网格模型高级技术(18)

网格模型高级技术(18)


cSkinMesh类的设计与实现

cSkinMesh类的实现与cAnimMesh的实现基本相同,区别在以下几点。

 

首先是在load_from_xfile()中增加了对网格模型骨骼矩阵的保存:

HRESULT cSkinMesh::setup_bone_matrix_pointers(D3DXFRAME *  frame)
{    
    HRESULT hr;

    
if (frame  ==  NULL)
        
return  S_OK;

    
if (frame -> pMeshContainer  !=  NULL)
    {
        hr 
=  setup_bone_matrix_pointers_on_mesh(frame -> pMeshContainer);

        
if (FAILED(hr))
            
return  hr;
    }

    
if (frame -> pFrameSibling  !=  NULL)
    {
        hr 
=  setup_bone_matrix_pointers(frame -> pFrameSibling);

        
if (FAILED(hr))
            
return  hr;
    }

    
if (frame -> pFrameFirstChild  !=  NULL)
    {
        hr 
=  setup_bone_matrix_pointers(frame -> pFrameFirstChild);

        
if (FAILED(hr))
            
return  hr;
    }
    
    
return  S_OK;    
}


HRESULT cSkinMesh::setup_bone_matrix_pointers_on_mesh(D3DXMESHCONTAINER
*  base_mesh_container)
{
    
if (base_mesh_container  ==  NULL)
        
return  S_OK;

    D3DXMESHCONTAINER_DERIVED
*  mesh_container  =  (D3DXMESHCONTAINER_DERIVED * ) base_mesh_container;

    
if (mesh_container -> pSkinInfo  !=  NULL)
    {
        UINT num_bones 
=  mesh_container -> pSkinInfo -> GetNumBones();
        mesh_container
-> ppBoneMatrices  =   new  D3DXMATRIX * [num_bones];

        
if (mesh_container -> ppBoneMatrices  ==  NULL)
            
return  E_OUTOFMEMORY;

        
for (UINT i  =   0 ; i  <  num_bones; i ++ )
        {
            LPCSTR bone_name 
=  mesh_container -> pSkinInfo -> GetBoneName(i);
            D3DXFRAME_DERIVED
*  frame  =  (D3DXFRAME_DERIVED * ) D3DXFrameFind(m_root_frame, bone_name);

            
if (frame  ==  NULL)
                
return  E_FAIL;

            mesh_container
-> ppBoneMatrices[i]  =   & frame -> CombinedTransformMatrix;
        }
    }

    
return  S_OK;
}


HRESULT cSkinMesh::load_from_xfile(CONST WCHAR
*  wfilename)
{
    HRESULT hr;

    WCHAR wpath[MAX_PATH];
    DXUTFindDXSDKMediaFileCch(wpath, 
sizeof (wpath)  /   sizeof (WCHAR), wfilename);

    V_RETURN(D3DXLoadMeshHierarchyFromXW(wpath, D3DXMESH_MANAGED, m_device, m_alloc_hierarchy, NULL, 
& m_root_frame,
                                         
& m_anim_controller));

    V_RETURN(setup_bone_matrix_pointers(m_root_frame));

    V_RETURN(D3DXFrameCalculateBoundingSphere(m_root_frame, 
& m_object_center,  & m_object_radius));

    
return  S_OK;
}

 

 

接下来是DrawMeshContainer()的实现,该函数负责当前网格容器中具体网格模型的渲染,其实现大致可以分为以下几个步骤:

【1】如果当前网格模型是蒙皮网格模型

(1)根据当前硬件设备的性能决定是否采用软件顶点处理模式。

(2)激活索引顶点混合。

(3)设置顶点混合所需要的矩阵索引数量。

(4)渲染索引蒙皮网格模型,在具体渲染时,需要逐个属性组进行渲染,在渲染每个子网格时,首先需要设置骨骼混合矩阵、材质和数组。

(5)恢复相关渲染状态。

【2】如果当前网格模型不是蒙皮网格模型,则直接设置组合变换矩阵、材质和纹理,然后进行渲染。

 HRESULT cSkinMesh::draw_mesh_container(CONST D3DXMESHCONTAINER *  base_mesh_container, CONST D3DXFRAME *  base_frame)
{
    HRESULT hr;

