?? d3dxcreatemeshfvf.cpp
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//////////////////////////////////////////////////////////////////////////////////////////////////
//
// File: d3dxcreatemeshfvf.cpp
//
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0
//
// Desc: Demonstrates how to create an empty ID3DXMesh object with D3DXCreateMeshFVF,
// how to fill the vertex, index, and attribute buffers, how to optimize a mesh
// and gnerate an attribute table, and how to render it.
//
//////////////////////////////////////////////////////////////////////////////////////////////////
#include "d3dUtility.h"
#include <fstream>
#include <vector>
//
// Globals
//
IDirect3DDevice9* Device = 0;
const int Width = 640;
const int Height = 480;
ID3DXMesh* Mesh = 0;
const DWORD NumSubsets = 3;
IDirect3DTexture9* Textures[3] = {0, 0, 0};// texture for each subset
std::ofstream OutFile; // used to dump mesh data to file
//
// Prototypes
//
void dumpVertices(std::ofstream& outFile, ID3DXMesh* mesh);
void dumpIndices(std::ofstream& outFile, ID3DXMesh* mesh);
void dumpAttributeBuffer(std::ofstream& outFile, ID3DXMesh* mesh);
void dumpAdjacencyBuffer(std::ofstream& outFile, ID3DXMesh* mesh);
void dumpAttributeTable(std::ofstream& outFile, ID3DXMesh* mesh);
//
// Classes and Structures
//
struct Vertex
{
Vertex(){}
Vertex(float x, float y, float z,
float nx, float ny, float nz, float u, float v)
{
_x = x; _y = y; _z = z;
_nx = nx; _ny = ny; _nz = nz;
_u = u; _v = v;
}
float _x, _y, _z, _nx, _ny, _nz, _u, _v;
static const DWORD FVF;
};
const DWORD Vertex::FVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;
//
// Framework functions
//
bool Setup()
{
HRESULT hr = 0;
//
// We are going to fill the empty mesh with the geometry of a box,
// so we need 12 triangles and 24 vetices.
//
hr = D3DXCreateMeshFVF(
12,
24,
D3DXMESH_MANAGED,
Vertex::FVF,
Device,
&Mesh);
if(FAILED(hr))
{
::MessageBox(0, "D3DXCreateMeshFVF() - FAILED", 0, 0);
return false;
}
//
// Fill in vertices of a box
//
Vertex* v = 0;
Mesh->LockVertexBuffer(0, (void**)&v);
// fill in the front face vertex data
v[0] = Vertex(-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f);
v[1] = Vertex(-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
v[2] = Vertex( 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f);
v[3] = Vertex( 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f);
// fill in the back face vertex data
v[4] = Vertex(-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f);
v[5] = Vertex( 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f);
v[6] = Vertex( 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
v[7] = Vertex(-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f);
// fill in the top face vertex data
v[8] = Vertex(-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f);
v[9] = Vertex(-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f);
v[10] = Vertex( 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f);
v[11] = Vertex( 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f);
// fill in the bottom face vertex data
v[12] = Vertex(-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f);
v[13] = Vertex( 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f);
v[14] = Vertex( 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f);
v[15] = Vertex(-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f);
// fill in the left face vertex data
v[16] = Vertex(-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f);
v[17] = Vertex(-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f);
v[18] = Vertex(-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f);
v[19] = Vertex(-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f);
// fill in the right face vertex data
v[20] = Vertex( 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f);
v[21] = Vertex( 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f);
v[22] = Vertex( 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f);
v[23] = Vertex( 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f);
Mesh->UnlockVertexBuffer();
//
// Define the triangles of the box
//
WORD* i = 0;
Mesh->LockIndexBuffer(0, (void**)&i);
// fill in the front face index data
i[0] = 0; i[1] = 1; i[2] = 2;
i[3] = 0; i[4] = 2; i[5] = 3;
// fill in the back face index data
i[6] = 4; i[7] = 5; i[8] = 6;
i[9] = 4; i[10] = 6; i[11] = 7;
// fill in the top face index data
i[12] = 8; i[13] = 9; i[14] = 10;
i[15] = 8; i[16] = 10; i[17] = 11;
// fill in the bottom face index data
i[18] = 12; i[19] = 13; i[20] = 14;
i[21] = 12; i[22] = 14; i[23] = 15;
// fill in the left face index data
i[24] = 16; i[25] = 17; i[26] = 18;
i[27] = 16; i[28] = 18; i[29] = 19;
// fill in the right face index data
i[30] = 20; i[31] = 21; i[32] = 22;
i[33] = 20; i[34] = 22; i[35] = 23;
Mesh->UnlockIndexBuffer();
//
// Specify the subset each triangle belongs to, in this example
// we will use three subsets, the first two faces of the cube specified
// will be in subset 0, the next two faces will be in subset 1 and
// the the last two faces will be in subset 2.
