《精通DirectX 3D》 第三十一章 三维场景交互 01_Pick

《精通DirectX 3D》 第三十一章 三维场景交互 01_Pick


《精通DirectX 3D》 第三十一章 三维场景交互 01_Pick_第1张图片


// =============================================================================
//  Desc: 主程序源代码
// =============================================================================
#include  " dxstdafx.h "
#include 
" resource.h "
#define  MAX_INTERSECTIONS 16


// -----------------------------------------------------------------------------
//  全局变量
// -----------------------------------------------------------------------------
ID3DXFont *                  g_pFont  =  NULL;           // ID3DXFont字体对象
ID3DXSprite *                g_pTextSprite  =  NULL;     // ID3DXSprite文本精灵对象
bool                        g_bShowHelp  =   true ;       // 标识是否显示简单说明文本

CDXUTDialogResourceManager g_DialogResourceManager; 
// 对话框资源管理器
CD3DSettingsDlg            g_SettingsDlg;            // Direct3D设备设置对话框
CDXUTDialog                g_HUD;                    // 对话框
CDXUTDialog                g_SampleUI;               // 对话框

CDXUTMesh                  g_pMesh;                   
// 网格模型对象
LPD3DXMESH                 g_pPickMesh;                // 用于计算拾取三角形的网格对象
DWORD                      g_dwNumIntersections  =   0 ;   // 拾取到的面的数量
LPDIRECT3DVERTEXBUFFER9    g_pVB  =  NULL;               // 存放所拾取到的三角形的顶点缓冲区
DWORD                      g_IntersectionArray[MAX_INTERSECTIONS];  // 存储拾取到三角形的索引


// -----------------------------------------------------------------------------
//  Desc: 顶点结构
// -----------------------------------------------------------------------------
struct  D3DVERTEX
{
    D3DXVECTOR3 p;
    D3DXVECTOR3 n;
    
float        tu, tv;

    
static   const  DWORD FVF;
};
const  DWORD D3DVERTEX::FVF  =  D3DFVF_XYZ  |  D3DFVF_NORMAL  |  D3DFVF_TEX1;


// -----------------------------------------------------------------------------
//  控件ID
// -----------------------------------------------------------------------------
#define  IDC_TOGGLEFULLSCREEN      1
#define  IDC_TOGGLEREF             2
#define  IDC_CHANGEDEVICE          3


// -----------------------------------------------------------------------------
//  Desc: 函数声明
// ------------------------------------------------------------------------------
bool     CALLBACK IsDeviceAcceptable( D3DCAPS9 *  pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat,  bool  bWindowed,  void *  pUserContext );
bool     CALLBACK ModifyDeviceSettings( DXUTDeviceSettings *  pDeviceSettings,  const  D3DCAPS9 *  pCaps,  void *  pUserContext );
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9
*  pd3dDevice,  const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc,  void *  pUserContext );
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9
*  pd3dDevice,  const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc,  void *  pUserContext );
void     CALLBACK OnFrameMove( IDirect3DDevice9 *  pd3dDevice,  double  fTime,  float  fElapsedTime,  void *  pUserContext );
void     CALLBACK OnFrameRender( IDirect3DDevice9 *  pd3dDevice,  double  fTime,  float  fElapsedTime,  void *  pUserContext );
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
bool *  pbNoFurtherProcessing,  void *  pUserContext );
void     CALLBACK KeyboardProc( UINT nChar,  bool  bKeyDown,  bool  bAltDown,  void *  pUserContext );
void     CALLBACK OnGUIEvent( UINT nEvent,  int  nControlID, CDXUTControl *  pControl,  void *  pUserContext );
void     CALLBACK OnLostDevice(  void *  pUserContext );
void     CALLBACK OnDestroyDevice(  void *  pUserContext );

void     InitApp();
void     RenderText();
HRESULT Pick_Triangle(IDirect3DDevice9
*  pd3dDevice, LPD3DXMESH pMesh);


// -----------------------------------------------------------------------------
//  Desc: 入口函数
// -----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR,  int  )
{
    
