根据 DirectX 8.1 SDK samples/Multimedia/Direct3D/Tutorials/Tut06_Meshes翻译
保留原文注释
请自行准备.X文件及材质,这里使用DirectX SDK自带文件tiger.X
//-----------------------------------------------------------------------------
// File: Meshes.cpp
//
// Desc: For advanced geometry, most apps will prefer to load pre-authored
// meshes from a file. Fortunately, when using meshes, D3DX does most of
// the work for this, parsing a geometry file and creating vertx buffers
// (and index buffers) for us. This tutorial shows how to use a D3DXMESH
// object, including loading it from a file and rendering it. One thing
// D3DX does not handle for us is the materials and textures for a mesh,
// so note that we have to handle those manually.
//
// Note: one advanced (but nice) feature that we don't show here is that
// when cloning a mesh we can specify the FVF. So, regardless of how the
// mesh was authored, we can add/remove normals, add more texture
// coordinate sets (for multi-texturing), etc.
//-----------------------------------------------------------------------------
program Tut06_Meshes;
uses
Windows,
Messages,
SysUtils,
Direct3D8 in 'JEDI/Direct3D8.pas',
DXTypes in 'JEDI/DXTypes.pas',
DXFile in 'JEDI/DXFile.pas',
D3DX8 in 'JEDI/D3DX8.pas';
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
var
g_pD3D :IDirect3D8 = nil; // Used to create the D3DDevice
g_pd3dDevice :IDirect3DDevice8 = nil; // Our rendering device
g_pMesh :ID3DXMesh = nil; // Our mesh object in sysmem
g_pMeshMaterials :array of TD3DMaterial8 = nil; // Materials for our mesh
g_pMeshTextures :array of IDirect3DTexture8 = nil; // Textures for our mesh
g_dwNumMaterials :DWORD = 0;
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
function InitD3D(hWnd: THandle) :HRESULT;
var
d3ddm :TD3DDisplayMode;
d3dpp :TD3DPresentParameters;
begin
// Create the D3D object.
g_pD3D:=Direct3DCreate8(D3D_SDK_VERSION);
if g_pD3D=nil then begin
Result:=E_FAIL;
exit;
end;
// Get the current desktop display mode, so we can set up a back
// buffer of the same format
if FAILED(g_pD3D.GetAdapterDisplayMode( D3DADAPTER_DEFAULT, d3ddm )) then begin
Result:=E_FAIL;
exit;
end;
// Set up the structure used to create the D3DDevice. Since we are now
// using more complex geometry, we will create a device with a zbuffer.
Fillchar(d3dpp, sizeof(d3dpp), 0);
d3dpp.Windowed := TRUE;
d3dpp.SwapEffect := D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat := d3ddm.Format;
d3dpp.EnableAutoDepthStencil := TRUE;
d3dpp.AutoDepthStencilFormat := D3DFMT_D16;
// Create the Direct3D device.
if FAILED(g_pD3D.CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
d3dpp, g_pd3dDevice )) then begin
Result:=E_FAIL;
exit;
end;
// Turn on the zbuffer
g_pd3dDevice.SetRenderState( D3DRS_ZENABLE, Ord(TRUE) );
// Turn on ambient lighting
g_pd3dDevice.SetRenderState( D3DRS_AMBIENT, $ffffffff );
Result:=S_OK;
end;
//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Load the mesh and build the material and texture arrays
//-----------------------------------------------------------------------------
function InitGeometry :HRESULT;
var
pD3DXMtrlBuffer:ID3DXBuffer;
d3dxMaterials :PD3DXMaterial;
i:DWORD;
begin
// Load the mesh from the specified file
if FAILED( D3DXLoadMeshFromX( 'Tiger.x', D3DXMESH_SYSTEMMEM,
g_pd3dDevice, nil,
@pD3DXMtrlBuffer, @g_dwNumMaterials,
g_pMesh ) ) then begin
Result:=E_FAIL;
exit;
end;
// We need to extract the material properties and texture names from the
// pD3DXMtrlBuffer
d3dxMaterials := pD3DXMtrlBuffer.GetBufferPointer;
SetLength(g_pMeshMaterials, g_dwNumMaterials);
SetLength(g_pMeshTextures, g_dwNumMaterials);
for i:=0 to g_dwNumMaterials - 1 do begin
// Copy the material
g_pMeshMaterials[i]:=d3dxMaterials.MatD3D;
// Set the ambient color for the material (D3DX does not do this)
g_pMeshMaterials[i].Ambient:=g_pMeshMaterials[i].Diffuse;
// Create the texture
if FAILED( D3DXCreateTextureFromFile( g_pd3dDevice,
d3dxMaterials.pTextureFilename,
g_pMeshTextures[i] ) ) then begin
g_pMeshTextures[i] := nil;
end;
Inc(d3dxMaterials);
end;
// Done with the material buffer
pD3DXMtrlBuffer:=nil;
Result:=S_OK;
end;
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
procedure Cleanup;
var
i:Integer;
begin
SetLength(g_pMeshMaterials, 0);
g_pMeshMaterials := nil;
for i:=Low(g_pMeshTextures) to High(g_pMeshTextures) do
g_pMeshTextures[i]:=nil;
SetLength(g_pMeshTextures, 0);
g_pMeshTextures := nil;
g_pMesh :=nil;
g_pd3dDevice:=nil;
g_pD3D :=nil;
end;
//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
procedure SetupMatrices;
var
matWorld, matView, matProj :TD3DXMatrix;
begin
// For our world matrix, we will just leave it as the identity
D3DXMatrixIdentity( matWorld );
D3DXMatrixRotationY( matWorld, GetTickCount/1000.0 ); //原文使用mmsystem的timeGetTime()/1000.0f
g_pd3dDevice.SetTransform( D3DTS_WORLD, matWorld );
// Set up our view matrix. A view matrix can be defined given an eye point,
// a point to lookat, and a direction for which way is up. Here, we set the
// eye five units back along the z-axis and up three units, look at the
// origin, and define "up" to be in the y-direction.