    D3DXMESHCONTAINER_DERIVED
*  mesh_container  =  (D3DXMESHCONTAINER_DERIVED * ) base_mesh_container;
    D3DXFRAME_DERIVED
*  frame  =  (D3DXFRAME_DERIVED * ) base_frame;

    
if (mesh_container -> pSkinInfo  !=  NULL)
    {
        
if (mesh_container -> UseSoftwareVP)
        {
            V_RETURN(m_device
-> SetSoftwareVertexProcessing(TRUE));
        }
        
        
if (mesh_container -> MaxBonesInflPerVertex)
            m_device
-> SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, TRUE);

        
if (mesh_container -> MaxBonesInflPerVertex  ==   1 )
            m_device
-> SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_0WEIGHTS);
        
else   if (mesh_container -> MaxBonesInflPerVertex  ==   2 )
            m_device
-> SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_1WEIGHTS);
        
else   if (mesh_container -> MaxBonesInflPerVertex  ==   3 )
            m_device
-> SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_2WEIGHTS);
        
else
            m_device
-> SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_3WEIGHTS);

        D3DXBONECOMBINATION
*  bone_comb  =  (D3DXBONECOMBINATION * ) mesh_container -> pBoneCombBuffer -> GetBufferPointer();

        
for (UINT attr_index  =   0 ; attr_index  <  mesh_container -> NumAttrGroups; attr_index ++ )
        {
            
//  setup vertex index blending world matrix for every mesh group
             for (UINT palette_index  =   0 ; palette_index  <  mesh_container -> NumMatrixPalettes; palette_index ++ )
            {
                UINT matrix_index 
=  bone_comb[attr_index].BoneId[palette_index];

                
if (matrix_index  !=  UINT_MAX)
                {
                    D3DXMATRIX mat_palette;

                    D3DXMatrixMultiply(
& mat_palette,
                                       mesh_container
-> ppBoneOffsetMatrices[matrix_index],
                                       mesh_container
-> ppBoneMatrices[matrix_index]);

                    m_device
-> SetTransform(D3DTS_WORLDMATRIX(palette_index),  & mat_palette);
                }
            }

            DWORD attr_id 
=  bone_comb[attr_index].AttribId;

            m_device
-> SetMaterial( & mesh_container -> pMaterials[attr_id].MatD3D);
            m_device
-> SetTexture( 0 , mesh_container -> ppTextures[attr_id]);

            mesh_container
-> MeshData.pMesh -> DrawSubset(attr_index);
        }

        
//  restore render state

        m_device
-> SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
        m_device
-> SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_DISABLE);

        
if (mesh_container -> UseSoftwareVP)
        {
            V_RETURN(m_device
-> SetSoftwareVertexProcessing(FALSE));
        }
    }
    
else
    {
        m_device
-> SetTransform(D3DTS_WORLD,  & frame -> CombinedTransformMatrix);

        
for (UINT i  =   0 ; i  <  mesh_container -> NumMaterials; i ++ )
        {
            m_device
-> SetMaterial( & mesh_container -> pMaterials[i].MatD3D);
            m_device
-> SetTexture( 0 , mesh_container -> ppTextures[i]);

            mesh_container
-> MeshData.pMesh -> DrawSubset(i);
        }
    }

    
return  S_OK;
}

 

 

蒙皮骨骼动画网格模型类的使用

首先需要修改顶点处理模式,如果当前Direct3D设备使用纯硬件顶点处理模式,则改为混合顶点处理模式:

// If video card does not support hardware transform and light, then uses sofaware mode.
if((pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
// !!important, change vertex processing to mixed mode.
if(pDeviceSettings->BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING)
pDeviceSettings->BehaviorFlags = D3DCREATE_MIXED_VERTEXPROCESSING;

因为硬件可能不支持索引顶点混合,这时就需要使用软件顶点处理,所以在使用cSkinMesh类渲染蒙皮骨骼动画网格模型的程序中,如果Direct3D设备使用纯硬件顶点处理模式,则需要改为混合顶点处理模式,否则在调用IDirect3DDevice9::SetSoftwareProcessing()函数将顶点处理模式改为软件顶点处理模式时会出错。

接下来在回调函数OnCreateDevice()中创建cSkinMesh类的实例:

g_skin_mesh = new cSkinMesh();
V_RETURN(g_skin_mesh->create(pd3dDevice, L"tiny.x"));

再接下来在回调函数OnFrameRender()中渲染网格模型:

V(g_skin_mesh->render(&g_mat_world, fElapsedTime));

最后在回调函数OnDestroyDevice()中释放网格模型:

g_skin_mesh->destroy();

 

运行截图:

网格模型高级技术(18)_第1张图片

 

主程序:

#include  " dxstdafx.h "
#include 
" resource.h "
#include 
" SkinMesh.h "

#pragma warning(disable : 
4127   4995 )