// 为Debug配置启用运行时内存检查功能
#if  defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
|  _CRTDBG_LEAK_CHECK_DF );
#endif

    
// 设置回调函数
    DXUTSetCallbackDeviceCreated( OnCreateDevice );
    DXUTSetCallbackDeviceReset( OnResetDevice );
    DXUTSetCallbackDeviceLost( OnLostDevice );
    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackKeyboard( KeyboardProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );

    
// 应用程序相关的初始化
    InitApp();

    
// 初始化DXUT, 创建窗口, 创建Direct3D设备对象
    DXUTInit(  true true true  );
    DXUTSetCursorSettings( 
true true  );
    DXUTCreateWindow( L
" Pick "  );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true 640 480
        IsDeviceAcceptable, ModifyDeviceSettings );

    
// 进入消息循环和场景渲染
    DXUTMainLoop();

    
// 在此进行应用程序相关的清除工作

    
return  DXUTGetExitCode();
}


// -----------------------------------------------------------------------------
//  Desc: 应用程序相关初始化
// -----------------------------------------------------------------------------
void  InitApp()
{
    
// 初始化对话框
    g_SettingsDlg.Init(  & g_DialogResourceManager );
    g_HUD.Init( 
& g_DialogResourceManager );
    g_SampleUI.Init( 
& g_DialogResourceManager );

    
// 为g_HUD对话框设置消息处理函数,添加控件
    g_HUD.SetCallback( OnGUIEvent );  int  iY  =   10
    g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L
" Toggle full screen " 35 , iY,  125 22  );
    g_HUD.AddButton( IDC_TOGGLEREF, L
" Toggle REF (F3) " 35 , iY  +=   24 125 22  );
    g_HUD.AddButton( IDC_CHANGEDEVICE, L
" Change device (F2) " 35 , iY  +=   24 125 22 , VK_F2 );
}


// -----------------------------------------------------------------------------
//  Desc: 设备能力检查
// -----------------------------------------------------------------------------
bool  CALLBACK IsDeviceAcceptable( D3DCAPS9 *  pCaps, D3DFORMAT AdapterFormat, 
                                  D3DFORMAT BackBufferFormat, 
bool  bWindowed, 
                                  
void *  pUserContext )
{
    
// 检查后台缓冲区格式是否支持Alpha混合等操作(post pixel blending operations)
    IDirect3D9 *  pD3D  =  DXUTGetD3DObject(); 
    
if ( FAILED( pD3D -> CheckDeviceFormat( pCaps -> AdapterOrdinal, pCaps -> DeviceType,
                    AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, 
                    D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
        
return   false ;

    
return   true ;
}


// -----------------------------------------------------------------------------
//  Desc: 修改Direct3D渲染设备设置
// -----------------------------------------------------------------------------
bool  CALLBACK ModifyDeviceSettings( DXUTDeviceSettings *  pDeviceSettings, 
                                    
const  D3DCAPS9 *  pCaps,  void *  pUserContext )
{
    
// 如果不支持硬件顶点处理则使用软件顶点处理
     if ( (pCaps -> DevCaps  &  D3DDEVCAPS_HWTRANSFORMANDLIGHT)  ==   0 )
    {
        pDeviceSettings
-> BehaviorFlags  =  D3DCREATE_SOFTWARE_VERTEXPROCESSING;
    }

    
// 如果使用参考设备,则弹出警告对话框
     static   bool  s_bFirstTime  =   true ;
    
if ( s_bFirstTime )
    {
        s_bFirstTime 
=   false ;
        
if ( pDeviceSettings -> DeviceType  ==  D3DDEVTYPE_REF )
            DXUTDisplaySwitchingToREFWarning();
    }

    
return   true ;
}


// -----------------------------------------------------------------------------
//  Desc: 在此创建管理内存资源对象
// -----------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9 *  pd3dDevice, 
                                
const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc, 
                                
void *  pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
    V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
    
    
// 创建字体
    V_RETURN( D3DXCreateFont( pd3dDevice,  15 0 , FW_BOLD,  1 , FALSE, DEFAULT_CHARSET, 
                         OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH 
|  FF_DONTCARE, 
                         L
" Arial " & g_pFont ) );

