网格模型高级技术(14)

使用cAnimMesh类包含3个步骤,首先在回调函数OnCreateDevice()中创建cAnimMesh类的实例:

g_anim_mesh = new cAnimMesh();
V_RETURN(g_anim_mesh->create(pd3dDevice, L"emr.x"));

接着在回调函数OnFrameRender()中渲染网格模型:

g_anim_mesh->render(&g_mat_world, fElapsedTime * 0.001);

最后在回调函数OnDestroy()中释放网格模型:

g_anim_mesh->destroy();

运行截图:


主程序:

#include "dxstdafx.h"
#include "resource.h"
#include "AnimMesh.h"

#pragma warning(disable : 4127 4995)

#define IDC_TOGGLE_FULLSCREEN    1
#define IDC_TOGGLE_REF            2
#define IDC_CHANGE_DEVICE        3

#define release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

ID3DXFont*                    g_font;
ID3DXSprite*                g_text_sprite;
bool                         g_show_help;

CDXUTDialogResourceManager    g_dlg_resource_manager;
CD3DSettingsDlg                g_settings_dlg;
CDXUTDialog                    g_button_dlg;

cAnimMesh*                    g_anim_mesh;
D3DXMATRIX                    g_mat_world;

//--------------------------------------------------------------------------------------
// Rejects any devices that aren't acceptable by returning false
//--------------------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
                                  D3DFORMAT BackBufferFormat,
bool bWindowed, void * pUserContext )
{
   
// Typically want to skip backbuffer formats that don't support alpha blending

    IDirect3D9* pD3D = DXUTGetD3DObject();

   
if ( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType, AdapterFormat,
                    D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
       
return false ;

   
return true ;
}


//--------------------------------------------------------------------------------------
// Before a device is created, modify the device settings as needed.
//--------------------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void * pUserContext )
{
   
// If video card does not support hardware vertex processing, then uses sofaware vertex processing.
    if ((pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
        pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;

   
static bool is_first_time = true ;

   
if (is_first_time)
    {
        is_first_time =
false ;

       
// if using reference device, then pop a warning message box.
        if (pDeviceSettings->DeviceType == D3DDEVTYPE_REF)
            DXUTDisplaySwitchingToREFWarning();
    }

   
return true ;
}


//--------------------------------------------------------------------------------------
// Create any D3DPOOL_MANAGED resources here
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice,
                                
const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
                                
void * pUserContext )
{
    HRESULT    hr;

    V_RETURN(g_dlg_resource_manager.OnCreateDevice(pd3dDevice));
    V_RETURN(g_settings_dlg.OnCreateDevice(pd3dDevice));

    D3DXCreateFont(pd3dDevice, 18, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
                   DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_font);
   
    g_anim_mesh =
new cAnimMesh();
    V_RETURN(g_anim_mesh->create(pd3dDevice, L"emr.x"));

   
return S_OK;
}


//--------------------------------------------------------------------------------------
// Create any D3DPOOL_DEFAULT resources here
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
                               
const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
                               
void * pUserContext )
{
    HRESULT hr;

    V_RETURN(g_dlg_resource_manager.OnResetDevice());
    V_RETURN(g_settings_dlg.OnResetDevice());
    V_RETURN(g_font->OnResetDevice());
    V_RETURN(D3DXCreateSprite(pd3dDevice, &g_text_sprite));

   
// set dialog position and size

    g_button_dlg.SetLocation(pBackBufferSurfaceDesc->Width - 170, 0);
    g_button_dlg.SetSize(170, 170);

   
// setup view matrix

    D3DXMATRIX mat_view;
    D3DXVECTOR3 eye(0.0f, 0.0f,   -50.0f);
    D3DXVECTOR3  at(0.0f, 0.0f,    0.0f);
    D3DXVECTOR3  up(0.0f, 1.0f,    0.0f);

    D3DXMatrixLookAtLH(&mat_view, &eye, &at, &up);
    pd3dDevice->SetTransform(D3DTS_VIEW, &mat_view);

   
// set projection matrix
    D3DXMATRIX mat_proj;   
    D3DXMatrixPerspectiveFovLH(&mat_proj, D3DX_PI/4, 1.0f, 1.0f, 100.0f);
    pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_proj);

   
// setup light
   
    D3DLIGHT9 light;
    ZeroMemory(&light,
sizeof (D3DLIGHT9));

    light.Type       = D3DLIGHT_DIRECTIONAL;
    light.Diffuse.r  = 1.0f;
    light.Diffuse.g  = 1.0f;
    light.Diffuse.b  = 1.0f;
    light.Range         = 1000.0f;

    D3DXVECTOR3 light_dir(0.0f, -1.0f, 1.0f);   
    D3DXVec3Normalize((D3DXVECTOR3*) &light.Direction, &light_dir);
    pd3dDevice->SetLight(0, &light);
    pd3dDevice->LightEnable(0, TRUE);
    pd3dDevice->SetRenderState(D3DRS_LIGHTING, TRUE);

    pd3dDevice->SetRenderState(D3DRS_AMBIENT, 0x00FFFFFF);

   
return S_OK;
}

//--------------------------------------------------------------------------------------
// Release resources created in the OnResetDevice callback here
//--------------------------------------------------------------------------------------
void CALLBACK OnLostDevice( void * pUserContext )
{
    g_dlg_resource_manager.OnLostDevice();
    g_settings_dlg.OnLostDevice();
    g_font->OnLostDevice();

    release_com(g_text_sprite);
}


//--------------------------------------------------------------------------------------
// Release resources created in the OnCreateDevice callback here
//--------------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void * pUserContext )
{
    g_dlg_resource_manager.OnDestroyDevice();
    g_settings_dlg.OnDestroyDevice();   

    release_com(g_font);

    g_anim_mesh->destroy();
}

//--------------------------------------------------------------------------------------
// Handle updates to the scene
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void * pUserContext )
{
    D3DXMATRIX mat_trans, mat_rot_x, mat_rot_y;

    D3DXMatrixRotationX(&mat_rot_x, -D3DX_PI / 2);
    D3DXMatrixRotationY(&mat_rot_y, timeGetTime() / 1000.0f);
    D3DXMatrixTranslation(&mat_trans, 0.0f, -8.0f, 0.0f);
       
    g_mat_world = mat_rot_x * mat_rot_y * mat_trans;
}

//--------------------------------------------------------------------------------------
// Render the helper information
//--------------------------------------------------------------------------------------
void RenderText()
{
    CDXUTTextHelper text_helper(g_font, g_text_sprite, 20);
   
    text_helper.Begin();

   
// show frame and device states
    text_helper.SetInsertionPos(5, 5);
    text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 0.475f, 0.0f, 1.0f) );
    text_helper.DrawTextLine( DXUTGetFrameStats(
true ) );
    text_helper.DrawTextLine( DXUTGetDeviceStats() );

   
// show helper information
   
   
const D3DSURFACE_DESC* surface_desc = DXUTGetBackBufferSurfaceDesc();

   
if (g_show_help)
    {
        text_helper.SetInsertionPos(10, surface_desc->Height - 15 * 6);
        text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 0.475f, 0.0f, 1.0f) );
        text_helper.DrawTextLine(L"Controls (F1 to hide):");
       
        text_helper.SetInsertionPos(40, surface_desc->Height - 15 * 4);
        text_helper.DrawTextLine(L"Quit: ESC");
    }
   
else
    {
        text_helper.SetInsertionPos(10, surface_desc->Height - 15 * 4);
        text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f) );
        text_helper.DrawTextLine(L"Press F1 for help");
    }

    text_helper.End();
}

//--------------------------------------------------------------------------------------
// Render the scene
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void * pUserContext )
{
    HRESULT hr;

   
if (g_settings_dlg.IsActive())
    {
        g_settings_dlg.OnRender(fElapsedTime);
       
return ;
    }

   
// Clear the render target and the zbuffer
V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 64, 16, 16), 1.0f, 0) );

