0001: // ---------------------------------------------------------------------------- 0002: // 0003: // load.cpp - 読み込み部分 0004: // 0005: // Copyright (c) 2001 IF (if@kun-desu.ne.jp) 0006: // All Rights Reserved. 0007: // 0008: // ---------------------------------------------------------------------------- 0009: #define STRICT 0010: 0011: #include "main.h" 0012: #include "load.h" 0013: 0014: // ---------------------------------------------------------------------------- 0015: // 頂点の定義 0016: // ---------------------------------------------------------------------------- 0017: // 元モデル 0018: typedef struct { 0019: float x,y,z; 0020: float nx,ny,nz; 0021: float tu0,tv0; 0022: }D3DVERTEX; 0023: #define D3DFVF_VERTEX (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1) 0024: 0025: // D3D_CUSTOMVERTEX 0026: DWORD dwDecl[] = { 0027: D3DVSD_STREAM(0), 0028: D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3 ), //D3DVSDE_POSITION, 0 0029: D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_FLOAT3 ), //D3DVSDE_NORMAL, 3 0030: D3DVSD_REG(D3DVSDE_TEXCOORD0,D3DVSDT_FLOAT2 ), //D3DVSDE_TEXCOORD0, 7 0031: // D3DVSD_REG(D3DVSDE_TEXCOORD1,D3DVSDT_FLOAT2 ), //D3DVSDE_TEXCOORD1, 8 0032: D3DVSD_END() 0033: }; 0034: 0035: // ---------------------------------------------------------------------------- 0036: // モデル 0037: // ---------------------------------------------------------------------------- 0038: HRESULT CMyMesh::Load(LPDIRECT3DDEVICE8 lpD3DDev, char *filename) 0039: { 0040: LPD3DXMESH pMesh, pMeshOpt; 0041: LPD3DXBUFFER pD3DXMtrlBuffer = NULL; 0042: DWORD i; 0043: HRESULT hr; 0044: 0045: this->Release(); 0046: hr = D3DXLoadMeshFromX(filename, D3DXMESH_MANAGED, 0047: lpD3DDev, NULL, 0048: &pD3DXMtrlBuffer, &this->dwNumMaterials, 0049: &pMesh); 0050: if(FAILED(hr)) return E_FAIL; 0051: 0052: //並び替えておく 0053: pMesh->Optimize(D3DXMESHOPT_ATTRSORT, NULL, NULL, NULL, NULL, &pMeshOpt); 0054: RELEASE(pMesh); 0055: 0056: // 大きさを調べておく 0057: LPDIRECT3DVERTEXBUFFER8 pVB; 0058: BYTE* pVByte; 0059: pMeshOpt->GetVertexBuffer(&pVB); 0060: pVB->Lock(0,0,&pVByte,0); 0061: D3DXComputeBoundingSphere(pVByte, pMeshOpt->GetNumVertices(), pMeshOpt->GetFVF(), &this->center, &this->radius); 0062: pVB->Unlock(); 0063: pVB->Release(); 0064: 0065: //アトリビュートテーブル 0066: pMeshOpt->GetAttributeTable(NULL,&this->dwNumMaterials); 0067: this->pSubsetTable = new D3DXATTRIBUTERANGE[this->dwNumMaterials]; 0068: pMeshOpt->GetAttributeTable(this->pSubsetTable, &this->dwNumMaterials); 0069: 0070: // FVF変換 0071: hr = pMeshOpt->CloneMeshFVF(pMeshOpt->GetOptions(), D3DFVF_VERTEX, lpD3DDev, &pMesh); 0072: if(FAILED(hr)) return E_FAIL; 0073: RELEASE(pMeshOpt); 0074: D3DXComputeNormals(pMesh,NULL); 0075: 0076: //Vertex Bufferにコピーする 0077: D3DVERTEX* pSrc; 0078: D3D_CUSTOMVERTEX* pDest; 0079: LPDIRECT3DINDEXBUFFER8 pSrcIndex; 0080: WORD* pISrc; 0081: WORD* pIDest; 0082: 0083: DWORD nMeshVertices = pMesh->GetNumVertices(); 0084: DWORD nMeshFaces = pMesh->GetNumFaces(); 0085: lpD3DDev->CreateVertexBuffer(nMeshVertices * sizeof(D3D_CUSTOMVERTEX),D3DUSAGE_WRITEONLY,D3DFVF_CUSTOMVERTEX,D3DPOOL_MANAGED,&this->pVB); 0086: lpD3DDev->CreateIndexBuffer(nMeshFaces * 3 * sizeof(WORD),0,D3DFMT_INDEX16,D3DPOOL_MANAGED,&this->pIndex); 0087: 0088: // LPDIRECT3DVERTEXBUFFER8 pVB; 0089: pMesh->GetVertexBuffer(&pVB); 0090: pVB->Lock(0,0,(BYTE**)&pSrc,0); 0091: this->pVB->Lock(0,0,(BYTE**)&pDest,0); 0092: for(i=0;i<nMeshVertices;i++){ 0093: pDest->x = pSrc->x; 0094: pDest->y = pSrc->y; 0095: pDest->z = pSrc->z; 0096: pDest->nx = pSrc->nx; 0097: pDest->ny = pSrc->ny; 0098: pDest->nz = pSrc->nz; 0099: pDest->tu0 = pSrc->tu0; 0100: pDest->tv0 = pSrc->tv0; 0101: // pDest->tu1 = pSrc->tu0; 0102: // pDest->tv1 = pSrc->tv0; 0103: pSrc += 1; 0104: pDest += 1; 0105: } 0106: pVB->Unlock(); 0107: pVB->Release(); 0108: this->pVB->Unlock(); 0109: 0110: //インデックスのコピー 0111: pMesh->GetIndexBuffer(&pSrcIndex); 0112: pSrcIndex->Lock(0,0,(BYTE**)&pISrc,0); 0113: this->pIndex->Lock(0,0,(BYTE**)&pIDest,0); 0114: CopyMemory(pIDest,pISrc,nMeshFaces * 3 * sizeof(WORD)); 0115: pSrcIndex->Unlock(); 0116: this->pIndex->Unlock(); 0117: pSrcIndex->Release(); 0118: 0119: // pD3DXMtrlBuffer から、質感やテクスチャーの情報を読み取る 0120: D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer(); 0121: this->pTextures = new LPDIRECT3DTEXTURE8[this->dwNumMaterials]; 0122: this->pMaterials = new D3DMATERIAL8[this->dwNumMaterials]; 0123: 0124: for(i = 0; i < this->dwNumMaterials; i++){ 0125: this->pMaterials[i] = d3dxMaterials[i].MatD3D; 0126: this->pMaterials[i].Ambient = this->pMaterials[i].Diffuse; 0127: hr = D3DXCreateTextureFromFile( lpD3DDev, 0128: d3dxMaterials[i].pTextureFilename, 0129: &this->pTextures[i] ); 0130: if(FAILED(hr)) this->pTextures[i] = NULL; 0131: } 0132: RELEASE(pD3DXMtrlBuffer); 0133: 0134: RELEASE(pMesh); 0135: 0136: this->bActive = true; // 使えるようになりました 0137: 0138: return S_OK; 0139: } 0140: // ---------------------------------------------------------------------------- 0141: void CMyMesh::Release() 0142: { 0143: DWORD i; 0144: 0145: if(this->pVB == NULL) return; 0146: 0147: for(i=0; i<this->dwNumMaterials; i++){ 0148: RELEASE(this->pTextures[i]); 0149: } 0150: delete[] this->pTextures; 0151: delete[] this->pMaterials; 0152: delete[] this->pSubsetTable; 0153: 0154: RELEASE(this->pVB); 0155: RELEASE(this->pIndex); 0156: 0157: this->bActive = false; // 準備できるようになるまで、待つ 0158: } 0159: // ---------------------------------------------------------------------------- 0160: // テクスチャー 0161: // ---------------------------------------------------------------------------- 0162: HRESULT CTextureMgr::Load(LPDIRECT3DDEVICE8 lpD3DDev, const char *filename, LPDIRECT3DTEXTURE8 *ppTexture) 0163: { 0164: // HRESULT hr; 0165: D3DXCreateTextureFromFileEx(lpD3DDev, filename,0,0,0,0,D3DFMT_A8R8G8B8, 0166: D3DPOOL_MANAGED, D3DX_FILTER_LINEAR, D3DX_FILTER_LINEAR, 0167: 0, NULL, NULL, ppTexture); 0168: 0169: return S_OK; 0170: } 0171: // ---------------------------------------------------------------------------- 0172: void CTextureMgr::Release(LPDIRECT3DTEXTURE8 pTexture) 0173: { 0174: RELEASE(pTexture); 0175: } 0176: // ---------------------------------------------------------------------------- 0177: // 頂点シェーダー 0178: // ---------------------------------------------------------------------------- 0179: HRESULT CVertexShaderMgr::Load(LPDIRECT3DDEVICE8 lpD3DDev, const char *filename, DWORD *phVertexShader, const DWORD dwDecl[]) 0180: { 0181: HRESULT hr; 0182: LPD3DXBUFFER pshader; 0183: 0184: hr = D3DXAssembleShaderFromFile(filename, 0,NULL, &pshader, NULL); 0185: if ( FAILED(hr) ) return hr; 0186: 0187: hr = lpD3DDev->CreateVertexShader( dwDecl, (DWORD*)pshader->GetBufferPointer(), phVertexShader, 0 ); 0188: RELEASE(pshader); 0189: if ( FAILED(hr) ) return hr; 0190: 0191: return S_OK; 0192: } 0193: // ---------------------------------------------------------------------------- 0194: void CVertexShaderMgr::Release(LPDIRECT3DDEVICE8 lpD3DDev, DWORD *phVertexShader) 0195: { 0196: if ( *phVertexShader != ~0 ){ 0197: lpD3DDev->DeleteVertexShader( *phVertexShader ); 0198: *phVertexShader = ~0; 0199: } 0200: } 0201: // ---------------------------------------------------------------------------- 0202: // ピクセルシェーダー 0203: // ---------------------------------------------------------------------------- 0204: HRESULT CPixelShaderMgr::Load(LPDIRECT3DDEVICE8 lpD3DDev, const char *filename, DWORD *phPixelShader) 0205: { 0206: HRESULT hr; 0207: LPD3DXBUFFER pshader; 0208: 0209: *phPixelShader = NULL; 0210: hr = D3DXAssembleShaderFromFile(filename, 0,NULL, &pshader, NULL); 0211: if ( FAILED(hr) ) return hr; 0212: 0213: hr = lpD3DDev->CreatePixelShader( (DWORD*)pshader->GetBufferPointer(), phPixelShader); 0214: RELEASE(pshader); 0215: if ( FAILED(hr) ) return hr; 0216: 0217: return S_OK; 0218: } 0219: // ---------------------------------------------------------------------------- 0220: void CPixelShaderMgr::Release(LPDIRECT3DDEVICE8 lpD3DDev, DWORD *phPixelShader) 0221: { 0222: if ( *phPixelShader != ~0 ){ 0223: lpD3DDev->DeletePixelShader( *phPixelShader ); 0224: *phPixelShader = ~0; 0225: } 0226: } 0227: