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C++ LPD3DXMESH::UnlockVertexBuffer方法代码示例

本文整理汇总了C++中LPD3DXMESH::UnlockVertexBuffer方法的典型用法代码示例。如果您正苦于以下问题:C++ LPD3DXMESH::UnlockVertexBuffer方法的具体用法?C++ LPD3DXMESH::UnlockVertexBuffer怎么用?C++ LPD3DXMESH::UnlockVertexBuffer使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在LPD3DXMESH的用法示例。


在下文中一共展示了LPD3DXMESH::UnlockVertexBuffer方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: CreateMappedSphere

LPD3DXMESH SkyBox::CreateMappedSphere(float fRad, UINT slices, UINT stacks)
{
	// create the sphere
	LPD3DXMESH mesh;
	if (FAILED(D3DXCreateSphere(GameManager::GetDevice( ), fRad, slices, stacks, &mesh, NULL)))
		return NULL;

	// create a copy of the mesh with texture coordinates,
	// since the D3DX function doesn't include them
	LPD3DXMESH texMesh;
	if (FAILED(mesh->CloneMeshFVF(D3DXMESH_SYSTEMMEM, FVF_PositionNormalTexture::FVF, GameManager::GetDevice( ), &texMesh)))
		return mesh;	// failed, return un-textured mesh
	
	mesh->Release( );		// finished with the original mesh, release it


	// lock the vertex buffer
	FVF_PositionNormalTexture* pVerts;
	//if (SUCCEEDED(texMesh->LockVertexBuffer(0, (BYTE **)&pVerts)))
	if (SUCCEEDED(texMesh->LockVertexBuffer(0, (LPVOID*)&pVerts)))
	{
		int numVerts = texMesh->GetNumVertices( );		// get vertex count

		// loop through the vertices
		for (int i = 0; i < numVerts; i++)
		{
			// calculate texture coordinates
			pVerts->tex.x = asinf(pVerts->normal.x) / D3DX_PI + 0.5f;
			pVerts->tex.y = asinf(pVerts->normal.y) / D3DX_PI + 0.5f;

			//pVerts->tex.x = 0.5f - (atan2f(pVerts->normal.z, pVerts->normal.x) / (2 * D3DX_PI));
			//pVerts->tex.y = 0.5f - asinf(pVerts->normal.y) / (D3DX_PI);
			
			//pVerts->tex.y = pVerts->normal.y * 0.5 + 0.5;

			//if (pVerts->tex.x <(FLOAT)0.9) pVerts->tex.x = (FLOAT)0.0;


			//pVerts->tex.x = pVerts->pos.x / sqrtf((pVerts->pos.x * pVerts->pos.x) + (pVerts->pos.y * pVerts->pos.x) + (pVerts->pos.z * pVerts->pos.z));
			//pVerts->tex.y = pVerts->pos.y / sqrtf((pVerts->pos.x * pVerts->pos.x) + (pVerts->pos.y * pVerts->pos.x) + (pVerts->pos.z * pVerts->pos.z));

			//float theta = asinf(pVerts->normal.z);
			//float phi = atan2(pVerts->normal.y, pVerts->normal.x);
			//
			//pVerts->tex = D3DXVECTOR2(phi / 2 / 3.14159265, theta /  3.14159265);

			// go to next vertex
			pVerts++; 

		}
	
		texMesh->UnlockVertexBuffer( );		// unlock the vertex buffer
	}

	// return pointer to caller
	return texMesh;
}
开发者ID:naknaknak,项目名称:3D_Game_Portfolio,代码行数:57,代码来源:SkyBox.cpp

示例2: D3DXMeshTransformation

HRESULT D3DXMeshTransformation( LPD3DXMESH pMesh, const D3DXMATRIX* pMatrix
							   , VisitorForD3DXVECTOR3* pPointFilter)
{
	KG_PROCESS_ERROR(NULL != pMesh && NULL != pMatrix);

	{
		DWORD fvf = pMesh->GetFVF();
		KG_PROCESS_ERROR(fvf | D3DFVF_XYZ);

		DWORD dwNumBytePerVertex = pMesh->GetNumBytesPerVertex();
		_ASSERTE(dwNumBytePerVertex >= sizeof(D3DXVECTOR3));

		DWORD dwNumVertex = pMesh->GetNumVertices();

		BYTE* pBufferStart = NULL;
		_ASSERTE(sizeof(BYTE) == 1);
		

		if(NULL == pPointFilter)
		{
			HRESULT hr = pMesh->LockVertexBuffer(0, (LPVOID*)&pBufferStart);
			KG_COM_PROCESS_ERROR(hr);
			D3DXVec3TransformCoordArray((D3DXVECTOR3*)(pBufferStart), dwNumBytePerVertex
				, (D3DXVECTOR3*)pBufferStart, dwNumBytePerVertex, pMatrix, dwNumVertex);
			pMesh->UnlockVertexBuffer();
		}
		else
		{
			//加了Filter之后性能下降是当然的,但是这不是给实时用的,所以没有关系,控制
			//调用次数和调用时机就好了
			D3DXMeshVertexEnumer vertexEnumer;
			HRESULT hr = D3DXMeshCreateVertexEnumer(pMesh, vertexEnumer);
			KG_COM_PROCESS_ERROR(hr);
			_ASSERTE(vertexEnumer.IsValid());
			HRESULT hrForVisitor = E_FAIL;
			for (UINT i = 0; i < vertexEnumer.GetVertexCount(); ++i)
			{
				const D3DXVECTOR3& vTemp = vertexEnumer.GetPos(i);
				hrForVisitor = pPointFilter->Accept(vTemp);
				if (FAILED(hr))
				{
					continue;
				}

