Saxum/extern/bullet/Demos/DX11ClothDemo/DXUT/Optional/SDKmesh.cpp
Fabian Klemp aeb6218d2d Renaming.
2014-10-24 11:49:46 +02:00

2349 lines
86 KiB
C++

//--------------------------------------------------------------------------------------
// File: SDKMesh.cpp
//
// The SDK Mesh format (.sdkmesh) is not a recommended file format for games.
// It was designed to meet the specific needs of the SDK samples. Any real-world
// applications should avoid this file format in favor of a destination format that
// meets the specific needs of the application.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "DXUT.h"
#include "SDKMesh.h"
#include "SDKMisc.h"
//--------------------------------------------------------------------------------------
void CDXUTSDKMesh::LoadMaterials( ID3D11Device* pd3dDevice, SDKMESH_MATERIAL* pMaterials, UINT numMaterials,
SDKMESH_CALLBACKS11* pLoaderCallbacks )
{
// TODO: D3D11
char strPath[MAX_PATH];
if( pLoaderCallbacks && pLoaderCallbacks->pCreateTextureFromFile )
{
for( UINT m = 0; m < numMaterials; m++ )
{
pMaterials[m].pDiffuseTexture11 = NULL;
pMaterials[m].pNormalTexture11 = NULL;
pMaterials[m].pSpecularTexture11 = NULL;
pMaterials[m].pDiffuseRV11 = NULL;
pMaterials[m].pNormalRV11 = NULL;
pMaterials[m].pSpecularRV11 = NULL;
// load textures
if( pMaterials[m].DiffuseTexture[0] != 0 )
{
pLoaderCallbacks->pCreateTextureFromFile( pd3dDevice,
pMaterials[m].DiffuseTexture, &pMaterials[m].pDiffuseRV11,
pLoaderCallbacks->pContext );
}
if( pMaterials[m].NormalTexture[0] != 0 )
{
pLoaderCallbacks->pCreateTextureFromFile( pd3dDevice,
pMaterials[m].NormalTexture, &pMaterials[m].pNormalRV11,
pLoaderCallbacks->pContext );
}
if( pMaterials[m].SpecularTexture[0] != 0 )
{
pLoaderCallbacks->pCreateTextureFromFile( pd3dDevice,
pMaterials[m].SpecularTexture, &pMaterials[m].pSpecularRV11,
pLoaderCallbacks->pContext );
}
}
}
else
{
for( UINT m = 0; m < numMaterials; m++ )
{
pMaterials[m].pDiffuseTexture11 = NULL;
pMaterials[m].pNormalTexture11 = NULL;
pMaterials[m].pSpecularTexture11 = NULL;
pMaterials[m].pDiffuseRV11 = NULL;
pMaterials[m].pNormalRV11 = NULL;
pMaterials[m].pSpecularRV11 = NULL;
// load textures
if( pMaterials[m].DiffuseTexture[0] != 0 )
{
sprintf_s( strPath, MAX_PATH, "%s%s", m_strPath, pMaterials[m].DiffuseTexture );
if( FAILED( DXUTGetGlobalResourceCache().CreateTextureFromFile( pd3dDevice, DXUTGetD3D11DeviceContext(),
strPath, &pMaterials[m].pDiffuseRV11,
true ) ) )
pMaterials[m].pDiffuseRV11 = ( ID3D11ShaderResourceView* )ERROR_RESOURCE_VALUE;
}
if( pMaterials[m].NormalTexture[0] != 0 )
{
sprintf_s( strPath, MAX_PATH, "%s%s", m_strPath, pMaterials[m].NormalTexture );
if( FAILED( DXUTGetGlobalResourceCache().CreateTextureFromFile( pd3dDevice, DXUTGetD3D11DeviceContext(),
strPath,
&pMaterials[m].pNormalRV11 ) ) )
pMaterials[m].pNormalRV11 = ( ID3D11ShaderResourceView* )ERROR_RESOURCE_VALUE;
}
if( pMaterials[m].SpecularTexture[0] != 0 )
{
sprintf_s( strPath, MAX_PATH, "%s%s", m_strPath, pMaterials[m].SpecularTexture );
if( FAILED( DXUTGetGlobalResourceCache().CreateTextureFromFile( pd3dDevice, DXUTGetD3D11DeviceContext(),
strPath,
&pMaterials[m].pSpecularRV11 ) ) )
pMaterials[m].pSpecularRV11 = ( ID3D11ShaderResourceView* )ERROR_RESOURCE_VALUE;
}
}
}
}
//--------------------------------------------------------------------------------------
void CDXUTSDKMesh::LoadMaterials( IDirect3DDevice9* pd3dDevice, SDKMESH_MATERIAL* pMaterials, UINT numMaterials,
SDKMESH_CALLBACKS9* pLoaderCallbacks )
{
char strPath[MAX_PATH];
if( pLoaderCallbacks && pLoaderCallbacks->pCreateTextureFromFile )
{
for( UINT m = 0; m < numMaterials; m++ )
{
pMaterials[m].pDiffuseTexture9 = NULL;
pMaterials[m].pNormalTexture9 = NULL;
pMaterials[m].pSpecularTexture9 = NULL;
// load textures
if( pMaterials[m].DiffuseTexture[0] != 0 )
{
pLoaderCallbacks->pCreateTextureFromFile( pd3dDevice,
pMaterials[m].DiffuseTexture,
&pMaterials[m].pDiffuseTexture9,
pLoaderCallbacks->pContext );
}
if( pMaterials[m].NormalTexture[0] != 0 )
{
pLoaderCallbacks->pCreateTextureFromFile( pd3dDevice,
pMaterials[m].NormalTexture, &pMaterials[m].pNormalTexture9,
pLoaderCallbacks->pContext );
}
if( pMaterials[m].SpecularTexture[0] != 0 )
{
pLoaderCallbacks->pCreateTextureFromFile( pd3dDevice,
pMaterials[m].SpecularTexture,
&pMaterials[m].pSpecularTexture9,
pLoaderCallbacks->pContext );
}
}
}
else
{
for( UINT m = 0; m < numMaterials; m++ )
{
pMaterials[m].pDiffuseTexture9 = NULL;
pMaterials[m].pNormalTexture9 = NULL;
pMaterials[m].pSpecularTexture9 = NULL;
pMaterials[m].pDiffuseRV11 = NULL;
pMaterials[m].pNormalRV11 = NULL;
pMaterials[m].pSpecularRV11 = NULL;
// load textures
if( pMaterials[m].DiffuseTexture[0] != 0 )
{
sprintf_s( strPath, MAX_PATH, "%s%s", m_strPath, pMaterials[m].DiffuseTexture );
if( FAILED( DXUTGetGlobalResourceCache().CreateTextureFromFile( pd3dDevice,
strPath,
&pMaterials[m].pDiffuseTexture9 ) ) )
pMaterials[m].pDiffuseTexture9 = ( IDirect3DTexture9* )ERROR_RESOURCE_VALUE;
}
if( pMaterials[m].NormalTexture[0] != 0 )
{
sprintf_s( strPath, MAX_PATH, "%s%s", m_strPath, pMaterials[m].NormalTexture );
if( FAILED( DXUTGetGlobalResourceCache().CreateTextureFromFile( pd3dDevice,
strPath,
&pMaterials[m].pNormalTexture9 ) ) )
pMaterials[m].pNormalTexture9 = ( IDirect3DTexture9* )ERROR_RESOURCE_VALUE;
}
if( pMaterials[m].SpecularTexture[0] != 0 )
{
sprintf_s( strPath, MAX_PATH, "%s%s", m_strPath, pMaterials[m].SpecularTexture );
if( FAILED( DXUTGetGlobalResourceCache().CreateTextureFromFile( pd3dDevice,
strPath,
&pMaterials[m].pSpecularTexture9 ) ) )
pMaterials[m].pSpecularTexture9 = ( IDirect3DTexture9* )ERROR_RESOURCE_VALUE;
}
}
}
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTSDKMesh::CreateVertexBuffer( ID3D11Device* pd3dDevice, SDKMESH_VERTEX_BUFFER_HEADER* pHeader,
void* pVertices, SDKMESH_CALLBACKS11* pLoaderCallbacks )
{
HRESULT hr = S_OK;
pHeader->DataOffset = 0;
//Vertex Buffer
D3D11_BUFFER_DESC bufferDesc;
bufferDesc.ByteWidth = ( UINT )( pHeader->SizeBytes );
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = 0;
bufferDesc.MiscFlags = 0;
if( pLoaderCallbacks && pLoaderCallbacks->pCreateVertexBuffer )
{
pLoaderCallbacks->pCreateVertexBuffer( pd3dDevice, &pHeader->pVB11, bufferDesc, pVertices,
pLoaderCallbacks->pContext );
}
else
{
D3D11_SUBRESOURCE_DATA InitData;
InitData.pSysMem = pVertices;
hr = pd3dDevice->CreateBuffer( &bufferDesc, &InitData, &pHeader->pVB11 );
}
return hr;
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTSDKMesh::CreateIndexBuffer( ID3D11Device* pd3dDevice, SDKMESH_INDEX_BUFFER_HEADER* pHeader,
void* pIndices, SDKMESH_CALLBACKS11* pLoaderCallbacks )
{
HRESULT hr = S_OK;
pHeader->DataOffset = 0;
//Index Buffer
D3D11_BUFFER_DESC bufferDesc;
bufferDesc.ByteWidth = ( UINT )( pHeader->SizeBytes );
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
bufferDesc.CPUAccessFlags = 0;
bufferDesc.MiscFlags = 0;
if( pLoaderCallbacks && pLoaderCallbacks->pCreateIndexBuffer )
{
pLoaderCallbacks->pCreateIndexBuffer( pd3dDevice, &pHeader->pIB11, bufferDesc, pIndices,
pLoaderCallbacks->pContext );
}
else
{
D3D11_SUBRESOURCE_DATA InitData;
InitData.pSysMem = pIndices;
hr = pd3dDevice->CreateBuffer( &bufferDesc, &InitData, &pHeader->pIB11 );
}
return hr;
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTSDKMesh::CreateVertexBuffer( IDirect3DDevice9* pd3dDevice, SDKMESH_VERTEX_BUFFER_HEADER* pHeader,
void* pVertices, SDKMESH_CALLBACKS9* pLoaderCallbacks )
{
HRESULT hr = S_OK;
pHeader->DataOffset = 0;
if( pLoaderCallbacks && pLoaderCallbacks->pCreateVertexBuffer )
{
pLoaderCallbacks->pCreateVertexBuffer( pd3dDevice, &pHeader->pVB9, ( UINT )pHeader->SizeBytes,
D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, pVertices,
pLoaderCallbacks->pContext );
}
else
{
hr = pd3dDevice->CreateVertexBuffer( ( UINT )pHeader->SizeBytes,
D3DUSAGE_WRITEONLY,
0,
D3DPOOL_DEFAULT,
&pHeader->pVB9,
NULL );
//lock
if( SUCCEEDED( hr ) )
{
void* pLockedVerts = NULL;
V_RETURN( pHeader->pVB9->Lock( 0, 0, &pLockedVerts, 0 ) );
CopyMemory( pLockedVerts, pVertices, ( size_t )pHeader->SizeBytes );
pHeader->pVB9->Unlock();
}
}
return hr;
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTSDKMesh::CreateIndexBuffer( IDirect3DDevice9* pd3dDevice, SDKMESH_INDEX_BUFFER_HEADER* pHeader,
void* pIndices, SDKMESH_CALLBACKS9* pLoaderCallbacks )
{
HRESULT hr = S_OK;
pHeader->DataOffset = 0;
D3DFORMAT ibFormat = D3DFMT_INDEX16;
switch( pHeader->IndexType )
{
case IT_16BIT:
ibFormat = D3DFMT_INDEX16;
break;
case IT_32BIT:
ibFormat = D3DFMT_INDEX32;
break;
};
if( pLoaderCallbacks && pLoaderCallbacks->pCreateIndexBuffer )
{
pLoaderCallbacks->pCreateIndexBuffer( pd3dDevice, &pHeader->pIB9, ( UINT )pHeader->SizeBytes,
D3DUSAGE_WRITEONLY, ibFormat, D3DPOOL_DEFAULT, pIndices,
pLoaderCallbacks->pContext );
}
else
{
hr = pd3dDevice->CreateIndexBuffer( ( UINT )( pHeader->SizeBytes ),
D3DUSAGE_WRITEONLY,
ibFormat,
D3DPOOL_DEFAULT,
&pHeader->pIB9,
NULL );
if( SUCCEEDED( hr ) )
{
void* pLockedIndices = NULL;
V_RETURN( pHeader->pIB9->Lock( 0, 0, &pLockedIndices, 0 ) );
CopyMemory( pLockedIndices, pIndices, ( size_t )( pHeader->SizeBytes ) );
pHeader->pIB9->Unlock();
}
}
return hr;
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTSDKMesh::CreateFromFile( ID3D11Device* pDev11,
IDirect3DDevice9* pDev9,
LPCTSTR szFileName,
bool bCreateAdjacencyIndices,
SDKMESH_CALLBACKS11* pLoaderCallbacks11,
SDKMESH_CALLBACKS9* pLoaderCallbacks9 )
{
HRESULT hr = S_OK;
// Find the path for the file
V_RETURN( DXUTFindDXSDKMediaFileCch( m_strPathW, sizeof( m_strPathW ) / sizeof( WCHAR ), szFileName ) );
// Open the file
m_hFile = CreateFile( m_strPathW, FILE_READ_DATA, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN,
NULL );
if( INVALID_HANDLE_VALUE == m_hFile )
return DXUTERR_MEDIANOTFOUND;
// Change the path to just the directory
WCHAR* pLastBSlash = wcsrchr( m_strPathW, L'\\' );
if( pLastBSlash )
*( pLastBSlash + 1 ) = L'\0';
else
*m_strPathW = L'\0';
WideCharToMultiByte( CP_ACP, 0, m_strPathW, -1, m_strPath, MAX_PATH, NULL, FALSE );
// Get the file size
LARGE_INTEGER FileSize;
GetFileSizeEx( m_hFile, &FileSize );
UINT cBytes = FileSize.LowPart;
// Allocate memory
m_pStaticMeshData = new BYTE[ cBytes ];
if( !m_pStaticMeshData )
{
CloseHandle( m_hFile );
return E_OUTOFMEMORY;
}
// Read in the file
DWORD dwBytesRead;
if( !ReadFile( m_hFile, m_pStaticMeshData, cBytes, &dwBytesRead, NULL ) )
hr = E_FAIL;
CloseHandle( m_hFile );
if( SUCCEEDED( hr ) )
{
hr = CreateFromMemory( pDev11,
pDev9,
m_pStaticMeshData,
cBytes,
bCreateAdjacencyIndices,
false,
pLoaderCallbacks11,
pLoaderCallbacks9 );
if( FAILED( hr ) )
delete []m_pStaticMeshData;
}
return hr;
}
HRESULT CDXUTSDKMesh::CreateFromMemory( ID3D11Device* pDev11,
IDirect3DDevice9* pDev9,
BYTE* pData,
UINT DataBytes,
bool bCreateAdjacencyIndices,
bool bCopyStatic,
SDKMESH_CALLBACKS11* pLoaderCallbacks11,
SDKMESH_CALLBACKS9* pLoaderCallbacks9 )
{
HRESULT hr = E_FAIL;
D3DXVECTOR3 lower;
D3DXVECTOR3 upper;
m_pDev9 = pDev9;
m_pDev11 = pDev11;
// Set outstanding resources to zero
m_NumOutstandingResources = 0;
if( bCopyStatic )
{
SDKMESH_HEADER* pHeader = ( SDKMESH_HEADER* )pData;
SIZE_T StaticSize = ( SIZE_T )( pHeader->HeaderSize + pHeader->NonBufferDataSize );
m_pHeapData = new BYTE[ StaticSize ];
if( !m_pHeapData )
return hr;
m_pStaticMeshData = m_pHeapData;
CopyMemory( m_pStaticMeshData, pData, StaticSize );
}
else
{
m_pHeapData = pData;
m_pStaticMeshData = pData;
}
// Pointer fixup
m_pMeshHeader = ( SDKMESH_HEADER* )m_pStaticMeshData;
m_pVertexBufferArray = ( SDKMESH_VERTEX_BUFFER_HEADER* )( m_pStaticMeshData +
m_pMeshHeader->VertexStreamHeadersOffset );
m_pIndexBufferArray = ( SDKMESH_INDEX_BUFFER_HEADER* )( m_pStaticMeshData +
m_pMeshHeader->IndexStreamHeadersOffset );
m_pMeshArray = ( SDKMESH_MESH* )( m_pStaticMeshData + m_pMeshHeader->MeshDataOffset );
m_pSubsetArray = ( SDKMESH_SUBSET* )( m_pStaticMeshData + m_pMeshHeader->SubsetDataOffset );
m_pFrameArray = ( SDKMESH_FRAME* )( m_pStaticMeshData + m_pMeshHeader->FrameDataOffset );
m_pMaterialArray = ( SDKMESH_MATERIAL* )( m_pStaticMeshData + m_pMeshHeader->MaterialDataOffset );
// Setup subsets
for( UINT i = 0; i < m_pMeshHeader->NumMeshes; i++ )
{
m_pMeshArray[i].pSubsets = ( UINT* )( m_pStaticMeshData + m_pMeshArray[i].SubsetOffset );
m_pMeshArray[i].pFrameInfluences = ( UINT* )( m_pStaticMeshData + m_pMeshArray[i].FrameInfluenceOffset );
}
// error condition
if( m_pMeshHeader->Version != SDKMESH_FILE_VERSION )
{
hr = E_NOINTERFACE;
goto Error;
}
// Setup buffer data pointer
BYTE* pBufferData = pData + m_pMeshHeader->HeaderSize + m_pMeshHeader->NonBufferDataSize;
// Get the start of the buffer data
UINT64 BufferDataStart = m_pMeshHeader->HeaderSize + m_pMeshHeader->NonBufferDataSize;
// Create VBs
m_ppVertices = new BYTE*[m_pMeshHeader->NumVertexBuffers];
for( UINT i = 0; i < m_pMeshHeader->NumVertexBuffers; i++ )
{
BYTE* pVertices = NULL;
pVertices = ( BYTE* )( pBufferData + ( m_pVertexBufferArray[i].DataOffset - BufferDataStart ) );
if( pDev11 )
CreateVertexBuffer( pDev11, &m_pVertexBufferArray[i], pVertices, pLoaderCallbacks11 );
else if( pDev9 )
CreateVertexBuffer( pDev9, &m_pVertexBufferArray[i], pVertices, pLoaderCallbacks9 );
m_ppVertices[i] = pVertices;
}
// Create IBs
m_ppIndices = new BYTE*[m_pMeshHeader->NumIndexBuffers];
for( UINT i = 0; i < m_pMeshHeader->NumIndexBuffers; i++ )
{
BYTE* pIndices = NULL;
pIndices = ( BYTE* )( pBufferData + ( m_pIndexBufferArray[i].DataOffset - BufferDataStart ) );
if( pDev11 )
CreateIndexBuffer( pDev11, &m_pIndexBufferArray[i], pIndices, pLoaderCallbacks11 );
else if( pDev9 )
CreateIndexBuffer( pDev9, &m_pIndexBufferArray[i], pIndices, pLoaderCallbacks9 );
m_ppIndices[i] = pIndices;
}
// Load Materials
if( pDev11 )
LoadMaterials( pDev11, m_pMaterialArray, m_pMeshHeader->NumMaterials, pLoaderCallbacks11 );
else if( pDev9 )
LoadMaterials( pDev9, m_pMaterialArray, m_pMeshHeader->NumMaterials, pLoaderCallbacks9 );
// Create a place to store our bind pose frame matrices
m_pBindPoseFrameMatrices = new D3DXMATRIX[ m_pMeshHeader->NumFrames ];
if( !m_pBindPoseFrameMatrices )
goto Error;
// Create a place to store our transformed frame matrices
m_pTransformedFrameMatrices = new D3DXMATRIX[ m_pMeshHeader->NumFrames ];
if( !m_pTransformedFrameMatrices )
goto Error;
m_pWorldPoseFrameMatrices = new D3DXMATRIX[ m_pMeshHeader->NumFrames ];
if( !m_pWorldPoseFrameMatrices )
goto Error;
SDKMESH_SUBSET* pSubset = NULL;
D3D11_PRIMITIVE_TOPOLOGY PrimType;
// update bounding volume
SDKMESH_MESH* currentMesh = &m_pMeshArray[0];
int tris = 0;
for (UINT meshi=0; meshi < m_pMeshHeader->NumMeshes; ++meshi) {
lower.x = FLT_MAX; lower.y = FLT_MAX; lower.z = FLT_MAX;
upper.x = -FLT_MAX; upper.y = -FLT_MAX; upper.z = -FLT_MAX;
currentMesh = GetMesh( meshi );
INT indsize;
if (m_pIndexBufferArray[currentMesh->IndexBuffer].IndexType == IT_16BIT ) {
indsize = 2;
}else {
indsize = 4;
}
for( UINT subset = 0; subset < currentMesh->NumSubsets; subset++ )
{
pSubset = GetSubset( meshi, subset ); //&m_pSubsetArray[ currentMesh->pSubsets[subset] ];
PrimType = GetPrimitiveType11( ( SDKMESH_PRIMITIVE_TYPE )pSubset->PrimitiveType );
assert( PrimType == D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );// only triangle lists are handled.