//
DWORD* attributeBuffer = 0;
Mesh->LockAttributeBuffer(0, &attributeBuffer);
for(int a = 0; a < 4; a++)
attributeBuffer[a] = 0;
for(int b = 4; b < 8; b++)
attributeBuffer[b] = 1;
for(int c = 8; c < 12; c++)
attributeBuffer[c] = 2;
Mesh->UnlockAttributeBuffer();
//
// Optimize the mesh to generate an attribute table.
//
std::vector<DWORD> adjacencyBuffer(Mesh->GetNumFaces() * 3);
Mesh->GenerateAdjacency(0.0f, &adjacencyBuffer[0]);
hr = Mesh->OptimizeInplace(
D3DXMESHOPT_ATTRSORT |
D3DXMESHOPT_COMPACT |
D3DXMESHOPT_VERTEXCACHE,
&adjacencyBuffer[0],
0, 0, 0);
//
// Dump the Mesh Data to file.
//
OutFile.open("Mesh Dump.txt");
dumpVertices(OutFile, Mesh);
dumpIndices(OutFile, Mesh);
dumpAttributeTable(OutFile, Mesh);
dumpAttributeBuffer(OutFile, Mesh);
dumpAdjacencyBuffer(OutFile, Mesh);
OutFile.close();
//
// Load the textures and set filters.
//
D3DXCreateTextureFromFile(
Device,
"brick0.jpg",
&Textures[0]);
D3DXCreateTextureFromFile(
Device,
"brick1.jpg",
&Textures[1]);
D3DXCreateTextureFromFile(
Device,
"checker.jpg",
&Textures[2]);
Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
//
// Disable lighting.
//
Device->SetRenderState(D3DRS_LIGHTING, false);
//
// Set camera.
//
D3DXVECTOR3 pos(0.0f, 0.f, -4.0f);
D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
D3DXMATRIX V;
D3DXMatrixLookAtLH(
&V,
&pos,
&target,
&up);
Device->SetTransform(D3DTS_VIEW, &V);
//
// Set projection matrix.
//
D3DXMATRIX proj;
D3DXMatrixPerspectiveFovLH(
&proj,
D3DX_PI * 0.5f, // 90 - degree
(float)Width / (float)Height,
1.0f,
1000.0f);
Device->SetTransform(D3DTS_PROJECTION, &proj);
return true;
}
void Cleanup()
{
d3d::Release<ID3DXMesh*>(Mesh);
d3d::Release<IDirect3DTexture9*>(Textures[0]);
d3d::Release<IDirect3DTexture9*>(Textures[1]);
d3d::Release<IDirect3DTexture9*>(Textures[2]);
}
bool Display(float timeDelta)
{
if( Device )
{
//
// Update: Rotate the cube.
