示例#1
0
HRESULT LoadMesh(IDirect3DDevice9* pd3dDevice, WCHAR* strFileName, ID3DXMesh** ppMesh)
{
    ID3DXMesh* pMesh = NULL;
    WCHAR str[MAX_PATH];
    HRESULT hr;

    V_RETURN(DXUTFindDXSDKMediaFileCch(str, MAX_PATH, strFileName));

    V_RETURN(D3DXLoadMeshFromX(str, D3DXMESH_MANAGED, pd3dDevice, NULL, NULL, NULL, NULL, &pMesh));

    DWORD* rgdwAdjacency = NULL;

    if(!(pMesh->GetFVF() & D3DFVF_NORMAL))
    {
        ID3DXMesh* pTempMesh;
        V(pMesh->CloneMeshFVF(pMesh->GetOptions(),
                                pMesh->GetFVF() | D3DFVF_NORMAL,
                                pd3dDevice, &pTempMesh));
        V(D3DXComputeNormals(pTempMesh, NULL));

        SAFE_RELEASE(pMesh);
        pMesh = pTempMesh;
    }
   
    rgdwAdjacency = new DWORD[pMesh->GetNumFaces() * 3];
    if(rgdwAdjacency == NULL)
        return E_OUTOFMEMORY;
    V(pMesh->GenerateAdjacency(1e-6f, rgdwAdjacency));
    V(pMesh->OptimizeInplace(D3DXMESHOPT_VERTEXCACHE, rgdwAdjacency, NULL, NULL, NULL));
    delete []rgdwAdjacency;

    *ppMesh = pMesh;

    return S_OK;
}
示例#2
0
void MeshX::BuildSkinnedMesh()
{
	ID3DXMesh* oldMesh = allocMeshHierarchy.GetMeshList().front()->MeshData.pMesh;

	//compute normal
	D3DVERTEXELEMENT9 elements[MAX_FVF_DECL_SIZE];
	oldMesh->GetDeclaration(elements);

	ID3DXMesh* tempMesh = 0;
	ID3DXMesh* tempOpMesh = 0;
	oldMesh->CloneMesh(D3DXMESH_SYSTEMMEM, elements, pDevice, &tempMesh);
	 
	if( !HasNormals(tempMesh) )
		D3DXComputeNormals(tempMesh, 0);

	//optimize the mesh
	DWORD* adj = new DWORD[tempMesh->GetNumFaces()*3];
	ID3DXBuffer* remap = 0;
	tempMesh->GenerateAdjacency(0.00001f, adj);
	tempMesh->Optimize(D3DXMESH_SYSTEMMEM | D3DXMESHOPT_VERTEXCACHE | 
		D3DXMESHOPT_ATTRSORT, adj, 0, 0, &remap, &tempOpMesh);

	SafeRelease(tempMesh);

	// In the .X file (specifically the array DWORD vertexIndices[nWeights]
	// data member of the SkinWeights template) each bone has an array of
	// indices which identify the vertices of the mesh that the bone influences.
	// Because we have just rearranged the vertices (from optimizing), the vertex 
	// indices of a bone are obviously incorrect (i.e., they index to vertices the bone
	// does not influence since we moved vertices around).  In order to update a bone's 
	// vertex indices to the vertices the bone _does_ influence, we simply need to specify
	// where we remapped the vertices to, so that the vertex indices can be updated to 
	// match.  This is done with the ID3DXSkinInfo::Remap method.
	skinInfo->Remap(tempOpMesh->GetNumVertices(), 
		(DWORD*)remap->GetBufferPointer());
	SafeRelease(remap); // Done with remap info.

	DWORD        numBoneComboEntries = 0;
	ID3DXBuffer* boneComboTable      = 0;
	DWORD maxVertInfluences;
	skinInfo->ConvertToIndexedBlendedMesh(tempOpMesh, 0,  
		128, 0, 0, 0, 0, &maxVertInfluences,
		&numBoneComboEntries, &boneComboTable, &this->mesh);

	SafeRelease(tempOpMesh);
	SafeRelease(boneComboTable);
	delete[] adj;
}
示例#3
0
//--------------------------------------------------------------------------------------
// This function loads the mesh and ensures the mesh has normals; it also optimizes the 
// mesh for the graphics card's vertex cache, which improves performance by organizing 
// the internal triangle list for less cache misses.
//--------------------------------------------------------------------------------------
HRESULT LoadMesh( IDirect3DDevice9* pd3dDevice, WCHAR* strFileName, ID3DXMesh** ppMesh )
{
    ID3DXMesh* pMesh = NULL;
    WCHAR str[MAX_PATH];
    HRESULT hr;

