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📄 dxutmesh.cpp

📁 在GPU上实现数值模拟技术(线性方程组)的通用架构
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//-----------------------------------------------------------------------------
// File: DXUTMesh.cpp
//
// Desc: Support code for loading DirectX .X files.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include "dxstdafx.h"
#include <dxfile.h>
#include <rmxfguid.h>
#include <rmxftmpl.h>
#include "DXUTMesh.h"




//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
CDXUTMesh::CDXUTMesh( LPCWSTR strName )
{
    wcsncpy( m_strName, strName, sizeof(m_strName) / sizeof(WCHAR) );
    m_strName[sizeof(m_strName) / sizeof(WCHAR) - 1] = 0;
    m_pSysMemMesh        = NULL;
    m_pLocalMesh         = NULL;
    m_dwNumMaterials     = 0L;
    m_pMaterials         = NULL;
    m_pTextures          = NULL;
    m_bUseMaterials      = TRUE;
}




//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
CDXUTMesh::~CDXUTMesh()
{
    Destroy();
}




//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
HRESULT CDXUTMesh::Create( LPDIRECT3DDEVICE9 pd3dDevice, LPCWSTR strFilename )
{
    WCHAR        strPath[MAX_PATH];
    LPD3DXBUFFER pAdjacencyBuffer = NULL;
    LPD3DXBUFFER pMtrlBuffer = NULL;
    HRESULT      hr;

    // Find the path for the file, and convert it to ANSI (for the D3DX API)
    DXUTFindDXSDKMediaFileCch( strPath, sizeof(strPath) / sizeof(WCHAR), strFilename );

    // Load the mesh
    if( FAILED( hr = D3DXLoadMeshFromX( strPath, D3DXMESH_SYSTEMMEM, pd3dDevice, 
                                        &pAdjacencyBuffer, &pMtrlBuffer, NULL,
                                        &m_dwNumMaterials, &m_pSysMemMesh ) ) )
    {
        return hr;
    }

    // Optimize the mesh for performance
    if( FAILED( hr = m_pSysMemMesh->OptimizeInplace(
                        D3DXMESHOPT_COMPACT | D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_VERTEXCACHE,
                        (DWORD*)pAdjacencyBuffer->GetBufferPointer(), NULL, NULL, NULL ) ) )
    {
        SAFE_RELEASE( pAdjacencyBuffer );
        SAFE_RELEASE( pMtrlBuffer );
        return hr;
    }

    // Set strPath to the path of the mesh file
    WCHAR *pLastBSlash = wcsrchr( strPath, L'\\' );
    if( pLastBSlash )
        *(pLastBSlash + 1) = L'\0';
    else
        *strPath = L'\0';

    hr = CreateMaterials( strPath, pd3dDevice, pAdjacencyBuffer, pMtrlBuffer );

    SAFE_RELEASE( pAdjacencyBuffer );
    SAFE_RELEASE( pMtrlBuffer );

    return hr;
}




//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
HRESULT CDXUTMesh::Create( LPDIRECT3DDEVICE9 pd3dDevice,
                          LPD3DXFILEDATA pFileData )
{
    LPD3DXBUFFER pMtrlBuffer = NULL;
    LPD3DXBUFFER pAdjacencyBuffer = NULL;
    HRESULT      hr;

    // Load the mesh from the DXFILEDATA object
    if( FAILED( hr = D3DXLoadMeshFromXof( pFileData, D3DXMESH_SYSTEMMEM, pd3dDevice,
                                          &pAdjacencyBuffer, &pMtrlBuffer, NULL,
                                          &m_dwNumMaterials, &m_pSysMemMesh ) ) )
    {
        return hr;
    }

    // Optimize the mesh for performance
    if( FAILED( hr = m_pSysMemMesh->OptimizeInplace(
                        D3DXMESHOPT_COMPACT | D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_VERTEXCACHE,
                        (DWORD*)pAdjacencyBuffer->GetBufferPointer(), NULL, NULL, NULL ) ) )
    {
        SAFE_RELEASE( pAdjacencyBuffer );
        SAFE_RELEASE( pMtrlBuffer );
        return hr;
    }

    hr = CreateMaterials( L"", pd3dDevice, pAdjacencyBuffer, pMtrlBuffer );