UINT IndexCount = ( UINT )pSubset->IndexCount;
UINT IndexStart = ( UINT )pSubset->IndexStart;
/*if( bAdjacent )
{
IndexCount *= 2;
IndexStart *= 2;
}*/
//BYTE* pIndices = NULL;
//m_ppIndices[i]
UINT *ind = ( UINT * )m_ppIndices[currentMesh->IndexBuffer];
FLOAT *verts = ( FLOAT* )m_ppVertices[currentMesh->VertexBuffers[0]];
UINT stride = (UINT)m_pVertexBufferArray[currentMesh->VertexBuffers[0]].StrideBytes;
assert (stride % 4 == 0);
stride /=4;
for (UINT vertind = IndexStart; vertind < IndexStart + IndexCount; ++vertind) { //TODO: test 16 bit and 32 bit
UINT current_ind=0;
if (indsize == 2) {
UINT ind_div2 = vertind / 2;
current_ind = ind[ind_div2];
if (vertind %2 ==0) {
current_ind = current_ind << 16;
current_ind = current_ind >> 16;
}else {
current_ind = current_ind >> 16;
}
}else {
current_ind = ind[vertind];
}
tris++;
D3DXVECTOR3 *pt = (D3DXVECTOR3*)&(verts[stride * current_ind]);
if (pt->x < lower.x) {
lower.x = pt->x;
}
if (pt->y < lower.y) {
lower.y = pt->y;
}
if (pt->z < lower.z) {
lower.z = pt->z;
}
if (pt->x > upper.x) {
upper.x = pt->x;
}
if (pt->y > upper.y) {
upper.y = pt->y;
}
if (pt->z > upper.z) {
upper.z = pt->z;
}
//BYTE** m_ppVertices;
//BYTE** m_ppIndices;
}
//pd3dDeviceContext->DrawIndexed( IndexCount, IndexStart, VertexStart );
}
D3DXVECTOR3 half = upper - lower;
half *=0.5f;
currentMesh->BoundingBoxCenter = lower + half;
currentMesh->BoundingBoxExtents = half;
}
// Update
hr = S_OK;
Error:
if( !pLoaderCallbacks9 )
{
CheckLoadDone();
}
return hr;
}
//--------------------------------------------------------------------------------------
// transform bind pose frame using a recursive traversal
//--------------------------------------------------------------------------------------
void CDXUTSDKMesh::TransformBindPoseFrame( UINT iFrame, D3DXMATRIX* pParentWorld )
{
if( !m_pBindPoseFrameMatrices )
return;
// Transform ourselves
D3DXMATRIX LocalWorld;
D3DXMatrixMultiply( &LocalWorld, &m_pFrameArray[iFrame].Matrix, pParentWorld );
m_pBindPoseFrameMatrices[iFrame] = LocalWorld;
// Transform our siblings
if( m_pFrameArray[iFrame].SiblingFrame != INVALID_FRAME )
TransformBindPoseFrame( m_pFrameArray[iFrame].SiblingFrame, pParentWorld );
// Transform our children
if( m_pFrameArray[iFrame].ChildFrame != INVALID_FRAME )
TransformBindPoseFrame( m_pFrameArray[iFrame].ChildFrame, &LocalWorld );
}
//--------------------------------------------------------------------------------------
// transform frame using a recursive traversal
//--------------------------------------------------------------------------------------
void CDXUTSDKMesh::TransformFrame( UINT iFrame, D3DXMATRIX* pParentWorld, double fTime )
{
// Get the tick data
D3DXMATRIX LocalTransform;
UINT iTick = GetAnimationKeyFromTime( fTime );
if( INVALID_ANIMATION_DATA != m_pFrameArray[iFrame].AnimationDataIndex )
{
SDKANIMATION_FRAME_DATA* pFrameData = &m_pAnimationFrameData[ m_pFrameArray[iFrame].AnimationDataIndex ];
SDKANIMATION_DATA* pData = &pFrameData->pAnimationData[ iTick ];
// turn it into a matrix (Ignore scaling for now)
D3DXVECTOR3 parentPos = pData->Translation;
D3DXMATRIX mTranslate;
D3DXMatrixTranslation( &mTranslate, parentPos.x, parentPos.y, parentPos.z );
D3DXQUATERNION quat;
D3DXMATRIX mQuat;
quat.w = pData->Orientation.w;
quat.x = pData->Orientation.x;
quat.y = pData->Orientation.y;
quat.z = pData->Orientation.z;
if( quat.w == 0 && quat.x == 0 && quat.y == 0 && quat.z == 0 )
D3DXQuaternionIdentity( &quat );
D3DXQuaternionNormalize( &quat, &quat );
D3DXMatrixRotationQuaternion( &mQuat, &quat );
LocalTransform = ( mQuat * mTranslate );
}
else
{
LocalTransform = m_pFrameArray[iFrame].Matrix;
}
// Transform ourselves
D3DXMATRIX LocalWorld;
D3DXMatrixMultiply( &LocalWorld, &LocalTransform, pParentWorld );
m_pTransformedFrameMatrices[iFrame] = LocalWorld;
m_pWorldPoseFrameMatrices[iFrame] = LocalWorld;
// Transform our siblings
if( m_pFrameArray[iFrame].SiblingFrame != INVALID_FRAME )
TransformFrame( m_pFrameArray[iFrame].SiblingFrame, pParentWorld, fTime );
// Transform our children
if( m_pFrameArray[iFrame].ChildFrame != INVALID_FRAME )
TransformFrame( m_pFrameArray[iFrame].ChildFrame, &LocalWorld, fTime );
}
//--------------------------------------------------------------------------------------
// transform frame assuming that it is an absolute transformation
//--------------------------------------------------------------------------------------
void CDXUTSDKMesh::TransformFrameAbsolute( UINT iFrame, double fTime )
{
D3DXMATRIX mTrans1;
D3DXMATRIX mTrans2;
D3DXMATRIX mRot1;
D3DXMATRIX mRot2;
D3DXQUATERNION quat1;
D3DXQUATERNION quat2;
D3DXMATRIX mTo;
D3DXMATRIX mInvTo;
D3DXMATRIX mFrom;
UINT iTick = GetAnimationKeyFromTime( fTime );
if( INVALID_ANIMATION_DATA != m_pFrameArray[iFrame].AnimationDataIndex )
{
SDKANIMATION_FRAME_DATA* pFrameData = &m_pAnimationFrameData[ m_pFrameArray[iFrame].AnimationDataIndex ];
SDKANIMATION_DATA* pData = &pFrameData->pAnimationData[ iTick ];
SDKANIMATION_DATA* pDataOrig = &pFrameData->pAnimationData[ 0 ];
D3DXMatrixTranslation( &mTrans1, -pDataOrig->Translation.x,
-pDataOrig->Translation.y,
-pDataOrig->Translation.z );
D3DXMatrixTranslation( &mTrans2, pData->Translation.x,
pData->Translation.y,
pData->Translation.z );
quat1.x = pDataOrig->Orientation.x;
quat1.y = pDataOrig->Orientation.y;
quat1.z = pDataOrig->Orientation.z;
quat1.w = pDataOrig->Orientation.w;
D3DXQuaternionInverse( &quat1, &quat1 );
D3DXMatrixRotationQuaternion( &mRot1, &quat1 );
mInvTo = mTrans1 * mRot1;
quat2.x = pData->Orientation.x;
quat2.y = pData->Orientation.y;
quat2.z = pData->Orientation.z;
quat2.w = pData->Orientation.w;
D3DXMatrixRotationQuaternion( &mRot2, &quat2 );
mFrom = mRot2 * mTrans2;
D3DXMATRIX mOutput = mInvTo * mFrom;
m_pTransformedFrameMatrices[iFrame] = mOutput;
}
}
#define MAX_D3D11_VERTEX_STREAMS D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
//--------------------------------------------------------------------------------------
void CDXUTSDKMesh::RenderMesh( UINT iMesh,
bool bAdjacent,
ID3D11DeviceContext* pd3dDeviceContext,
UINT iDiffuseSlot,
UINT iNormalSlot,
UINT iSpecularSlot )
{
if( 0 < GetOutstandingBufferResources() )
return;
SDKMESH_MESH* pMesh = &m_pMeshArray[iMesh];
UINT Strides[MAX_D3D11_VERTEX_STREAMS];
UINT Offsets[MAX_D3D11_VERTEX_STREAMS];
ID3D11Buffer* pVB[MAX_D3D11_VERTEX_STREAMS];
if( pMesh->NumVertexBuffers > MAX_D3D11_VERTEX_STREAMS )
return;
for( UINT64 i = 0; i < pMesh->NumVertexBuffers; i++ )
{
pVB[i] = m_pVertexBufferArray[ pMesh->VertexBuffers[i] ].pVB11;
Strides[i] = ( UINT )m_pVertexBufferArray[ pMesh->VertexBuffers[i] ].StrideBytes;
Offsets[i] = 0;
}
SDKMESH_INDEX_BUFFER_HEADER* pIndexBufferArray;
if( bAdjacent )
pIndexBufferArray = m_pAdjacencyIndexBufferArray;
else
pIndexBufferArray = m_pIndexBufferArray;
ID3D11Buffer* pIB = pIndexBufferArray[ pMesh->IndexBuffer ].pIB11;
DXGI_FORMAT ibFormat = DXGI_FORMAT_R16_UINT;
switch( pIndexBufferArray[ pMesh->IndexBuffer ].IndexType )
{
case IT_16BIT:
ibFormat = DXGI_FORMAT_R16_UINT;
break;
case IT_32BIT:
ibFormat = DXGI_FORMAT_R32_UINT;
break;
};
pd3dDeviceContext->IASetVertexBuffers( 0, pMesh->NumVertexBuffers, pVB, Strides, Offsets );
pd3dDeviceContext->IASetIndexBuffer( pIB, ibFormat, 0 );
SDKMESH_SUBSET* pSubset = NULL;
SDKMESH_MATERIAL* pMat = NULL;
D3D11_PRIMITIVE_TOPOLOGY PrimType;
for( UINT subset = 0; subset < pMesh->NumSubsets; subset++ )
{
pSubset = &m_pSubsetArray[ pMesh->pSubsets[subset] ];
PrimType = GetPrimitiveType11( ( SDKMESH_PRIMITIVE_TYPE )pSubset->PrimitiveType );
if( bAdjacent )
{
switch( PrimType )
{
case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST:
PrimType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ;
break;
case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP:
PrimType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ;
break;
case D3D11_PRIMITIVE_TOPOLOGY_LINELIST:
PrimType = D3D11_PRIMITIVE_TOPOLOGY_LINELIST_ADJ;
break;
case D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP:
PrimType = D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ;
break;
}
}
pd3dDeviceContext->IASetPrimitiveTopology( PrimType );
pMat = &m_pMaterialArray[ pSubset->MaterialID ];
if( iDiffuseSlot != INVALID_SAMPLER_SLOT && !IsErrorResource( pMat->pDiffuseRV11 ) )
pd3dDeviceContext->PSSetShaderResources( iDiffuseSlot, 1, &pMat->pDiffuseRV11 );
if( iNormalSlot != INVALID_SAMPLER_SLOT && !IsErrorResource( pMat->pNormalRV11 ) )
