D3D Animation Basis(5)

D3D Animation Basis(5)

Loading Meshes

The first of the mesh−related helper functions is load_mesh. Actually there are three versions of the load_mesh function. The first version is used to load a mesh from an .X file using the D3DXLoadMeshFromX function. That means all meshes contained within the .X file are compressed into a single mesh object, which is subsequently stored in a D3DXMESHCONTAINER_EX object.

All iterations of the load_mesh function contain pointers to a valid 3D device object, the directory path to where your meshes' textures are stored, and the mesh loading flags and optional flexible vertex format that the load_mesh functions use to clone the meshes after loading. That means you can force your loaded meshes to use specific vertex formats!

Here's the prototype of the first load_mesh function:

HRESULT load_mesh(D3DXMESHCONTAINER_EX** ret_mesh_container,
  IDirect3DDevice9* device,
  const char* filename,
  const char* texture_path,
  DWORD new_fvf,
  DWORD load_flags);

The first load_mesh function takes a pointer to a D3DXMESHCONTAINER_EX object pointer that you want to use for storing the loaded mesh data. Notice I said pointer to a pointer. The load_mesh function will allocate the appropriate objects for you and store the pointers in the pointer you pass to load_mesh. This is similar to the way the InitD3D function stores the Direct3D and 3D device object pointers.

Also, you must pass a valid 3D device object to the load_mesh function (as the device pointer)−you use this device object to create the mesh container and texture buffers. The mesh that you want to load is specified as filename, and the directory in which your textures are located is specified in texture_path. This texture directory path is prefixed to any texture file names as they are loaded.

Finally, there are new_fvf and load_flags. You use the new_fvf parameter to force the mesh being loaded to use a specific FVF. For instance, if you only wanted to use 3D coordinates and normals, then you would set new_fvf to (D3DFVF_XYZ|D3DFVF_NORMAL). The load_mesh function will use CloneMeshFVF to clone the mesh using the specific FVF you specified.

The load_flags parameter is used to set the mesh loading flags as specified by the D3DXLoadMeshFromX function in the DX SDK documents. The default value for this parameter is D3DXMESH_SYSTEMMEM, meaning that the mesh is loaded into system memory (as opposed to hardware memory).

Here is implement of load_mesh function:

HRESULT load_mesh(D3DXMESHCONTAINER_EX **  ret_mesh_container,
                  IDirect3DDevice9
*  device,
                  
const   char *  filename,
                  
const   char *  texture_path,
                  DWORD new_fvf,
                  DWORD load_flags)
{
    
//  error checking
     if (ret_mesh_container  ==  NULL  ||  device  ==  NULL  ||  filename  ==  NULL  ||  texture_path  ==  NULL)
        
return  E_FAIL;

    
//  use system memory if converting FVF
     if (new_fvf)
        load_flags 
=  D3DXMESH_SYSTEMMEM;

    
//  load the mesh using D3DX routines

    ID3DXBuffer
*     material_buffer;
    ID3DXBuffer
*     adj_buffer;
    DWORD            num_materials;
    ID3DXMesh
*         mesh;

    HRESULT hr 
=  D3DXLoadMeshFromX(filename, load_flags, device,  & adj_buffer,  & material_buffer, NULL,
                                   
& num_materials,  & mesh);

    
if (FAILED(hr))
        
return  hr;

    
//  convert to new FVF first as needed
     if (new_fvf)
    {
        ID3DXMesh
*  clone_mesh;
        hr 
=  mesh -> CloneMeshFVF(load_flags, new_fvf, device,  & clone_mesh);

        
if (FAILED(hr))
        {
            release_com(adj_buffer);
            release_com(material_buffer);
            release_com(mesh);

            
return  hr;
        }

        
//  free prior mesh and store new pointer
        release_com(mesh);
        mesh 
=  clone_mesh; clone_mesh  =  NULL;
    }

    D3DXMESHCONTAINER_EX
*  mesh_container  =   new  D3DXMESHCONTAINER_EX;
    
* ret_mesh_container  =  mesh_container;

    
//  store mesh name (filename), type, and mesh pointer.
    mesh_container -> Name            =  strdup(filename);
    mesh_container
-> MeshData.Type   =  D3DXMESHTYPE_MESH;
    mesh_container
-> MeshData.pMesh  =  mesh;

    mesh 
=  NULL;

    
//  store adjacency information

    DWORD adj_buffer_size 
=  adj_buffer -> GetBufferSize();

    
if (adj_buffer_size)
    {
        mesh_container
-> pAdjacency  =   new  DWORD[adj_buffer_size];
        memcpy(mesh_container
-> pAdjacency, adj_buffer -> GetBufferPointer(), adj_buffer_size);
    }

    release_com(adj_buffer);