    // Load the mesh with D3DX and get back a ID3DXMesh*.  For this
    // sample we'll ignore the X file's embedded materials since we know 
    // exactly the model we're loading.  See the mesh samples such as
    // "OptimizedMesh" for a more generic mesh loading example.
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, strFileName ) );
    V_RETURN( D3DXLoadMeshFromX( str, D3DXMESH_MANAGED, pd3dDevice, NULL, NULL, NULL, NULL, &pMesh ) );

    DWORD* rgdwAdjacency = NULL;

    // Make sure there are normals which are required for lighting
    if( !( pMesh->GetFVF() & D3DFVF_NORMAL ) )
    {
        ID3DXMesh* pTempMesh;
        V( pMesh->CloneMeshFVF( pMesh->GetOptions(),
                                pMesh->GetFVF() | D3DFVF_NORMAL,
                                pd3dDevice, &pTempMesh ) );
        V( D3DXComputeNormals( pTempMesh, NULL ) );

        SAFE_RELEASE( pMesh );
        pMesh = pTempMesh;
    }

    // Optimize the mesh for this graphics card's vertex cache 
    // so 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 
    // on those vertices so it will improve perf.     
    rgdwAdjacency = new DWORD[pMesh->GetNumFaces() * 3];
    if( rgdwAdjacency == NULL )
        return E_OUTOFMEMORY;
    V( pMesh->GenerateAdjacency( 1e-6f, rgdwAdjacency ) );
    V( pMesh->OptimizeInplace( D3DXMESHOPT_VERTEXCACHE, rgdwAdjacency, NULL, NULL, NULL ) );
    delete []rgdwAdjacency;

    *ppMesh = pMesh;

    return S_OK;
}
//--------------------------------------------------------------------------------------
//메쉬 불러오는 함수
//--------------------------------------------------------------------------------------
HRESULT LoadMesh( IDirect3DDevice9* pd3dDevice, WCHAR* strFileName, ID3DXMesh** ppMesh )
{
    ID3DXMesh* pMesh = NULL;
    WCHAR str[MAX_PATH];
    HRESULT hr;

    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, strFileName ) );
    V_RETURN( D3DXLoadMeshFromX( str, D3DXMESH_MANAGED, pd3dDevice, NULL, NULL, NULL, NULL, &pMesh ) );

    DWORD* rgdwAdjacency = NULL;

    // mesh에 노말벡터 생성하는 코드
    if( !( pMesh->GetFVF() & D3DFVF_NORMAL ) )
    {
        ID3DXMesh* pTempMesh;
        V( pMesh->CloneMeshFVF( pMesh->GetOptions(),
                                pMesh->GetFVF() | D3DFVF_NORMAL,
                                pd3dDevice, &pTempMesh ) );
        V( D3DXComputeNormals( pTempMesh, NULL ) );

        SAFE_RELEASE( pMesh );
        pMesh = pTempMesh;
    }

	//성능 향상을 도모하고자 인접 정보를 기록
	//각 mesh(삼각형) 정보 테이블을 가지는 형태
	//해당 정보는 pMesh가 가지고 있음
	//각 mesh 정보는 인접할 수 있는 점의 최대 개수가 3개 이내임을 활용해 효율적으로 vertex 운영
    rgdwAdjacency = new DWORD[pMesh->GetNumFaces() * 3];
    if( rgdwAdjacency == NULL )
        return E_OUTOFMEMORY;
    V( pMesh->GenerateAdjacency( 1e-6f, rgdwAdjacency ) );
	//버텍스 캐쉬를 활용하는 것
    V( pMesh->OptimizeInplace( D3DXMESHOPT_VERTEXCACHE, rgdwAdjacency, NULL, NULL, NULL ) );
    delete []rgdwAdjacency;


	//callback out 변수에 최종 값 저장
    *ppMesh = pMesh;

    return S_OK;
}
示例#5
0
void GWater::recreateGraphInfo()
{
	HRESULT hr = S_FALSE;

