0001: // ----------------------------------------------------------------------------
0002: //
0003: // load.cpp - 読み込み部分
0004: // 
0005: // Copyright (c) 2002 IMAGIRE Takashi (imagire@gmail.com)
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: