// 是在这里加载了蒙皮信息
//-----------------------------------------------------------------------------
HRESULT CAllocateHierarchy::CreateMeshContainer( LPCSTR Name,
CONST D3DXMESHDATA *pMeshData,
CONST D3DXMATERIAL *pMaterials,
CONST D3DXEFFECTINSTANCE *pEffectInstances,
DWORD NumMaterials,
CONST DWORD *pAdjacency,
LPD3DXSKININFO pSkinInfo,
LPD3DXMESHCONTAINER *ppNewMeshContainer)
{
HRESULT hr;
D3DXMESHCONTAINER_DERIVED *pMeshContainer = NULL;
UINT NumFaces; //网格中的面数,在填充网格容器结构的邻接信息成员时使用
UINT iMaterial; //纹理操作时的循环变量
UINT cBones; //当前网格模型骨骼总数
LPDIRECT3DDEVICE9 pd3dDevice = NULL;
LPD3DXMESH pMesh = NULL;
*ppNewMeshContainer = NULL;
if (pMeshData->Type != D3DXMESHTYPE_MESH)
{
return E_FAIL;
}
pMesh = pMeshData->pMesh;
if (pMesh->GetFVF() == 0)
{
return E_FAIL;
}
//为网格容器分配内存
pMeshContainer = new D3DXMESHCONTAINER_DERIVED;
if (pMeshContainer == NULL)
{
return E_OUTOFMEMORY;
}
memset(pMeshContainer, 0, sizeof(D3DXMESHCONTAINER_DERIVED));
//填充网格容器结构D3DXMESHCONTAINER_DERIVED的成员
//为网格指定名称
hr = AllocateName(Name, &pMeshContainer->Name);
if (FAILED(hr))
{
DestroyMeshContainer(pMeshContainer);
return hr;
}
pMesh->GetDevice(&pd3dDevice);
NumFaces = pMesh->GetNumFaces();
//确保网格顶点包含法线
if (!(pMesh->GetFVF() & D3DFVF_NORMAL))
{
pMeshContainer->MeshData.Type = D3DXMESHTYPE_MESH;
hr = pMesh->CloneMeshFVF( pMesh->GetOptions(),
pMesh->GetFVF() | D3DFVF_NORMAL,
pd3dDevice,
&pMeshContainer->MeshData.pMesh );
if (FAILED(hr))
{
SAFE_RELEASE(pd3dDevice);
DestroyMeshContainer(pMeshContainer);
return hr;
}
pMesh = pMeshContainer->MeshData.pMesh;
D3DXComputeNormals( pMesh, NULL );
}
else
{
pMeshContainer->MeshData.pMesh = pMesh;
pMeshContainer->MeshData.Type = D3DXMESHTYPE_MESH;
pMesh->AddRef();
}
//为网格模型准备材质和纹理
pMeshContainer->NumMaterials = max(1, NumMaterials);
pMeshContainer->pMaterials = new D3DXMATERIAL[pMeshContainer->NumMaterials];
pMeshContainer->ppTextures = new LPDIRECT3DTEXTURE9[pMeshContainer->NumMaterials];
pMeshContainer->pAdjacency = new DWORD[NumFaces*3];
if ((pMeshContainer->pAdjacency == NULL) || (pMeshContainer->pMaterials == NULL)
|| (pMeshContainer->ppTextures == NULL))
{
hr = E_OUTOFMEMORY;
SAFE_RELEASE(pd3dDevice);
DestroyMeshContainer(pMeshContainer);
return hr;
}
memcpy(pMeshContainer->pAdjacency, pAdjacency, sizeof(DWORD) * NumFaces*3);
memset(pMeshContainer->ppTextures, 0, sizeof(LPDIRECT3DTEXTURE9) * pMeshContainer->NumMaterials);
if (NumMaterials > 0)
{
//复制材质属性, 设置材质环境光属性
memcpy(pMeshContainer->pMaterials, pMaterials, sizeof(D3DXMATERIAL) * NumMaterials);
pMeshContainer->pMaterials->MatD3D.Ambient = pMeshContainer->pMaterials->MatD3D.Diffuse;
for (iMaterial = 0; iMaterial < NumMaterials; iMaterial++)
{
if (pMeshContainer->pMaterials[iMaterial].pTextureFilename != NULL)
{
WCHAR strTexturePath[MAX_PATH];
WCHAR wszBuf[MAX_PATH];
//从纹理文件路径提取纹理文件名
RemovePathFromFileName(pMeshContainer->pMaterials[iMaterial].pTextureFilename, wszBuf);
//根据纹理文件名从事先指定的路径查找纹理文件
DXUTFindDXSDKMediaFileCch( strTexturePath, MAX_PATH, wszBuf );
if( FAILED( D3DXCreateTextureFromFile( pd3dDevice, strTexturePath,
&pMeshContainer->ppTextures[iMaterial] ) ) )
pMeshContainer->ppTextures[iMaterial] = NULL;
pMeshContainer->pMaterials[iMaterial].pTextureFilename = NULL;
}
}
}
else
{
pMeshContainer->pMaterials[0].pTextureFilename = NULL;
memset(&pMeshContainer->pMaterials[0].MatD3D, 0, sizeof(D3DMATERIAL9));
pMeshContainer->pMaterials[0].MatD3D.Diffuse.r = 0.5f;
pMeshContainer->pMaterials[0].MatD3D.Diffuse.g = 0.5f;
pMeshContainer->pMaterials[0].MatD3D.Diffuse.b = 0.5f;
pMeshContainer->pMaterials[0].MatD3D.Specular = pMeshContainer->pMaterials[0].MatD3D.Diffuse;
}
//如果当前网格包含蒙皮信息
if (pSkinInfo != NULL)
{
//加载蒙皮网格信息
pMeshContainer->pSkinInfo = pSkinInfo;
pSkinInfo->AddRef();
//保留原网格信息
pMeshContainer->pOrigMesh = pMesh;
pMesh->AddRef();
//获取骨骼数量
cBones = pSkinInfo->GetNumBones();
//为每块骨骼分配保存初始变换矩阵的内存空间
pMeshContainer->pBoneOffsetMatrices = new D3DXMATRIX[cBones];
if (pMeshContainer->pBoneOffsetMatrices == NULL)
{
hr = E_OUTOFMEMORY;
DestroyMeshContainer(pMeshContainer);
return hr;
}
//保存每块骨骼的初始变换矩阵
for (UINT iBone = 0; iBone < cBones; iBone++)
{
pMeshContainer->pBoneOffsetMatrices[iBone] = *(pMeshContainer->pSkinInfo->GetBoneOffsetMatrix(iBone));
}
//生成蒙皮网格模型
hr = GenerateSkinnedMesh(pd3dDevice, pMeshContainer);
if (FAILED(hr))
{
DestroyMeshContainer(pMeshContainer);
return hr;
}
}
*ppNewMeshContainer = pMeshContainer;
pMeshContainer = NULL;
SAFE_RELEASE(pd3dDevice);
return hr;
}