    
// 创建老虎网格模型
    V_RETURN(g_pMesh.Create(pd3dDevice, L " Media\\tiger.x " ));
    V_RETURN(g_pMesh.SetFVF(pd3dDevice, D3DVERTEX::FVF));

    g_pMesh.GetMesh()
-> CloneMeshFVF(D3DXMESH_MANAGED, g_pMesh.GetMesh() -> GetFVF(), pd3dDevice,  & g_pPickMesh);

    
// 创建存放所拾取到的三角形的顶点缓冲区
    DWORD dwNumVertices  =  MAX_INTERSECTIONS  *   3 ;
    V_RETURN( pd3dDevice
-> CreateVertexBuffer( dwNumVertices * sizeof (D3DVERTEX),
                                              D3DUSAGE_WRITEONLY, D3DVERTEX::FVF,
                                              D3DPOOL_MANAGED, 
& g_pVB, NULL ) );

    
return  hr;
}


// -----------------------------------------------------------------------------
//  Desc: 在此创建默认内存类型资源对象, 设置相关渲染状态
// -----------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9 *  pd3dDevice, 
                                
const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc, 
                                
void *  pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnResetDevice() );
    V_RETURN( g_SettingsDlg.OnResetDevice() );

    
// 设置对话框位置和尺寸
    g_HUD.SetLocation( pBackBufferSurfaceDesc -> Width - 170 0  );
    g_HUD.SetSize( 
170 170  );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc
-> Width - 170
                            pBackBufferSurfaceDesc
-> Height - 350  );
    g_SampleUI.SetSize( 
170 300  );

    
// 恢复字体
     if ( g_pFont )
        V_RETURN( g_pFont
-> OnResetDevice() );
   
    
// 创建ID3DXSprite接口对象
    V_RETURN( D3DXCreateSprite( pd3dDevice,  & g_pTextSprite ) );

    
// 设置观察矩阵
    D3DXMATRIXA16 matView;
    D3DXVECTOR3 vEyePt( 
0.0f 2.0f , - 4.0f  );
    D3DXVECTOR3 vLookatPt( 
0.0f 0.0f 0.0f  );
    D3DXVECTOR3 vUpVec( 
0.0f 1.0f 0.0f  );
    D3DXMatrixLookAtLH( 
& matView,  & vEyePt,  & vLookatPt,  & vUpVec );
    pd3dDevice
-> SetTransform( D3DTS_VIEW,  & matView );

    
// 设置投影矩阵
    D3DXMATRIXA16 matProj;
    
float  fAspectRatio  =  ( float )pBackBufferSurfaceDesc -> Width  /  pBackBufferSurfaceDesc -> Height;
    D3DXMatrixPerspectiveFovLH( 
& matProj, D3DX_PI / 4 , fAspectRatio,  1.0f 1000.0f  );
    pd3dDevice
-> SetTransform( D3DTS_PROJECTION,  & matProj );

    
// 设置纹理渲染状态
    pd3dDevice -> SetTextureStageState(  0 , D3DTSS_COLORARG1, D3DTA_TEXTURE );
    pd3dDevice
-> SetTextureStageState(  0 , D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
    pd3dDevice
-> SetSamplerState(  0 , D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
    pd3dDevice
-> SetSamplerState(  0 , D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );

    
// 关闭光照
    pd3dDevice -> SetRenderState( D3DRS_LIGHTING,  false  );

    
return  S_OK;
}


// -----------------------------------------------------------------------------
//  Desc: 更新场景
// -----------------------------------------------------------------------------
void  CALLBACK OnFrameMove( IDirect3DDevice9 *  pd3dDevice,  double  fTime, 
                           
float  fElapsedTime,  void *  pUserContext )
{
    
// 世界变换
    D3DXMATRIXA16 matWorld;
    UINT  iTime  
=  timeGetTime()  %   10000 ;
    FLOAT fAngle 
=  iTime  *  ( 2.0f   *  D3DX_PI)  /   10000.0f ;
    D3DXMatrixRotationY( 
& matWorld, fAngle );
    pd3dDevice
-> SetTransform( D3DTS_WORLD,   & matWorld );