   
// Render the scene
    if ( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {                           
        g_anim_mesh->render(&g_mat_world, fElapsedTime * 0.001);
        RenderText();
        V(g_button_dlg.OnRender(fElapsedTime));

        V( pd3dDevice->EndScene() );
    }
}


//--------------------------------------------------------------------------------------
// Handle messages to the application
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
                         
bool * pbNoFurtherProcessing, void * pUserContext )
{
    *pbNoFurtherProcessing = g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam);
   
if (*pbNoFurtherProcessing)
       
return 0;

   
if (g_settings_dlg.IsActive())
    {
        g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
       
return 0;
    }

    *pbNoFurtherProcessing = g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
   
if (*pbNoFurtherProcessing)
       
return 0;

   
return 0;
}


//--------------------------------------------------------------------------------------
// Handle keybaord event
//--------------------------------------------------------------------------------------
void CALLBACK OnKeyboardProc(UINT charater, bool is_key_down, bool is_alt_down, void * user_context)
{
   
if (is_key_down)
    {
       
switch (charater)
        {
       
case VK_F1:
            g_show_help = !g_show_help;
           
break ;
        }
    }
}

//--------------------------------------------------------------------------------------
// Handle events for controls
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent(UINT event , int control_id, CDXUTControl* control, void * user_context)
{
   
switch (control_id)
    {
   
case IDC_TOGGLE_FULLSCREEN:
        DXUTToggleFullScreen();
       
break ;

   
case IDC_TOGGLE_REF:
        DXUTToggleREF();
       
break ;

   
case IDC_CHANGE_DEVICE:
        g_settings_dlg.SetActive(
true );
       
break ;
    }
}

//--------------------------------------------------------------------------------------
// Initialize dialogs
//--------------------------------------------------------------------------------------
void InitDialogs()
{
    g_settings_dlg.Init(&g_dlg_resource_manager);
    g_button_dlg.Init(&g_dlg_resource_manager);

    g_button_dlg.SetCallback(OnGUIEvent);

   
int x = 35, y = 10, width = 125, height = 22;

    g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L"Toggle full screen", x, y,         width, height);
    g_button_dlg.AddButton(IDC_TOGGLE_REF,          L"Toggle REF (F3)",     x, y += 24, width, height);
g_button_dlg.AddButton(IDC_CHANGE_DEVICE, L"Change device (F2)", x, y += 24, width, height, VK_F2);
}

//--------------------------------------------------------------------------------------
// Initialize everything and go into a render loop
//--------------------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
   
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif

   
// Set the callback functions
    DXUTSetCallbackDeviceCreated( OnCreateDevice );
    DXUTSetCallbackDeviceReset( OnResetDevice );
    DXUTSetCallbackDeviceLost( OnLostDevice );
    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );
    DXUTSetCallbackKeyboard(OnKeyboardProc);
  
   
// TODO: Perform any application-level initialization here
    InitDialogs();

   
// Initialize DXUT and create the desired Win32 window and Direct3D device for the application
    DXUTInit( true , true , true ); // Parse the command line, handle the default hotkeys, and show msgboxes
    DXUTSetCursorSettings( true , true ); // Show the cursor and clip it when in full screen
    DXUTCreateWindow( L"Use DXUT Mesh File Class" );
    DXUTCreateDevice( D3DADAPTER_DEFAULT,
true , 640, 480, IsDeviceAcceptable, ModifyDeviceSettings );

   
// Start the render loop
    DXUTMainLoop();

   
// TODO: Perform any application-level cleanup here

   
return DXUTGetExitCode();
}
  

下载示例工程

 

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 1
    评论
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值