Contents
效果图:一个旋转的带纹理的“兵”模型。
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<g_dwNumMaterials; i++ ) { // Copy the material g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D; // Set the ambient color for the material (D3DX does not do this) g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse; g_pMeshTextures[i] = NULL; if( d3dxMaterials[i].pTextureFilename != NULL && lstrlen(d3dxMaterials[i].pTextureFilename) > 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 <Windows.h> #include <mmsystem.h> #include <d3dx9.h> #include <strsafe.h> //----------------------------------------------------------------------------- // 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<g_dwNumMaterials; i++ ) { // Copy the material g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D; // Set the ambient color for the material (D3DX does not do this) g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse; g_pMeshTextures[i] = NULL; if( d3dxMaterials[i].pTextureFilename != NULL && lstrlen(d3dxMaterials[i].pTextureFilename) > 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; i<g_dwNumMaterials; i++ ) { // Set the material and texture for this subset g_pd3dDevice->SetMaterial( &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; }
项目下载:http://download.csdn.net/detail/fox64194167/4651385 (CSDN下载,免积分)
http://www.waitingfy.com/?attachment_id=281 (本站下载)
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6.DirectX 9.0 C++ 教程 Texture 纹理映射
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