				D3DXVECTOR3 vTransformed;
				D3DXVec3TransformCoord(&vTransformed, &vTemp, pMatrix);
				vertexEnumer.SetPos(i, vTransformed);
			}
		}

		
	}		

	return S_OK;
Exit0:
	return E_FAIL;
}
开发者ID:1suming,项目名称:pap2,代码行数:57,代码来源:KG3DMeshHelpers.cpp

示例3: convertMesh

LPD3DXMESH CWall::convertMesh(IDirect3DDevice9* pDevice, LPD3DXMESH& mesh){

	D3DVERTEXELEMENT9 decl[] =
	{
		{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
		{ 0, sizeof(D3DXVECTOR3), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
		{ 0, sizeof(D3DXVECTOR3) * 2, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
		D3DDECL_END()//will be declared on 
	};

	LPD3DXMESH newMesh = nullptr;
	VERTEX* pVerts;
	HRESULT result = mesh->CloneMesh(D3DXMESH_SYSTEMMEM, decl, pDevice, &newMesh);

	if (FAILED(result)) return nullptr;
	float u = 0;
	float v = 0;
	bool reverse = false;
	if (SUCCEEDED(newMesh->LockVertexBuffer(0, (LPVOID*)&pVerts))){
		int numVerts = newMesh->GetNumVertices();
		for (int i = 0; i < numVerts; i++){
			pVerts->tu = u;
			pVerts->tv = v;
		
			if (u == 0 && v==0){
				if (reverse)
					u++;
				else
					v++;
				
			}
			else if (v == 1 && u == 0){
				u++;
			
			}
			else if (v == 0 && u == 1){
				v++;
			
			}
			else{
				if (reverse)
					reverse = false;
				else reverse = true;
				u = 0;
				v = 0;
			}
			pVerts++;
		}
		newMesh->UnlockVertexBuffer();
		//temporary uv generator
		return newMesh;
	}
	else{
		return nullptr;
	}
}
开发者ID:neropsys,项目名称:DX9_0_Billiard,代码行数:56,代码来源:CWall.cpp

示例4: CreateCompatibleDC

LPD3DXMESH Renderer::CreateD3DXTextMesh( const char* pString, bool bCentered )
{
	HRESULT hr;
	LPD3DXMESH pMeshNew = NULL;

	HDC hdc = CreateCompatibleDC( NULL );
	if( hdc == NULL )
		return NULL;

	HFONT newfont=CreateFont(10,         //Height
		0,          //Width
		0,          //Escapement
		0,          //Orientation
		FW_NORMAL,  //Weight
		false,      //Italic
		false,      //Underline
		false,      //Strikeout
		DEFAULT_CHARSET,//Charset 
		OUT_DEFAULT_PRECIS,  //Output Precision
		CLIP_DEFAULT_PRECIS, //Clipping Precision
		DEFAULT_QUALITY,     //Quality
		DEFAULT_PITCH|FF_DONTCARE, //Pitch and Family
		"Arial");



	HFONT hFontOld;
	hFontOld = ( HFONT )SelectObject( hdc, newfont );
	hr = D3DXCreateText( m_pD3DDevice, hdc, pString, 0.001f, 0.2f, &pMeshNew, NULL, NULL );
	SelectObject( hdc, hFontOld );
	DeleteDC( hdc );

	if( SUCCEEDED( hr ) )
	{
		if( bCentered )
		{
			// Center text
			D3DXVECTOR3 vMin, vMax;

			PosNormalVertex* pVertices;
			pMeshNew->LockVertexBuffer( 0, reinterpret_cast<VOID**>(&pVertices));
			D3DXComputeBoundingBox( (D3DXVECTOR3*)pVertices, pMeshNew->GetNumVertices(), sizeof ( PosNormalVertex ), &vMin, &vMax );

			D3DXVECTOR3 vOffset;
			D3DXVec3Subtract( &vOffset, &vMax, &vMin );
			D3DXVec3Scale( &vOffset, &vOffset, 0.5f );
			for ( unsigned int i = 0; i < pMeshNew->GetNumVertices(); i++)
			{
				D3DXVec3Subtract( &pVertices[i].Coord, &pVertices[i].Coord, &vOffset );
			}
			pMeshNew->UnlockVertexBuffer();
		}
	}

	return pMeshNew;
}
开发者ID:SHPURDYdBurt,项目名称:https-github.com-xbmc-atv2,代码行数:56,代码来源:Renderer.cpp