//
D3DXMATRIX xRot;
D3DXMatrixRotationX(&xRot, D3DX_PI * 0.2f);
static float y = 0.0f;
D3DXMATRIX yRot;
D3DXMatrixRotationY(&yRot, y);
y += timeDelta;
if( y >= 6.28f )
y = 0.0f;
D3DXMATRIX World = xRot * yRot;
Device->SetTransform(D3DTS_WORLD, &World);
//
// Render
//
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
Device->BeginScene();
for(int i = 0; i < NumSubsets; i++)
{
Device->SetTexture( 0, Textures[i] );
Mesh->DrawSubset( i );
}
Device->EndScene();
Device->Present(0, 0, 0, 0);
}
return true;
}
//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch( msg )
{
case WM_DESTROY:
::PostQuitMessage(0);
break;
case WM_KEYDOWN:
if( wParam == VK_ESCAPE )
::DestroyWindow(hwnd);
break;
}
return ::DefWindowProc(hwnd, msg, wParam, lParam);
}
//
// WinMain
//
int WINAPI WinMain(HINSTANCE hinstance,
HINSTANCE prevInstance,
PSTR cmdLine,
int showCmd)
{
if(!d3d::InitD3D(hinstance,
Width, Height, true, D3DDEVTYPE_HAL, &Device))
{
::MessageBox(0, "InitD3D() - FAILED", 0, 0);
return 0;
}
if(!Setup())
{
::MessageBox(0, "Setup() - FAILED", 0, 0);
return 0;
}
d3d::EnterMsgLoop( Display );
Cleanup();
Device->Release();
return 0;
}
//
// Prototype Implementations
//
void dumpVertices(std::ofstream& outFile, ID3DXMesh* mesh)
{
outFile << "Vertices:" << std::endl;
outFile << "---------" << std::endl << std::endl;
Vertex* v = 0;
mesh->LockVertexBuffer(0, (void**)&v);
for(int i = 0; i < mesh->GetNumVertices(); i++)
{
outFile << "Vertex " << i << ": (";
outFile << v[i]._x << ", " << v[i]._y << ", " << v[i]._z << ", ";
outFile << v[i]._nx << ", " << v[i]._ny << ", " << v[i]._nz << ", ";
outFile << v[i]._u << ", " << v[i]._v << ")" << std::endl;
}
mesh->UnlockVertexBuffer();
outFile << std::endl << std::endl;
}
void dumpIndices(std::ofstream& outFile, ID3DXMesh* mesh)
{
outFile << "Indices:" << std::endl;
outFile << "--------" << std::endl << std::endl;
WORD* indices = 0;
mesh->LockIndexBuffer(0, (void**)&indices);
for(int i = 0; i < mesh->GetNumFaces(); i++)
{
outFile << "Triangle " << i << ": ";
outFile << indices[i * 3 ] << " ";
outFile << indices[i * 3 + 1] << " ";
outFile << indices[i * 3 + 2] << std::endl;
}
mesh->UnlockIndexBuffer();
outFile << std::endl << std::endl;
}
void dumpAttributeBuffer(std::ofstream& outFile, ID3DXMesh* mesh)
{
outFile << "Attribute Buffer:" << std::endl;
outFile << "-----------------" << std::endl << std::endl;
DWORD* attributeBuffer = 0;
mesh->LockAttributeBuffer(0, &attributeBuffer);
// an attribute for each face
for(int i = 0; i < mesh->GetNumFaces(); i++)
{
outFile << "Triangle lives in subset " << i << ": ";
outFile << attributeBuffer[i] << std::endl;
}
mesh->UnlockAttributeBuffer();
outFile << std::endl << std::endl;
}
void dumpAdjacencyBuffer(std::ofstream& outFile, ID3DXMesh* mesh)
{
outFile << "Adjacency Buffer:" << std::endl;
outFile << "-----------------" << std::endl << std::endl;
// three enttries per face
std::vector<DWORD> adjacencyBuffer(mesh->GetNumFaces() * 3);
mesh->GenerateAdjacency(0.0f, &adjacencyBuffer[0]);
for(int i = 0; i < mesh->GetNumFaces(); i++)
{
outFile << "Triangle's adjacent to triangle " << i << ": ";
outFile << adjacencyBuffer[i * 3 ] << " ";
outFile << adjacencyBuffer[i * 3 + 1] << " ";
outFile << adjacencyBuffer[i * 3 + 2] << std::endl;
}
outFile << std::endl << std::endl;
}
void dumpAttributeTable(std::ofstream& outFile, ID3DXMesh* mesh)
{
outFile << "Attribute Table:" << std::endl;
outFile << "----------------" << std::endl << std::endl;
// number of entries in the attribute table
DWORD numEntries = 0;
mesh->GetAttributeTable(0, &numEntries);
std::vector<D3DXATTRIBUTERANGE> table(numEntries);
mesh->GetAttributeTable(&table[0], &numEntries);
for(int i = 0; i < numEntries; i++)
{
outFile << "Entry " << i << std::endl;
outFile << "-----------" << std::endl;
outFile << "Subset ID: " << table[i].AttribId << std::endl;
outFile << "Face Start: " << table[i].FaceStart << std::endl;
outFile << "Face Count: " << table[i].FaceCount << std::endl;
outFile << "Vertex Start: " << table[i].VertexStart << std::endl;
outFile << "Vertex Count: " << table[i].VertexCount << std::endl;
outFile << std::endl;
}
outFile << std::endl << std::endl;
}
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