    SAFE_RELEASE( pAdjacencyBuffer );
    SAFE_RELEASE( pMtrlBuffer );

    return hr;
}


HRESULT CDXUTMesh::CreateMaterials( LPCWSTR strPath, IDirect3DDevice9 *pd3dDevice, ID3DXBuffer *pAdjacencyBuffer, ID3DXBuffer *pMtrlBuffer )
{
    // Get material info for the mesh
    // Get the array of materials out of the buffer
    if( pMtrlBuffer && m_dwNumMaterials > 0 )
    {
        // Allocate memory for the materials and textures
        D3DXMATERIAL* d3dxMtrls = (D3DXMATERIAL*)pMtrlBuffer->GetBufferPointer();
        m_pMaterials = new D3DMATERIAL9[m_dwNumMaterials];
        if( m_pMaterials == NULL )
            return E_OUTOFMEMORY;
        m_pTextures = new LPDIRECT3DBASETEXTURE9[m_dwNumMaterials];
        if( m_pTextures == NULL )
            return E_OUTOFMEMORY;

        // Copy each material and create its texture
        for( DWORD i=0; i<m_dwNumMaterials; i++ )
        {
            // Copy the material
            m_pMaterials[i]         = d3dxMtrls[i].MatD3D;
            m_pTextures[i]          = NULL;

            // Create a texture
            if( d3dxMtrls[i].pTextureFilename )
            {
                WCHAR strTexture[MAX_PATH];
                WCHAR strTextureTemp[MAX_PATH];
                D3DXIMAGE_INFO ImgInfo;

                // First attempt to look for texture in the same folder as the input folder.
                MultiByteToWideChar( CP_ACP, 0, d3dxMtrls[i].pTextureFilename, -1, strTextureTemp, MAX_PATH );
                strTextureTemp[MAX_PATH-1] = 0;

                wcsncpy( strTexture, strPath, MAX_PATH );
                lstrcatW( strTexture, strTextureTemp );

                // Inspect the texture file to determine the texture type.
                if( FAILED( D3DXGetImageInfoFromFile( strTexture, &ImgInfo ) ) )
                {
                    // Search the media folder
                    if( FAILED( DXUTFindDXSDKMediaFileCch( strTexture, MAX_PATH, strTextureTemp ) ) )
                        continue;  // Can't find. Skip.

                    D3DXGetImageInfoFromFile( strTexture, &ImgInfo );
                }

                // Call the appropriate loader according to the texture type.
                switch( ImgInfo.ResourceType )
                {
                    case D3DRTYPE_TEXTURE:
                    {
                        IDirect3DTexture9 *pTex;
                        if( SUCCEEDED( D3DXCreateTextureFromFile( pd3dDevice, strTexture, &pTex ) ) )
                        {
                            // Obtain the base texture interface
                            pTex->QueryInterface( IID_IDirect3DBaseTexture9, (LPVOID*)&m_pTextures[i] );
                            // Release the specialized instance
                            pTex->Release();
                        }
                        break;
                    }
                    case D3DRTYPE_CUBETEXTURE:
                    {
                        IDirect3DCubeTexture9 *pTex;
                        if( SUCCEEDED( D3DXCreateCubeTextureFromFile( pd3dDevice, strTexture, &pTex ) ) )
                        {
                            // Obtain the base texture interface
                            pTex->QueryInterface( IID_IDirect3DBaseTexture9, (LPVOID*)&m_pTextures[i] );
                            // Release the specialized instance
                            pTex->Release();
                        }
                        break;
                    }
                    case D3DRTYPE_VOLUMETEXTURE:
                    {
                        IDirect3DVolumeTexture9 *pTex;
                        if( SUCCEEDED( D3DXCreateVolumeTextureFromFile( pd3dDevice, strTexture, &pTex ) ) )
                        {
                            // Obtain the base texture interface
                            pTex->QueryInterface( IID_IDirect3DBaseTexture9, (LPVOID*)&m_pTextures[i] );
                            // Release the specialized instance
                            pTex->Release();
                        }
                        break;
                    }
                }
            }
        }
    }
    return S_OK;
}

