📄 meshfromobj.cpp
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mView = *g_Camera.GetViewMatrix();
pd3dDevice->SetTransform( D3DTS_VIEW, &mView );
//设置投影矩阵
D3DXMATRIXA16 mProj;
mProj = *g_Camera.GetProjMatrix();
pd3dDevice->SetTransform( D3DTS_PROJECTION, &mProj );
}
//-----------------------------------------------------------------------------
// Desc: 渲染场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
//如果正在利用Direct3D设备设置对话框进行设置, 则不渲染场景
if( g_SettingsDlg.IsActive() )
{
g_SettingsDlg.OnRender( fElapsedTime );
return;
}
HRESULT hr;
//清除后台颜色缓冲区和深度缓冲区
V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_ARGB(0, 141, 153, 191), 1.0f, 0) );
//渲染场景
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
//渲染网格模型
UINT iCurSubset = (UINT)(INT_PTR) g_SampleUI.GetComboBox( IDC_SUBSET )->GetSelectedData();
if( iCurSubset == -1 ) //-1表示渲染全部子模型
{
for( UINT iSubset = 0; iSubset < g_MeshLoader.GetNumMaterials(); iSubset++ )
{
RenderSubset( iSubset, pd3dDevice);
}
}
else
{
RenderSubset( iCurSubset, pd3dDevice);
}
//渲染文本和控件
RenderText();
V( g_HUD.OnRender( fElapsedTime ) );
V( g_SampleUI.OnRender( fElapsedTime ) );
V( pd3dDevice->EndScene() );
}
}
//-----------------------------------------------------------------------------
// Desc: 辅助函数, 渲染指定的子网格模型
//-----------------------------------------------------------------------------
void RenderSubset( UINT iSubset, IDirect3DDevice9* pd3dDevice)
{
//获取当前子网格模型的材质和纹理
ID3DXMesh* pMesh = g_MeshLoader.GetMesh();
Material* pMaterial = g_MeshLoader.GetMaterial( iSubset );
//为当前子网格模型设置材质
static D3DMATERIAL9 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
mtrl.Ambient.r = pMaterial->vAmbient.x;
mtrl.Ambient.g = pMaterial->vAmbient.x;
mtrl.Ambient.b = pMaterial->vAmbient.x;
mtrl.Ambient.a = pMaterial->fAlpha;
mtrl.Diffuse.r = pMaterial->vDiffuse.x;
mtrl.Diffuse.g = pMaterial->vDiffuse.y;
mtrl.Diffuse.b = pMaterial->vDiffuse.z;
mtrl.Diffuse.a = pMaterial->fAlpha;
mtrl.Specular.r = pMaterial->vSpecular.x;
mtrl.Specular.g = pMaterial->vSpecular.y;
mtrl.Specular.b = pMaterial->vSpecular.z;
mtrl.Specular.a = pMaterial->fAlpha;
pd3dDevice->SetMaterial( &mtrl );
//为当前子网格模型设置纹理
pd3dDevice->SetTexture( 0, pMaterial->pTexture );
//渲染当前子网格模型
pMesh->DrawSubset( iSubset );
}
//-----------------------------------------------------------------------------
// Desc: 渲染文本
//-----------------------------------------------------------------------------
void RenderText()
{
CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );
//显示当前Direct3D设备状态和渲染帧速率
txtHelper.Begin();
txtHelper.SetInsertionPos( 5, 5 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( DXUTGetFrameStats(true) );
txtHelper.DrawTextLine( DXUTGetDeviceStats() );
//显示其他简要信息
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"从.OBJ格式文件加载网格模型" );
txtHelper.DrawTextLine( g_strFileSaveMessage );
//显示简单帮助文本
if( g_bShowHelp )
{
const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*5 );
txtHelper.SetForegroundColor( D3DCOLOR_ARGB( 200, 50, 50, 50 ) );
txtHelper.DrawTextLine( L"Controls (F1 to hide):" );
txtHelper.SetInsertionPos( 20, pd3dsdBackBuffer->Height-15*4 );
txtHelper.DrawTextLine( L"Rotate model: Left mouse button\n"
L"Rotate camera: Right mouse button\n"
L"Zoom camera: Mouse wheel scroll\n" );
txtHelper.SetInsertionPos( 250, pd3dsdBackBuffer->Height-15*4 );
txtHelper.DrawTextLine( L"Hide help: F1\n");
txtHelper.DrawTextLine( L"Quit: ESC\n" );
}
else
{
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Press F1 for help" );
}
txtHelper.End();
}
//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext )
{
*pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
if( g_SettingsDlg.IsActive() )
{
g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
return 0;
}
*pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
*pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
g_Camera.HandleMessages( hWnd, uMsg, wParam, lParam );
return 0;
}
//-----------------------------------------------------------------------------
// Desc: 键盘消息处理
//-----------------------------------------------------------------------------
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
{
if( bKeyDown )
{
switch( nChar )
{
case VK_F1: g_bShowHelp = !g_bShowHelp; break;
}
}
}
//-----------------------------------------------------------------------------
// Desc: 处理各种控件消息
//-----------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl,
void* pUserContext )
{
switch( nControlID )
{
case IDC_TOGGLEFULLSCREEN:
DXUTToggleFullScreen();
break;
case IDC_TOGGLEREF:
DXUTToggleREF();
break;
case IDC_CHANGEDEVICE:
g_SettingsDlg.SetActive( !g_SettingsDlg.IsActive() );
break;
case IDC_SAVETOX:
SaveMeshToXFile(); //将网格模型保存到.X文件
break;
}
}
//-----------------------------------------------------------------------------
// Desc: 释放在OnResetDevice()中创建的资源
//-----------------------------------------------------------------------------
void CALLBACK OnLostDevice( void* pUserContext )
{
g_DialogResourceManager.OnLostDevice();
g_SettingsDlg.OnLostDevice();
if( g_pFont )
g_pFont->OnLostDevice();
SAFE_RELEASE(g_pTextSprite);
}
//------------------------------------------------------------------------------
// Desc: 释放在OnCreateDevice()中创建的资源
//------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnDestroyDevice();
g_SettingsDlg.OnDestroyDevice();
SAFE_RELEASE( g_pFont );
g_MeshLoader.Destroy();
}
//------------------------------------------------------------------------------
// Desc: 辅助函数, 将网格模型保存到.X文件
//------------------------------------------------------------------------------
void SaveMeshToXFile()
{
HRESULT hr;
//填充材质结构
UINT numMaterials = g_MeshLoader.GetNumMaterials();
D3DXMATERIAL *pMaterials = new D3DXMATERIAL[numMaterials];
char *pStrTexture = new char[MAX_PATH * numMaterials];
if ((pMaterials != NULL) && (pStrTexture != NULL))
{
for( UINT i=0; i < g_MeshLoader.GetNumMaterials(); i++ )
{
Material* pMat = g_MeshLoader.GetMaterial( i );
if (pMat != NULL)
{
pMaterials[i].MatD3D.Ambient.r = pMat->vAmbient.x;
pMaterials[i].MatD3D.Ambient.g = pMat->vAmbient.y;
pMaterials[i].MatD3D.Ambient.b = pMat->vAmbient.z;
pMaterials[i].MatD3D.Ambient.a = pMat->fAlpha;
pMaterials[i].MatD3D.Diffuse.r = pMat->vDiffuse.x;
pMaterials[i].MatD3D.Diffuse.g = pMat->vDiffuse.y;
pMaterials[i].MatD3D.Diffuse.b = pMat->vDiffuse.z;
pMaterials[i].MatD3D.Diffuse.a = pMat->fAlpha;
pMaterials[i].MatD3D.Specular.r = pMat->vSpecular.x;
pMaterials[i].MatD3D.Specular.g = pMat->vSpecular.y;
pMaterials[i].MatD3D.Specular.b = pMat->vSpecular.z;
pMaterials[i].MatD3D.Specular.a = pMat->fAlpha;
pMaterials[i].MatD3D.Emissive.r = 0;
pMaterials[i].MatD3D.Emissive.g = 0;
pMaterials[i].MatD3D.Emissive.b = 0;
pMaterials[i].MatD3D.Emissive.a = 0;
pMaterials[i].MatD3D.Power = (float)pMat->nShininess;
WideCharToMultiByte( CP_ACP, 0, pMat->strTexture, -1, (pStrTexture + i*MAX_PATH), MAX_PATH, NULL, NULL );
pMaterials[i].pTextureFilename = (pStrTexture + i*MAX_PATH);
}
}
// Write to file in same directory where the .obj file was found
WCHAR strBuf[ MAX_PATH ];
StringCchPrintf( strBuf, MAX_PATH-1, L"%s\\%s", g_MeshLoader.GetMediaDirectory(), L"MeshFromOBJ.x" );
hr = D3DXSaveMeshToX( strBuf, g_MeshLoader.GetMesh(), NULL,
pMaterials, NULL, numMaterials,
D3DXF_FILEFORMAT_TEXT );
if( SUCCEEDED(hr) )
{
StringCchPrintf( g_strFileSaveMessage, MAX_PATH-1, L"Created %s", strBuf );
}
else
{
DXTRACE_ERR( L"SaveMeshToXFile()::D3DXSaveMeshToX", hr );
StringCchPrintf( g_strFileSaveMessage, MAX_PATH-1, L"Error creating %s, check debug output", strBuf );
}
}
SAFE_DELETE_ARRAY( pMaterials );
SAFE_DELETE_ARRAY( pStrTexture );
}
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