	SeaVertex *pVertextBuffer = NULL;	  //Mesh的顶点缓冲区

	DWORD *pIndexBuffer = NULL;	  //Mesh的索引缓冲区
	ID3DXMesh* mesh = 0;
	hr = D3DXCreateMeshFVF (
		mCellCount * mCellCount * 2,
		( mCellCount + 1 ) * ( mCellCount + 1 ),
		D3DXMESH_32BIT | D3DXMESH_MANAGED, FVFSea,  Content::Device.getD9Device(),
		&mesh
		);

	dDebugMsgBox ( hr, "创建海面Mesh失败!" );

	DWORD dwIndex = 0;

	mesh->LockVertexBuffer ( D3DLOCK_DISCARD, ( void** ) &pVertextBuffer );

	for ( int i = 0; i < mCellCount + 1; i++ )
	{
		for ( int j = 0; j < mCellCount + 1; j++ )
		{
			dwIndex = i * ( mCellCount + 1 ) + j;

			pVertextBuffer[dwIndex].vertex.x = ( j - mCellCount / 2.0f ) * mCellWidth;
			pVertextBuffer[dwIndex].vertex.y = 0;
			pVertextBuffer[dwIndex].vertex.z = ( i - mCellCount / 2.0f ) * mCellWidth;
			pVertextBuffer[dwIndex].u = j / 10.0f;
			pVertextBuffer[dwIndex].v = ( mCellCount - i ) / 10.0f;
		}
	}

	mesh->UnlockVertexBuffer();

	mesh->LockIndexBuffer ( D3DLOCK_DISCARD, ( void** ) &pIndexBuffer );

	DWORD dwBaseIndex = 0;

	for ( int i = 0; i < mCellCount; i++ )
	{
		for ( int j = 0; j < mCellCount; j++ )
		{
			pIndexBuffer[dwBaseIndex + 0] = i * ( mCellCount + 1 ) + j;
			pIndexBuffer[dwBaseIndex + 1] = ( i + 1 ) * ( mCellCount + 1 ) + j;
			pIndexBuffer[dwBaseIndex + 2] = ( i + 1 ) * ( mCellCount + 1 ) + j + 1;

			pIndexBuffer[dwBaseIndex + 3] = i * ( mCellCount + 1 ) + j;
			pIndexBuffer[dwBaseIndex + 4] = ( i + 1 ) * ( mCellCount + 1 ) + j + 1;;
			pIndexBuffer[dwBaseIndex + 5] = i * ( mCellCount + 1 ) + j + 1;

			dwBaseIndex += 6;
		}
	}

	mesh->UnlockIndexBuffer();

	mMeshBufferNode->setMesh ( mesh );
	mMeshBufferNode->setSubCount ( 1 );

	DWORD *pAdj = new DWORD[mesh->GetNumFaces() * 3];

	mesh->GenerateAdjacency ( 1.0f, pAdj );

	delete []pAdj ;
}
示例#6
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);
}
示例#7
0
void SkinnedMesh::buildSkinnedMesh(ID3DXMesh* mesh)
{
    //====================================================================
    // First add a normal component and 2D texture coordinates component.

    D3DVERTEXELEMENT9 elements[64];
    UINT numElements = 0;
    VertexPNT::Decl->GetDeclaration(elements, &numElements);

    ID3DXMesh* tempMesh = 0;
    HR(mesh->CloneMesh(D3DXMESH_SYSTEMMEM, elements, gd3dDevice, &tempMesh));

    if( !hasNormals(tempMesh) )
        HR(D3DXComputeNormals(tempMesh, 0));

    //====================================================================
    // Optimize the mesh; in particular, the vertex cache.
    DWORD* adj = new DWORD[tempMesh->GetNumFaces()*3];
    ID3DXBuffer* remap = 0;
    HR(tempMesh->GenerateAdjacency(EPSILON, adj));
    ID3DXMesh* optimizedTempMesh = 0;
    HR(tempMesh->Optimize(D3DXMESH_SYSTEMMEM | D3DXMESHOPT_VERTEXCACHE |
                          D3DXMESHOPT_ATTRSORT, adj, 0, 0, &remap, &optimizedTempMesh));

    ReleaseCOM(tempMesh); // Done w/ this mesh.
    delete[] adj;         // Done with buffer.

    // In the .X file (specifically the array DWORD vertexIndices[nWeights]
    // data member of the SkinWeights template) each bone has an array of
    // indices which identify the vertices of the mesh that the bone influences.
    // Because we have just rearranged the vertices (from optimizing), the vertex
    // indices of a bone are obviously incorrect (i.e., they index to vertices the bone
    // does not influence since we moved vertices around).  In order to update a bone's
    // vertex indices to the vertices the bone _does_ influence, we simply need to specify
    // where we remapped the vertices to, so that the vertex indices can be updated to
    // match.  This is done with the ID3DXSkinInfo::Remap method.
    HR(mSkinInfo->Remap(optimizedTempMesh->GetNumVertices(),
                        (DWORD*)remap->GetBufferPointer()));
    ReleaseCOM(remap); // Done with remap info.

