📄 dxutmesh.cpp
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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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