;

    V( pMesh->GenerateAdjacency( 1e-6f, aAdjacency ) );
    V( pMesh->OptimizeInplace( D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_VERTEXCACHE, aAdjacency, NULL, NULL, NULL ) );

    SAFE_DELETE_ARRAY( aAdjacency );
    m_pMesh = pMesh;

    return S_OK;
}
예제 #6
0
void PropsDemo::buildGrass()
{
	D3DVERTEXELEMENT9 elems[MAX_FVF_DECL_SIZE];
	UINT numElems = 0;
	HR(GrassVertex::Decl->GetDeclaration(elems, &numElems));

	HR(D3DXCreateMesh(NUM_GRASS_BLOCKS*2, NUM_GRASS_BLOCKS*4, D3DXMESH_MANAGED, 
		elems, gd3dDevice, &mGrassMesh));

	GrassVertex* v = 0;
	WORD* k = 0;
	HR(mGrassMesh->LockVertexBuffer(0, (void**)&v));
	HR(mGrassMesh->LockIndexBuffer(0, (void**)&k));

	int indexOffset = 0;

	// Scale down the region in which we generate grass.
	int w = (int)(mTerrain->getWidth() * 0.15f);
	int d = (int)(mTerrain->getDepth() * 0.15f);

	// Randomly generate a grass block (three intersecting quads) around the 
	// terrain in the height range [35, 50] (similar to the trees).
	for(int i = 0; i < NUM_GRASS_BLOCKS; ++i)
	{
		//============================================
		// Construct vertices.

		// Generate random position in region.  Note that we also shift
		// this region to place it in the world.
		float x = (float)((rand() % w) - (w*0.5f)) - 30.0f;
		float z = (float)((rand() % d) - (d*0.5f)) - 20.0f;
		float y = mTerrain->getHeight(x, z); 

		// Only generate grass blocks in this height range.  If the height
		// is outside this range, generate a new random position and 
		// try again.
		if(y < 37.0f || y > 40.0f)
		{
			--i; // We are trying again, so decrement back the index.
			continue;
		}

		float sx = GetRandomFloat(0.75f, 1.25f); 
		float sy = GetRandomFloat(0.75f, 1.25f);
		float sz = GetRandomFloat(0.75f, 1.25f);
		D3DXVECTOR3 pos(x, y, z);
		D3DXVECTOR3 scale(sx, sy, sz);

		buildGrassFin(v, k, indexOffset, pos, scale);
		v += 4;
		k += 6;
	}

	HR(mGrassMesh->UnlockVertexBuffer());
	HR(mGrassMesh->UnlockIndexBuffer());


	// Fill in the attribute buffer (everything in subset 0)
	DWORD* attributeBufferPtr = 0;
	HR(mGrassMesh->LockAttributeBuffer(0, &attributeBufferPtr));
	for(UINT i = 0; i < mGrassMesh->GetNumFaces(); ++i)
		attributeBufferPtr[i] = 0;
	HR(mGrassMesh->UnlockAttributeBuffer());

	DWORD* adj = new DWORD[mGrassMesh->GetNumFaces()*3];
	HR(mGrassMesh->GenerateAdjacency(EPSILON, adj));
	HR(mGrassMesh->OptimizeInplace(D3DXMESHOPT_ATTRSORT|D3DXMESHOPT_VERTEXCACHE,
		adj, 0, 0, 0));

	delete [] adj;
}