pd3dDeviceContext->PSSetShaderResources( iNormalSlot, 1, &pMat->pNormalRV11 );
if( iSpecularSlot != INVALID_SAMPLER_SLOT && !IsErrorResource( pMat->pSpecularRV11 ) )
pd3dDeviceContext->PSSetShaderResources( iSpecularSlot, 1, &pMat->pSpecularRV11 );
UINT IndexCount = ( UINT )pSubset->IndexCount;
UINT IndexStart = ( UINT )pSubset->IndexStart;
UINT VertexStart = ( UINT )pSubset->VertexStart;
if( bAdjacent )
{
IndexCount *= 2;
IndexStart *= 2;
}
pd3dDeviceContext->DrawIndexed( IndexCount, IndexStart, VertexStart );
}
}
//--------------------------------------------------------------------------------------
void CDXUTSDKMesh::RenderFrame( UINT iFrame,
bool bAdjacent,
ID3D11DeviceContext* pd3dDeviceContext,
UINT iDiffuseSlot,
UINT iNormalSlot,
UINT iSpecularSlot )
{
if( !m_pStaticMeshData || !m_pFrameArray )
return;
if( m_pFrameArray[iFrame].Mesh != INVALID_MESH )
{
RenderMesh( m_pFrameArray[iFrame].Mesh,
bAdjacent,
pd3dDeviceContext,
iDiffuseSlot,
iNormalSlot,
iSpecularSlot );
}
// Render our children
if( m_pFrameArray[iFrame].ChildFrame != INVALID_FRAME )
RenderFrame( m_pFrameArray[iFrame].ChildFrame, bAdjacent, pd3dDeviceContext, iDiffuseSlot,
iNormalSlot, iSpecularSlot );
// Render our siblings
if( m_pFrameArray[iFrame].SiblingFrame != INVALID_FRAME )
RenderFrame( m_pFrameArray[iFrame].SiblingFrame, bAdjacent, pd3dDeviceContext, iDiffuseSlot,
iNormalSlot, iSpecularSlot );
}
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
void CDXUTSDKMesh::RenderMesh( UINT iMesh,
LPDIRECT3DDEVICE9 pd3dDevice,
LPD3DXEFFECT pEffect,
D3DXHANDLE hTechnique,
D3DXHANDLE htxDiffuse,
D3DXHANDLE htxNormal,
D3DXHANDLE htxSpecular )
{
if( 0 < GetOutstandingBufferResources() )
return;
SDKMESH_MESH* pMesh = &m_pMeshArray[iMesh];
// set vb streams
for( UINT i = 0; i < ( UINT )pMesh->NumVertexBuffers; i++ )
{
pd3dDevice->SetStreamSource( i,
m_pVertexBufferArray[ pMesh->VertexBuffers[i] ].pVB9,
0,
( UINT )m_pVertexBufferArray[ pMesh->VertexBuffers[i] ].StrideBytes );
}
// Set our index buffer as well
pd3dDevice->SetIndices( m_pIndexBufferArray[ pMesh->IndexBuffer ].pIB9 );
// Render the scene with this technique
pEffect->SetTechnique( hTechnique );
SDKMESH_SUBSET* pSubset = NULL;
SDKMESH_MATERIAL* pMat = NULL;
D3DPRIMITIVETYPE PrimType;
UINT cPasses = 0;
pEffect->Begin( &cPasses, 0 );
for( UINT p = 0; p < cPasses; ++p )
{
pEffect->BeginPass( p );
for( UINT subset = 0; subset < pMesh->NumSubsets; subset++ )
{
pSubset = &m_pSubsetArray[ pMesh->pSubsets[subset] ];
PrimType = GetPrimitiveType9( ( SDKMESH_PRIMITIVE_TYPE )pSubset->PrimitiveType );
if( INVALID_MATERIAL != pSubset->MaterialID && m_pMeshHeader->NumMaterials > 0 )
{
pMat = &m_pMaterialArray[ pSubset->MaterialID ];
if( htxDiffuse && !IsErrorResource( pMat->pDiffuseTexture9 ) )
pEffect->SetTexture( htxDiffuse, pMat->pDiffuseTexture9 );
if( htxNormal && !IsErrorResource( pMat->pNormalTexture9 ) )
pEffect->SetTexture( htxNormal, pMat->pNormalTexture9 );
if( htxSpecular && !IsErrorResource( pMat->pSpecularTexture9 ) )
pEffect->SetTexture( htxSpecular, pMat->pSpecularTexture9 );
}
pEffect->CommitChanges();
UINT PrimCount = ( UINT )pSubset->IndexCount;
UINT IndexStart = ( UINT )pSubset->IndexStart;
UINT VertexStart = ( UINT )pSubset->VertexStart;
UINT VertexCount = ( UINT )pSubset->VertexCount;
if( D3DPT_TRIANGLELIST == PrimType )
PrimCount /= 3;
if( D3DPT_LINELIST == PrimType )
PrimCount /= 2;
if( D3DPT_TRIANGLESTRIP == PrimType )
PrimCount = ( PrimCount - 3 ) + 1;
if( D3DPT_LINESTRIP == PrimType )
PrimCount -= 1;
pd3dDevice->DrawIndexedPrimitive( PrimType, VertexStart, 0, VertexCount, IndexStart, PrimCount );
}
pEffect->EndPass();
}
pEffect->End();
}
//--------------------------------------------------------------------------------------
void CDXUTSDKMesh::RenderFrame( UINT iFrame,
LPDIRECT3DDEVICE9 pd3dDevice,
LPD3DXEFFECT pEffect,
D3DXHANDLE hTechnique,
D3DXHANDLE htxDiffuse,
D3DXHANDLE htxNormal,
D3DXHANDLE htxSpecular )
{
if( !m_pStaticMeshData || !m_pFrameArray )
return;
if( m_pFrameArray[iFrame].Mesh != INVALID_MESH )
{
RenderMesh( m_pFrameArray[iFrame].Mesh,
pd3dDevice,
pEffect,
hTechnique,
htxDiffuse,
htxNormal,
htxSpecular );
}
// Render our children
if( m_pFrameArray[iFrame].ChildFrame != INVALID_FRAME )
RenderFrame( m_pFrameArray[iFrame].ChildFrame, pd3dDevice, pEffect, hTechnique, htxDiffuse, htxNormal,
htxSpecular );
// Render our siblings
if( m_pFrameArray[iFrame].SiblingFrame != INVALID_FRAME )
RenderFrame( m_pFrameArray[iFrame].SiblingFrame, pd3dDevice, pEffect, hTechnique, htxDiffuse, htxNormal,
htxSpecular );
}
//--------------------------------------------------------------------------------------
CDXUTSDKMesh::CDXUTSDKMesh() : m_NumOutstandingResources( 0 ),
m_bLoading( false ),
m_hFile( 0 ),
m_hFileMappingObject( 0 ),
m_pMeshHeader( NULL ),
m_pStaticMeshData( NULL ),
m_pHeapData( NULL ),
m_pAdjacencyIndexBufferArray( NULL ),
m_pAnimationData( NULL ),
m_pAnimationHeader( NULL ),
m_ppVertices( NULL ),
m_ppIndices( NULL ),
m_pBindPoseFrameMatrices( NULL ),
m_pTransformedFrameMatrices( NULL ),
m_pWorldPoseFrameMatrices( NULL ),
m_pDev9( NULL ),
m_pDev11( NULL )
{
}
//--------------------------------------------------------------------------------------
CDXUTSDKMesh::~CDXUTSDKMesh()
{
Destroy();
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTSDKMesh::Create( ID3D11Device* pDev11, LPCTSTR szFileName, bool bCreateAdjacencyIndices,
SDKMESH_CALLBACKS11* pLoaderCallbacks )
{
return CreateFromFile( pDev11, NULL, szFileName, bCreateAdjacencyIndices, pLoaderCallbacks, NULL );
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTSDKMesh::Create( IDirect3DDevice9* pDev9, LPCTSTR szFileName, bool bCreateAdjacencyIndices,
SDKMESH_CALLBACKS9* pLoaderCallbacks )
{
return CreateFromFile( NULL, pDev9, szFileName, bCreateAdjacencyIndices, NULL, pLoaderCallbacks );
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTSDKMesh::Create( ID3D11Device* pDev11, BYTE* pData, UINT DataBytes, bool bCreateAdjacencyIndices,
bool bCopyStatic, SDKMESH_CALLBACKS11* pLoaderCallbacks )
{
return CreateFromMemory( pDev11, NULL, pData, DataBytes, bCreateAdjacencyIndices, bCopyStatic,
pLoaderCallbacks, NULL );
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTSDKMesh::Create( IDirect3DDevice9* pDev9, BYTE* pData, UINT DataBytes, bool bCreateAdjacencyIndices,
bool bCopyStatic, SDKMESH_CALLBACKS9* pLoaderCallbacks )
{
return CreateFromMemory( NULL, pDev9, pData, DataBytes, bCreateAdjacencyIndices, bCopyStatic, NULL,
pLoaderCallbacks );
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTSDKMesh::LoadAnimation( WCHAR* szFileName )
{
HRESULT hr = E_FAIL;
DWORD dwBytesRead = 0;
LARGE_INTEGER liMove;
WCHAR strPath[MAX_PATH];
// Find the path for the file
V_RETURN( DXUTFindDXSDKMediaFileCch( strPath, MAX_PATH, szFileName ) );
// Open the file
HANDLE hFile = CreateFile( strPath, FILE_READ_DATA, FILE_SHARE_READ, NULL, OPEN_EXISTING,
FILE_FLAG_SEQUENTIAL_SCAN, NULL );
if( INVALID_HANDLE_VALUE == hFile )
return DXUTERR_MEDIANOTFOUND;
/////////////////////////
// Header
SDKANIMATION_FILE_HEADER fileheader;
if( !ReadFile( hFile, &fileheader, sizeof( SDKANIMATION_FILE_HEADER ), &dwBytesRead, NULL ) )
goto Error;
//allocate
m_pAnimationData = new BYTE[ ( size_t )( sizeof( SDKANIMATION_FILE_HEADER ) + fileheader.AnimationDataSize ) ];
if( !m_pAnimationData )
{
hr = E_OUTOFMEMORY;
goto Error;
}
// read it all in
liMove.QuadPart = 0;
if( !SetFilePointerEx( hFile, liMove, NULL, FILE_BEGIN ) )
goto Error;
if( !ReadFile( hFile, m_pAnimationData, ( DWORD )( sizeof( SDKANIMATION_FILE_HEADER ) +
fileheader.AnimationDataSize ), &dwBytesRead, NULL ) )
goto Error;
// pointer fixup
m_pAnimationHeader = ( SDKANIMATION_FILE_HEADER* )m_pAnimationData;
m_pAnimationFrameData = ( SDKANIMATION_FRAME_DATA* )( m_pAnimationData + m_pAnimationHeader->AnimationDataOffset );
UINT64 BaseOffset = sizeof( SDKANIMATION_FILE_HEADER );
for( UINT i = 0; i < m_pAnimationHeader->NumFrames; i++ )
{
m_pAnimationFrameData[i].pAnimationData = ( SDKANIMATION_DATA* )( m_pAnimationData +
m_pAnimationFrameData[i].DataOffset +
BaseOffset );
SDKMESH_FRAME* pFrame = FindFrame( m_pAnimationFrameData[i].FrameName );
if( pFrame )
{
pFrame->AnimationDataIndex = i;
}
}
hr = S_OK;
Error:
CloseHandle( hFile );
return hr;
}
//--------------------------------------------------------------------------------------
void CDXUTSDKMesh::Destroy()
{
if( !CheckLoadDone() )
return;
if( m_pStaticMeshData )
{
if( m_pMaterialArray )
{
for( UINT64 m = 0; m < m_pMeshHeader->NumMaterials; m++ )
