obj模型显示示例

 

 

           
#include "Obj.h"           

#include
#include
#include
#pragma warning( disable : 4996 ) // disable deprecated warning 
#include
#pragma warning( default : 4996 )

#include  

struct VERTEX
{
D3DXVECTOR3 pos;
D3DXVECTOR3 normal;
D3DXVECTOR2 uv;

static const DWORD
   FVF=D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1;
};


//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9             g_pD3D           = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9       g_pd3dDevice     = NULL; // Our rendering device

LPD3DXMESH              g_pMesh          = NULL; // Our mesh object in sysmem
D3DMATERIAL9*           g_pMeshMaterials = NULL; // Materials for our mesh
LPDIRECT3DTEXTURE9*     g_pMeshTextures = NULL; // Textures for our mesh
DWORD                   g_dwNumMaterials = 0L;   // Number of mesh materials
LPDIRECT3DVERTEXBUFFER9 
*g_pSubBuffer    =NULL;           //group for each sub
LPDIRECT3DINDEXBUFFER9 *g_pIndexBuffer =NULL;
int*                     g_pNumVerts     =NULL;
int*                     g_pNumFaces     =NULL;

//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object.
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
   return E_FAIL;

// Set up the structure used to create the D3DDevice. Since we are now
// using more complex geometry, we will create a device with a zbuffer.
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;

// Create the D3DDevice
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
   D3DCREATE_SOFTWARE_VERTEXPROCESSING,
   &d3dpp, &g_pd3dDevice ) ) )
{
   return E_FAIL;
}

g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
// Turn on the zbuffer
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );

// Turn on ambient lighting 
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );

return S_OK;
}


//typedef   struct   _browseinfo   {     
// HWND   hwndOwner; 
// LPCITEMIDLIST   pidlRoot;     
// LPSTR   pszDisplayName;     
// LPCSTR   lpszTitle;     
// UINT   ulFlags;     
// BFFCALLBACK   lpfn;     
// LPARAM   lParam;     
// int   iImage;     
//}   BROWSEINFO,   *PBROWSEINFO,   *LPBROWSEINFO;

//void find(char * lpPath)
//{
// char szFind[MAX_PATH];
// WIN32_FIND_DATA FindFileData;
//
// strcpy(szFind,lpPath);
// strcat(szFind,"//*.*");
//
// HANDLE hFind=::FindFirstFile(szFind,&FindFileData);
// if(INVALID_HANDLE_VALUE == hFind)    return;
//
// while(TRUE)
// {
//   if(FindFileData.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY)
//   {
//    if(FindFileData.cFileName[0]!='.')
//    {
//     strcpy(szFind,lpPath);
//     strcat(szFind,"//");
//     strcat(szFind,FindFileData.cFileName);
//     find(szFind);
//    }
//   }
//   else
//   {
//    cout << FindFileData.cFileName;
//   }
//   if(!FindNextFile(hFind,&FindFileData))    break;
// }
// FindClose(hFind);
//}


void getNamePath(char* path)
{
ITEMIDLIST   *ppidl;   
SHGetSpecialFolderLocation(NULL,   CSIDL_DESKTOP   ,&ppidl);   
if   (   ppidl   ==   NULL)   
{   
   AfxMessageBox("启动路径浏览失败");     
}  

BROWSEINFO   *bi=new   BROWSEINFO;   
bi->hwndOwner=NULL;   
bi->pidlRoot=ppidl;       
bi->pszDisplayName=NULL;             
bi->lpszTitle = "输入文件路径及名称(OBJ)";             
bi->lpfn=NULL;   
bi->ulFlags=/*BIF_BROWSEINCLUDEFILES|*/BIF_EDITBOX |BIF_RETURNONLYFSDIRS;   
ppidl   =   SHBrowseForFolder(bi);     
SHGetPathFromIDList(ppidl,path);   
delete   bi;

}


//char*   GetNamePath()
//{
// BROWSEINFO   bi;   
// char   buffer[MAX_PATH];   
// ZeroMemory(buffer,   MAX_PATH);   
// bi.hwndOwner = NULL;   
// bi.pidlRoot   =   NULL;   
// bi.pszDisplayName   =   buffer;   
//
// bi.lpszTitle   =   "选择一个文件夹";   
// bi.ulFlags   =   BIF_EDITBOX;   
// bi.lpfn   =   NULL;   
// bi.lParam   =   0;   
// bi.iImage   =   0;   
//
// LPITEMIDLIST   pList   =   NULL;   
// if   ((pList   =   SHBrowseForFolder(&bi))   !=   NULL)   
// {   
//   char   path[MAX_PATH];   
//   ZeroMemory(path,   MAX_PATH);   
//   SHGetPathFromIDList(pList,   path);   
//   //path就是選中的目錄   
// }
//};

