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authorJason Maskell <[email protected]>2016-05-09 10:39:54 +0200
committerJason Maskell <[email protected]>2016-05-09 10:39:54 +0200
commit79b3462799c28af8ba586349bd671b1b56e72353 (patch)
tree3b06e36c390254c0dc7f3733a0d32af213d87293 /test/d3d9/common/DXUTMesh.cpp
downloadwaveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.tar.xz
waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.zip
Initial commit with PS4 and XBone stuff trimmed.
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-rw-r--r--test/d3d9/common/DXUTMesh.cpp1115
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diff --git a/test/d3d9/common/DXUTMesh.cpp b/test/d3d9/common/DXUTMesh.cpp
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+// This code contains NVIDIA Confidential Information and is disclosed
+// under the Mutual Non-Disclosure Agreement.
+//
+// Notice
+// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
+// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
+//
+// NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless
+// expressly authorized by NVIDIA. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright � 2008- 2013 NVIDIA Corporation. All rights reserved.
+//
+// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
+// rights in and to this software and related documentation and any modifications thereto.
+// Any use, reproduction, disclosure or distribution of this software and related
+// documentation without an express license agreement from NVIDIA Corporation is
+// strictly prohibited.
+//
+
+ //-----------------------------------------------------------------------------
+// File: DXUTMesh.cpp
+//
+// Desc: Support code for loading DirectX .X files.
+//
+// Copyright (c) Microsoft Corporation. All rights reserved.
+//-----------------------------------------------------------------------------
+#include "dxstdafx.h"
+#include <dxfile.h>
+#include <rmxfguid.h>
+#include <rmxftmpl.h>
+#include "DXUTMesh.h"
+#undef min // use __min instead
+#undef max // use __max instead
+
+
+
+
+//-----------------------------------------------------------------------------
+CDXUTMesh::CDXUTMesh( LPCWSTR strName )
+{
+ StringCchCopy( m_strName, 512, strName );
+ m_pMesh = NULL;
+ m_pMaterials = NULL;
+ m_pTextures = NULL;
+ m_bUseMaterials = TRUE;
+ m_pVB = NULL;
+ m_pIB = NULL;
+ m_pDecl = NULL;
+ m_strMaterials = NULL;
+ m_dwNumMaterials = 0;
+ m_dwNumVertices = 0;
+ m_dwNumFaces = 0;
+ m_dwBytesPerVertex = 0;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+CDXUTMesh::~CDXUTMesh()
+{
+ Destroy();
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMesh::Create( LPDIRECT3DDEVICE9 pd3dDevice, LPCWSTR strFilename )
+{
+ WCHAR strPath[MAX_PATH];
+ LPD3DXBUFFER pAdjacencyBuffer = NULL;
+ LPD3DXBUFFER pMtrlBuffer = NULL;
+ HRESULT hr;
+
+ // Cleanup previous mesh if any
+ Destroy();
+
+ // Find the path for the file, and convert it to ANSI (for the D3DX API)
+ DXUTFindDXSDKMediaFileCch( strPath, sizeof(strPath) / sizeof(WCHAR), strFilename );
+
+ // Load the mesh
+ if( FAILED( hr = D3DXLoadMeshFromX( strPath, D3DXMESH_MANAGED, pd3dDevice,
+ &pAdjacencyBuffer, &pMtrlBuffer, NULL,
+ &m_dwNumMaterials, &m_pMesh ) ) )
+ {
+ return hr;
+ }
+
+ // Optimize the mesh for performance
+ if( FAILED( hr = m_pMesh->OptimizeInplace(
+ D3DXMESHOPT_COMPACT | D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_VERTEXCACHE,
+ (DWORD*)pAdjacencyBuffer->GetBufferPointer(), NULL, NULL, NULL ) ) )
+ {
+ SAFE_RELEASE( pAdjacencyBuffer );
+ SAFE_RELEASE( pMtrlBuffer );
+ return hr;
+ }
+
+ // Set strPath to the path of the mesh file
+ WCHAR *pLastBSlash = wcsrchr( strPath, L'\\' );
+ if( pLastBSlash )
+ *(pLastBSlash + 1) = L'\0';
+ else
+ *strPath = L'\0';
+
+ D3DXMATERIAL* d3dxMtrls = (D3DXMATERIAL*)pMtrlBuffer->GetBufferPointer();
+ hr = CreateMaterials( strPath, pd3dDevice, d3dxMtrls, m_dwNumMaterials );
+
+ SAFE_RELEASE( pAdjacencyBuffer );
+ SAFE_RELEASE( pMtrlBuffer );
+
+ // Extract data from m_pMesh for easy access
+ D3DVERTEXELEMENT9 decl[MAX_FVF_DECL_SIZE];
+ m_dwNumVertices = m_pMesh->GetNumVertices();
+ m_dwNumFaces = m_pMesh->GetNumFaces();
+ m_dwBytesPerVertex = m_pMesh->GetNumBytesPerVertex();
+ m_pMesh->GetIndexBuffer( &m_pIB );
+ m_pMesh->GetVertexBuffer( &m_pVB );
+ m_pMesh->GetDeclaration( decl );
