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D3D Mesh 例子程序

D3D Mesh 例子程序

程序目的

加载简单的 .x资源文件 ,显示mesh 模型。

程序实现

#pragma once

#pragma comment(lib,"winmm.lib")

#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")

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

LRESULT CALLBACK MsgProc(
	HWND hWnd,
	UINT msg,
	WPARAM wParam,
	LPARAM lParam);

HRESULT Init(HWND hWnd);
HRESULT InitD3D(HWND hWnd);
void InitMatrices();
HRESULT InitGeometry();
void SetUpMatrices();
void Render();
void CleanUp();

LPDIRECT3D9 g_pd3d9=NULL;
LPDIRECT3DDEVICE9 g_pd3dDevice9=NULL;
D3DXMATRIXA16 worldMatrix;
D3DXMATRIXA16 viewMatrix;
D3DXMATRIXA16 projectionMatrix;
LPD3DXMESH g_pd3dMesh=NULL;
D3DMATERIAL9* g_pd3dMeshMaterial=NULL;
LPDIRECT3DTEXTURE9* g_pd3dMeshTexture=NULL;
DWORD g_dwNumMaterials=0;

INT WINAPI wWinMain(
	HINSTANCE,
	HINSTANCE,
	LPWSTR,
	INT)
{
	WNDCLASSEX wcex;
	ZeroMemory(&wcex,sizeof(wcex));
	wcex.cbSize=sizeof(wcex);
	wcex.hInstance=GetModuleHandle(NULL);
	wcex.lpfnWndProc=MsgProc;
	wcex.lpszClassName=L"DXMeshes";
	wcex.style=CS_CLASSDC;

	RegisterClassEx(&wcex);

	HWND hWnd=CreateWindowEx(
		WS_EX_OVERLAPPEDWINDOW,
		L"DXMeshes",
		L"DXMeshes Window",
		WS_OVERLAPPEDWINDOW,
		100,
		100,
		300,
		300,
		NULL,
		NULL,
		wcex.hInstance,
		NULL);

	ShowWindow(hWnd,SW_SHOWDEFAULT);
	UpdateWindow(hWnd);

	if(FAILED(Init(hWnd)))
	{
		return -1;
	}

	MSG msg;
	ZeroMemory(&msg,sizeof(msg));
	while(msg.message != WM_QUIT)
	{
		if(PeekMessage(&msg,hWnd,0,0,PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else
		{
			Render();
		}
	}

	UnregisterClass(L"DXMeshes",wcex.hInstance);

	return 0;
}

LRESULT CALLBACK MsgProc(
	HWND hWnd,
	UINT msg,
	WPARAM wParam,
	LPARAM lParam)
{
	switch(msg)
	{
	case WM_DESTROY:
		CleanUp();
		PostQuitMessage(0);
		return 0;
	}

	return DefWindowProc(hWnd,msg,wParam,lParam);
}

HRESULT Init(HWND hWnd)
{
	if(FAILED(InitD3D(hWnd)))
	{
		return E_FAIL;
	}

	InitMatrices();

	if(FAILED(InitGeometry()))
	{
		return E_FAIL;
	}

	return S_OK;
}

HRESULT InitD3D(HWND hWnd)
{
	g_pd3d9=Direct3DCreate9(D3D_SDK_VERSION);
	if(g_pd3d9 == NULL)
	{
		return E_FAIL;
	}

	D3DPRESENT_PARAMETERS d3dpp;
	ZeroMemory(&d3dpp,sizeof(d3dpp));
	d3dpp.Windowed=TRUE;
	d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;
	d3dpp.BackBufferFormat=D3DFMT_UNKNOWN;
	d3dpp.EnableAutoDepthStencil=TRUE;
	d3dpp.AutoDepthStencilFormat=D3DFMT_D16;

	if(FAILED(g_pd3d9->CreateDevice(
		D3DADAPTER_DEFAULT,
		D3DDEVTYPE_HAL,
		hWnd,
		D3DCREATE_SOFTWARE_VERTEXPROCESSING,
		&d3dpp,
		&g_pd3dDevice9)))
	{
		return E_FAIL;
	}

	return S_OK;
}

void Render()
{
	g_pd3dDevice9->Clear(
		0,
		NULL,
		D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
		D3DCOLOR_XRGB(0,0,255),
		1.0f,
		0);

	if(SUCCEEDED(g_pd3dDevice9->BeginScene()))
	{
		SetUpMatrices();

		for(DWORD i=0;i<g_dwNumMaterials;i++)
		{
			g_pd3dDevice9->SetMaterial(&g_pd3dMeshMaterial[i]);
			g_pd3dDevice9->SetTexture(0,g_pd3dMeshTexture[i]);
			g_pd3dMesh->DrawSubset(i);
		}