{
if( m_pDev9 )
{
if( !IsErrorResource( m_pMaterialArray[m].pDiffuseTexture9 ) )
SAFE_RELEASE( m_pMaterialArray[m].pDiffuseTexture9 );
if( !IsErrorResource( m_pMaterialArray[m].pNormalTexture9 ) )
SAFE_RELEASE( m_pMaterialArray[m].pNormalTexture9 );
if( !IsErrorResource( m_pMaterialArray[m].pSpecularTexture9 ) )
SAFE_RELEASE( m_pMaterialArray[m].pSpecularTexture9 );
}
else if( m_pDev11 )
{
//ID3D11Resource* pRes = NULL;
if( m_pMaterialArray[m].pDiffuseRV11 && !IsErrorResource( m_pMaterialArray[m].pDiffuseRV11 ) )
{
//m_pMaterialArray[m].pDiffuseRV11->GetResource( &pRes );
//SAFE_RELEASE( pRes );
SAFE_RELEASE( m_pMaterialArray[m].pDiffuseRV11 );
}
if( m_pMaterialArray[m].pNormalRV11 && !IsErrorResource( m_pMaterialArray[m].pNormalRV11 ) )
{
//m_pMaterialArray[m].pNormalRV11->GetResource( &pRes );
//SAFE_RELEASE( pRes );
SAFE_RELEASE( m_pMaterialArray[m].pNormalRV11 );
}
if( m_pMaterialArray[m].pSpecularRV11 && !IsErrorResource( m_pMaterialArray[m].pSpecularRV11 ) )
{
//m_pMaterialArray[m].pSpecularRV11->GetResource( &pRes );
//SAFE_RELEASE( pRes );
SAFE_RELEASE( m_pMaterialArray[m].pSpecularRV11 );
}
}
}
}
for( UINT64 i = 0; i < m_pMeshHeader->NumVertexBuffers; i++ )
{
if( !IsErrorResource( m_pVertexBufferArray[i].pVB9 ) )
SAFE_RELEASE( m_pVertexBufferArray[i].pVB9 );
}
for( UINT64 i = 0; i < m_pMeshHeader->NumIndexBuffers; i++ )
{
if( !IsErrorResource( m_pIndexBufferArray[i].pIB9 ) )
SAFE_RELEASE( m_pIndexBufferArray[i].pIB9 );
}
}
if( m_pAdjacencyIndexBufferArray )
{
for( UINT64 i = 0; i < m_pMeshHeader->NumIndexBuffers; i++ )
{
SAFE_RELEASE( m_pAdjacencyIndexBufferArray[i].pIB11 );
}
}
SAFE_DELETE_ARRAY( m_pAdjacencyIndexBufferArray );
SAFE_DELETE_ARRAY( m_pHeapData );
m_pStaticMeshData = NULL;
SAFE_DELETE_ARRAY( m_pAnimationData );
SAFE_DELETE_ARRAY( m_pBindPoseFrameMatrices );
SAFE_DELETE_ARRAY( m_pTransformedFrameMatrices );
SAFE_DELETE_ARRAY( m_pWorldPoseFrameMatrices );
SAFE_DELETE_ARRAY( m_ppVertices );
SAFE_DELETE_ARRAY( m_ppIndices );
m_pMeshHeader = NULL;
m_pVertexBufferArray = NULL;
m_pIndexBufferArray = NULL;
m_pMeshArray = NULL;
m_pSubsetArray = NULL;
m_pFrameArray = NULL;
m_pMaterialArray = NULL;
m_pAnimationHeader = NULL;
m_pAnimationFrameData = NULL;
}
//--------------------------------------------------------------------------------------
// transform the bind pose
//--------------------------------------------------------------------------------------
void CDXUTSDKMesh::TransformBindPose( D3DXMATRIX* pWorld )
{
TransformBindPoseFrame( 0, pWorld );
}
//--------------------------------------------------------------------------------------
// transform the mesh frames according to the animation for time fTime
//--------------------------------------------------------------------------------------
void CDXUTSDKMesh::TransformMesh( D3DXMATRIX* pWorld, double fTime )
{
if( m_pAnimationHeader == NULL || FTT_RELATIVE == m_pAnimationHeader->FrameTransformType )
{
TransformFrame( 0, pWorld, fTime );
// For each frame, move the transform to the bind pose, then
// move it to the final position
D3DXMATRIX mInvBindPose;
D3DXMATRIX mFinal;
for( UINT i = 0; i < m_pMeshHeader->NumFrames; i++ )
{
D3DXMatrixInverse( &mInvBindPose, NULL, &m_pBindPoseFrameMatrices[i] );
mFinal = mInvBindPose * m_pTransformedFrameMatrices[i];
m_pTransformedFrameMatrices[i] = mFinal;
}
}
else if( FTT_ABSOLUTE == m_pAnimationHeader->FrameTransformType )
{
for( UINT i = 0; i < m_pAnimationHeader->NumFrames; i++ )
TransformFrameAbsolute( i, fTime );
}
}
//--------------------------------------------------------------------------------------
void CDXUTSDKMesh::Render( ID3D11DeviceContext* pd3dDeviceContext,
UINT iDiffuseSlot,
UINT iNormalSlot,
UINT iSpecularSlot )
{
RenderFrame( 0, false, pd3dDeviceContext, iDiffuseSlot, iNormalSlot, iSpecularSlot );
}
//--------------------------------------------------------------------------------------
void CDXUTSDKMesh::RenderAdjacent( ID3D11DeviceContext* pd3dDeviceContext,
UINT iDiffuseSlot,
UINT iNormalSlot,
UINT iSpecularSlot )
{
RenderFrame( 0, true, pd3dDeviceContext, iDiffuseSlot, iNormalSlot, iSpecularSlot );
}
//--------------------------------------------------------------------------------------
void CDXUTSDKMesh::Render( LPDIRECT3DDEVICE9 pd3dDevice,
LPD3DXEFFECT pEffect,
D3DXHANDLE hTechnique,
D3DXHANDLE htxDiffuse,
D3DXHANDLE htxNormal,
D3DXHANDLE htxSpecular )
{
RenderFrame( 0, pd3dDevice, pEffect, hTechnique, htxDiffuse, htxNormal, htxSpecular );
}
//--------------------------------------------------------------------------------------
D3D11_PRIMITIVE_TOPOLOGY CDXUTSDKMesh::GetPrimitiveType11( SDKMESH_PRIMITIVE_TYPE PrimType )
{
D3D11_PRIMITIVE_TOPOLOGY retType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
switch( PrimType )
{
case PT_TRIANGLE_LIST:
retType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
break;
case PT_TRIANGLE_STRIP:
retType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
break;
case PT_LINE_LIST:
retType = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
break;
case PT_LINE_STRIP:
retType = D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
break;
case PT_POINT_LIST:
retType = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
break;
case PT_TRIANGLE_LIST_ADJ:
retType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ;
break;
case PT_TRIANGLE_STRIP_ADJ:
retType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ;
break;
case PT_LINE_LIST_ADJ:
retType = D3D11_PRIMITIVE_TOPOLOGY_LINELIST_ADJ;
break;
case PT_LINE_STRIP_ADJ:
retType = D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ;
break;
};
return retType;
}
//--------------------------------------------------------------------------------------
DXGI_FORMAT CDXUTSDKMesh::GetIBFormat11( UINT iMesh )
{
switch( m_pIndexBufferArray[ m_pMeshArray[ iMesh ].IndexBuffer ].IndexType )
{
case IT_16BIT:
return DXGI_FORMAT_R16_UINT;
case IT_32BIT:
return DXGI_FORMAT_R32_UINT;
};
return DXGI_FORMAT_R16_UINT;
}
//--------------------------------------------------------------------------------------
ID3D11Buffer* CDXUTSDKMesh::GetVB11( UINT iMesh, UINT iVB )
{
return m_pVertexBufferArray[ m_pMeshArray[ iMesh ].VertexBuffers[iVB] ].pVB11;
}
//--------------------------------------------------------------------------------------
ID3D11Buffer* CDXUTSDKMesh::GetIB11( UINT iMesh )
{
return m_pIndexBufferArray[ m_pMeshArray[ iMesh ].IndexBuffer ].pIB11;
}
SDKMESH_INDEX_TYPE CDXUTSDKMesh::GetIndexType( UINT iMesh )
{
return ( SDKMESH_INDEX_TYPE ) m_pIndexBufferArray[m_pMeshArray[ iMesh ].IndexBuffer].IndexType;
}
//--------------------------------------------------------------------------------------
ID3D11Buffer* CDXUTSDKMesh::GetAdjIB11( UINT iMesh )
{
return m_pAdjacencyIndexBufferArray[ m_pMeshArray[ iMesh ].IndexBuffer ].pIB11;
}
//--------------------------------------------------------------------------------------
D3DPRIMITIVETYPE CDXUTSDKMesh::GetPrimitiveType9( SDKMESH_PRIMITIVE_TYPE PrimType )
{
D3DPRIMITIVETYPE retType = D3DPT_TRIANGLELIST;
switch( PrimType )
{
case PT_TRIANGLE_LIST:
retType = D3DPT_TRIANGLELIST;
break;
case PT_TRIANGLE_STRIP:
retType = D3DPT_TRIANGLESTRIP;
break;
case PT_LINE_LIST:
retType = D3DPT_LINELIST;
break;
case PT_LINE_STRIP:
retType = D3DPT_LINESTRIP;
break;
case PT_POINT_LIST:
retType = D3DPT_POINTLIST;
break;
};
return retType;
}
//--------------------------------------------------------------------------------------
D3DFORMAT CDXUTSDKMesh::GetIBFormat9( UINT iMesh )
{
switch( m_pIndexBufferArray[ m_pMeshArray[ iMesh ].IndexBuffer ].IndexType )
{
case IT_16BIT:
return D3DFMT_INDEX16;
case IT_32BIT:
return D3DFMT_INDEX32;
};
return D3DFMT_INDEX16;
}
//--------------------------------------------------------------------------------------
IDirect3DVertexBuffer9* CDXUTSDKMesh::GetVB9( UINT iMesh, UINT iVB )
{
return m_pVertexBufferArray[ m_pMeshArray[ iMesh ].VertexBuffers[iVB] ].pVB9;
}
//--------------------------------------------------------------------------------------
IDirect3DIndexBuffer9* CDXUTSDKMesh::GetIB9( UINT iMesh )
{
return m_pIndexBufferArray[ m_pMeshArray[ iMesh ].IndexBuffer ].pIB9;
}
//--------------------------------------------------------------------------------------
char* CDXUTSDKMesh::GetMeshPathA()
{
return m_strPath;
}
//--------------------------------------------------------------------------------------
WCHAR* CDXUTSDKMesh::GetMeshPathW()
{
return m_strPathW;
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetNumMeshes()