+ pd3dDevice->CreateVertexDeclaration( decl, &m_pDecl );
+
+ return hr;
+}
+
+
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMesh::Create( LPDIRECT3DDEVICE9 pd3dDevice,
+ LPD3DXFILEDATA pFileData )
+{
+ LPD3DXBUFFER pMtrlBuffer = NULL;
+ LPD3DXBUFFER pAdjacencyBuffer = NULL;
+ HRESULT hr;
+
+ // Cleanup previous mesh if any
+ Destroy();
+
+ // Load the mesh from the DXFILEDATA object
+ if( FAILED( hr = D3DXLoadMeshFromXof( pFileData, D3DXMESH_MANAGED, pd3dDevice,
+ &pAdjacencyBuffer, &pMtrlBuffer, NULL,
+ &m_dwNumMaterials, &m_pMesh ) ) )
+ {
+ return hr;
+ }
+
+ // Optimize the mesh for performance
+ if( FAILED( hr = m_pMesh->OptimizeInplace(
+ D3DXMESHOPT_COMPACT | D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_VERTEXCACHE,
+ (DWORD*)pAdjacencyBuffer->GetBufferPointer(), NULL, NULL, NULL ) ) )
+ {
+ SAFE_RELEASE( pAdjacencyBuffer );
+ SAFE_RELEASE( pMtrlBuffer );
+ return hr;
+ }
+
+ D3DXMATERIAL* d3dxMtrls = (D3DXMATERIAL*)pMtrlBuffer->GetBufferPointer();
+ hr = CreateMaterials( L"", pd3dDevice, d3dxMtrls, m_dwNumMaterials );
+
+ SAFE_RELEASE( pAdjacencyBuffer );
+ SAFE_RELEASE( pMtrlBuffer );
+
+ // Extract data from m_pMesh for easy access
+ D3DVERTEXELEMENT9 decl[MAX_FVF_DECL_SIZE];
+ m_dwNumVertices = m_pMesh->GetNumVertices();
+ m_dwNumFaces = m_pMesh->GetNumFaces();
+ m_dwBytesPerVertex = m_pMesh->GetNumBytesPerVertex();
+ m_pMesh->GetIndexBuffer( &m_pIB );
+ m_pMesh->GetVertexBuffer( &m_pVB );
+ m_pMesh->GetDeclaration( decl );
+ pd3dDevice->CreateVertexDeclaration( decl, &m_pDecl );
+
+ return hr;
+}
+
+
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMesh::Create( LPDIRECT3DDEVICE9 pd3dDevice, ID3DXMesh* pInMesh,
+ D3DXMATERIAL* pd3dxMaterials, DWORD dwMaterials )
+{
+ // Cleanup previous mesh if any
+ Destroy();
+
+ // Optimize the mesh for performance
+ DWORD *rgdwAdjacency = NULL;
+ rgdwAdjacency = new DWORD[pInMesh->GetNumFaces() * 3];
+ if( rgdwAdjacency == NULL )
+ return E_OUTOFMEMORY;
+ pInMesh->GenerateAdjacency(1e-6f,rgdwAdjacency);
+
+ D3DVERTEXELEMENT9 decl[MAX_FVF_DECL_SIZE];
+ pInMesh->GetDeclaration( decl );
+
+ DWORD dwOptions = pInMesh->GetOptions();
+ dwOptions &= ~(D3DXMESH_32BIT | D3DXMESH_SYSTEMMEM | D3DXMESH_WRITEONLY);
+ dwOptions |= D3DXMESH_MANAGED;
+ dwOptions |= D3DXMESHOPT_COMPACT | D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_VERTEXCACHE;
+
+ ID3DXMesh* pTempMesh = NULL;
+ if( FAILED( pInMesh->Optimize( dwOptions, rgdwAdjacency, NULL, NULL, NULL, &pTempMesh ) ) )
+ {
+ SAFE_DELETE_ARRAY( rgdwAdjacency );
+ return E_FAIL;
+ }
+
+ SAFE_DELETE_ARRAY( rgdwAdjacency );
+ SAFE_RELEASE( m_pMesh );
+ m_pMesh = pTempMesh;
+
+ HRESULT hr;
+ hr = CreateMaterials( L"", pd3dDevice, pd3dxMaterials, dwMaterials );
+
+ // Extract data from m_pMesh for easy access
+ m_dwNumVertices = m_pMesh->GetNumVertices();
+ m_dwNumFaces = m_pMesh->GetNumFaces();
+ m_dwBytesPerVertex = m_pMesh->GetNumBytesPerVertex();
+ m_pMesh->GetIndexBuffer( &m_pIB );
+ m_pMesh->GetVertexBuffer( &m_pVB );
+ m_pMesh->GetDeclaration( decl );
+ pd3dDevice->CreateVertexDeclaration( decl, &m_pDecl );
+
+ return hr;
+}
+
+
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMesh::CreateMaterials( LPCWSTR strPath, IDirect3DDevice9 *pd3dDevice, D3DXMATERIAL* d3dxMtrls, DWORD dwNumMaterials )
+{
+ // Get material info for the mesh
+ // Get the array of materials out of the buffer
+ m_dwNumMaterials = dwNumMaterials;
+ if( d3dxMtrls && m_dwNumMaterials > 0 )
+ {
+ // Allocate memory for the materials and textures
+ m_pMaterials = new D3DMATERIAL9[m_dwNumMaterials];
+ if( m_pMaterials == NULL )
+ return E_OUTOFMEMORY;
+ m_pTextures = new LPDIRECT3DBASETEXTURE9[m_dwNumMaterials];
+ if( m_pTextures == NULL )
+ return E_OUTOFMEMORY;
+ m_strMaterials = new CHAR[m_dwNumMaterials][MAX_PATH];
+ if( m_strMaterials == NULL )
+ return E_OUTOFMEMORY;
+
+ // Copy each material and create its texture
+ for( DWORD i=0; i<m_dwNumMaterials; i++ )
+ {
+ // Copy the material
+ m_pMaterials[i] = d3dxMtrls[i].MatD3D;
+ m_pTextures[i] = NULL;
+
+ // Create a texture
+ if( d3dxMtrls[i].pTextureFilename )
+ {
+ StringCchCopyA( m_strMaterials[i], MAX_PATH, d3dxMtrls[i].pTextureFilename );
+
+ WCHAR strTexture[MAX_PATH];
+ WCHAR strTextureTemp[MAX_PATH];
+ D3DXIMAGE_INFO ImgInfo;
+
+ // First attempt to look for texture in the same folder as the input folder.
