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 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 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:
主程序:
#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();
}
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