    
// 拾取三角形
    Pick_Triangle(pd3dDevice, g_pPickMesh);    
}


// -----------------------------------------------------------------------------
//  Desc: 渲染场景
// -----------------------------------------------------------------------------
void  CALLBACK OnFrameRender( IDirect3DDevice9 *  pd3dDevice,  double  fTime, 
                            
float  fElapsedTime,  void *  pUserContext )
{
    HRESULT hr;
  
    
// 如果正在利用Direct3D设备设置对话框进行设置, 则不渲染场景
     if ( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        
return ;
    }

    
// 清除后台颜色缓冲区和深度缓冲区
    V( pd3dDevice -> Clear( 0 , NULL, D3DCLEAR_TARGET  |  D3DCLEAR_ZBUFFER, 
                         D3DCOLOR_ARGB(
0 45 50 170 ),  1.0f 0 ) );

    
// 开始渲染场景
     if ( SUCCEEDED( pd3dDevice -> BeginScene() ) )
    {        
        
if ( g_dwNumIntersections  >   0  )  // 有三角形被拾取到
        {
            
// 绘制被拾取到的三角形
            pd3dDevice -> SetFVF( D3DVERTEX::FVF );
            pd3dDevice
-> SetStreamSource(  0 , g_pVB,  0 sizeof (D3DVERTEX) );
            pd3dDevice
-> SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
            pd3dDevice
-> DrawPrimitive( D3DPT_TRIANGLELIST,  0 , g_dwNumIntersections );

            
// 使用线填充模式
            pd3dDevice -> SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
        }
        
else
        {
            
// 使用面填充模式
            pd3dDevice -> SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
        }

        
// 渲染网格模型
        g_pMesh.Render( pd3dDevice );

        
// 渲染文本和对话框
        DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L " HUD / Stats "  ); 
        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );
        DXUT_EndPerfEvent();

        
// 结束渲染场景
        V( pd3dDevice -> EndScene() );
    }
}


// -----------------------------------------------------------------------------
//  Desc: 渲染文本
// -----------------------------------------------------------------------------
void  RenderText()
{
    CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 
15  );

    
// 显示当前Direct3D设备状态和渲染帧速率
    txtHelper.Begin();
    txtHelper.SetInsertionPos( 
5 5  );
    txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f 1.0f 0.0f 1.0f  ) );
    txtHelper.DrawTextLine( DXUTGetFrameStats(
true ) );
    txtHelper.DrawTextLine( DXUTGetDeviceStats() );

    
// 显示其他简要信息
    txtHelper.SetForegroundColor( D3DXCOLOR(  1.0f 1.0f 1.0f 1.0f  ) );
    txtHelper.DrawTextLine( L
" 三角形拾取演示 "  );
    
    
// 显示简单帮助文本
     const  D3DSURFACE_DESC *  pd3dsdBackBuffer  =  DXUTGetBackBufferSurfaceDesc();
    
if ( g_bShowHelp )
    {
        txtHelper.SetInsertionPos( 
10 , pd3dsdBackBuffer -> Height - 15 * 6  );
        txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f 0.75f 0.0f 1.0f  ) );
        txtHelper.DrawTextLine( L
" Controls (F1 to hide): "  );

        txtHelper.SetInsertionPos( 
40 , pd3dsdBackBuffer -> Height - 15 * 5  );
        txtHelper.DrawTextLine( L
" Quit: ESC "  );
    }
    
else
    {
        txtHelper.SetInsertionPos( 
10 , pd3dsdBackBuffer -> Height - 15 * 2  );
        txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f 1.0f 1.0f 1.0f  ) );
        txtHelper.DrawTextLine( L
" Press F1 for help "  );
    }
    txtHelper.End();
}


// -----------------------------------------------------------------------------
//  Desc: 消息处理
// -----------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                         
bool *  pbNoFurtherProcessing,  void *  pUserContext )
{
     