D3DXMatrixLookAtLH( matView, D3DXVECTOR3( 0.0, 3.0,-5.0 ),
D3DXVECTOR3( 0.0, 0.0, 0.0 ),
D3DXVECTOR3( 0.0, 1.0, 0.0 ) );
g_pd3dDevice.SetTransform( D3DTS_VIEW, matView );
// For the projection matrix, we set up a perspective transform (which
// transforms geometry from 3D view space to 2D viewport space, with
// a perspective divide making objects smaller in the distance). To build
// a perpsective transform, we need the field of view (1/4 pi is common),
// the aspect ratio, and the near and far clipping planes (which define at
// what distances geometry should be no longer be rendered).
D3DXMatrixPerspectiveFovLH( matProj, D3DX_PI/4, 1.0, 1.0, 100.0 );
g_pd3dDevice.SetTransform( D3DTS_PROJECTION, matProj );
end;
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
procedure Render;
var
i:DWORD;
begin
// Clear the backbuffer to a blue color
g_pd3dDevice.Clear( 0, nil, D3DCLEAR_TARGET or D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,255), 1.0, 0 );
// Begin the scene
g_pd3dDevice.BeginScene;
// Setup the world, view, and projection matrices
SetupMatrices;
// Meshes are divided into subsets, one for each material. Render them in
// a loop
for i:=0 to g_dwNumMaterials - 1 do begin
// Set the material and texture for this subset
g_pd3dDevice.SetMaterial( g_pMeshMaterials[i] );
g_pd3dDevice.SetTexture( 0, g_pMeshTextures[i] );
// Draw the mesh subset
g_pMesh.DrawSubset( i );
end;
// End the scene
g_pd3dDevice.EndScene;
// Present the backbuffer contents to the display
g_pd3dDevice.Present(nil, nil, 0, nil);
end;
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
function MsgProc( h_Wnd : THandle; aMSG : Cardinal; wParam : Cardinal; lParam : Integer ) : LRESULT; stdcall;
begin
case aMSG of
WM_DESTROY:
PostQuitMessage( 0 );
end;
Result :=DefWindowProc(h_Wnd, aMSG, wParam, lParam);
end;
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
function WinMain( hInst :LongWord ) :Integer;
var
wc :TWndClassEx;
hWnd :THandle;
aMsg :TMsg;
begin
// Register the window class
FillChar(wc,sizeof(wc),0);
wc.cbSize:=sizeof(wc);
wc.style:=CS_CLASSDC;
wc.lpfnWndProc:=@MsgProc;
wc.cbClsExtra:=0;
wc.cbWndExtra:=0;
wc.hInstance:=hInst;
wc.hIcon:=0;
wc.hCursor:=0;
wc.hbrBackground:=0;
wc.lpszMenuName:=nil;
wc.lpszClassName:='D3D Tutorial';
wc.hIconSm:=0;
RegisterClassEx(wc);
// Create the application's window
hWnd := CreateWindow('D3D Tutorial', 'D3D Tutorial 06: Meshes',
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
GetDesktopWindow(), 0, wc.hInstance, nil);
// Initialize Direct3D
if SUCCEEDED(InitD3D(hWnd)) then
// Create the scene geometry
if SUCCEEDED(InitGeometry) then begin
// Show the window
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
// Enter the message loop
Fillchar(aMSG, sizeof(aMSG), 0);
while not (aMsg.message = WM_QUIT) do
if PeekMessage( aMsg, 0, 0, 0, PM_REMOVE ) then begin
TranslateMessage ( aMsg ) ;
DispatchMessage ( aMsg ) ;
end else
Render;
end;
// Clean up everything and exit the app
Cleanup;
UnregisterClass( 'D3D Tutorial', wc.hInstance );
Result:=0;
end;
begin
WinMain(hInstance);
Halt(0);
end.