+ MultiByteToWideChar( CP_ACP, 0, d3dxMtrls[i].pTextureFilename, -1, strTextureTemp, MAX_PATH );
+ strTextureTemp[MAX_PATH-1] = 0;
+
+ StringCchCopy( strTexture, MAX_PATH, strPath );
+ StringCchCat( strTexture, MAX_PATH, strTextureTemp );
+
+ // Inspect the texture file to determine the texture type.
+ if( FAILED( D3DXGetImageInfoFromFile( strTexture, &ImgInfo ) ) )
+ {
+ // Search the media folder
+ if( FAILED( DXUTFindDXSDKMediaFileCch( strTexture, MAX_PATH, strTextureTemp ) ) )
+ continue; // Can't find. Skip.
+
+ D3DXGetImageInfoFromFile( strTexture, &ImgInfo );
+ }
+
+ // Call the appropriate loader according to the texture type.
+ switch( ImgInfo.ResourceType )
+ {
+ case D3DRTYPE_TEXTURE:
+ {
+ IDirect3DTexture9 *pTex;
+ if( SUCCEEDED( D3DXCreateTextureFromFile( pd3dDevice, strTexture, &pTex ) ) )
+ {
+ // Obtain the base texture interface
+ pTex->QueryInterface( IID_IDirect3DBaseTexture9, (LPVOID*)&m_pTextures[i] );
+ // Release the specialized instance
+ pTex->Release();
+ }
+ break;
+ }
+ case D3DRTYPE_CUBETEXTURE:
+ {
+ IDirect3DCubeTexture9 *pTex;
+ if( SUCCEEDED( D3DXCreateCubeTextureFromFile( pd3dDevice, strTexture, &pTex ) ) )
+ {
+ // Obtain the base texture interface
+ pTex->QueryInterface( IID_IDirect3DBaseTexture9, (LPVOID*)&m_pTextures[i] );
+ // Release the specialized instance
+ pTex->Release();
+ }
+ break;
+ }
+ case D3DRTYPE_VOLUMETEXTURE:
+ {
+ IDirect3DVolumeTexture9 *pTex;
+ if( SUCCEEDED( D3DXCreateVolumeTextureFromFile( pd3dDevice, strTexture, &pTex ) ) )
+ {
+ // Obtain the base texture interface
+ pTex->QueryInterface( IID_IDirect3DBaseTexture9, (LPVOID*)&m_pTextures[i] );
+ // Release the specialized instance
+ pTex->Release();
+ }
+ break;
+ }
+ }
+ }
+ }
+ }
+ return S_OK;
+}
+
+
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMesh::SetFVF( LPDIRECT3DDEVICE9 pd3dDevice, DWORD dwFVF )
+{
+ LPD3DXMESH pTempMesh = NULL;
+
+ if( m_pMesh )
+ {
+ if( FAILED( m_pMesh->CloneMeshFVF( m_pMesh->GetOptions(), dwFVF,
+ pd3dDevice, &pTempMesh ) ) )
+ {
+ SAFE_RELEASE( pTempMesh );
+ return E_FAIL;
+ }
+
+ DWORD dwOldFVF = 0;
+ dwOldFVF = m_pMesh->GetFVF();
+ SAFE_RELEASE( m_pMesh );
+ m_pMesh = pTempMesh;
+
+ // Compute normals if they are being requested and
+ // the old mesh does not have them.
+ if( !(dwOldFVF & D3DFVF_NORMAL) && dwFVF & D3DFVF_NORMAL )
+ {
+ D3DXComputeNormals( m_pMesh, NULL );
+ }
+ }
+
+ return S_OK;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+// Convert the mesh to the format specified by the given vertex declarations.