示例5: ComputeBoundingBox

bool Floor::ComputeBoundingBox()
{
	if( m_computedBoundingBox) return true;
	BYTE* pVertices = NULL;
	LPD3DXMESH mesh = m_mesh->GetD3DMesh();
	HRESULT hr = mesh->LockVertexBuffer(D3DLOCK_READONLY, (LPVOID*)&pVertices);
	if(FAILED(hr))
		return false;
	D3DXComputeBoundingBox((D3DXVECTOR3*)pVertices, mesh->GetNumVertices(), mesh->GetNumBytesPerVertex(), &m_bottomLeft, &m_topRight);
	mesh->UnlockVertexBuffer();
	m_computedBoundingBox = true;
	return true;
}
开发者ID:ludwigpe,项目名称:DungeonGame,代码行数:13,代码来源:Floor.cpp

示例6: LoadMesh

void cMyASELoader::LoadMesh(){
#ifdef _DEBUG
	_ASSERT(m_bLoaded && "Data Not Loaded");
#endif
	int check = 0;
	for (size_t i = 0; i < m_vecASENode.size(); i++){
		if (m_vecASENode[i].nRef != INT_MAX){
			m_vecsubSet.push_back(m_vecASENode[i].nRef);
			LPD3DXMESH pMesh = NULL;
			HRESULT hr = D3DXCreateMeshFVF(m_vecASENode[i].vecVertex.size() / 3,
				m_vecASENode[i].vecVertex.size(),
				D3DXMESH_MANAGED,
				ST_PNT_VERTEX::FVF,
				g_pD3DDevice,
				&pMesh);

			ST_PNT_VERTEX* pV = NULL;
			pMesh->LockVertexBuffer(0, (LPVOID*)&pV);
			memcpy(pV, &m_vecASENode[i].vecVertex[0], m_vecASENode[i].vecVertex.size() * sizeof(ST_PNT_VERTEX));
			pMesh->UnlockVertexBuffer();

			WORD* pI = NULL;
			pMesh->LockIndexBuffer(0, (LPVOID*)&pI);
			for (size_t j = 0; j < pMesh->GetNumVertices(); ++j)
			{
				pI[j] = j;
			}
			pMesh->UnlockIndexBuffer();

			DWORD* pA = NULL;
			pMesh->LockAttributeBuffer(0, &pA);
			for (size_t j = 0; j < pMesh->GetNumFaces(); j++){
				pA[j] = m_vecASENode[i].nRef;
			}
			pMesh->UnlockAttributeBuffer();

			std::vector<DWORD> vecAdjBuffer(m_vecASENode[i].vecVertex.size());
			pMesh->GenerateAdjacency(0.0f, &vecAdjBuffer[0]);

			pMesh->OptimizeInplace(
				D3DXMESHOPT_ATTRSORT |
				D3DXMESHOPT_COMPACT |
				D3DXMESHOPT_VERTEXCACHE,
				&vecAdjBuffer[0], 0, 0, 0);

			m_vecMeshs.push_back(pMesh);
		}
	}
	m_bMeshed = true;
}
开发者ID:arkiny,项目名称:Direct3D,代码行数:50,代码来源:cMyASELoader.cpp

示例7:

PRIVATE inline void _MDLCenterMesh(float trans[eMaxPt], LPD3DXMESH mesh)
{
	gfxVtx *pVtx;

	if(SUCCEEDED(mesh->LockVertexBuffer(0, (BYTE**)&pVtx)))
	{
		for(int i = 0; i < mesh->GetNumVertices(); i++)
		{
			pVtx[i].x -= trans[eX];
			pVtx[i].y -= trans[eY];
			pVtx[i].z -= trans[eZ];
		}

		mesh->UnlockVertexBuffer();
	}
}
开发者ID:PtrickH,项目名称:homies,代码行数:16,代码来源:GFX_Model.cpp

示例8: sizeof

//------------------------------------------------------
//		DirectXメッシュの作成
//------------------------------------------------------
LPD3DXMESH	iex3DObj::CreateMesh( LPIEMFILE lpIem )
{
	LPD3DXMESH	lpMesh;
	u8			*pVertex, *pFace;
	u32			*pData;
	
	if( lpIem->version < 4 )
	{
		u32	Declaration = D3DFVF_MESHVERTEX;
		//	メッシュ作成
		D3DXCreateMeshFVF( lpIem->NumFace, lpIem->NumVertex, D3DXMESH_MANAGED, Declaration, tdnSystem::GetDevice(), &lpMesh );
		//	頂点設定
		lpMesh->LockVertexBuffer( 0, (void**)&pVertex );
		CopyMemory( pVertex, lpIem->lpVertex, sizeof(MESHVERTEX)*lpIem->NumVertex );
	} else {
		u32	Declaration = D3DFVF_MESHVERTEX2;
		//	メッシュ作成
		D3DXCreateMeshFVF( lpIem->NumFace, lpIem->NumVertex, D3DXMESH_MANAGED, Declaration, tdnSystem::GetDevice(), &lpMesh );
		//	頂点設定
		lpMesh->LockVertexBuffer( 0, (void**)&pVertex );
		CopyMemory( pVertex, lpIem->lpVertex, sizeof(MESHVERTEX2)*lpIem->NumVertex );
	}

	lpMesh->UnlockVertexBuffer();