    
//  build material list

    mesh_container
-> NumMaterials  =  num_materials;

    
if (num_materials  ==   0 )
    {
        
//  create a default material
        mesh_container -> NumMaterials  =   1 ;
        mesh_container
-> pMaterials      =   new  D3DXMATERIAL[ 1 ];
        mesh_container
-> textures      =   new  IDirect3DTexture9 * [ 1 ];

        ZeroMemory(mesh_container
-> pMaterials,  sizeof (D3DXMATERIAL));

        mesh_container
-> pMaterials[ 0 ].MatD3D.Diffuse.r  =   1.0f ;
        mesh_container
-> pMaterials[ 0 ].MatD3D.Diffuse.g  =   1.0f ;
        mesh_container
-> pMaterials[ 0 ].MatD3D.Diffuse.b  =   1.0f ;
        mesh_container
-> pMaterials[ 0 ].MatD3D.Diffuse.a  =   1.0f ;
        mesh_container
-> pMaterials[ 0 ].MatD3D.Ambient    =  mesh_container -> pMaterials[ 0 ].MatD3D.Diffuse;
        mesh_container
-> pMaterials[ 0 ].MatD3D.Specular   =  mesh_container -> pMaterials[ 0 ].MatD3D.Diffuse;
        mesh_container
-> pMaterials[ 0 ].pTextureFilename  =  NULL;
        mesh_container
-> textures[ 0 ]                        =  NULL;
    }
    
else
    {
        
//  load the materials
        D3DXMATERIAL *  xmaterials    =  (D3DXMATERIAL * ) material_buffer -> GetBufferPointer();
        mesh_container
-> pMaterials  =   new  D3DXMATERIAL[mesh_container -> NumMaterials];
        mesh_container
-> textures    =   new  IDirect3DTexture9 * [mesh_container -> NumMaterials];

        
for (DWORD i  =   0 ; i  <  mesh_container -> NumMaterials; i ++ )
        {
            mesh_container
-> pMaterials[i].MatD3D  =  xmaterials[i].MatD3D;
            mesh_container
-> pMaterials[i].MatD3D.Ambient  =  mesh_container -> pMaterials[i].MatD3D.Diffuse;

            mesh_container
-> textures[i]  =  NULL;

            
//  load the texture if one exists
             if (xmaterials[i].pTextureFilename)
            {
                
char  texture_file[MAX_PATH];
                sprintf(texture_file, 
" %s%s " , texture_path, xmaterials[i].pTextureFilename);
                D3DXCreateTextureFromFile(device, texture_file, 
& mesh_container -> textures[i]);
            }
        }
    }

    release_com(material_buffer);

    mesh_container
-> MeshData.pMesh -> OptimizeInplace(D3DXMESHOPT_ATTRSORT, NULL, NULL, NULL, NULL);
    mesh_container 
=  NULL;

    
return  S_OK;
}

 

And that's it for the first load_mesh function! Let's check out how to use it. Suppose you want to load a mesh (from a file called Mesh.x) using the load_mesh function just shown. To demonstrate the ability to specify a new FVF, specify that you want to use XYZ components, normals, and texture coordinates for your mesh. Also, suppose your textures are in a subdirectory called \textures. As for the mesh loading flags, leave those alone to allow the mesh to load into system memory (as per the default flag shown in the prototype). Here's the code:

// Instance the mesh object
D3DXMESHCONTAINER_EX *Mesh = NULL;

// Load a mesh − notice the pointer to the mesh object
load_mesh(&Mesh, pD3DDevice, "Mesh.x", "..\\Textures\\", (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1));

Once the mesh has been loaded, you can access the mesh object via the Mesh−>MeshData.pMesh object pointer. Also, material data is stored in Mesh−>pMaterials, and texture data is stored in Mesh−>textures. The number of materials a mesh uses is stored in Mesh−>>NumMaterials. To render a loaded mesh, you can use the following code:

// pMesh = pointer to D3DXMESHCONTAINER_EX object

// Go through all material subsets
for(DWORD i=0;i<pMesh−>NumMaterials;i++) {
  // Set material and texture
  pD3DDevice−>SetMaterial(&pMesh−>pMaterials[i].MatD3D);
  pD3DDevice−>SetTexture(0, pMesh−>pTextures[i]);

 // Draw the mesh subset
 pDrawMesh−>DrawSubset(i);
}


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