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMesh::SetVertexDecl( LPDIRECT3DDEVICE9 pd3dDevice, const D3DVERTEXELEMENT9 *pDecl,
+ bool bAutoComputeNormals, bool bAutoComputeTangents,
+ bool bSplitVertexForOptimalTangents )
+{
+ LPD3DXMESH pTempMesh = NULL;
+
+ if( m_pMesh )
+ {
+ if( FAILED( m_pMesh->CloneMesh( m_pMesh->GetOptions(), pDecl,
+ pd3dDevice, &pTempMesh ) ) )
+ {
+ SAFE_RELEASE( pTempMesh );
+ return E_FAIL;
+ }
+ }
+
+
+ // Check if the old declaration contains a normal.
+ bool bHadNormal = false;
+ bool bHadTangent = false;
+ D3DVERTEXELEMENT9 aOldDecl[MAX_FVF_DECL_SIZE];
+ if( m_pMesh && SUCCEEDED( m_pMesh->GetDeclaration( aOldDecl ) ) )
+ {
+ for( UINT index = 0; index < D3DXGetDeclLength( aOldDecl ); ++index )
+ {
+ if( aOldDecl[index].Usage == D3DDECLUSAGE_NORMAL )
+ {
+ bHadNormal = true;
+ }
+ if( aOldDecl[index].Usage == D3DDECLUSAGE_TANGENT )
+ {
+ bHadTangent = true;
+ }
+ }
+ }
+
+ // Check if the new declaration contains a normal.
+ bool bHaveNormalNow = false;
+ bool bHaveTangentNow = false;
+ D3DVERTEXELEMENT9 aNewDecl[MAX_FVF_DECL_SIZE];
+ if( pTempMesh && SUCCEEDED( pTempMesh->GetDeclaration( aNewDecl ) ) )
+ {
+ for( UINT index = 0; index < D3DXGetDeclLength( aNewDecl ); ++index )
+ {
+ if( aNewDecl[index].Usage == D3DDECLUSAGE_NORMAL )
+ {
+ bHaveNormalNow = true;
+ }
+ if( aNewDecl[index].Usage == D3DDECLUSAGE_TANGENT )
+ {
+ bHaveTangentNow = true;
+ }
+ }
+ }
+
+ SAFE_RELEASE( m_pMesh );
+
+ if( pTempMesh )
+ {
+ m_pMesh = pTempMesh;
+
+ if( !bHadNormal && bHaveNormalNow && bAutoComputeNormals )
+ {
+ // Compute normals in case the meshes have them
+ D3DXComputeNormals( m_pMesh, NULL );
+ }
+
+ if( bHaveNormalNow && !bHadTangent && bHaveTangentNow && bAutoComputeTangents )
+ {
+ ID3DXMesh* pNewMesh;
+ HRESULT hr;
+
+ DWORD *rgdwAdjacency = NULL;
+ rgdwAdjacency = new DWORD[m_pMesh->GetNumFaces() * 3];
+ if( rgdwAdjacency == NULL )
+ return E_OUTOFMEMORY;
+ V( m_pMesh->GenerateAdjacency(1e-6f,rgdwAdjacency) );
+
+ float fPartialEdgeThreshold;
+ float fSingularPointThreshold;
+ float fNormalEdgeThreshold;
+ if( bSplitVertexForOptimalTangents )
+ {
+ fPartialEdgeThreshold = 0.01f;
+ fSingularPointThreshold = 0.25f;
+ fNormalEdgeThreshold = 0.01f;
+ }
+ else
+ {
+ fPartialEdgeThreshold = -1.01f;
+ fSingularPointThreshold = 0.01f;
+ fNormalEdgeThreshold = -1.01f;
+ }
+
+ // Compute tangents, which are required for normal mapping
+ hr = D3DXComputeTangentFrameEx( m_pMesh,
+ D3DDECLUSAGE_TEXCOORD, 0,
+ D3DDECLUSAGE_TANGENT, 0,
+ D3DX_DEFAULT, 0,
+ D3DDECLUSAGE_NORMAL, 0,
+ 0, rgdwAdjacency,
+ fPartialEdgeThreshold, fSingularPointThreshold, fNormalEdgeThreshold,
+ &pNewMesh, NULL );
+
+ SAFE_DELETE_ARRAY( rgdwAdjacency );
+ if( FAILED(hr) )
+ return hr;
+
+ SAFE_RELEASE( m_pMesh );
+ m_pMesh = pNewMesh;
+ }
+ }
+
+ return S_OK;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMesh::RestoreDeviceObjects( LPDIRECT3DDEVICE9 pd3dDevice )
+{
+ return S_OK;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMesh::InvalidateDeviceObjects()
+{
+ SAFE_RELEASE( m_pIB );
+ SAFE_RELEASE( m_pVB );
+ SAFE_RELEASE( m_pDecl );
+