{
if( !m_pMeshHeader )
return 0;
return m_pMeshHeader->NumMeshes;
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetNumMaterials()
{
if( !m_pMeshHeader )
return 0;
return m_pMeshHeader->NumMaterials;
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetNumVBs()
{
if( !m_pMeshHeader )
return 0;
return m_pMeshHeader->NumVertexBuffers;
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetNumIBs()
{
if( !m_pMeshHeader )
return 0;
return m_pMeshHeader->NumIndexBuffers;
}
//--------------------------------------------------------------------------------------
ID3D11Buffer* CDXUTSDKMesh::GetVB11At( UINT iVB )
{
return m_pVertexBufferArray[ iVB ].pVB11;
}
//--------------------------------------------------------------------------------------
ID3D11Buffer* CDXUTSDKMesh::GetIB11At( UINT iIB )
{
return m_pIndexBufferArray[ iIB ].pIB11;
}
//--------------------------------------------------------------------------------------
IDirect3DVertexBuffer9* CDXUTSDKMesh::GetVB9At( UINT iVB )
{
return m_pVertexBufferArray[ iVB ].pVB9;
}
//--------------------------------------------------------------------------------------
IDirect3DIndexBuffer9* CDXUTSDKMesh::GetIB9At( UINT iIB )
{
return m_pIndexBufferArray[ iIB ].pIB9;
}
//--------------------------------------------------------------------------------------
BYTE* CDXUTSDKMesh::GetRawVerticesAt( UINT iVB )
{
return m_ppVertices[iVB];
}
//--------------------------------------------------------------------------------------
BYTE* CDXUTSDKMesh::GetRawIndicesAt( UINT iIB )
{
return m_ppIndices[iIB];
}
//--------------------------------------------------------------------------------------
SDKMESH_MATERIAL* CDXUTSDKMesh::GetMaterial( UINT iMaterial )
{
return &m_pMaterialArray[ iMaterial ];
}
//--------------------------------------------------------------------------------------
SDKMESH_MESH* CDXUTSDKMesh::GetMesh( UINT iMesh )
{
return &m_pMeshArray[ iMesh ];
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetNumSubsets( UINT iMesh )
{
return m_pMeshArray[ iMesh ].NumSubsets;
}
//--------------------------------------------------------------------------------------
SDKMESH_SUBSET* CDXUTSDKMesh::GetSubset( UINT iMesh, UINT iSubset )
{
return &m_pSubsetArray[ m_pMeshArray[ iMesh ].pSubsets[iSubset] ];
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetVertexStride( UINT iMesh, UINT iVB )
{
return ( UINT )m_pVertexBufferArray[ m_pMeshArray[ iMesh ].VertexBuffers[iVB] ].StrideBytes;
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetNumFrames()
{
return m_pMeshHeader->NumFrames;
}
//--------------------------------------------------------------------------------------
SDKMESH_FRAME* CDXUTSDKMesh::GetFrame( UINT iFrame )
{
assert( iFrame < m_pMeshHeader->NumFrames );
return &m_pFrameArray[ iFrame ];
}
//--------------------------------------------------------------------------------------
SDKMESH_FRAME* CDXUTSDKMesh::FindFrame( char* pszName )
{
for( UINT i = 0; i < m_pMeshHeader->NumFrames; i++ )
{
if( _stricmp( m_pFrameArray[i].Name, pszName ) == 0 )
{
return &m_pFrameArray[i];
}
}
return NULL;
}
//--------------------------------------------------------------------------------------
UINT64 CDXUTSDKMesh::GetNumVertices( UINT iMesh, UINT iVB )
{
return m_pVertexBufferArray[ m_pMeshArray[ iMesh ].VertexBuffers[iVB] ].NumVertices;
}
//--------------------------------------------------------------------------------------
UINT64 CDXUTSDKMesh::GetNumIndices( UINT iMesh )
{
return m_pIndexBufferArray[ m_pMeshArray[ iMesh ].IndexBuffer ].NumIndices;
}
//--------------------------------------------------------------------------------------
D3DXVECTOR3 CDXUTSDKMesh::GetMeshBBoxCenter( UINT iMesh )
{
return m_pMeshArray[iMesh].BoundingBoxCenter;
}
//--------------------------------------------------------------------------------------
D3DXVECTOR3 CDXUTSDKMesh::GetMeshBBoxExtents( UINT iMesh )
{
return m_pMeshArray[iMesh].BoundingBoxExtents;
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetOutstandingResources()
{
UINT outstandingResources = 0;
if( !m_pMeshHeader )
return 1;
outstandingResources += GetOutstandingBufferResources();
if( m_pDev11 )
{
for( UINT i = 0; i < m_pMeshHeader->NumMaterials; i++ )
{
if( m_pMaterialArray[i].DiffuseTexture[0] != 0 )
{
if( !m_pMaterialArray[i].pDiffuseRV11 && !IsErrorResource( m_pMaterialArray[i].pDiffuseRV11 ) )
outstandingResources ++;
}
if( m_pMaterialArray[i].NormalTexture[0] != 0 )
{
if( !m_pMaterialArray[i].pNormalRV11 && !IsErrorResource( m_pMaterialArray[i].pNormalRV11 ) )
outstandingResources ++;
}
if( m_pMaterialArray[i].SpecularTexture[0] != 0 )
{
if( !m_pMaterialArray[i].pSpecularRV11 && !IsErrorResource( m_pMaterialArray[i].pSpecularRV11 ) )
outstandingResources ++;
}
}
}
else
{
for( UINT i = 0; i < m_pMeshHeader->NumMaterials; i++ )
{
if( m_pMaterialArray[i].DiffuseTexture[0] != 0 )
{
if( !m_pMaterialArray[i].pDiffuseTexture9 && !IsErrorResource( m_pMaterialArray[i].pDiffuseTexture9 ) )
outstandingResources ++;
}
if( m_pMaterialArray[i].NormalTexture[0] != 0 )
{
if( !m_pMaterialArray[i].pNormalTexture9 && !IsErrorResource( m_pMaterialArray[i].pNormalTexture9 ) )
outstandingResources ++;
}
if( m_pMaterialArray[i].SpecularTexture[0] != 0 )
{
if( !m_pMaterialArray[i].pSpecularTexture9 &&
!IsErrorResource( m_pMaterialArray[i].pSpecularTexture9 ) )
outstandingResources ++;
}
}
}
return outstandingResources;
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetOutstandingBufferResources()
{
UINT outstandingResources = 0;
if( !m_pMeshHeader )
return 1;
for( UINT i = 0; i < m_pMeshHeader->NumVertexBuffers; i++ )
{
if( !m_pVertexBufferArray[i].pVB9 && !IsErrorResource( m_pVertexBufferArray[i].pVB9 ) )
outstandingResources ++;
}
for( UINT i = 0; i < m_pMeshHeader->NumIndexBuffers; i++ )
{
if( !m_pIndexBufferArray[i].pIB9 && !IsErrorResource( m_pIndexBufferArray[i].pIB9 ) )
outstandingResources ++;
}
return outstandingResources;
}
//--------------------------------------------------------------------------------------
bool CDXUTSDKMesh::CheckLoadDone()
{
if( 0 == GetOutstandingResources() )
{
m_bLoading = false;
return true;
}
return false;
}
//--------------------------------------------------------------------------------------
bool CDXUTSDKMesh::IsLoaded()
{
if( m_pStaticMeshData && !m_bLoading )
{
return true;
}
return false;
}
//--------------------------------------------------------------------------------------
bool CDXUTSDKMesh::IsLoading()
{
return m_bLoading;
}
//--------------------------------------------------------------------------------------
void CDXUTSDKMesh::SetLoading( bool bLoading )
{
m_bLoading = bLoading;
}
//--------------------------------------------------------------------------------------
BOOL CDXUTSDKMesh::HadLoadingError()
{
if( m_pMeshHeader )
{
for( UINT i = 0; i < m_pMeshHeader->NumVertexBuffers; i++ )
{
if( IsErrorResource( m_pVertexBufferArray[i].pVB9 ) )
return TRUE;
}
for( UINT i = 0; i < m_pMeshHeader->NumIndexBuffers; i++ )
{
if( IsErrorResource( m_pIndexBufferArray[i].pIB9 ) )
return TRUE;
}
}
return FALSE;
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetNumInfluences( UINT iMesh )
{
return m_pMeshArray[iMesh].NumFrameInfluences;
}
//--------------------------------------------------------------------------------------
const D3DXMATRIX* CDXUTSDKMesh::GetMeshInfluenceMatrix( UINT iMesh, UINT iInfluence )
{
UINT iFrame = m_pMeshArray[iMesh].pFrameInfluences[ iInfluence ];
return &m_pTransformedFrameMatrices[iFrame];
}
const D3DXMATRIX* CDXUTSDKMesh::GetWorldMatrix( UINT iFrameIndex )
{
return &m_pWorldPoseFrameMatrices[iFrameIndex];
}
const D3DXMATRIX* CDXUTSDKMesh::GetInfluenceMatrix( UINT iFrameIndex )
{
return &m_pTransformedFrameMatrices[iFrameIndex];
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetAnimationKeyFromTime( double fTime )
{
if( m_pAnimationHeader == NULL )
{
return 0;
}
UINT iTick = ( UINT )( m_pAnimationHeader->AnimationFPS * fTime );
iTick = iTick % ( m_pAnimationHeader->NumAnimationKeys - 1 );
iTick ++;
return iTick;
}
bool CDXUTSDKMesh::GetAnimationProperties( UINT* pNumKeys, FLOAT* pFrameTime )
{
if( m_pAnimationHeader == NULL )
{
return false;
}
*pNumKeys = m_pAnimationHeader->NumAnimationKeys;
*pFrameTime = 1.0f / (FLOAT)m_pAnimationHeader->AnimationFPS;
return true;
}
//-------------------------------------------------------------------------------------
// CDXUTXFileMesh implementation.
//-------------------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CDXUTXFileMesh::CDXUTXFileMesh( LPCWSTR strName )
{
wcscpy_s( m_strName, 512, strName );
m_pMesh = NULL;
m_pMaterials = NULL;
m_pTextures = NULL;
m_bUseMaterials = TRUE;
m_pVB = NULL;
m_pIB = NULL;
m_pDecl = NULL;
m_strMaterials = NULL;
m_dwNumMaterials = 0;
m_dwNumVertices = 0;
m_dwNumFaces = 0;
m_dwBytesPerVertex = 0;
}
//-----------------------------------------------------------------------------
CDXUTXFileMesh::~CDXUTXFileMesh()
{
Destroy();
}
//-----------------------------------------------------------------------------
HRESULT CDXUTXFileMesh::Create( LPDIRECT3DDEVICE9 pd3dDevice, LPCWSTR strFilename )
{
WCHAR strPath[MAX_PATH];
LPD3DXBUFFER pAdjacencyBuffer = NULL;
LPD3DXBUFFER pMtrlBuffer = NULL;
HRESULT hr;
// Cleanup previous mesh if any
Destroy();
// 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_MANAGED, pd3dDevice,
&pAdjacencyBuffer, &pMtrlBuffer, NULL,
&m_dwNumMaterials, &m_pMesh ) ) )
{
return hr;
}
// Optimize the mesh for performance
if( FAILED( hr = m_pMesh->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';
D3DXMATERIAL* d3dxMtrls = ( D3DXMATERIAL* )pMtrlBuffer->GetBufferPointer();
hr = CreateMaterials( strPath, pd3dDevice, d3dxMtrls, m_dwNumMaterials );
SAFE_RELEASE( pAdjacencyBuffer );
SAFE_RELEASE( pMtrlBuffer );
// Extract data from m_pMesh for easy access
D3DVERTEXELEMENT9 decl[MAX_FVF_DECL_SIZE];
m_dwNumVertices = m_pMesh->GetNumVertices();
m_dwNumFaces = m_pMesh->GetNumFaces();
m_dwBytesPerVertex = m_pMesh->GetNumBytesPerVertex();
m_pMesh->GetIndexBuffer( &m_pIB );
m_pMesh->GetVertexBuffer( &m_pVB );
m_pMesh->GetDeclaration( decl );
pd3dDevice->CreateVertexDeclaration( decl, &m_pDecl );
return hr;
}
//-----------------------------------------------------------------------------
HRESULT CDXUTXFileMesh::Create( LPDIRECT3DDEVICE9 pd3dDevice,
LPD3DXFILEDATA pFileData )
{
LPD3DXBUFFER pMtrlBuffer = NULL;
LPD3DXBUFFER pAdjacencyBuffer = NULL;
HRESULT hr;
// Cleanup previous mesh if any
Destroy();
// Load the mesh from the DXFILEDATA object
if( FAILED( hr = D3DXLoadMeshFromXof( pFileData, D3DXMESH_MANAGED, pd3dDevice,
&pAdjacencyBuffer, &pMtrlBuffer, NULL,
&m_dwNumMaterials, &m_pMesh ) ) )
{
return hr;
}
// Optimize the mesh for performance
if( FAILED( hr = m_pMesh->OptimizeInplace(
D3DXMESHOPT_COMPACT | D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_VERTEXCACHE,
( DWORD* )pAdjacencyBuffer->GetBufferPointer(), NULL, NULL, NULL ) ) )
{
SAFE_RELEASE( pAdjacencyBuffer );
SAFE_RELEASE( pMtrlBuffer );
return hr;
}
D3DXMATERIAL* d3dxMtrls = ( D3DXMATERIAL* )pMtrlBuffer->GetBufferPointer();
hr = CreateMaterials( L"", pd3dDevice, d3dxMtrls, m_dwNumMaterials );
SAFE_RELEASE( pAdjacencyBuffer );
SAFE_RELEASE( pMtrlBuffer );
// Extract data from m_pMesh for easy access
D3DVERTEXELEMENT9 decl[MAX_FVF_DECL_SIZE];
m_dwNumVertices = m_pMesh->GetNumVertices();
m_dwNumFaces = m_pMesh->GetNumFaces();
m_dwBytesPerVertex = m_pMesh->GetNumBytesPerVertex();
m_pMesh->GetIndexBuffer( &m_pIB );
m_pMesh->GetVertexBuffer( &m_pVB );
m_pMesh->GetDeclaration( decl );
pd3dDevice->CreateVertexDeclaration( decl, &m_pDecl );
return hr;
}
//-----------------------------------------------------------------------------
HRESULT CDXUTXFileMesh::Create( LPDIRECT3DDEVICE9 pd3dDevice, ID3DXMesh* pInMesh,
D3DXMATERIAL* pd3dxMaterials, DWORD dwMaterials )
{
// Cleanup previous mesh if any
Destroy();
// Optimize the mesh for performance
DWORD* rgdwAdjacency = NULL;
rgdwAdjacency = new DWORD[pInMesh->GetNumFaces() * 3];
if( rgdwAdjacency == NULL )
return E_OUTOFMEMORY;
pInMesh->GenerateAdjacency( 1e-6f, rgdwAdjacency );
D3DVERTEXELEMENT9 decl[MAX_FVF_DECL_SIZE];
pInMesh->GetDeclaration( decl );
DWORD dwOptions = pInMesh->GetOptions();
dwOptions &= ~( D3DXMESH_32BIT | D3DXMESH_SYSTEMMEM | D3DXMESH_WRITEONLY );
dwOptions |= D3DXMESH_MANAGED;
dwOptions |= D3DXMESHOPT_COMPACT | D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_VERTEXCACHE;
ID3DXMesh* pTempMesh = NULL;
if( FAILED( pInMesh->Optimize( dwOptions, rgdwAdjacency, NULL, NULL, NULL, &pTempMesh ) ) )
{
SAFE_DELETE_ARRAY( rgdwAdjacency );
return E_FAIL;
}
SAFE_DELETE_ARRAY( rgdwAdjacency );
SAFE_RELEASE( m_pMesh );
m_pMesh = pTempMesh;
HRESULT hr;
hr = CreateMaterials( L"", pd3dDevice, pd3dxMaterials, dwMaterials );
// Extract data from m_pMesh for easy access
m_dwNumVertices = m_pMesh->GetNumVertices();
m_dwNumFaces = m_pMesh->GetNumFaces();
m_dwBytesPerVertex = m_pMesh->GetNumBytesPerVertex();
m_pMesh->GetIndexBuffer( &m_pIB );
m_pMesh->GetVertexBuffer( &m_pVB );
m_pMesh->GetDeclaration( decl );
pd3dDevice->CreateVertexDeclaration( decl, &m_pDecl );
return hr;
}
//-----------------------------------------------------------------------------
HRESULT CDXUTXFileMesh::CreateMaterials( LPCWSTR strPath, IDirect3DDevice9* pd3dDevice, D3DXMATERIAL* d3dxMtrls,
DWORD dwNumMaterials )
{
// Get material info for the mesh
// Get the array of materials out of the buffer
m_dwNumMaterials = dwNumMaterials;
if( d3dxMtrls && m_dwNumMaterials > 0 )
{
// Allocate memory for the materials and textures
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;
m_strMaterials = new CHAR[m_dwNumMaterials][MAX_PATH];
if( m_strMaterials == 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 )
{
strcpy_s( m_strMaterials[i], MAX_PATH, 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;
wcscpy_s( strTexture, MAX_PATH, strPath );
wcscat_s( strTexture, MAX_PATH, 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;
}
//-----------------------------------------------------------------------------
HRESULT CDXUTXFileMesh::SetFVF( LPDIRECT3DDEVICE9 pd3dDevice, DWORD dwFVF )
{
LPD3DXMESH pTempMesh = NULL;
if( m_pMesh )
{
if( FAILED( m_pMesh->CloneMeshFVF( m_pMesh->GetOptions(), dwFVF,
pd3dDevice, &pTempMesh ) ) )
{
SAFE_RELEASE( pTempMesh );
return E_FAIL;
}
DWORD dwOldFVF = 0;
dwOldFVF = m_pMesh->GetFVF();
SAFE_RELEASE( m_pMesh );
m_pMesh = pTempMesh;
// Compute normals if they are being requested and
// the old mesh does not have them.
if( !( dwOldFVF & D3DFVF_NORMAL ) && dwFVF & D3DFVF_NORMAL )
{
D3DXComputeNormals( m_pMesh, NULL );
}
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Convert the mesh to the format specified by the given vertex declarations.