#define  IDC_TOGGLE_FULLSCREEN    1
#define  IDC_TOGGLE_REF            2
#define  IDC_CHANGE_DEVICE        3

#define  release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

ID3DXFont
*                     g_font;
ID3DXSprite
*                 g_text_sprite;
bool                         g_show_help;

CDXUTDialogResourceManager    g_dlg_resource_manager;
CD3DSettingsDlg                g_settings_dlg;
CDXUTDialog                    g_button_dlg;

cSkinMesh
*                     g_skin_mesh;
D3DXMATRIX                    g_mat_world;

// --------------------------------------------------------------------------------------
//  Rejects any devices that aren't acceptable by returning false
// --------------------------------------------------------------------------------------
bool  CALLBACK IsDeviceAcceptable( D3DCAPS9 *  pCaps, D3DFORMAT AdapterFormat, 
                                  D3DFORMAT BackBufferFormat, 
bool  bWindowed,  void *  pUserContext )
{
    
//  Typically want to skip backbuffer formats that don't support alpha blending

    IDirect3D9
*  pD3D  =  DXUTGetD3DObject(); 

    
if ( FAILED( pD3D -> CheckDeviceFormat( pCaps -> AdapterOrdinal, pCaps -> DeviceType, AdapterFormat, 
                    D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
        
return   false ;

    
return   true ;
}


// --------------------------------------------------------------------------------------
//  Before a device is created, modify the device settings as needed.
// --------------------------------------------------------------------------------------
bool  CALLBACK ModifyDeviceSettings( DXUTDeviceSettings *  pDeviceSettings,  const  D3DCAPS9 *  pCaps,  void *  pUserContext )
{
    
//  If video card does not support hardware transform and light, then uses sofaware mode.
     if ((pCaps -> DevCaps  &  D3DDEVCAPS_HWTRANSFORMANDLIGHT)  ==   0 )
        pDeviceSettings
-> BehaviorFlags  =  D3DCREATE_SOFTWARE_VERTEXPROCESSING;

    
//  !!important, change vertex processing to mixed mode.
     if (pDeviceSettings -> BehaviorFlags  &  D3DCREATE_HARDWARE_VERTEXPROCESSING)
        pDeviceSettings
-> BehaviorFlags  =  D3DCREATE_MIXED_VERTEXPROCESSING;

    
static   bool  is_first_time  =   true ;

    
if (is_first_time)
    {
        is_first_time 
=   false ;

        
//  if using reference device, then pop a warning message box.
         if (pDeviceSettings -> DeviceType  ==  D3DDEVTYPE_REF)
            DXUTDisplaySwitchingToREFWarning();
    }

    
return   true ;
}


// --------------------------------------------------------------------------------------
//  Create any D3DPOOL_MANAGED resources here 
// --------------------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9 *  pd3dDevice, 
                                 
const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc, 
                                 
void *  pUserContext )
{
    HRESULT    hr;

    V_RETURN(g_dlg_resource_manager.OnCreateDevice(pd3dDevice));
    V_RETURN(g_settings_dlg.OnCreateDevice(pd3dDevice));

    D3DXCreateFont(pd3dDevice, 
18 0 , FW_BOLD,  1 , FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
                   DEFAULT_PITCH 
|  FF_DONTCARE, L " Arial " & g_font);
    
    g_skin_mesh 
=   new  cSkinMesh();
    V_RETURN(g_skin_mesh
-> create(pd3dDevice, L " tiny.x " ));

    
return  S_OK;
}


// --------------------------------------------------------------------------------------
//  Create any D3DPOOL_DEFAULT resources here 
// --------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9 *  pd3dDevice, 
                                
const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc, 
                                
void *  pUserContext )
{
    HRESULT hr;

    V_RETURN(g_dlg_resource_manager.OnResetDevice());
    V_RETURN(g_settings_dlg.OnResetDevice());
    V_RETURN(g_font
-> OnResetDevice());
    V_RETURN(D3DXCreateSprite(pd3dDevice, 
& g_text_sprite));

    
//  set dialog position and size

    g_button_dlg.SetLocation(pBackBufferSurfaceDesc
-> Width  -   170 0 );
    g_button_dlg.SetSize(
170 170 );

    
//  setup view matrix

    D3DXMATRIX mat_view;
    D3DXVECTOR3 eye(
0.0f 0.0f - 1000.0f );
    D3DXVECTOR3  at(
0.0f 0.0f ,   0.0f );
    D3DXVECTOR3  up(
0.0f 1.0f ,   0.0f );

    D3DXMatrixLookAtLH(
& mat_view,  & eye,  & at,  & up);
    pd3dDevice
-> SetTransform(D3DTS_VIEW,  & mat_view);