    //====================================================================
    // The vertex format of the source mesh does not include vertex weights
    // nor bone index data, which are both needed for vertex blending.
    // Therefore, we must convert the source mesh to an "indexed-blended-mesh,"
    // which does have the necessary data.

    DWORD        numBoneComboEntries = 0;
    ID3DXBuffer* boneComboTable      = 0;
    HR(mSkinInfo->ConvertToIndexedBlendedMesh(optimizedTempMesh, D3DXMESH_MANAGED | D3DXMESH_WRITEONLY,
            MAX_NUM_BONES_SUPPORTED, 0, 0, 0, 0, &mMaxVertInfluences,
            &numBoneComboEntries, &boneComboTable, &mSkinnedMesh));

    ReleaseCOM(optimizedTempMesh); // Done with tempMesh.
    ReleaseCOM(boneComboTable); // Don't need bone table.

#if defined(DEBUG) | defined(_DEBUG)
    // Output to the debug output the vertex declaration of the mesh at this point.
    // This is for insight only to see what exactly ConvertToIndexedBlendedMesh
    // does to the vertex declaration.
    D3DVERTEXELEMENT9 elems[MAX_FVF_DECL_SIZE];
    HR(mSkinnedMesh->GetDeclaration(elems));

    OutputDebugString("\nVertex Format After ConvertToIndexedBlendedMesh\n");
    int i = 0;
    while( elems[i].Stream != 0xff ) // While not D3DDECL_END()
    {
        if( elems[i].Type == D3DDECLTYPE_FLOAT1)
            OutputDebugString("Type = D3DDECLTYPE_FLOAT1; ");
        if( elems[i].Type == D3DDECLTYPE_FLOAT2)
            OutputDebugString("Type = D3DDECLTYPE_FLOAT2; ");
        if( elems[i].Type == D3DDECLTYPE_FLOAT3)
            OutputDebugString("Type = D3DDECLTYPE_FLOAT3; ");
        if( elems[i].Type == D3DDECLTYPE_UBYTE4)
            OutputDebugString("Type = D3DDECLTYPE_UBYTE4; ");

        if( elems[i].Usage == D3DDECLUSAGE_POSITION)
            OutputDebugString("Usage = D3DDECLUSAGE_POSITION\n");
        if( elems[i].Usage == D3DDECLUSAGE_BLENDWEIGHT)
            OutputDebugString("Usage = D3DDECLUSAGE_BLENDWEIGHT\n");
        if( elems[i].Usage == D3DDECLUSAGE_BLENDINDICES)
            OutputDebugString("Usage = D3DDECLUSAGE_BLENDINDICES\n");
        if( elems[i].Usage == D3DDECLUSAGE_NORMAL)
            OutputDebugString("Usage = D3DDECLUSAGE_NORMAL\n");
        if( elems[i].Usage == D3DDECLUSAGE_TEXCOORD)
            OutputDebugString("Usage = D3DDECLUSAGE_TEXCOORD\n");
        ++i;
    }
#endif
}
void CMeshConverter::OptimiseGraphicsObject(void)
{
	int						i;
	int						j;
	ID3DXMesh*				pXMesh;
	CGraphicsPrimitive*		pcPrimitive;
	CVertexBufferExtended*	psVertexBuffer;
	void*					pvDestIndexBuffer;
	void*					pvDestVertexBuffer;
	void*					pvSrcIndexBuffer;
	void*					pvSrcVertexBuffer;
	int						iVertSize;
	DWORD*					pvAdjacency;
	int						iPrimitiveStart;
	int						iOldVertSize;
	int						iNumIndices;
	int						iOldVertexBufferIndex;
	int						iNumTriangles;
	void*					pvDestBaseIndexBuffer;
	SIndexBuffer*			psIndexBuffer;
	DWORD					iMeshOptions;

