模型加载类

#ifndef __MeshH__
#define __MeshH__

#include <vector>
using namespace std;
struct SMesh
{
    ID3DXMesh* Mesh;
    vector<D3DMATERIAL9> Mtrls;
    vector<IDirect3DTexture9*> Textures;
};

#include <d3d9.h>
#include <d3dx9.h>

void CreateMesh(IDirect3DDevice9* pDevice, char* sName, SMesh& Mesh)
{
    Mesh.Mesh = NULL;
    Mesh.Mtrls.clear();
    Mesh.Textures.clear();
    ID3DXBuffer* adjBuffer = 0;
    ID3DXBuffer* mtrlBuffer = 0;
    DWORD numMtrls = 0;
    //Load FighterMan Mesh
    D3DXLoadMeshFromXA(sName, D3DXMESH_MANAGED, pDevice, &adjBuffer, &mtrlBuffer, 0, &numMtrls, &Mesh.Mesh);
    if(mtrlBuffer != 0 && numMtrls != 0)
    {
        D3DXMATERIAL* mtrls = (D3DXMATERIAL*)mtrlBuffer->GetBufferPointer();
        for(int i = 0; i < numMtrls; i++)
        {
            mtrls[i].MatD3D.Ambient = mtrls[i].MatD3D.Diffuse;

            Mesh.Mtrls.push_back(mtrls[i].MatD3D);
            if(mtrls[i].pTextureFilename != 0)
            {
                IDirect3DTexture9* tex = 0;
                D3DXCreateTextureFromFileA(pDevice, mtrls[i].pTextureFilename, &tex);
                Mesh.Textures.push_back(tex);
            }
            else
            {
                Mesh.Textures.push_back(0);
            }
        }
    }
    if(mtrlBuffer) mtrlBuffer->Release();
    if(Mesh.Mesh)) Mesh.Mesh->OptimizeInplace(D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_COMPACT | D3DXMESHOPT_VERTEXCACHE, (DWORD*)adjBuffer->GetBufferPointer(), 0, 0, 0);
    if(adjBuffer) adjBuffer->Release();
}

void DrawMesh(IDirect3DDevice9* pDevice, SMesh& Mesh)
{
    for(int i = 0; i < Mesh.Mtrls.size(); i++)
    {
        pDevice->SetMaterial(&Mesh.Mtrls[i]);
        pDevice->SetTexture(0, Mesh.Textures[i]);
        Mesh.Mesh->DrawSubset(i);
    }
}

#endif

 

转载于:https://www.cnblogs.com/ketmales/archive/2012/05/22/2512435.html

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