//-----------------------------------------------------------------------------
HRESULT CDXUTXFileMesh::SetVertexDecl( LPDIRECT3DDEVICE9 pd3dDevice, const D3DVERTEXELEMENT9* pDecl,
bool bAutoComputeNormals, bool bAutoComputeTangents,
bool bSplitVertexForOptimalTangents )
{
LPD3DXMESH pTempMesh = NULL;
if( m_pMesh )
{
if( FAILED( m_pMesh->CloneMesh( m_pMesh->GetOptions(), pDecl,
pd3dDevice, &pTempMesh ) ) )
{
SAFE_RELEASE( pTempMesh );
return E_FAIL;
}
}
// Check if the old declaration contains a normal.
bool bHadNormal = false;
bool bHadTangent = false;
D3DVERTEXELEMENT9 aOldDecl[MAX_FVF_DECL_SIZE];
if( m_pMesh && SUCCEEDED( m_pMesh->GetDeclaration( aOldDecl ) ) )
{
for( UINT index = 0; index < D3DXGetDeclLength( aOldDecl ); ++index )
{
if( aOldDecl[index].Usage == D3DDECLUSAGE_NORMAL )
{
bHadNormal = true;
}
if( aOldDecl[index].Usage == D3DDECLUSAGE_TANGENT )
{
bHadTangent = true;
}
}
}
// Check if the new declaration contains a normal.
bool bHaveNormalNow = false;
bool bHaveTangentNow = false;
D3DVERTEXELEMENT9 aNewDecl[MAX_FVF_DECL_SIZE];
if( pTempMesh && SUCCEEDED( pTempMesh->GetDeclaration( aNewDecl ) ) )
{
for( UINT index = 0; index < D3DXGetDeclLength( aNewDecl ); ++index )
{
if( aNewDecl[index].Usage == D3DDECLUSAGE_NORMAL )
{
bHaveNormalNow = true;
}
if( aNewDecl[index].Usage == D3DDECLUSAGE_TANGENT )
{
bHaveTangentNow = true;
}
}
}
SAFE_RELEASE( m_pMesh );
if( pTempMesh )
{
m_pMesh = pTempMesh;
if( !bHadNormal && bHaveNormalNow && bAutoComputeNormals )
{
// Compute normals in case the meshes have them
D3DXComputeNormals( m_pMesh, NULL );
}
if( bHaveNormalNow && !bHadTangent && bHaveTangentNow && bAutoComputeTangents )
{
ID3DXMesh* pNewMesh;
HRESULT hr;
DWORD* rgdwAdjacency = NULL;
rgdwAdjacency = new DWORD[m_pMesh->GetNumFaces() * 3];
if( rgdwAdjacency == NULL )
return E_OUTOFMEMORY;
V( m_pMesh->GenerateAdjacency( 1e-6f, rgdwAdjacency ) );
float fPartialEdgeThreshold;
float fSingularPointThreshold;
float fNormalEdgeThreshold;
if( bSplitVertexForOptimalTangents )
{
fPartialEdgeThreshold = 0.01f;
fSingularPointThreshold = 0.25f;
fNormalEdgeThreshold = 0.01f;
}
else
{
fPartialEdgeThreshold = -1.01f;
fSingularPointThreshold = 0.01f;
fNormalEdgeThreshold = -1.01f;
}
// Compute tangents, which are required for normal mapping
hr = D3DXComputeTangentFrameEx( m_pMesh,
D3DDECLUSAGE_TEXCOORD, 0,
D3DDECLUSAGE_TANGENT, 0,
D3DX_DEFAULT, 0,
D3DDECLUSAGE_NORMAL, 0,
0, rgdwAdjacency,
fPartialEdgeThreshold, fSingularPointThreshold, fNormalEdgeThreshold,
&pNewMesh, NULL );
SAFE_DELETE_ARRAY( rgdwAdjacency );
if( FAILED( hr ) )
return hr;
SAFE_RELEASE( m_pMesh );
m_pMesh = pNewMesh;
}
}
return S_OK;
}
//-----------------------------------------------------------------------------
HRESULT CDXUTXFileMesh::RestoreDeviceObjects( LPDIRECT3DDEVICE9 pd3dDevice )
{
return S_OK;
}
//-----------------------------------------------------------------------------
HRESULT CDXUTXFileMesh::InvalidateDeviceObjects()
{
SAFE_RELEASE( m_pIB );
SAFE_RELEASE( m_pVB );
SAFE_RELEASE( m_pDecl );
return S_OK;
}
//-----------------------------------------------------------------------------
HRESULT CDXUTXFileMesh::Destroy()
{
InvalidateDeviceObjects();
for( UINT i = 0; i < m_dwNumMaterials; i++ )
SAFE_RELEASE( m_pTextures[i] );
SAFE_DELETE_ARRAY( m_pTextures );
SAFE_DELETE_ARRAY( m_pMaterials );
SAFE_DELETE_ARRAY( m_strMaterials );
SAFE_RELEASE( m_pMesh );
m_dwNumMaterials = 0L;
return S_OK;
}
//-----------------------------------------------------------------------------
HRESULT CDXUTXFileMesh::Render( LPDIRECT3DDEVICE9 pd3dDevice, bool bDrawOpaqueSubsets,
bool bDrawAlphaSubsets )
{
if( NULL == m_pMesh )
return E_FAIL;
// Frist, draw the subsets without alpha
if( bDrawOpaqueSubsets )
{
for( DWORD i = 0; i < m_dwNumMaterials; i++ )
{
if( m_bUseMaterials )
{
if( m_pMaterials[i].Diffuse.a < 1.0f )
continue;
pd3dDevice->SetMaterial( &m_pMaterials[i] );
pd3dDevice->SetTexture( 0, m_pTextures[i] );
}
m_pMesh->DrawSubset( i );
}
}
// Then, draw the subsets with alpha
if( bDrawAlphaSubsets && m_bUseMaterials )
{
for( DWORD i = 0; i < m_dwNumMaterials; i++ )
{
if( m_pMaterials[i].Diffuse.a == 1.0f )
continue;
// Set the material and texture
pd3dDevice->SetMaterial( &m_pMaterials[i] );
pd3dDevice->SetTexture( 0, m_pTextures[i] );
m_pMesh->DrawSubset( i );
}
}
return S_OK;
}
//-----------------------------------------------------------------------------
HRESULT CDXUTXFileMesh::Render( ID3DXEffect* pEffect,
D3DXHANDLE hTexture,
D3DXHANDLE hDiffuse,
D3DXHANDLE hAmbient,
D3DXHANDLE hSpecular,
D3DXHANDLE hEmissive,
D3DXHANDLE hPower,
bool bDrawOpaqueSubsets,
bool bDrawAlphaSubsets )
{
if( NULL == m_pMesh )
return E_FAIL;
UINT cPasses;
// Frist, draw the subsets without alpha
if( bDrawOpaqueSubsets )
{
pEffect->Begin( &cPasses, 0 );
for( UINT p = 0; p < cPasses; ++p )
{
pEffect->BeginPass( p );
for( DWORD i = 0; i < m_dwNumMaterials; i++ )
{
if( m_bUseMaterials )
{
if( m_pMaterials[i].Diffuse.a < 1.0f )
continue;
if( hTexture )
pEffect->SetTexture( hTexture, m_pTextures[i] );
// D3DCOLORVALUE and D3DXVECTOR4 are data-wise identical.
// No conversion is needed.
if( hDiffuse )
pEffect->SetVector( hDiffuse, ( D3DXVECTOR4* )&m_pMaterials[i].Diffuse );
if( hAmbient )
pEffect->SetVector( hAmbient, ( D3DXVECTOR4* )&m_pMaterials[i].Ambient );
if( hSpecular )
pEffect->SetVector( hSpecular, ( D3DXVECTOR4* )&m_pMaterials[i].Specular );
if( hEmissive )
pEffect->SetVector( hEmissive, ( D3DXVECTOR4* )&m_pMaterials[i].Emissive );
if( hPower )
pEffect->SetFloat( hPower, m_pMaterials[i].Power );
pEffect->CommitChanges();
}
m_pMesh->DrawSubset( i );
}
pEffect->EndPass();
}
pEffect->End();
}
// Then, draw the subsets with alpha
if( bDrawAlphaSubsets && m_bUseMaterials )
{
pEffect->Begin( &cPasses, 0 );
for( UINT p = 0; p < cPasses; ++p )
{
pEffect->BeginPass( p );
for( DWORD i = 0; i < m_dwNumMaterials; i++ )
{
if( m_bUseMaterials )
{
if( m_pMaterials[i].Diffuse.a == 1.0f )
continue;
if( hTexture )
pEffect->SetTexture( hTexture, m_pTextures[i] );
// D3DCOLORVALUE and D3DXVECTOR4 are data-wise identical.
// No conversion is needed.
if( hDiffuse )
pEffect->SetVector( hDiffuse, ( D3DXVECTOR4* )&m_pMaterials[i].Diffuse );
if( hAmbient )
pEffect->SetVector( hAmbient, ( D3DXVECTOR4* )&m_pMaterials[i].Ambient );
if( hSpecular )
pEffect->SetVector( hSpecular, ( D3DXVECTOR4* )&m_pMaterials[i].Specular );
if( hEmissive )
pEffect->SetVector( hEmissive, ( D3DXVECTOR4* )&m_pMaterials[i].Emissive );
if( hPower )
pEffect->SetFloat( hPower, m_pMaterials[i].Power );
pEffect->CommitChanges();
}
m_pMesh->DrawSubset( i );
}
pEffect->EndPass();
}
pEffect->End();
}
return S_OK;
}