	mpcGraphicsObject->SortPrimitives();
	mpcGraphicsObject->Lock();
	psIndexBuffer = mpcGraphicsObject->GetIndexBuffer();
	iVertSize = 0;
	iNumIndices = 0;
	iOldVertexBufferIndex = 0;
	iNumTriangles = 0;
	iOldVertSize = 0;
	iMeshOptions = D3DXMESH_SYSTEMMEM;
	SetFlag((int*)&iMeshOptions, D3DXMESH_32BIT, psIndexBuffer->iIndexSize == 4);
	for (i = 0; i < mpcGraphicsObject->GetNumPrimitives(); i++)
	{
		pcPrimitive = mpcGraphicsObject->GetPrimitive(i);
		psVertexBuffer = mpcGraphicsObject->GetVertexBufferForIndex(pcPrimitive->miVertexBufferIndex);

		if (iOldVertSize != psVertexBuffer->iVertexSize)
		{
			if (iNumIndices != 0)
			{
				gcD3D.CreateMesh(iNumTriangles, iNumIndices, iMeshOptions, psVertexBuffer->iVertexFormat, &pXMesh);
				iVertSize = pXMesh->GetNumBytesPerVertex();
				pXMesh->LockIndexBuffer(D3DLOCK_NO_DIRTY_UPDATE, &pvDestBaseIndexBuffer);
				pXMesh->LockVertexBuffer(D3DLOCK_NO_DIRTY_UPDATE, &pvDestVertexBuffer);

				psVertexBuffer = mpcGraphicsObject->GetVertexBufferForIndex(iOldVertexBufferIndex);
				pvSrcVertexBuffer = psVertexBuffer->pvLockedBuffer;

				if (iVertSize != psVertexBuffer->iVertexSize)
				{
					gcLogger.Error("D3DX vertex size differs from expected size");
					break;
				}

				memcpy(pvDestVertexBuffer, pvSrcVertexBuffer, psVertexBuffer->iVertexSize * psVertexBuffer->iNumVerticies);

				pvDestIndexBuffer = pvDestBaseIndexBuffer;
				for (j = iPrimitiveStart; j < i; j++)
				{
					pcPrimitive = mpcGraphicsObject->GetPrimitive(j);
					pvSrcIndexBuffer = RemapSinglePointer(psIndexBuffer->pvLockedBuffer, 2 * pcPrimitive->miStartIndex);
					memcpy(pvDestIndexBuffer, pvSrcIndexBuffer, psIndexBuffer->iIndexSize * pcPrimitive->miNumVertices);
					pvDestIndexBuffer = RemapSinglePointer(pvDestIndexBuffer, pcPrimitive->miNumVertices);
				}

				pvAdjacency = (DWORD*)malloc(pcPrimitive->miNumPrimitives * 3 * sizeof(DWORD));
				pXMesh->GenerateAdjacency(0.0f, pvAdjacency);
				pXMesh->OptimizeInplace(D3DXMESHOPT_VERTEXCACHE | D3DXMESHOPT_DONOTSPLIT, pvAdjacency, NULL, NULL, NULL);
				free(pvAdjacency);

				pvDestIndexBuffer = pvDestBaseIndexBuffer;
				for (j = iPrimitiveStart; j < i; j++)
				{
					pcPrimitive = mpcGraphicsObject->GetPrimitive(j);
					pvSrcIndexBuffer = RemapSinglePointer(psIndexBuffer->pvLockedBuffer, 2 * pcPrimitive->miStartIndex);
					memcpy(pvSrcIndexBuffer, pvDestIndexBuffer, psIndexBuffer->iIndexSize * pcPrimitive->miNumVertices);
					pvDestIndexBuffer = RemapSinglePointer(pvDestIndexBuffer, pcPrimitive->miNumVertices);
				}

				memcpy(pvSrcVertexBuffer, pvDestVertexBuffer, psVertexBuffer->iVertexSize * psVertexBuffer->iNumVerticies);

				pXMesh->UnlockIndexBuffer();
				pXMesh->UnlockVertexBuffer();
				pXMesh->Release();
			}
			iPrimitiveStart = i;
			iNumIndices = 0;
			iOldVertexBufferIndex = pcPrimitive->miVertexBufferIndex;
		}
		else
		{
			iNumIndices += pcPrimitive->miNumVertices;
			iNumTriangles += pcPrimitive->miNumPrimitives;
			if (iOldVertexBufferIndex != pcPrimitive->miVertexBufferIndex)
			{
				gcUserError.Set("Primitive vertex buffer index is F****D!");
				break;
			}
		}
	}
	mpcGraphicsObject->Unlock();
}
示例#9
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;
}
示例#10
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;
}