//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
HRESULT CDXUTMesh::SetFVF( LPDIRECT3DDEVICE9 pd3dDevice, DWORD dwFVF )
{
    LPD3DXMESH pTempSysMemMesh = NULL;
    LPD3DXMESH pTempLocalMesh  = NULL;

    if( m_pSysMemMesh )
    {
        if( FAILED( m_pSysMemMesh->CloneMeshFVF( m_pSysMemMesh->GetOptions(), dwFVF,
                                                 pd3dDevice, &pTempSysMemMesh ) ) )
            return E_FAIL;
    }
    if( m_pLocalMesh )
    {
        if( FAILED( m_pLocalMesh->CloneMeshFVF( m_pLocalMesh->GetOptions(), dwFVF, pd3dDevice,
                                                &pTempLocalMesh ) ) )
        {
            SAFE_RELEASE( pTempSysMemMesh );
            return E_FAIL;
        }
    }

    DWORD dwOldFVF = m_pSysMemMesh->GetFVF();

    SAFE_RELEASE( m_pSysMemMesh );
    SAFE_RELEASE( m_pLocalMesh );

    if( pTempSysMemMesh ) m_pSysMemMesh = pTempSysMemMesh;
    if( pTempLocalMesh )  m_pLocalMesh  = pTempLocalMesh;

    // Compute normals if they are being requested and
    // the old mesh does not have them.
    if( !(dwOldFVF & D3DFVF_NORMAL) && dwFVF & D3DFVF_NORMAL )
    {
        if( m_pSysMemMesh )
            D3DXComputeNormals( m_pSysMemMesh, NULL );
        if( m_pLocalMesh )
            D3DXComputeNormals( m_pLocalMesh, NULL );
    }

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: CDXUTMesh::SetVertexDecl
// Desc: Convert the mesh to the format specified by the given vertex
//       declarations.
//-----------------------------------------------------------------------------
HRESULT CDXUTMesh::SetVertexDecl( LPDIRECT3DDEVICE9 pd3dDevice, const D3DVERTEXELEMENT9 *pDecl )
{
    LPD3DXMESH pTempSysMemMesh = NULL;
    LPD3DXMESH pTempLocalMesh  = NULL;

    if( m_pSysMemMesh )
    {
        if( FAILED( m_pSysMemMesh->CloneMesh( m_pSysMemMesh->GetOptions(), pDecl,
                                              pd3dDevice, &pTempSysMemMesh ) ) )
            return E_FAIL;
    }

    if( m_pLocalMesh )
    {
        if( FAILED( m_pLocalMesh->CloneMesh( m_pLocalMesh->GetOptions(), pDecl, pd3dDevice,
                                             &pTempLocalMesh ) ) )
        {
            SAFE_RELEASE( pTempSysMemMesh );
            return E_FAIL;
        }
    }

    // Check if the old declaration contains a normal.
    bool bHadNormal = false;
    D3DVERTEXELEMENT9 aOldDecl[MAX_FVF_DECL_SIZE];
    if( SUCCEEDED( m_pSysMemMesh->GetDeclaration( aOldDecl ) ) )
    {
        for( UINT index = 0; index < D3DXGetDeclLength( aOldDecl ); ++index )
            if( aOldDecl[index].Usage == D3DDECLUSAGE_NORMAL )
            {
                bHadNormal = true;
                break;
            }
    }

    // Check if the new declaration contains a normal.
    bool bHaveNormalNow = false;
    D3DVERTEXELEMENT9 aNewDecl[MAX_FVF_DECL_SIZE];
    if( SUCCEEDED( pTempSysMemMesh->GetDeclaration( aNewDecl ) ) )
    {
        for( UINT index = 0; index < D3DXGetDeclLength( aNewDecl ); ++index )
            if( aNewDecl[index].Usage == D3DDECLUSAGE_NORMAL )
            {
                bHaveNormalNow = true;
                break;
            }
    }

    SAFE_RELEASE( m_pSysMemMesh );
    SAFE_RELEASE( m_pLocalMesh );

    if( pTempSysMemMesh )
    {
        m_pSysMemMesh = pTempSysMemMesh;

        if( !bHadNormal && bHaveNormalNow )
        {
            // Compute normals in case the meshes have them
            D3DXComputeNormals( m_pSysMemMesh, NULL );
        }
    }

    if( pTempLocalMesh )
    {
        m_pLocalMesh = pTempLocalMesh;

        if( !bHadNormal && bHaveNormalNow )
        {
            // Compute normals in case the meshes have them

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