		g_pd3dDevice9->EndScene();
	}

	g_pd3dDevice9->Present(NULL,NULL,NULL,NULL);
}

void CleanUp()
{
	if(g_pd3dMeshMaterial != NULL)
	{
		delete[] g_pd3dMeshMaterial;
		g_pd3dMeshMaterial=NULL;
	}

	if(g_pd3dMeshTexture != NULL)
	{
		for(DWORD i=0;i<g_dwNumMaterials;i++)
		{
			if(g_pd3dMeshTexture[i] != NULL)
			{
				g_pd3dMeshTexture[i]->Release();
				g_pd3dMeshTexture[i]=NULL;
			}
		}

		delete[] g_pd3dMeshTexture;
		g_pd3dMeshTexture=NULL;
	}

	if(g_pd3dMesh != NULL)
	{
		g_pd3dMesh->Release();
		g_pd3dMesh=NULL;
	}

	if(g_pd3dDevice9 != NULL)
	{
		g_pd3dDevice9->Release();
		g_pd3dDevice9=NULL;
	}

	if(g_pd3d9 != NULL)
	{
		g_pd3d9->Release();
		g_pd3d9=NULL;
	}
}

void InitMatrices()
{
	//world matrix.
	D3DXMatrixIdentity(&worldMatrix);
	g_pd3dDevice9->SetTransform(D3DTS_WORLD,&worldMatrix);

	//view matrix.
	D3DXVECTOR3 vEye(0.0f,3.0f,-5.0f);
	D3DXVECTOR3 vLookAt(0.0f,0.0f,0.0f);
	D3DXVECTOR3 vUp(0.0f,1.0f,0.0f);
	D3DXMatrixLookAtLH(&viewMatrix,&vEye,&vLookAt,&vUp);
	g_pd3dDevice9->SetTransform(D3DTS_VIEW,&viewMatrix);

	//projection matrix.
	D3DXMatrixPerspectiveFovLH(&projectionMatrix,D3DX_PI/4,1.0f,1.0f,1000.0f);
	g_pd3dDevice9->SetTransform(D3DTS_PROJECTION,&projectionMatrix);
}

void SetUpMatrices()
{
	D3DXMatrixRotationY(&worldMatrix,timeGetTime()/1000.0f);
	g_pd3dDevice9->SetTransform(D3DTS_WORLD,&worldMatrix);
}

HRESULT InitGeometry()
{
	LPD3DXBUFFER pd3dxMtrlBuffer;
	if(FAILED(D3DXLoadMeshFromX(
		L"Tiger.x",
		D3DXMESH_SYSTEMMEM,
		g_pd3dDevice9,
		NULL,
		&pd3dxMtrlBuffer,
		NULL,
		&g_dwNumMaterials,
		&g_pd3dMesh)))
	{
		return E_FAIL;
	}

	D3DXMATERIAL* d3dxMaterials=(D3DXMATERIAL*)pd3dxMtrlBuffer->GetBufferPointer();
	g_pd3dMeshMaterial=new D3DMATERIAL9[g_dwNumMaterials];
	if(g_pd3dMeshMaterial == NULL)
	{
		return E_OUTOFMEMORY;
	}

	g_pd3dMeshTexture=new LPDIRECT3DTEXTURE9[g_dwNumMaterials];
	if(g_pd3dMeshTexture == NULL)
	{
		return E_OUTOFMEMORY;
	}

	for(DWORD i=0;i<g_dwNumMaterials;i++)
	{
		g_pd3dMeshMaterial[i]=d3dxMaterials[i].MatD3D;
		g_pd3dMeshMaterial[i].Ambient=g_pd3dMeshMaterial[i].Diffuse;

		if(d3dxMaterials[i].pTextureFilename != NULL&& 
			lstrlenA(d3dxMaterials[i].pTextureFilename) > 0)
		{
			if(FAILED(D3DXCreateTextureFromFileA(
				g_pd3dDevice9,
				d3dxMaterials[i].pTextureFilename,
				&g_pd3dMeshTexture[i])))
			{
				return E_FAIL;
			}
		}
	}

	pd3dxMtrlBuffer->Release();

	g_pd3dDevice9->SetRenderState(D3DRS_ZENABLE,TRUE);

	g_pd3dDevice9->SetRenderState(D3DRS_AMBIENT,0xffffffff);

	return S_OK;
}

运行结果

总结

1.这个倒不是很难,加载上.x文件以后,从加载的对象里面获取各种数据,最后在渲染得时候依次显示就可以了。

2.练习多了就会越来越熟练。