    
//  set projection matrix
    D3DXMATRIX mat_proj;    
    
float  aspect  =  ( float )pBackBufferSurfaceDesc -> Width  /  pBackBufferSurfaceDesc -> Height;
    D3DXMatrixPerspectiveFovLH(
& mat_proj, D3DX_PI / 4 , aspect,  1.0f 2000.0f );
    pd3dDevice
-> SetTransform(D3DTS_PROJECTION,  & mat_proj);

    
//  setup light
    
    D3DLIGHT9 light;
    ZeroMemory(
& light,  sizeof (D3DLIGHT9));

    light.Type       
=  D3DLIGHT_DIRECTIONAL;
    light.Diffuse.r  
=   1.0f ;
    light.Diffuse.g  
=   1.0f ;
    light.Diffuse.b  
=   1.0f ;
    light.Range         
=   1000.0f ;

    D3DXVECTOR3 light_dir(
0.0f - 1.0f 1.0f );    
    D3DXVec3Normalize((D3DXVECTOR3
* & light.Direction,  & light_dir);
    pd3dDevice
-> SetLight( 0 & light);
    pd3dDevice
-> LightEnable( 0 , TRUE);
    pd3dDevice
-> SetRenderState(D3DRS_LIGHTING, TRUE);

    pd3dDevice
-> SetRenderState(D3DRS_AMBIENT,  0x00505050 );

    
return  S_OK;
}

// --------------------------------------------------------------------------------------
//  Release resources created in the OnResetDevice callback here 
// --------------------------------------------------------------------------------------
void  CALLBACK OnLostDevice(  void *  pUserContext )
{
    g_dlg_resource_manager.OnLostDevice();
    g_settings_dlg.OnLostDevice();
    g_font
-> OnLostDevice();

    release_com(g_text_sprite);
}


// --------------------------------------------------------------------------------------
//  Release resources created in the OnCreateDevice callback here
// --------------------------------------------------------------------------------------
void  CALLBACK OnDestroyDevice(  void *  pUserContext )
{
    g_dlg_resource_manager.OnDestroyDevice();
    g_settings_dlg.OnDestroyDevice();    

    release_com(g_font);

    g_skin_mesh
-> destroy();
}

// --------------------------------------------------------------------------------------
//  Handle updates to the scene
// --------------------------------------------------------------------------------------
void  CALLBACK OnFrameMove( IDirect3DDevice9 *  pd3dDevice,  double  fTime,  float  fElapsedTime,  void *  pUserContext )
{
    D3DXMATRIX mat_trans, mat_rot;    
    
    D3DXMatrixTranslation(
& mat_trans,  0.0f 30.0f - 100.0f );
    D3DXMatrixRotationY(
& mat_rot, timeGetTime()  /   1000.0f );
        
    g_mat_world 
=  mat_trans  *  mat_rot;
}

// --------------------------------------------------------------------------------------
//  Render the helper information
// --------------------------------------------------------------------------------------
void  RenderText()
{
    CDXUTTextHelper text_helper(g_font, g_text_sprite, 
20 );
    
    text_helper.Begin();

    
//  show frame and device states
    text_helper.SetInsertionPos( 5 5 );
    text_helper.SetForegroundColor( D3DXCOLOR(
1.0f 0.475f 0.0f 1.0f ) );
    text_helper.DrawTextLine( DXUTGetFrameStats(
true ) );
    text_helper.DrawTextLine( DXUTGetDeviceStats() );

    
//  show helper information
    
    
const  D3DSURFACE_DESC *  surface_desc  =  DXUTGetBackBufferSurfaceDesc();

    
if (g_show_help)
    {
        text_helper.SetInsertionPos(
10 , surface_desc -> Height  -   15   *   6 );
        text_helper.SetForegroundColor( D3DXCOLOR(
1.0f 0.475f 0.0f 1.0f ) );
        text_helper.DrawTextLine(L
" Controls (F1 to hide): " );
        
        text_helper.SetInsertionPos(
40 , surface_desc -> Height  -   15   *   4 );
        text_helper.DrawTextLine(L
" Quit: ESC " );
    }
    
else
    {
        text_helper.SetInsertionPos(
10 , surface_desc -> Height  -   15   *   4 );
        text_helper.SetForegroundColor( D3DXCOLOR(
1.0f 1.0f 1.0f 1.0f ) );
        text_helper.DrawTextLine(L
" Press F1 for help " );
    }

    text_helper.End();
}

// --------------------------------------------------------------------------------------
//  Render the scene 
// --------------------------------------------------------------------------------------
void  CALLBACK OnFrameRender( IDirect3DDevice9 *  pd3dDevice,  double  fTime,  float  fElapsedTime,  void *  pUserContext )
{
    HRESULT hr;

    
if (g_settings_dlg.IsActive())
    {
        g_settings_dlg.OnRender(fElapsedTime);
        
return ;
    }

    
//  Clear the render target and the zbuffer 
    V( pd3dDevice -> Clear( 0 , NULL, D3DCLEAR_TARGET  |  D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0 0 0 0 ),  1.0f 0 ) );