	//	面設定
	lpMesh->LockIndexBuffer( 0, (void**)&pFace );
	CopyMemory( pFace, lpIem->lpFace, sizeof(u16)*lpIem->NumFace*3 );
	lpMesh->UnlockIndexBuffer();

	//	属性設定
	lpMesh->LockAttributeBuffer( 0, &pData );
	CopyMemory( pData, lpIem->lpAtr, sizeof(u32)*lpIem->NumFace );
	lpMesh->UnlockAttributeBuffer();

	return lpMesh;
}
开发者ID:Honors2016ProjectA2,项目名称:Main,代码行数:41,代码来源:IEX_3DObject.cpp

示例9: CreateMesh

HRESULT AiPathReader::CreateMesh(LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXMESH &pMesh) {
    //Todo: ID3DXMesh::SetAttributeTable  (set materials how they are defined in the face struct)
    DWORD dwFVF = (D3DFVF_XYZ | D3DFVF_NORMAL);
    struct D3DVERTEX {
        D3DXVECTOR3 p;
        D3DXVECTOR3 n;
    };
    HRESULT r = D3DXCreateMeshFVF(3 * nodes.size(), 3 * nodes.size(), D3DXMESH_MANAGED, dwFVF, pD3DDevice, &pMesh);
    if(FAILED(r)) {
        return r;
    }
    D3DVERTEX *vertexBuffer;
    WORD *indexBuffer = nullptr;
    unsigned long *pAdjacency = new unsigned long[nodes.size() * 3];
    pMesh->LockIndexBuffer(0, reinterpret_cast<void **>(&indexBuffer));
    pMesh->LockVertexBuffer(0, reinterpret_cast<void **>(&vertexBuffer));
    for(int i = 0; i < nodes.size(); i++) {
        auto face = nodes[i];
        for(int j = 0; j < 3; j++) {
            D3DVERTEX &vert = vertexBuffer[3 * i + j];
            vert.p.x = face.triangle[j].x;
            vert.p.y = face.triangle[j].y;
            vert.p.z = face.triangle[j].z;
            indexBuffer[3 * i + j] = 3 * i + j;
            pAdjacency[3 * i + j] = (face.adjacency[j] == 0xffff) ? 0xffffffffUL : face.adjacency[j];
        }
    }
    //D3DXWeldVertices(pMesh, D3DXWELDEPSILONS_WELDALL, nullptr, pAdjacency, nullptr, nullptr, nullptr);
    //pMesh->OptimizeInplace(D3DXMESHOPT_COMPACT | D3DXMESHOPT_IGNOREVERTS | D3DXMESHOPT_STRIPREORDER, newAdjacency, pAdjacency, nullptr, nullptr);
    delete[] pAdjacency;
    HRESULT hr = D3DXComputeNormals(pMesh, nullptr);
    D3DXMATERIAL *m_pMaterials = nullptr;
    DWORD         m_dwNumMaterials = 0;
    hr = D3DXSaveMeshToX("NavMesh.x", pMesh, nullptr, m_pMaterials, nullptr, m_dwNumMaterials, D3DXF_FILEFORMAT_BINARY);
    pMesh->UnlockVertexBuffer();
    pMesh->UnlockIndexBuffer();
    return S_OK;
}
开发者ID:DDuarte,项目名称:IntWars2,代码行数:38,代码来源:AiPathReader.cpp

示例10:

//メッシュコンテナ描画
void Dx_Graphics3D::DrawMeshContainer(LPD3DXMESHCONTAINER pMeshContainer, LPD3DXFRAME pFrame)
{
	DxMeshContainer *mesh_container = (DxMeshContainer*)pMeshContainer;
	DxFrame *frame = (DxFrame*)pFrame;

	//
	D3DMATERIAL9 mat;
	LPDIRECT3DTEXTURE9 pTex=NULL;
	//D3DXMESHDATA内のメッシュデータを抽出
	LPD3DXMESH lpMesh = mesh_container->MeshData.pMesh;

	//スキニング情報がない場合
	if(pMeshContainer->pSkinInfo==NULL)
	{
		//デバイスにフレームのワールド行列を設置
		this->device->SetTransform( D3DTS_WORLD, &frame->CombinedTransformationMatrix);

		//メッシュ描画
		for (DWORD i=0;i<mesh_container->NumMaterials;i++)
		{
			//マテリアル情報の取得
			mat = mesh_container->pMaterials[i].MatD3D;
			//テクスチャ情報の取得
			pTex = mesh_container->ppTextures[i];

			//メッシュサブセットを描画
			this->DrawSubset(lpMesh,i,&mat,pTex);
		}
	}
	//スキニング情報がある場合
	else
	{
		D3DXMATRIX matId;
		PBYTE			pVerticesSrc;
		PBYTE			pVerticesDest;

		//ボーン数を取得
		DWORD NumBones = pMeshContainer->pSkinInfo->GetNumBones();

		for( DWORD i = 0; i < NumBones; i++ ){
			D3DXMatrixMultiply(
				&mesh_container->pBoneMatrices[i],
				&mesh_container->pBoneOffsetMatrices[i], 
				mesh_container->ppBoneMatrixPtrs[i]
			);
		}

		//ワールド行列をクリア
		D3DXMatrixIdentity(&matId);
		this->device->SetTransform(D3DTS_WORLD, &matId);

		//頂点バッファをロック
		mesh_container->lpMesh->LockVertexBuffer( D3DLOCK_READONLY, (LPVOID*)&pVerticesSrc);
		lpMesh->LockVertexBuffer( 0, (LPVOID*)&pVerticesDest);

		//スキンメッシュ作成
		mesh_container->pSkinInfo->UpdateSkinnedMesh( mesh_container->pBoneMatrices, NULL, pVerticesSrc, pVerticesDest);

		//頂点バッファのロックを解除
		mesh_container->lpMesh->UnlockVertexBuffer();
		lpMesh->UnlockVertexBuffer();

		//メッシュ描画
		for(UINT i = 0;i<mesh_container->NumAttributeGroups;i++)
		{
			//メッシュサブセットの属性IDを取得
			unsigned AttribId = mesh_container->pAttributeTable[i].AttribId;
			//マテリアル情報を取得
			mat = mesh_container->pMaterials[AttribId].MatD3D;
			//テクスチャ情報を取得
			pTex = mesh_container->ppTextures[AttribId];

			//メッシュのサブセットを描画
			this->DrawSubset(lpMesh,AttribId,&mat,pTex);
		}
	}
}
开发者ID:excellentgenius,项目名称:PaperKing,代码行数:78,代码来源:dx_graphics3d.cpp

示例11:

/**
* 
* PRECONDITION: parameter EFacePosition _eSide must be either FACE_TOP, or FACE_BOTTOM. 
* 
* @author Rebeccah Cox 
* @param EFacePosition _eSide - the side the flag is on, either top or bottom.
* @param int32 _iX - the position along the X axis.
* @param int32 _iY - the position along the Z axis (looks like the y axis when 
* 						looking at the flag plate). 
* @param ETeam _eTeam - team the flagplate belongs to.
* @param uint32 _uiTextureID
* @param uint32 _uiModelID
* @return bool - returns true if the initialisation was successful.
*/
bool
CFlagPlate::Initialise(EFacePosition _eSide, int32 _iX, int32 _iY, ETeam _eTeam, uint32 _uiModelID, uint32 _uiTextureID)
{
	// Set the position and side member variables in CTile.
	m_eFace = _eSide;
	m_iX = _iX;
	m_iY = _iY;

	m_vec3Position = g_atUpRightDirectionVecs[_eSide].vec3Up * 22.5f;

	m_vec3Position += g_atUpRightDirectionVecs[_eSide].vec3Right * ((_iX * 3.0f) - 21.0f);

	m_vec3Position -= g_atUpRightDirectionVecs[_eSide].vec3Direction * ((_iY * 3.0f) - 21.0f);

	// Set the world matrix using the vectors.
	m_matWorld._11 = g_atUpRightDirectionVecs[_eSide].vec3Right.x;
	m_matWorld._21 = g_atUpRightDirectionVecs[_eSide].vec3Up.x;
	m_matWorld._31 = g_atUpRightDirectionVecs[_eSide].vec3Direction.x;

	m_matWorld._12 = g_atUpRightDirectionVecs[_eSide].vec3Right.y;
	m_matWorld._22 = g_atUpRightDirectionVecs[_eSide].vec3Up.y;
	m_matWorld._32 = g_atUpRightDirectionVecs[_eSide].vec3Direction.y;

	m_matWorld._13 = g_atUpRightDirectionVecs[_eSide].vec3Right.z; 
	m_matWorld._23 = g_atUpRightDirectionVecs[_eSide].vec3Up.z; 
	m_matWorld._33 = g_atUpRightDirectionVecs[_eSide].vec3Direction.z;

	m_matWorld._41 = m_vec3Position.x;
	m_matWorld._42 = m_vec3Position.y;
	m_matWorld._43 = m_vec3Position.z;

	m_bTraversable = true;

	m_iModelID = _uiModelID;
	m_iTextureID = _uiTextureID;

	/*// Set the model ID
	if(BAD_ID == _uiModelID)
	{
		m_iModelID = CModelManager::GetInstance().CreateModel("../../models/tile_flagplate.x");
	}

	// Set the texture ID
	if(BAD_ID == _uiTextureID)
	{
		if(TEAM_GREEN == _eTeam)
		{
			m_iTextureID = CTextureManager::GetInstance().CreateTexture("../../textures/tile_flagTile_green.png");
		}
		else
		{
			m_iTextureID = CTextureManager::GetInstance().CreateTexture("../../textures/tile_flagTile_purple.png");
		}
	}*/

	D3DXVECTOR3* pFirstVertex = 0;

	LPD3DXMESH pMesh = CModelManager::GetInstance().GetModel(m_iModelID)->GetModel();

	pMesh->LockVertexBuffer(0, (void**)&pFirstVertex);

	D3DXComputeBoundingBox(pFirstVertex, 
							pMesh->GetNumVertices(),
							pMesh->GetNumBytesPerVertex(), 
							&m_tOBB.m_vec3Min, &m_tOBB.m_vec3Max);

	pMesh->UnlockVertexBuffer();

	CEntity::Initialise();

	return (true);
}
开发者ID:DrBiologicals,项目名称:Total-Cube-Domination,代码行数:86,代码来源:flagplate.cpp

示例12: optimizePhysXMesh

void optimizePhysXMesh(int flag, IDirect3DDevice9* D3DDevice, float epsilon, std::vector<physx::PxVec3>& pxVertices, oiram::IndexBuffer& indexBuffer)
{
	assert(D3DDevice);

	D3DVERTEXELEMENT9 szDecl[] = {
		{0,		0,		D3DDECLTYPE_FLOAT3,		D3DDECLMETHOD_DEFAULT,	D3DDECLUSAGE_POSITION,	0},
		{0xFF,	0,		D3DDECLTYPE_UNUSED,		0,						0,						0}
	};

	// 创建D3D MESH
	LPD3DXMESH pMesh = 0;
	DWORD options = D3DXMESH_SYSTEMMEM | D3DXMESH_DYNAMIC;
	if (indexBuffer.use32BitIndices)
		options |= D3DXMESH_32BIT;
	DWORD numVertices = static_cast<DWORD>(pxVertices.size()), numFaces = numVertices / 3;
	HRESULT hr = D3DXCreateMesh(numFaces, numVertices, options, szDecl, D3DDevice, &pMesh);
	if (SUCCEEDED(hr))
	{
		LPVOID pData = nullptr;
		// 填充Index Buffer
		if (SUCCEEDED(pMesh->LockIndexBuffer(D3DLOCK_DISCARD, &pData)))
		{
			if (indexBuffer.use32BitIndices)
				memcpy(pData, indexBuffer.uiIndexBuffer.data(), indexBuffer.uiIndexBuffer.size() * sizeof(physx::PxU32));
			else
				memcpy(pData, indexBuffer.usIndexBuffer.data(), indexBuffer.usIndexBuffer.size() * sizeof(physx::PxU16));

			pMesh->UnlockIndexBuffer();
		}

		// 填充Vertex Buffer
		if (SUCCEEDED(pMesh->LockVertexBuffer(D3DLOCK_DISCARD, &pData)))
		{
			memcpy(pData, pxVertices.data(), pxVertices.size() * sizeof(physx::PxVec3));
			pMesh->UnlockVertexBuffer();
		}

		// 进行Mesh优化
		DWORD dwFaces = pMesh->GetNumFaces();
		std::vector<DWORD> szAdjacencies(dwFaces * 3);
		DWORD* pAdjacency = &szAdjacencies[0];
		pMesh->GenerateAdjacency(epsilon, pAdjacency);
		// 清理mesh
		hr = D3DXCleanMesh(D3DXCLEAN_SIMPLIFICATION, pMesh, pAdjacency, &pMesh, pAdjacency, NULL);
		if (SUCCEEDED(hr))
		{
			// 去除mesh中重复的顶点
			hr = D3DXWeldVertices(pMesh, D3DXWELDEPSILONS_WELDALL, NULL, pAdjacency, pAdjacency, NULL, NULL);
			if (SUCCEEDED(hr))
			{
				// 将优化后的数据写回mesh data
				DWORD numIndices = pMesh->GetNumFaces() * 3;
				indexBuffer.use32BitIndices = numIndices > 65535;
				if (indexBuffer.use32BitIndices)
					indexBuffer.uiIndexBuffer.resize(numIndices);
				else
					indexBuffer.usIndexBuffer.resize(numIndices);

				// 取出Index Buffer
				if (SUCCEEDED(pMesh->LockIndexBuffer(D3DLOCK_READONLY | D3DLOCK_DISCARD, &pData)))
				{
					if (indexBuffer.use32BitIndices)
						memcpy(indexBuffer.uiIndexBuffer.data(), pData, indexBuffer.uiIndexBuffer.size() * sizeof(physx::PxU32));
					else
						memcpy(indexBuffer.usIndexBuffer.data(), pData, indexBuffer.usIndexBuffer.size() * sizeof(physx::PxU16));

					pMesh->UnlockIndexBuffer();
				}

				// 取出Vertex Buffer
				DWORD dwVertices = pMesh->GetNumVertices();
				pxVertices.resize(dwVertices);

				if (SUCCEEDED(pMesh->LockVertexBuffer(D3DLOCK_READONLY | D3DLOCK_DISCARD, &pData)))
				{
					memcpy(pxVertices.data(), pData, pxVertices.size() * sizeof(physx::PxVec3));
					pMesh->UnlockVertexBuffer();
				}
			}
		}

		pMesh->Release();
	}
}
开发者ID:Napoleon314,项目名称:oiramExporter,代码行数:84,代码来源:OptimizerPhysX.cpp

