DirectX 9.0 C++ 教程 使用3ds max 创建的模型 xfile,mesh

效果图:一个旋转的带纹理的“兵”模型。



对上面这张gif图片是如何制作感兴趣?看截取视频,然后制成gif 教程

1.在开始编程之前,还是要了解下像3ds max 是如何导出我们要用的.x 后缀文件。


下面这图是我在3ds max中按照 tutorial 中创建的,多了木板纹理,3Ds max中给物体加纹理可以参考3Ds max tutorial中的Materials and Mapping Tutorials。最后我们这里注意要把模型的中心移到坐标的中心,这样我们稍后转换成.x后缀文件,在DirectX中显示才会在中心。




3ds max导出XFile 文件,要用到一个叫做Panda 的插件。下载地址:http://download.csdn.net/detail/fox64194167/4649423  (CSDN下载,免积分)。复制到3ds max的安装目录下的plugins。重启3ds max,对一个.max文件选择 文件(File)下的导出(Export),下拉选择x文件格式即可。不知道为什么有些模型导出.x文件会失败。我们可以用记事本打开.x文件,可以看到很多顶点定义。也可以搜下TextureFilename,就可以看到纹理图片名字。不过很奇怪,我用3DS max的时候,用的纹理图片是wood.boards.jpg,这里却变成了wood.boards.bmp,可能纹理不支持jpg格式的图片?有时候导出.x文件放在DirectX中使用没有纹理就要多注意下纹理图片格式。

 TextureFilename {
  "wood.boards.bmp";
 }

2.再了解下DirectX 中的 MeshView工具


在开始-》所有程序-》Microsoft DirectX 9.0 SDK-》Utilities-》MeshView。点击File中的Open Mesh File 就可以打开一个.x后缀的文件。可以用鼠标左右键来操作模型,还可以点击菜单下面的图像按钮进行深入查看。如果还没有安装3DS max的读者可以试着玩下这个工具,来打开我们这个项目中的pawn-texture.x文件。



3.加载XFile


//D3DXLoadMeshFromX原型
HRESULT D3DXLoadMeshFromX(
  LPCTSTR pFilename,         // 要加载的X文件的文件名
  DWORD Options,             // 创建网格时所使用的创建标记
  LPDIRECT3DDEVICE9 pD3DDevice,       // 与该网格对象相关的设备指针
  LPD3DXBUFFER * ppAdjacency,         // 返回一个ID3DXBuffer对象,该对象包含了一个
                                      // 描述该网格对象的邻接信息的DWORD类型的数组
  LPD3DXBUFFER * ppMaterials,         // 返回一个ID3DXBuffer对象,该对象包含了一个
                                      // 存储该网格的材质数据的D3DXMATERIAL类型的结构数组
  LPD3DXBUFFER * ppEffectInstances,   // 返回一个ID3DXBuffer对象,该对象包含了一个
                                      // D3DXEFFECTINSTANCE结构
  DWORD * pNumMaterials,     // 返回网格中的材质数目(即有ppMaterials参数输出的D3DXMATERIAL数
                             // 组中元素的个数)
  LPD3DXMESH * ppMesh        // 返回所创建的并已填充了X文件几何数据的ID3DXMesh对象.
);
//具体例子
LPDIRECT3DDEVICE9       g_pd3dDevice     = NULL; // Our rendering device
ID3DXBuffer* adjBuffer  = 0;
LPD3DXBUFFER pD3DXMtrlBuffer;
DWORD                   g_dwNumMaterials = 0L;   // Number of mesh materials
LPD3DXMESH              g_pMesh          = NULL; // Our mesh object in sysmem
    // 载入.x文件
    if( FAILED( D3DXLoadMeshFromX( "pawn-texture.x", D3DXMESH_SYSTEMMEM, 
                                   g_pd3dDevice, &adjBuffer, 
                                   &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, 
                                   &g_pMesh ) ) )
    {
       MessageBox(NULL, "Could not find pawn-texture.x", "Meshes.exe", MB_OK);
       return E_FAIL;
    } 

4.遍历D3DXMATERIAL 数组中的元素,并加载该网格所引用的纹理数据


 // We need to extract the material properties and texture names from the 
    // pD3DXMtrlBuffer
    D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
    g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];
    if( g_pMeshMaterials == NULL )
        return E_OUTOFMEMORY;
    g_pMeshTextures  = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];
    if( g_pMeshTextures == NULL )
        return E_OUTOFMEMORY;

    for( DWORD i=0; i 0 )
        {
            // Create the texture
            if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, 
                                                d3dxMaterials[i].pTextureFilename, 
                                                &g_pMeshTextures[i] ) ) )
            {
                    MessageBox(NULL, "Could not find texture map", "Meshes.exe", MB_OK);
            }
        }
    }

    // Done with the material buffer
    pD3DXMtrlBuffer->Release();


5.完整代码(注意,光照,旋转,等其他代码参考之前的代码)


//-----------------------------------------------------------------------------
// File: Meshes.cpp
//
// Desc: For advanced geometry, most apps will prefer to load pre-authored
//       Meshes from a file. Fortunately, when using Meshes, D3DX does most of
//       the work for this, parsing a geometry file and creating vertx buffers
//       (and index buffers) for us. This tutorial shows how to use a D3DXMESH
//       object, including loading it from a file and rendering it. One thing
//       D3DX does not handle for us is the materials and textures for a mesh,
//       so note that we have to handle those manually.
//
//       Note: one advanced (but nice) feature that we don't show here is that
//       when cloning a mesh we can specify the FVF. So, regardless of how the
//       mesh was authored, we can add/remove normals, add more texture
//       coordinate sets (for multi-texturing), etc.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include 
#include 
#include 
#include 




//-----------------------------------------------------------------------------
// 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




//-----------------------------------------------------------------------------
// 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;

	d3dpp.MultiSampleType            = D3DMULTISAMPLE_NONE;
	d3dpp.MultiSampleQuality         = 0;
    // Create the D3DDevice
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      &d3dpp, &g_pd3dDevice ) ) )
    {
        return E_FAIL;
    }

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

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

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Load the mesh and build the material and texture arrays
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
    LPD3DXBUFFER pD3DXMtrlBuffer;
    ID3DXBuffer* adjBuffer  = 0;
	HRESULT hr = 0;
    // Load the mesh from the specified file
    if( FAILED( D3DXLoadMeshFromX( "pawn-texture.x", D3DXMESH_SYSTEMMEM, 
                                   g_pd3dDevice, &adjBuffer, 
                                   &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, 
                                   &g_pMesh ) ) )
    {
		// If xfile is not in current folder, try parent folder
		//这样做主要是为了运行Debug中的Meshes.exe可以正常加载.x文件
		if( FAILED( D3DXLoadMeshFromX( "../pawn-texture.x", D3DXMESH_SYSTEMMEM, 
			g_pd3dDevice, &adjBuffer, 
			&pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, 
                                   &g_pMesh ) ) )
        {
            MessageBox(NULL, "Could not find pawn-texture.x", "Meshes.exe", MB_OK);
            return E_FAIL;
		}
       
    }

    // We need to extract the material properties and texture names from the 
    // pD3DXMtrlBuffer
    D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
    g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];
    if( g_pMeshMaterials == NULL )
        return E_OUTOFMEMORY;
    g_pMeshTextures  = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];
    if( g_pMeshTextures == NULL )
        return E_OUTOFMEMORY;

    for( DWORD i=0; i 0 )
        {
            // Create the texture
            if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, 
                                                d3dxMaterials[i].pTextureFilename, 
                                                &g_pMeshTextures[i] ) ) )
            {
				// If texture is not in current folder, try parent folder
				//这样做主要是为了运行Debug中的Meshes.exe可以正常加载纹理图片
                const TCHAR* strPrefix = TEXT("..\\");
                TCHAR strTexture[MAX_PATH];
                StringCchCopy( strTexture, MAX_PATH, strPrefix );
                StringCchCat( strTexture, MAX_PATH, d3dxMaterials[i].pTextureFilename );
                // If texture is not in current folder, try parent folder
                if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, 
					strTexture, 
					&g_pMeshTextures[i] ) ) )
                {
                    MessageBox(NULL, "Could not find texture map", "Meshes.exe", MB_OK);
				}
            }
        }
    }

    // Done with the material buffer
    pD3DXMtrlBuffer->Release();
    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    if( g_pMeshMaterials != NULL ) 
        delete[] g_pMeshMaterials;

    if( g_pMeshTextures )
    {
        for( DWORD i = 0; i < g_dwNumMaterials; i++ )
        {
            if( g_pMeshTextures[i] )
                g_pMeshTextures[i]->Release();
        }
        delete[] g_pMeshTextures;
    }
    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;
    D3DXMatrixRotationX( &matWorld, timeGetTime()/1000.0f );
    g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

    // 相机位置,如果物体过大,可以调整z轴位置,远离0点,让物体大小显示合适
    D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-150.0f );
    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 );

    // 设置视锥体
    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 1000.0f );
    g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}



//-----------------------------------------------------------------------------
// Name: SetupLights()
// Desc: Sets up the Lights and materials for the scene.
//-----------------------------------------------------------------------------
VOID SetupLights()
{

	D3DXVECTOR3 direction(1.0f, -1.0f, 1.0f);
	D3DXCOLOR color(1.0f, 1.0f, 1.0f, 1.0f);
    D3DXVECTOR3 vecDir;
    D3DLIGHT9 light;
    ZeroMemory( &light, sizeof(D3DLIGHT9) );
    light.Type       = D3DLIGHT_DIRECTIONAL;//方向光
	light.Ambient   = color * 0.4f;
	light.Diffuse   = color;
	light.Specular  = color * 0.6f;
	light.Direction = direction;
    light.Range       = 1000.0f;
    g_pd3dDevice->SetLight( 0, &light );
    g_pd3dDevice->LightEnable( 0, true );
    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
	
    // Finally, turn on some ambient light.
    g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00202020 );
}

//-----------------------------------------------------------------------------
// 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(0,0,255), 1.0f, 0 );
    
    // Begin the scene
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {

        SetupLights();

        // 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; iSetMaterial( &g_pMeshMaterials[i] );
            g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );
        
            // Draw the mesh subset
            g_pMesh->DrawSubset( 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 06: Meshes", 
                              WS_OVERLAPPEDWINDOW, 100, 100, 500, 500,
                              GetDesktopWindow(), 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;
}




文章源地址:http://www.waitingfy.com/?p=277

项目下载:Meshes (本站下载)

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