    
//  Render the scene
     if ( SUCCEEDED( pd3dDevice -> BeginScene() ) )
    {                                    
        V(g_skin_mesh
-> render( & g_mat_world, fElapsedTime));
        RenderText();
        V(g_button_dlg.OnRender(fElapsedTime));

        V( pd3dDevice
-> EndScene() );
    }
}


// --------------------------------------------------------------------------------------
//  Handle messages to the application 
// --------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                          
bool *  pbNoFurtherProcessing,  void *  pUserContext )
{
    
* pbNoFurtherProcessing  =  g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam);
    
if ( * pbNoFurtherProcessing)
        
return   0 ;

    
if (g_settings_dlg.IsActive())
    {
        g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
        
return   0 ;
    }

    
* pbNoFurtherProcessing  =  g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
    
if ( * pbNoFurtherProcessing)
        
return   0 ;

    
return   0 ;
}


// --------------------------------------------------------------------------------------
//  Handle keybaord event
// --------------------------------------------------------------------------------------
void  CALLBACK OnKeyboardProc(UINT charater,  bool  is_key_down,  bool  is_alt_down,  void *  user_context)
{
    
if (is_key_down)
    {
        
switch (charater)
        {
        
case  VK_F1:
            g_show_help 
=   ! g_show_help;
            
break ;
        }
    }
}

// --------------------------------------------------------------------------------------
//  Handle events for controls
// --------------------------------------------------------------------------------------
void  CALLBACK OnGUIEvent(UINT  event int  control_id, CDXUTControl *  control,  void *  user_context)
{
    
switch (control_id)
    {
    
case  IDC_TOGGLE_FULLSCREEN:
        DXUTToggleFullScreen();
        
break ;

    
case  IDC_TOGGLE_REF:
        DXUTToggleREF();
        
break ;

    
case  IDC_CHANGE_DEVICE:
        g_settings_dlg.SetActive(
true );
        
break ;
    }
}

// --------------------------------------------------------------------------------------
//  Initialize dialogs
// --------------------------------------------------------------------------------------
void  InitDialogs()
{
    g_settings_dlg.Init(
& g_dlg_resource_manager);
    g_button_dlg.Init(
& g_dlg_resource_manager);

    g_button_dlg.SetCallback(OnGUIEvent);

    
int  x  =   35 , y  =   10 , width  =   125 , height  =   22 ;

    g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L
" Toggle full screen " , x, y,         width, height);
    g_button_dlg.AddButton(IDC_TOGGLE_REF,          L
" Toggle REF (F3) " ,     x, y  +=   24 , width, height);
    g_button_dlg.AddButton(IDC_CHANGE_DEVICE,      L
" Change device (F2) " , x, y  +=   24 , width, height, VK_F2);    
}

// --------------------------------------------------------------------------------------
//  Initialize everything and go into a render loop
// --------------------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR,  int  )
{
    
//  Enable run-time memory check for debug builds.
#if  defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
|  _CRTDBG_LEAK_CHECK_DF );
#endif

    
//  Set the callback functions
    DXUTSetCallbackDeviceCreated( OnCreateDevice );
    DXUTSetCallbackDeviceReset( OnResetDevice );
    DXUTSetCallbackDeviceLost( OnLostDevice );
    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );
    DXUTSetCallbackKeyboard(OnKeyboardProc);
   
    
//  TODO: Perform any application-level initialization here
    InitDialogs();

    
//  Initialize DXUT and create the desired Win32 window and Direct3D device for the application
    DXUTInit(  true true true  );  //  Parse the command line, handle the default hotkeys, and show msgboxes
    DXUTSetCursorSettings(  true true  );  //  Show the cursor and clip it when in full screen
    DXUTCreateWindow( L " Use Skin Mesh "  );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true 640 480 , IsDeviceAcceptable, ModifyDeviceSettings );

    
//  Start the render loop
    DXUTMainLoop();

    
//  TODO: Perform any application-level cleanup here

    
return  DXUTGetExitCode();
}

下载示例工程


你可能感兴趣的:(网格模型高级技术(18))