示例13: InitMesh

HRESULT InitMesh()
{
	// Create mesh
	HRESULT hr = D3DXCreateMeshFVF(
		NumTriangles, 
		NumVertex, 
		D3DXMESH_MANAGED | D3DXMESH_32BIT,
		Vertex_FVF, 
		g_pd3dDevice,
		&g_pMesh);
	if (FAILED(hr))
	{
		return E_FAIL;
	}

	// Define the 8 vertex of the cube
	D3DXVECTOR3 vertex[] =
	{
		D3DXVECTOR3(-0.5f, -0.5f, -0.5f),
		D3DXVECTOR3( 0.5f, -0.5f, -0.5f),
		D3DXVECTOR3( 0.5f,  0.5f, -0.5f),
		D3DXVECTOR3(-0.5f,  0.5f, -0.5f),

		D3DXVECTOR3(-0.5f, -0.5f,  0.5f),
		D3DXVECTOR3( 0.5f, -0.5f,  0.5f),
		D3DXVECTOR3( 0.5f,  0.5f,  0.5f),
		D3DXVECTOR3(-0.5f,  0.5f,  0.5f),
	};

	// Lock vertex buffer and copy data
	void* pVertices = NULL;
	g_pMesh->LockVertexBuffer(0, &pVertices);
	memcpy(pVertices, vertex, sizeof(vertex));
	g_pMesh->UnlockVertexBuffer();

	// Define 36 index of the cube
	DWORD index[] = 
	{
		// Front face
		0, 3, 1,
		3, 2, 1,

		// Back face
		5, 6, 2,
		6, 7, 2,

		// Left face
		4, 7, 0,
		7, 3, 0,

		// Right face
		1, 2, 5,
		2, 6, 5,

		// Top face
		3, 7, 2,
		7, 6, 2,

		// Bottom face
		4, 0, 5,
		0, 1, 5,
	};
	
	// Lock index buffer and copy data
	DWORD* pIndices = NULL;
	g_pMesh->LockIndexBuffer(0, (void**)&pIndices);
	memcpy(pIndices, index, sizeof(index));
	g_pMesh->UnlockIndexBuffer();

	// Compute normals
	D3DXComputeNormals(g_pMesh, 0);

	return D3D_OK;
}
开发者ID:BillyKim,项目名称:directxcode,代码行数:74,代码来源:ComputeNormals.cpp

示例14: ConstruirSombra

void Sombra::ConstruirSombra(LPD3DXMESH pMesh, D3DXVECTOR3 vLight)
{
    // Note: the MeshVertex format depends on the FVF of the mesh
	struct MeshVertex { D3DXVECTOR3 p, n;
                            DWORD diffuse;
                         float tu,tv;   };

    MeshVertex *pVertices;
    WORD       *pIndices;

    // Lock the geometry buffers
    pMesh->LockVertexBuffer( 0L, (LPVOID*)&pVertices );
    pMesh->LockIndexBuffer( 0L, (LPVOID*)&pIndices );
    DWORD dwNumFaces    = pMesh->GetNumFaces();

    // Allocate a temporary edge list
    WORD *pEdges = new WORD[dwNumFaces*6];

    if( pEdges == NULL )
    {
        pMesh->UnlockVertexBuffer();
        pMesh->UnlockIndexBuffer();
        return ;
    }
	
    DWORD dwNumEdges = 0;

    // For each face
    for( DWORD i = 0; i < dwNumFaces; ++i )
    {
        WORD wFace0 = pIndices[3*i+0];
        WORD wFace1 = pIndices[3*i+1];
        WORD wFace2 = pIndices[3*i+2];

        D3DXVECTOR3 v0 = pVertices[wFace0].p;
        D3DXVECTOR3 v1 = pVertices[wFace1].p;
        D3DXVECTOR3 v2 = pVertices[wFace2].p;

        // Transform vertices or transform light?
        D3DXVECTOR3 vCross1(v2-v1);
        D3DXVECTOR3 vCross2(v1-v0);
        D3DXVECTOR3 vNormal;
        D3DXVec3Cross( &vNormal, &vCross1, &vCross2 );

        if( D3DXVec3Dot( &vNormal, &vLight ) >= 0.0f )
        {
            InsertarSegmento( pEdges, dwNumEdges, wFace0, wFace1 );
            InsertarSegmento( pEdges, dwNumEdges, wFace1, wFace2 );
            InsertarSegmento( pEdges, dwNumEdges, wFace2, wFace0 );
        }
    }