///

//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Load the mesh and build the material and texture arrays
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
t3DModel temp={0};

// Load the mesh from the specified file
CLoadObj loader;


char str[128] = "";
getNamePath(str);
//GetPrivateProfileString("PATH", "name", "hua.3ds", str, 64, "cofig.dat");

//   loader.Import3DS(&temp, str);

loader.ImportObj(&temp, str);

char strTex[128];
strncpy_s(strTex, str, strlen(str)-4);
sprintf(strTex, "%s_tex.png", strTex);

g_dwNumMaterials=temp.numOfObjects;
// We need to extract the material properties and texture names from the 
// pD3DXMtrlBuffer
g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];
g_pMeshTextures = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];
g_pSubBuffer     = new LPDIRECT3DVERTEXBUFFER9[g_dwNumMaterials];
g_pIndexBuffer   = new LPDIRECT3DINDEXBUFFER9[g_dwNumMaterials];
g_pNumVerts      = new int[g_dwNumMaterials]; 
g_pNumFaces      = new int[g_dwNumMaterials];
DWORD i;
for( i=0; i{
   int id=0;
   id=temp.pObject[i].materialID;
   // Copy the material
   D3DCOLORVALUE set={0.7,0.5,0.8,1};
   g_pMeshMaterials[i].Ambient=set;
   g_pMeshMaterials[i].Diffuse=set;
   g_pMeshMaterials[i].Specular=set;
   g_pMeshMaterials[i].Emissive.b=g_pMeshMaterials[i].Emissive.r=g_pMeshMaterials[i].Emissive.g=0;
   g_pMeshMaterials[i].Emissive.a=1;
   g_pMeshMaterials[i].Power=1;

   //if(id>-1)
   //{
   // g_pMeshMaterials[i].Diffuse.r=temp.pMaterials[id].color[0]/255.0f;
   // g_pMeshMaterials[i].Diffuse.g=temp.pMaterials[id].color[1]/255.0f;
   // g_pMeshMaterials[i].Diffuse.b=temp.pMaterials[id].color[2]/255.0f;
   // g_pMeshMaterials[i].Ambient=g_pMeshMaterials[i].Diffuse;
   //}


   if( !temp.pObject[i].bHasTexture )
   {
    // Create the texture
    // If texture is not in current folder, try parent folder

    if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, 
     strTex, 
     &g_pMeshTextures[i] ) ) )
    {
     g_pMeshTextures[i] = NULL;
    }
   }

   else if(temp.pObject[i].bHasTexture && strlen(temp.pMaterials[id].strFile)>0)
   {
    // Create the texture
    // If texture is not in current folder, try parent folder
    if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, 
     temp.pMaterials[id].strFile, 
     &g_pMeshTextures[i] ) ) )
    {
     MessageBox(NULL, "Could not find texture map", "Meshes.exe", MB_OK);
    }
   }

   g_pNumVerts[i]=temp.pObject[i].numOfVerts;
   g_pNumFaces[i]=temp.pObject[i].numOfFaces;
   //fill sub buffer
   if( FAILED(g_pd3dDevice->CreateVertexBuffer(sizeof(VERTEX)*g_pNumVerts[i],D3DUSAGE_WRITEONLY,VERTEX::FVF,
    D3DPOOL_DEFAULT,&g_pSubBuffer[i],NULL)))
    return E_FAIL;
   //为了方便暂时使用 inde32 格式 可以自己来优化
   if( FAILED(g_pd3dDevice->CreateIndexBuffer(sizeof(DWORD)*g_pNumFaces[i]*3,
    D3DUSAGE_WRITEONLY,D3DFMT_INDEX32,D3DPOOL_DEFAULT,&g_pIndexBuffer[i],NULL)))
    return E_FAIL;

   VERTEX* pverts;
   int j;
   g_pSubBuffer[i]->Lock(0,0,(void**)&pverts,0);
   for(j=0;j   {
    pverts[j].pos.x=temp.pObject[i].pVerts[j].x;
    pverts[j].pos.y=temp.pObject[i].pVerts[j].y;
    pverts[j].pos.z=-temp.pObject[i].pVerts[j].z;

    if(temp.pObject[i].pNormals!=NULL)
    {
     pverts[j].normal.x=temp.pObject[i].pNormals[j].x;
     pverts[j].normal.y=temp.pObject[i].pNormals[j].y;
     pverts[j].normal.z=-temp.pObject[i].pNormals[j].z;
    }
    else
    {
     pverts[j].normal.x=0;
     pverts[j].normal.y=1;
     pverts[j].normal.z=0;
    }
    if(temp.pObject[i].pTexVerts!=NULL)
    {
     pverts[j].uv.x=temp.pObject[i].pTexVerts[j].x;
     pverts[j].uv.y=temp.pObject[i].pTexVerts[j].y;
    }
    else
    {
     pverts[j].uv.x=0;
     pverts[j].uv.y=0;
    }
   }
   g_pSubBuffer[i]->Unlock();

   DWORD *index;
   g_pIndexBuffer[i]->Lock(0,0,(void**)&index,0);
   for(j=0;j   {
    index[j*3]=temp.pObject[i].pFaces[j].vertIndex[0];
    index[j*3+1]=temp.pObject[i].pFaces[j].vertIndex[1];
    index[j*3+2]=temp.pObject[i].pFaces[j].vertIndex[2];
   }
   g_pIndexBuffer[i]->Unlock();
}

return S_OK;
}

 


//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if( g_pMeshMaterials != NULL ) 
   delete[] g_pMeshMaterials;
DWORD i;
if( g_pMeshTextures )
{
   for(i = 0; i < g_dwNumMaterials; i++ )
   {
    if( g_pMeshTextures[i] )
     g_pMeshTextures[i]->Release();
   }
   delete[] g_pMeshTextures;
}

if(g_pSubBuffer)
{
   for( i= 0; i < g_dwNumMaterials; i++ )
   {
    if(g_pSubBuffer[i])
     g_pSubBuffer[i]->Release();
   }
   delete[] g_pSubBuffer; 
}

if(g_pIndexBuffer)
{
   for( i= 0; i < g_dwNumMaterials; i++ )
   {
    if(g_pIndexBuffer[i])
     g_pIndexBuffer[i]->Release();
   }
   delete[] g_pIndexBuffer; 
}

if(g_pNumVerts)
   delete []g_pNumVerts;
if(g_pNumFaces)
   delete []g_pNumFaces;

if( g_pMesh != NULL )
   g_pMesh->Release();

if( g_pd3dDevice != NULL )
   g_pd3dDevice->Release();

if( g_pD3D != NULL )
   g_pD3D->Release();
}

 

//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
// Set up world matrix
D3DXMATRIXA16 matWorld;
D3DXMatrixRotationY( &matWorld, timeGetTime()/1000.0f );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

// Set up our view matrix. A view matrix can be defined given an eye point,
// a point to lookat, and a direction for which way is up. Here, we set the
// eye five units back along the z-axis and up three units, look at the 
// origin, and define "up" to be in the y-direction.
D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-3.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

// For the projection matrix, we set up a perspective transform (which
// transforms geometry from 3D view space to 2D viewport space, with
// a perspective divide making objects smaller in the distance). To build
// a perpsective transform, we need the field of view (1/4 pi is common),
// the aspect ratio, and the near and far clipping planes (which define at
// what distances geometry should be no longer be rendered).
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 600.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}

 


//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
// Clear the backbuffer and the zbuffer
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 
   D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );

// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
   // Setup the world, view, and projection matrices
   SetupMatrices();

   // Meshes are divided into subsets, one for each material. Render them in
   // a loop
   for( DWORD i=0; i   {
    // Set the material and texture for this subset
    g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
    g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );

    // Draw the mesh subset
    g_pd3dDevice->SetStreamSource(0,g_pSubBuffer[i],0,sizeof(VERTEX));
    g_pd3dDevice->SetFVF(VERTEX::FVF);
    g_pd3dDevice->SetIndices(g_pIndexBuffer[i]);
    g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,0,g_pNumVerts[i],0,g_pNumFaces[i]);
   }

   // End the scene
   g_pd3dDevice->EndScene();
}

// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}

 


//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI 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 );
}

 


//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, 
   GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
   "D3D Tutorial", NULL };
RegisterClassEx( &wc );

// Create the application's window
HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 3ds Rendering", 
   WS_OVERLAPPEDWINDOW, 100, 100, 600, 500,
   NULL, NULL, wc.hInstance, NULL );

// Initialize Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )

   // Create the scene geometry
   if( SUCCEEDED( InitGeometry() ) )
   {
    // Show the window
    ShowWindow( hWnd, SW_SHOWDEFAULT );
    UpdateWindow( hWnd );

    // Enter the message loop
    MSG msg; 
    ZeroMemory( &msg, sizeof(msg) );
    while( msg.message!=WM_QUIT )
    {
     if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
     {
      TranslateMessage( &msg );
      DispatchMessage( &msg );
     }
     else
      Render();
    }
   }
}

UnregisterClass( "D3D Tutorial", wc.hInstance );
return 0;
}

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