+ return S_OK;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMesh::Destroy()
+{
+ InvalidateDeviceObjects();
+ for( UINT i=0; i<m_dwNumMaterials; i++ )
+ SAFE_RELEASE( m_pTextures[i] );
+ SAFE_DELETE_ARRAY( m_pTextures );
+ SAFE_DELETE_ARRAY( m_pMaterials );
+ SAFE_DELETE_ARRAY( m_strMaterials );
+
+ SAFE_RELEASE( m_pMesh );
+
+ m_dwNumMaterials = 0L;
+
+ return S_OK;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMesh::Render( LPDIRECT3DDEVICE9 pd3dDevice, bool bDrawOpaqueSubsets,
+ bool bDrawAlphaSubsets )
+{
+ if( NULL == m_pMesh )
+ return E_FAIL;
+
+ // Frist, draw the subsets without alpha
+ if( bDrawOpaqueSubsets )
+ {
+ for( DWORD i=0; i<m_dwNumMaterials; i++ )
+ {
+ if( m_bUseMaterials )
+ {
+ if( m_pMaterials[i].Diffuse.a < 1.0f )
+ continue;
+ pd3dDevice->SetMaterial( &m_pMaterials[i] );
+ pd3dDevice->SetTexture( 0, m_pTextures[i] );
+ }
+ m_pMesh->DrawSubset( i );
+ }
+ }
+
+ // Then, draw the subsets with alpha
+ if( bDrawAlphaSubsets && m_bUseMaterials )
+ {
+ for( DWORD i=0; i<m_dwNumMaterials; i++ )
+ {
+ if( m_pMaterials[i].Diffuse.a == 1.0f )
+ continue;
+
+ // Set the material and texture
+ pd3dDevice->SetMaterial( &m_pMaterials[i] );
+ pd3dDevice->SetTexture( 0, m_pTextures[i] );
+ m_pMesh->DrawSubset( i );
+ }
+ }
+
+ return S_OK;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMesh::Render( ID3DXEffect *pEffect,
+ D3DXHANDLE hTexture,
+ D3DXHANDLE hDiffuse,
+ D3DXHANDLE hAmbient,
+ D3DXHANDLE hSpecular,
+ D3DXHANDLE hEmissive,
+ D3DXHANDLE hPower,
+ bool bDrawOpaqueSubsets,
+ bool bDrawAlphaSubsets )
+{
+ if( NULL == m_pMesh )
+ return E_FAIL;
+
+ UINT cPasses;
+ // Frist, draw the subsets without alpha
+ if( bDrawOpaqueSubsets )
+ {
+ pEffect->Begin( &cPasses, 0 );
+ for( UINT p = 0; p < cPasses; ++p )
+ {
+ pEffect->BeginPass( p );
+ for( DWORD i=0; i<m_dwNumMaterials; i++ )
+ {
+ if( m_bUseMaterials )
+ {
+ if( m_pMaterials[i].Diffuse.a < 1.0f )
+ continue;
+ if( hTexture )
+ pEffect->SetTexture( hTexture, m_pTextures[i] );
+ // D3DCOLORVALUE and D3DXVECTOR4 are data-wise identical.
+ // No conversion is needed.
+ if( hDiffuse )
+ pEffect->SetVector( hDiffuse, (D3DXVECTOR4*)&m_pMaterials[i].Diffuse );
+ if( hAmbient )
+ pEffect->SetVector( hAmbient, (D3DXVECTOR4*)&m_pMaterials[i].Ambient );
+ if( hSpecular )
+ pEffect->SetVector( hSpecular, (D3DXVECTOR4*)&m_pMaterials[i].Specular );
+ if( hEmissive )
+ pEffect->SetVector( hEmissive, (D3DXVECTOR4*)&m_pMaterials[i].Emissive );
+ if( hPower )
+ pEffect->SetFloat( hPower, m_pMaterials[i].Power );
+ pEffect->CommitChanges();
+ }
+ m_pMesh->DrawSubset( i );
+ }
+ pEffect->EndPass();
+ }
+ pEffect->End();
+ }
+
+ // Then, draw the subsets with alpha
+ if( bDrawAlphaSubsets && m_bUseMaterials )
+ {
+ pEffect->Begin( &cPasses, 0 );
+ for( UINT p = 0; p < cPasses; ++p )
+ {
+ pEffect->BeginPass( p );
+ for( DWORD i=0; i<m_dwNumMaterials; i++ )
+ {
+ if( m_bUseMaterials )
+ {
+ if( m_pMaterials[i].Diffuse.a == 1.0f )
+ continue;
+ if( hTexture )
+ pEffect->SetTexture( hTexture, m_pTextures[i] );
+ // D3DCOLORVALUE and D3DXVECTOR4 are data-wise identical.
+ // No conversion is needed.