    // Se construyen las caras de la sombra extrudando los segmentos en la dirección
    // de la luz y una longitud 10 veces la del vector luz.
    for( i = 0; i < dwNumEdges; ++i )
    {
        D3DXVECTOR3 v1 = pVertices[pEdges[2*i+0]].p;
        D3DXVECTOR3 v2 = pVertices[pEdges[2*i+1]].p;
        D3DXVECTOR3 v3 = v1 - vLight/10;
        D3DXVECTOR3 v4 = v2 - vLight/10;

        // Add a quad (two triangles) to the vertex list
        m_pVertices[m_dwNumVertices++] = v1;
        m_pVertices[m_dwNumVertices++] = v2;
        m_pVertices[m_dwNumVertices++] = v3;

        m_pVertices[m_dwNumVertices++] = v2;
        m_pVertices[m_dwNumVertices++] = v4;
        m_pVertices[m_dwNumVertices++] = v3;
    }

    // Delete the temporary edge list
    delete[] pEdges;

    // Unlock the geometry buffers
    pMesh->UnlockVertexBuffer();
    pMesh->UnlockIndexBuffer();

   
    
}
开发者ID:BackupTheBerlios,项目名称:visionrobot,代码行数:81,代码来源:Sombra.cpp

示例15: Load


//.........这里部分代码省略.........
						
							DWORD index = AddVertex(quadP[j], NewVertex);
							mIndexs.push_back(index);
							}
					}

				}
				break;

			}
			#pragma endregion

		}
			
		fclose(fileHandle);
		
		DWORD FVF = NULL;
		D3DVERTEXELEMENT9* pMeshVDeclaration = NULL;
		int code = 0;
		IdentifieLoadedFormat(FVF, pMeshVDeclaration, code);
		if( code == 0 )
			return;
		
		//Setup Mesh with VertexDeclaration corresponding to the loaded data
		LPD3DXMESH pMesh = NULL;
		HRESULT hr = NULL;
		
		int FacesCount = mIndexs.size()/3;
		switch( m_VertexMetaFormat )
		{
		case VertexMetaFormat::VertexDeclaration:
			{
				if( FacesCount > 65535 )// if huge mesh, 32 bits face index
					hr = D3DXCreateMesh(FacesCount, mVertexs.size(), D3DXMESH_32BIT | D3DXMESH_VB_SYSTEMMEM | D3DXMESH_IB_SYSTEMMEM | D3DXMESH_SYSTEMMEM , 
						pMeshVDeclaration, pDevice, &pMesh);
				else
					hr = D3DXCreateMesh(FacesCount, mVertexs.size(), D3DXMESH_VB_SYSTEMMEM | D3DXMESH_IB_SYSTEMMEM | D3DXMESH_SYSTEMMEM , 
						pMeshVDeclaration, pDevice, &pMesh);
			}
			break;
		case VertexMetaFormat::FVF:
			{
				if( FacesCount > 65535 )// if huge mesh, 32 bits face index
					hr = D3DXCreateMeshFVF(FacesCount, Vertexs.size(), D3DXMESH_32BIT | D3DXMESH_VB_SYSTEMMEM | D3DXMESH_IB_SYSTEMMEM | D3DXMESH_SYSTEMMEM ,
						FVF, pDevice, &pMesh);
				else
					hr = D3DXCreateMeshFVF(FacesCount, Vertexs.size(), D3DXMESH_VB_SYSTEMMEM | D3DXMESH_IB_SYSTEMMEM | D3DXMESH_SYSTEMMEM ,
						FVF, pDevice, &pMesh);
			}
			break;
		default:
			assert( false );
		}

		assert( !FAILED(hr) );
		
		//Puts vertex data inside loadedData in the smallest format needed
		//(not nesesarily VertexTextureNormal)
		void* loadedData = NULL;
		void* loadedIndex = NULL;
		size_t size = 0;
		//Pass to our vertex format
		PutLoadedDataInVertexDeclarationFormat(loadedData,loadedIndex,size,code, FacesCount);

		//Free Auxiliary Arrays
		Vertexs.clear();
		Textures.clear();
		Normals.clear();
		mVertexsHT.clear();
		
		void* data = NULL;
		//Loads the Vertex Buffer
		if( FAILED(pMesh->LockVertexBuffer(NULL, &data)) )
			return;

			memcpy(data, loadedData, size*mVertexs.size());

		pMesh->UnlockVertexBuffer();

		//Loads the Index Buffer
		if( FAILED(pMesh->LockIndexBuffer(NULL, &data)) )
			return;

			if( FacesCount > 65535 )
				memcpy(data, loadedIndex, sizeof(DWORD)*mIndexs.size());
			else
				memcpy(data, loadedIndex, sizeof(WORD)*mIndexs.size());

		pMesh->UnlockIndexBuffer();

		//Free main Arrays
		mVertexs.clear();
		mIndexs.clear();

		//Mesh data ready
		m_RootMeshContainer = new D3DXMESHCONTAINER;
		m_RootMeshContainer->MeshData.pMesh = pMesh;

		return;
	}
开发者ID:bobxiv,项目名称:ICCore,代码行数:101,代码来源:ObjParser.cpp


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