• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當自強而不息

            D3D Animation Basis(9)

            As for the second draw_mesh function, it skips using the DrawSubset function and uses its own function to render subsets of polygon faces, using the vertex shader and vertex declaration you specify. This second function is extremely useful if you are using vertex shaders to render your meshes.

            First, let me show you some helper function usage information:


            D3DXATTRIBUTERANGE

            Stores an attribute table entry.

            typedef struct D3DXATTRIBUTERANGE {
            DWORD AttribId;
            DWORD FaceStart;
            DWORD FaceCount;
            DWORD VertexStart;
            DWORD VertexCount;
            } D3DXATTRIBUTERANGE, *LPD3DXATTRIBUTERANGE;

            Members

            AttribId
            Attribute table identifier.
            FaceStart
            Starting face.
            FaceCount
            Face count.
            VertexStart
            Starting vertex.
            VertexCount
            Vertex count.

            Remarks

            An attribute table is used to identify areas of the mesh that need to be drawn with different textures, render states, materials, and so on. In addition, the application can use the attribute table to hide portions of a mesh by not drawing a given attribute identifier (AttribId) when drawing the frame.

            The LPD3DXATTRIBUTERANGE type is defined as a pointer to the D3DXATTRIBUTERANGE structure.

            typedef D3DXATTRIBUTERANGE* LPD3DXATTRIBUTERANGE;
             

            ID3DXBaseMesh::GetAttributeTable

            Retrieves either an attribute table for a mesh, or the number of entries stored in an attribute table for a mesh.

            HRESULT GetAttributeTable(
            D3DXATTRIBUTERANGE * pAttribTable,
            DWORD * pAttribTableSize
            );

            Parameters

            pAttribTable
            [in, out] Pointer to an array of D3DXATTRIBUTERANGE structures, representing the entries in the mesh's attribute table. Specify NULL to retrieve the value for pAttribTableSize.
            pAttribTableSize
            [in, out] Pointer to either the number of entries stored in pAttribTable or a value to be filled in with the number of entries stored in the attribute table for the mesh.

            Return Values

            If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.

            Remarks

            An attribute table is created by ID3DXMesh::Optimize and passing D3DXMESHOPT_ATTRSORT for the Flags parameter.

            An attribute table is used to identify areas of the mesh that need to be drawn with different textures, render states, materials, and so on. In addition, the application can use the attribute table to hide portions of a mesh by not drawing a given attribute identifier when drawing the frame.


            ID3DXSkinInfo::UpdateSkinnedMesh

            Applies software skinning to the target vertices based on the current matrices.

            HRESULT UpdateSkinnedMesh(
            CONST D3DXMATRIX * pBoneTransforms,
            CONST D3DXMATRIX * pBoneInvTransposeTransforms,
            LPCVOID pVerticesSrc,
            PVOID pVerticesDst
            );

            Parameters

            pBoneTransforms
            [in] Bone transform matrix.
            pBoneInvTransposeTransforms
            [in] Inverse transpose of the bone transform matrix.
            pVerticesSrc
            [in] Pointer to the buffer containing the source vertices.
            pVerticesDst
            [in] Pointer to the buffer containing the destination vertices.

            Return Values

            If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.

            Remarks

            When used to skin vertices with two position elements, this method skins the second position element with the inverse of the bone instead of the bone itself.

            Now, it is implementation of function draw_mesh:

            HRESULT draw_mesh(D3DXMESHCONTAINER_EX* mesh_container,
                              IDirect3DVertexShader9
            * vertex_shader,
                              IDirect3DVertexDeclaration9
            * vertex_decl)
            {
                
            // error checking

                
            if(mesh_container == NULL || vertex_shader == NULL || vertex_decl == NULL)
                    
            return E_FAIL;

                ID3DXMesh
            * mesh = mesh_container->MeshData.pMesh;

                
            if(mesh == NULL)
                    
            return E_FAIL;

                
            if(mesh_container->NumMaterials == 0 || mesh_container->pMaterials == NULL)
                    
            return E_FAIL;

                
            // get the device interface
                IDirect3DDevice9* device;
                mesh
            ->GetDevice(&device);

                DWORD last_alpha_blend, old_alpha_blend, old_src_blend, old_dest_blend;

                
            // Save render states
                device->GetRenderState(D3DRS_ALPHABLENDENABLE,    &old_alpha_blend);
                device
            ->GetRenderState(D3DRS_SRCBLEND,            &old_src_blend);
                device
            ->GetRenderState(D3DRS_DESTBLEND,            &old_dest_blend);
                last_alpha_blend 
            = old_alpha_blend;  

                
            // get mesh buffer pointer
                IDirect3DVertexBuffer9* vertex_buffer;
                IDirect3DIndexBuffer9
            *  index_buffer;
                mesh
            ->GetVertexBuffer(&vertex_buffer);
                mesh
            ->GetIndexBuffer(&index_buffer);

                
            // get attribute table
                DWORD num_attr;
                mesh
            ->GetAttributeTable(NULL, &num_attr);
                D3DXATTRIBUTERANGE
            * attrs = new D3DXATTRIBUTERANGE[num_attr];
                mesh
            ->GetAttributeTable(attrs, &num_attr);

                
            // use the vertex shader interface passed
                device->SetFVF(0);
                device
            ->SetVertexShader(vertex_shader);
                device
            ->SetVertexDeclaration(vertex_decl);

                
            // set stream sources
                device->SetStreamSource(0, vertex_buffer, 0, D3DXGetFVFVertexSize(mesh->GetFVF()));
                device
            ->SetIndices(index_buffer);

                
            // go through each attribute group and render
                for(DWORD i = 0; i < num_attr; i++)
                {
                    
            if(attrs[i].FaceCount != 0)
                    {
                        DWORD mat_index 
            = attrs[i].AttribId;
                        device
            ->SetTexture(0, mesh_container->textures[mat_index]);

                        
            // enable or disable alpha blending per material
                        if(mesh_container->pMaterials[i].MatD3D.Diffuse.a != 1.0f)
                        {
                            
            if(last_alpha_blend != TRUE) 
                            {
                                last_alpha_blend 
            = TRUE;

                                device
            ->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
                                device
            ->SetRenderState(D3DRS_SRCBLEND,  D3DBLEND_ONE); // src color
                                device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_DESTCOLOR);
                            }
                        }
                        
            else
                        {
                            
            if(last_alpha_blend != FALSE) 
                            {
                                last_alpha_blend 
            = FALSE;
                                device
            ->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
                            }
                        }

                        device
            ->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, attrs[i].VertexStart, attrs[i].VertexCount,
                                                     attrs[i].FaceStart 
            * 3, attrs[i].FaceCount);
                    }
                }

                
            // clear stream uses
                device->SetStreamSource(0, NULL, 00);
                device
            ->SetIndices(NULL);

                
            // free resources
                release_com(vertex_buffer);
                release_com(index_buffer);
                delete[] attrs;

                
            // restore alpha blending states
                if(last_alpha_blend != old_alpha_blend) 
                {
                    device
            ->SetRenderState(D3DRS_ALPHABLENDENABLE, old_alpha_blend);
                    device
            ->SetRenderState(D3DRS_SRCBLEND,  old_src_blend);
                    device
            ->SetRenderState(D3DRS_DESTBLEND, old_dest_blend);
                }

                
            // make sure to release the device object!
                device->Release();

                
            // release vertex shader and declaration mapping
                device->SetVertexShader(NULL);
                device
            ->SetVertexDeclaration(NULL);

                
            return S_OK;
            }

             

            posted on 2008-04-15 13:06 lovedday 閱讀(459) 評論(0)  編輯 收藏 引用

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            亚洲国产日韩欧美久久| 99久久777色| 亚洲国产精品无码久久一线| 久久久久AV综合网成人| 精品久久一区二区| 免费一级做a爰片久久毛片潮| 久久99精品久久久大学生| 一本大道久久a久久精品综合| 久久笫一福利免费导航| 久久久久一区二区三区| 久久久精品国产免大香伊 | 精品国产福利久久久| 精品熟女少妇AV免费久久| 亚洲综合久久综合激情久久| 国产欧美久久久精品影院| 草草久久久无码国产专区| 久久综合给久久狠狠97色| 亚洲а∨天堂久久精品| 久久精品一区二区| 人妻无码αv中文字幕久久琪琪布| 久久噜噜久久久精品66| 久久久国产精品网站| 久久精品国产亚洲AV香蕉| 伊人久久大香线焦AV综合影院| 久久久久无码精品国产app| 亚洲国产精品婷婷久久| 99re这里只有精品热久久| 久久婷婷五月综合国产尤物app| 怡红院日本一道日本久久| 久久精品国产亚洲AV无码娇色| 伊人久久精品无码二区麻豆| 久久亚洲sm情趣捆绑调教| 亚洲七七久久精品中文国产 | 久久精品一本到99热免费| 亚洲精品乱码久久久久久蜜桃| 久久午夜福利电影| 久久影视国产亚洲| 久久综合九色综合网站| 99精品久久精品一区二区| 久久香蕉国产线看观看精品yw| AV狠狠色丁香婷婷综合久久 |