* pbNoFurtherProcessing  =  g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
    
if * pbNoFurtherProcessing )
        
return   0 ;

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

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

    
// 消息循环
     switch ( uMsg )
    {
    
case  WM_LBUTTONDOWN:
        SetCapture( hWnd );   
// 捕获
         break ;

    
case  WM_LBUTTONUP:
        ReleaseCapture();    
// 释放
         break ;
    }

    
return   0 ;
}

// -----------------------------------------------------------------------------
//  Desc: 键盘消息处理
// -----------------------------------------------------------------------------
void  CALLBACK KeyboardProc( UINT nChar,  bool  bKeyDown,  bool  bAltDown,  void *  pUserContext )
{
    
if ( bKeyDown )
    {
        
switch ( nChar )
        {
            
case  VK_F1: g_bShowHelp  =   ! g_bShowHelp;  break ;
        }
    }
}


// -----------------------------------------------------------------------------
//  Desc: 处理各种控件消息
// -----------------------------------------------------------------------------
void  CALLBACK OnGUIEvent( UINT nEvent,  int  nControlID, CDXUTControl *  pControl, 
                         
void *  pUserContext )
{
    
switch ( nControlID )
    {
        
case  IDC_TOGGLEFULLSCREEN:
            DXUTToggleFullScreen(); 
            
break ;

        
case  IDC_TOGGLEREF:
            DXUTToggleREF(); 
            
break ;

        
case  IDC_CHANGEDEVICE:
            g_SettingsDlg.SetActive( 
! g_SettingsDlg.IsActive() ); 
            
break ;
    }
}


// -----------------------------------------------------------------------------
//  Desc: 释放在OnResetDevice()中创建的资源
// -----------------------------------------------------------------------------
void  CALLBACK OnLostDevice(  void *  pUserContext )
{
    g_DialogResourceManager.OnLostDevice();
    g_SettingsDlg.OnLostDevice();
    
if ( g_pFont )
        g_pFont
-> OnLostDevice();
    SAFE_RELEASE( g_pTextSprite );
}


// ------------------------------------------------------------------------------
//  Desc: 释放在OnCreateDevice()中创建的资源
// ------------------------------------------------------------------------------
void  CALLBACK OnDestroyDevice(  void *  pUserContext )
{
    g_DialogResourceManager.OnDestroyDevice();
    g_SettingsDlg.OnDestroyDevice();
    SAFE_RELEASE( g_pFont );

    g_pMesh.Destroy();
    SAFE_RELEASE(g_pPickMesh);
    SAFE_RELEASE(g_pVB);
}


// -----------------------------------------------------------------------------
//  Desc: 拾取三角形
// -----------------------------------------------------------------------------
HRESULT Pick_Triangle(IDirect3DDevice9 *  pd3dDevice, LPD3DXMESH pMesh)
{
    HRESULT hr 
=  S_OK;
    g_dwNumIntersections 
=   0L ;

    
if ! GetCapture() )
        
return  hr;

    
// 计算拾取射线相关变量声明
    POINT        ptCursor;   // 鼠标位置
    D3DXMATRIX   matWorld, matView, pmatProj, m;
    D3DXVECTOR3  vPickRayOrig, vPickRayDir;
    
int           iWidth, iHeight;

    
// 获取后台缓冲区的宽度和高度
    iWidth  =  DXUTGetBackBufferSurfaceDesc() -> Width;
    iHeight 
=  DXUTGetBackBufferSurfaceDesc() -> Height;

    
// 获取当前鼠标在窗口客户区中的位置
    GetCursorPos(  & ptCursor );
    ScreenToClient( DXUTGetHWND(), 
& ptCursor );
    
    
// 获取当前设备的变换矩阵
    pd3dDevice -> GetTransform( D3DTS_WORLD,  & matWorld );
    pd3dDevice
-> GetTransform( D3DTS_VIEW,  & matView );
    pd3dDevice
-> GetTransform( D3DTS_PROJECTION,  & pmatProj );