+ if( hDiffuse )
+ pEffect->SetVector( hDiffuse, (D3DXVECTOR4*)&m_pMaterials[i].Diffuse );
+ if( hAmbient )
+ pEffect->SetVector( hAmbient, (D3DXVECTOR4*)&m_pMaterials[i].Ambient );
+ if( hSpecular )
+ pEffect->SetVector( hSpecular, (D3DXVECTOR4*)&m_pMaterials[i].Specular );
+ if( hEmissive )
+ pEffect->SetVector( hEmissive, (D3DXVECTOR4*)&m_pMaterials[i].Emissive );
+ if( hPower )
+ pEffect->SetFloat( hPower, m_pMaterials[i].Power );
+ pEffect->CommitChanges();
+ }
+ m_pMesh->DrawSubset( i );
+ }
+ pEffect->EndPass();
+ }
+ pEffect->End();
+ }
+
+ return S_OK;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+CDXUTMeshFrame::CDXUTMeshFrame( LPCWSTR strName )
+{
+ StringCchCopy( m_strName, 512, strName );
+ D3DXMatrixIdentity( &m_mat );
+ m_pMesh = NULL;
+
+ m_pChild = NULL;
+ m_pNext = NULL;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+CDXUTMeshFrame::~CDXUTMeshFrame()
+{
+ SAFE_DELETE( m_pChild );
+ SAFE_DELETE( m_pNext );
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+bool CDXUTMeshFrame::EnumMeshes( bool (*EnumMeshCB)(CDXUTMesh*,void*),
+ void* pContext )
+{
+ if( m_pMesh )
+ EnumMeshCB( m_pMesh, pContext );
+ if( m_pChild )
+ m_pChild->EnumMeshes( EnumMeshCB, pContext );
+ if( m_pNext )
+ m_pNext->EnumMeshes( EnumMeshCB, pContext );
+
+ return TRUE;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+CDXUTMesh* CDXUTMeshFrame::FindMesh( LPCWSTR strMeshName )
+{
+ CDXUTMesh* pMesh;
+
+ if( m_pMesh )
+ if( !lstrcmpi( m_pMesh->m_strName, strMeshName ) )
+ return m_pMesh;
+
+ if( m_pChild )
+ if( NULL != ( pMesh = m_pChild->FindMesh( strMeshName ) ) )
+ return pMesh;
+
+ if( m_pNext )
+ if( NULL != ( pMesh = m_pNext->FindMesh( strMeshName ) ) )
+ return pMesh;
+
+ return NULL;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+CDXUTMeshFrame* CDXUTMeshFrame::FindFrame( LPCWSTR strFrameName )
+{
+ CDXUTMeshFrame* pFrame;
+
+ if( !lstrcmpi( m_strName, strFrameName ) )
+ return this;
+
+ if( m_pChild )
+ if( NULL != ( pFrame = m_pChild->FindFrame( strFrameName ) ) )
+ return pFrame;
+
+ if( m_pNext )
+ if( NULL != ( pFrame = m_pNext->FindFrame( strFrameName ) ) )
+ return pFrame;
+
+ return NULL;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMeshFrame::Destroy()
+{
+ if( m_pMesh ) m_pMesh->Destroy();
+ if( m_pChild ) m_pChild->Destroy();
+ if( m_pNext ) m_pNext->Destroy();
+
+ SAFE_DELETE( m_pMesh );
+ SAFE_DELETE( m_pNext );
+ SAFE_DELETE( m_pChild );
+
+ return S_OK;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMeshFrame::RestoreDeviceObjects( LPDIRECT3DDEVICE9 pd3dDevice )
+{
+ if( m_pMesh ) m_pMesh->RestoreDeviceObjects( pd3dDevice );
+ if( m_pChild ) m_pChild->RestoreDeviceObjects( pd3dDevice );
+ if( m_pNext ) m_pNext->RestoreDeviceObjects( pd3dDevice );
+ return S_OK;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMeshFrame::InvalidateDeviceObjects()
+{
+ if( m_pMesh ) m_pMesh->InvalidateDeviceObjects();
+ if( m_pChild ) m_pChild->InvalidateDeviceObjects();
+ if( m_pNext ) m_pNext->InvalidateDeviceObjects();
+ return S_OK;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMeshFrame::Render( LPDIRECT3DDEVICE9 pd3dDevice, bool bDrawOpaqueSubsets,
+ bool bDrawAlphaSubsets, D3DXMATRIX* pmatWorldMatrix )
+{
+ // For pure devices, specify the world transform. If the world transform is not
+ // specified on pure devices, this function will fail.
+
+ D3DXMATRIX matSavedWorld, matWorld;
+
+ if ( NULL == pmatWorldMatrix )
+ pd3dDevice->GetTransform( D3DTS_WORLD, &matSavedWorld );
+ else
+ matSavedWorld = *pmatWorldMatrix;
+
+ D3DXMatrixMultiply( &matWorld, &m_mat, &matSavedWorld );
+ pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
+
+ if( m_pMesh )
+ m_pMesh->Render( pd3dDevice, bDrawOpaqueSubsets, bDrawAlphaSubsets );
+
+ if( m_pChild )
+ m_pChild->Render( pd3dDevice, bDrawOpaqueSubsets, bDrawAlphaSubsets, &matWorld );
+
+ pd3dDevice->SetTransform( D3DTS_WORLD, &matSavedWorld );
+
+ if( m_pNext )
+ m_pNext->Render( pd3dDevice, bDrawOpaqueSubsets, bDrawAlphaSubsets, &matSavedWorld );
+
+ return S_OK;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMeshFile::LoadFrame( LPDIRECT3DDEVICE9 pd3dDevice,
+ LPD3DXFILEDATA pFileData,
+ CDXUTMeshFrame* pParentFrame )
+{
+ LPD3DXFILEDATA pChildData = NULL;
+ GUID Guid;
+ SIZE_T cbSize;
+ CDXUTMeshFrame* pCurrentFrame;
+ HRESULT hr;
+
+ // Get the type of the object
+ if( FAILED( hr = pFileData->GetType( &Guid ) ) )
+ return hr;
+
+ if( Guid == TID_D3DRMMesh )
+ {
+ hr = LoadMesh( pd3dDevice, pFileData, pParentFrame );
+ if( FAILED(hr) )
+ return hr;
+ }
+ if( Guid == TID_D3DRMFrameTransformMatrix )
+ {
+ D3DXMATRIX* pmatMatrix;
+ hr = pFileData->Lock(&cbSize, (LPCVOID*)&pmatMatrix );
+ if( FAILED(hr) )
+ return hr;
+
+ // Update the parent's matrix with the new one
+ pParentFrame->SetMatrix( pmatMatrix );
+ }
+ if( Guid == TID_D3DRMFrame )
+ {
+ // Get the frame name
+ CHAR strAnsiName[512] = "";
+ WCHAR strName[512];
+ SIZE_T dwNameLength = 512;
+ SIZE_T cChildren;
+ if( FAILED( hr = pFileData->GetName( strAnsiName, &dwNameLength ) ) )
+ return hr;
+
+ MultiByteToWideChar( CP_ACP, 0, strAnsiName, -1, strName, 512 );
+ strName[511] = 0;
+
+ // Create the frame
+ pCurrentFrame = new CDXUTMeshFrame( strName );
+ if( pCurrentFrame == NULL )
+ return E_OUTOFMEMORY;
+
+ pCurrentFrame->m_pNext = pParentFrame->m_pChild;
+ pParentFrame->m_pChild = pCurrentFrame;
+
+ // Enumerate child objects
+ pFileData->GetChildren(&cChildren);
+ for (UINT iChild = 0; iChild < cChildren; iChild++)
+ {
+ // Query the child for its FileData
+ hr = pFileData->GetChild(iChild, &pChildData );
+ if( SUCCEEDED(hr) )
+ {
+ hr = LoadFrame( pd3dDevice, pChildData, pCurrentFrame );
+ SAFE_RELEASE( pChildData );
+ }
+
+ if( FAILED(hr) )
+ return hr;
+ }
+ }
+
+ return S_OK;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMeshFile::LoadMesh( LPDIRECT3DDEVICE9 pd3dDevice,
+ LPD3DXFILEDATA pFileData,
+ CDXUTMeshFrame* pParentFrame )
+{
+ // Currently only allowing one mesh per frame
+ if( pParentFrame->m_pMesh )
+ return E_FAIL;
+
+ // Get the mesh name
+ CHAR strAnsiName[512] = {0};
+ WCHAR strName[512];
+ SIZE_T dwNameLength = 512;
+ HRESULT hr;
+ if( FAILED( hr = pFileData->GetName( strAnsiName, &dwNameLength ) ) )
+ return hr;
+
+ MultiByteToWideChar( CP_ACP, 0, strAnsiName, -1, strName, 512 );
+ strName[511] = 0;
+
+ // Create the mesh
+ pParentFrame->m_pMesh = new CDXUTMesh( strName );
+ if( pParentFrame->m_pMesh == NULL )
+ return E_OUTOFMEMORY;
+ pParentFrame->m_pMesh->Create( pd3dDevice, pFileData );
+
+ return S_OK;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMeshFile::CreateFromResource( LPDIRECT3DDEVICE9 pd3dDevice, LPCWSTR strResource, LPCWSTR strType )
+{
+ LPD3DXFILE pDXFile = NULL;
+ LPD3DXFILEENUMOBJECT pEnumObj = NULL;
+ LPD3DXFILEDATA pFileData = NULL;
+ HRESULT hr;
+ SIZE_T cChildren;
+
+ // Create a x file object
+ if( FAILED( hr = D3DXFileCreate( &pDXFile ) ) )
+ return E_FAIL;
+
+ // Register templates for d3drm and patch extensions.
+ if( FAILED( hr = pDXFile->RegisterTemplates( (void*)D3DRM_XTEMPLATES,
+ D3DRM_XTEMPLATE_BYTES ) ) )
+ {
+ SAFE_RELEASE( pDXFile );
+ return E_FAIL;
+ }
+
+ CHAR strTypeAnsi[MAX_PATH];
+ CHAR strResourceAnsi[MAX_PATH];
+
+ WideCharToMultiByte( CP_ACP, 0, strType, -1, strTypeAnsi, MAX_PATH, NULL, NULL );
+ strTypeAnsi[MAX_PATH-1] = 0;
+
+ WideCharToMultiByte( CP_ACP, 0, strResource, -1, strResourceAnsi, MAX_PATH, NULL, NULL );
+ strResourceAnsi[MAX_PATH-1] = 0;
+
+ D3DXF_FILELOADRESOURCE dxlr;
+ dxlr.hModule = NULL;
+ dxlr.lpName = strResourceAnsi;
+ dxlr.lpType = strTypeAnsi;
+
+ // Create enum object
+ hr = pDXFile->CreateEnumObject( (void*)&dxlr, D3DXF_FILELOAD_FROMRESOURCE,
+ &pEnumObj );
+ if( FAILED(hr) )
+ {
+ SAFE_RELEASE( pDXFile );
+ return hr;
+ }
+
+ // Enumerate top level objects (which are always frames)
+ pEnumObj->GetChildren(&cChildren);
+ for (UINT iChild = 0; iChild < cChildren; iChild++)
+ {
+ hr = pEnumObj->GetChild(iChild, &pFileData);
+ if (FAILED(hr))
+ return hr;
+
+ hr = LoadFrame( pd3dDevice, pFileData, this );
+ SAFE_RELEASE( pFileData );
+ if( FAILED(hr) )
+ {
+ SAFE_RELEASE( pEnumObj );
+ SAFE_RELEASE( pDXFile );
+ return E_FAIL;
+ }
+ }
+
+ SAFE_RELEASE( pFileData );
+ SAFE_RELEASE( pEnumObj );
+ SAFE_RELEASE( pDXFile );
+
+ return S_OK;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMeshFile::Create( LPDIRECT3DDEVICE9 pd3dDevice, LPCWSTR strFilename )
+{
+ LPD3DXFILE pDXFile = NULL;
+ LPD3DXFILEENUMOBJECT pEnumObj = NULL;
+ LPD3DXFILEDATA pFileData = NULL;
+ HRESULT hr;
+ SIZE_T cChildren;
+
+ // Create a x file object
+ if( FAILED( hr = D3DXFileCreate( &pDXFile ) ) )
+ return E_FAIL;
+
+ // Register templates for d3drm and patch extensions.
+ if( FAILED( hr = pDXFile->RegisterTemplates( (void*)D3DRM_XTEMPLATES,
+ D3DRM_XTEMPLATE_BYTES ) ) )
+ {
+ SAFE_RELEASE( pDXFile );
+ return E_FAIL;
+ }
+
+ // Find the path to the file, and convert it to ANSI (for the D3DXOF API)
+ WCHAR strPath[MAX_PATH];
+ CHAR strPathANSI[MAX_PATH];
+ DXUTFindDXSDKMediaFileCch( strPath, sizeof(strPath) / sizeof(WCHAR), strFilename );
+
+
+ WideCharToMultiByte( CP_ACP, 0, strPath, -1, strPathANSI, MAX_PATH, NULL, NULL );
+ strPathANSI[MAX_PATH-1] = 0;
+
+
+ // Create enum object
+ hr = pDXFile->CreateEnumObject( (void*)strPathANSI, D3DXF_FILELOAD_FROMFILE,
+ &pEnumObj );
+ if( FAILED(hr) )
+ {
+ SAFE_RELEASE( pDXFile );
+ return hr;
+ }
+
+ // Enumerate top level objects (which are always frames)
+ pEnumObj->GetChildren(&cChildren);
+ for (UINT iChild = 0; iChild < cChildren; iChild++)
+ {
+ hr = pEnumObj->GetChild(iChild, &pFileData);
+ if (FAILED(hr))
+ return hr;
+
+ hr = LoadFrame( pd3dDevice, pFileData, this );
+ SAFE_RELEASE( pFileData );
+ if( FAILED(hr) )
+ {
+ SAFE_RELEASE( pEnumObj );
+ SAFE_RELEASE( pDXFile );
+ return E_FAIL;
+ }
+ }
+
+ SAFE_RELEASE( pFileData );
+ SAFE_RELEASE( pEnumObj );
+ SAFE_RELEASE( pDXFile );
+
+ return S_OK;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+HRESULT CDXUTMeshFile::Render( LPDIRECT3DDEVICE9 pd3dDevice, D3DXMATRIX* pmatWorldMatrix )
+{
+
+ // For pure devices, specify the world transform. If the world transform is not
+ // specified on pure devices, this function will fail.
+
+ // Set up the world transformation
+ D3DXMATRIX matSavedWorld, matWorld;
+
+ if ( NULL == pmatWorldMatrix )
+ pd3dDevice->GetTransform( D3DTS_WORLD, &matSavedWorld );
+ else
+ matSavedWorld = *pmatWorldMatrix;
+
+ D3DXMatrixMultiply( &matWorld, &matSavedWorld, &m_mat );
+ pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
+
+ // Render opaque subsets in the meshes
+ if( m_pChild )
+ m_pChild->Render( pd3dDevice, TRUE, FALSE, &matWorld );
+
+ // Enable alpha blending
+ pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
+ pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
+ pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
+
+ // Render alpha subsets in the meshes
+ if( m_pChild )
+ m_pChild->Render( pd3dDevice, FALSE, TRUE, &matWorld );
+
+ // Restore state
+ pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
+ pd3dDevice->SetTransform( D3DTS_WORLD, &matSavedWorld );
+
+ return S_OK;
+}
+
+
+
+