    
// 计算世界观察矩阵的逆矩阵
    D3DXMATRIX mWorldView  =  matWorld  *  matView;
    D3DXMatrixInverse( 
& m, NULL,  & mWorldView );
    
    
// 计算拾取射线的方向与原点
    D3DXVECTOR3 vTemp;
    vTemp.x 
=   (((  2.0f   *  ptCursor.x )  /  iWidth  )  -   1  )  /  pmatProj._11;
    vTemp.y 
=   - (((  2.0f   *  ptCursor.y )  /  iHeight )  -   1  )  /  pmatProj._22;
    vTemp.z 
=    1.0f ;

    vPickRayDir.x  
=  vTemp.x * m._11  +  vTemp.y * m._21  +  vTemp.z * m._31;
    vPickRayDir.y  
=  vTemp.x * m._12  +  vTemp.y * m._22  +  vTemp.z * m._32;
    vPickRayDir.z  
=  vTemp.x * m._13  +  vTemp.y * m._23  +  vTemp.z * m._33;

    vPickRayOrig.x 
=  m._41;
    vPickRayOrig.y 
=  m._42;
    vPickRayOrig.z 
=  m._43;

    
// 计算被拾取到的三角形, 得到拾取到三角形的索引
    BOOL               bHit;
    LPD3DXBUFFER       pBuffer 
=  NULL;
    D3DXINTERSECTINFO
*  pIntersectInfoArray;
    
    V_RETURN( D3DXIntersect( pMesh, 
& vPickRayOrig,  & vPickRayDir,  & bHit, 
                             NULL, NULL, NULL, NULL, 
                            
& pBuffer,  & g_dwNumIntersections ));

    
if ( g_dwNumIntersections  >   0  )
    {
        pIntersectInfoArray 
=  (D3DXINTERSECTINFO * )pBuffer -> GetBufferPointer();
        
if ( g_dwNumIntersections  >  MAX_INTERSECTIONS )
            g_dwNumIntersections 
=  MAX_INTERSECTIONS;
        
for ( DWORD iIntersection  =   0 ; iIntersection  <  g_dwNumIntersections; iIntersection ++  )
        {
            g_IntersectionArray[iIntersection] 
=  pIntersectInfoArray[iIntersection].FaceIndex;
        }
    }
    SAFE_RELEASE( pBuffer );

    
// 根据拾取到三角形的索引, 将三角形顶点数据添加到g_pVB中
    LPDIRECT3DVERTEXBUFFER9  pVB;
    LPDIRECT3DINDEXBUFFER9   pIB;
    WORD
*                     pIndices;
    D3DVERTEX
*                pVertices;

    pMesh
-> GetVertexBuffer(  & pVB );
    pMesh
-> GetIndexBuffer(  & pIB );
    pIB
-> Lock(  0 0 , ( void ** ) & pIndices,  0  );
    pVB
-> Lock(  0 0 , ( void ** ) & pVertices,  0  );

    
if ( g_dwNumIntersections  >   0  )
    {
        D3DVERTEX
*  v;
        D3DVERTEX
*  vThisTri;
        WORD
*       iThisTri;
        DWORD
*      pIntersection;

        g_pVB
-> Lock(  0 0 , ( void ** ) & v,  0  );

        
for ( DWORD iIntersection  =   0 ; iIntersection  <  g_dwNumIntersections; iIntersection ++  )
        {
            pIntersection 
=   & g_IntersectionArray[iIntersection];
            vThisTri      
=   & v[iIntersection  *   3 ];
            iThisTri      
=   & pIndices[ 3 * ( * pIntersection)];  

            vThisTri[
0 =  pVertices[iThisTri[ 0 ]];
            vThisTri[
1 =  pVertices[iThisTri[ 1 ]];
            vThisTri[
2 =  pVertices[iThisTri[ 2 ]];
        }

        g_pVB
-> Unlock();
    }

    pVB
-> Unlock();
    pIB
-> Unlock();
    SAFE_RELEASE(pVB);
    SAFE_RELEASE(pIB);
    
    
return  S_OK;
}


















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