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GAllocateHierarchy.cpp
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GAllocateHierarchy.cpp
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#include "GGameDemoHeader.h"
#include "GAllocateHierarchy.h"
#include "GAnimationResource.h"
#include "GD9Device.h"
#include "GTexture.h"
#include "Content.h"
HRESULT AllocateName ( LPCTSTR Name, LPTSTR *pNewName )
{
//Name为空值,返回错误
if ( Name == NULL )
{
*pNewName = NULL;
return S_FALSE;
}
int nLen = lstrlen ( Name ) + 1;
*pNewName = new TCHAR[nLen];
//内存不足,返回错误
if ( *pNewName == NULL )
{
return E_OUTOFMEMORY;
}
memcpy ( *pNewName, Name, nLen * sizeof ( TCHAR ) );
return S_OK;
}
STDMETHODIMP GAllocateHierarchy::CreateFrame ( LPCSTR Name, LPD3DXFRAME *ppNewFrame )
{
HRESULT hr = S_FALSE;
*ppNewFrame = NULL;
D3DXFrameEX *pFrameTmp;
pFrameTmp = new D3DXFrameEX;
if ( pFrameTmp == NULL )
{
delete ( pFrameTmp );
return E_OUTOFMEMORY;
}
hr = AllocateName ( ( LPCTSTR ) Name, ( LPTSTR * ) ( &pFrameTmp->Name ) );
if ( FAILED ( hr ) )
{
delete ( pFrameTmp );
return S_FALSE;
}
D3DXMatrixIdentity ( &pFrameTmp->TransformationMatrix );
D3DXMatrixIdentity ( &pFrameTmp->matCombinedTransformation );
pFrameTmp->pFrameFirstChild = NULL;
pFrameTmp->pFrameSibling = NULL;
pFrameTmp->pMeshContainer = NULL;
*ppNewFrame = pFrameTmp;
pFrameTmp = NULL;
return S_OK;
}
STDMETHODIMP GAllocateHierarchy::CreateMeshContainer
(
LPCSTR Name,
CONST D3DXMESHDATA *pMeshData,
CONST D3DXMATERIAL *pMaterials,
CONST D3DXEFFECTINSTANCE *pEffectInstances,
DWORD NumMaterials,
CONST DWORD *pAdjacency,
LPD3DXSKININFO pSkinInfo,
LPD3DXMESHCONTAINER *ppNewMeshContainer
)
{
*ppNewMeshContainer = NULL;
ID3DXMesh *pMesh = NULL;
HRESULT hr = S_FALSE;
D3DXMeshContainerEX *pMeshContainerTmp = NULL; //临时MeshContainer变量,为了给ppNewMeshContainer赋予完善的信息
IDirect3DDevice9 *pD9Device = NULL; //在创建纹理中要用到
DWORD dwNumFace = 0; //pMeshContainer->MeshData.pMesh中Mesh的面数
DWORD dwNumBone = 0; //影响该容器中Mesh的骨骼数量
//获取MeshData
if ( pMeshData->Type != D3DXMESHTYPE_MESH || pMeshData->pMesh == NULL )
{
return S_FALSE;
}
if ( pMeshData->pMesh->GetFVF() == 0 )
{
return S_FALSE;
}
pMeshContainerTmp = new D3DXMeshContainerEX;
if ( pMeshContainerTmp == NULL )
{
hr = E_OUTOFMEMORY;
goto e_Exit;
}
dMemoryZero ( pMeshContainerTmp, sizeof ( D3DXMeshContainerEX ) );
pMeshData->pMesh->GetDevice ( &pD9Device );
if ( pD9Device == NULL )
{
goto e_Exit;
}
pMesh = pMeshData->pMesh;
if ( ! ( pMesh->GetFVF() && D3DFVF_NORMAL ) ) //没有法线信息为其添加一个
{
hr = pMeshData->pMesh->CloneMeshFVF (
pMeshData->pMesh->GetOptions(),
D3DFVF_NORMAL | pMeshData->pMesh->GetFVF(),
pD9Device,
&pMeshContainerTmp->MeshData.pMesh
);
if ( FAILED ( hr ) )
{
goto e_Exit;
}
hr = D3DXComputeNormals ( pMeshContainerTmp->MeshData.pMesh, 0 );
if ( FAILED ( hr ) )
{
goto e_Exit;
}
pMesh = pMeshContainerTmp->MeshData.pMesh;
}
else
{
pMeshContainerTmp->MeshData.pMesh = pMesh;
pMesh->AddRef();
}
pMeshContainerTmp->MeshData.Type = D3DXMESHTYPE_MESH;
//分配容器名字
hr = AllocateName ( ( LPCTSTR ) Name, ( LPTSTR * ) ( &pMeshContainerTmp->Name ) );
if ( FAILED ( hr ) )
{
goto e_Exit;
}
//获取材质信息
dwNumFace = pMeshContainerTmp->MeshData.pMesh->GetNumFaces();
pMeshContainerTmp->NumMaterials = max ( 1, NumMaterials );
pMeshContainerTmp->pAdjacency = new DWORD[dwNumFace * 3];
pMeshContainerTmp->ppTexture = new IDirect3DTexture9*[pMeshContainerTmp->NumMaterials];
pMeshContainerTmp->pMaterials = new D3DXMATERIAL[pMeshContainerTmp->NumMaterials];
if ( pMeshContainerTmp->ppTexture == NULL || pMeshContainerTmp->pMaterials == NULL )
{
hr = E_OUTOFMEMORY;
goto e_Exit;
}
memcpy ( pMeshContainerTmp->pAdjacency, pAdjacency, sizeof ( DWORD ) *dwNumFace * 3 );
dMemoryZero ( pMeshContainerTmp->ppTexture, pMeshContainerTmp->NumMaterials * sizeof ( IDirect3DTexture9* ) );
if ( NumMaterials > 0 )
{
memcpy ( pMeshContainerTmp->pMaterials, pMaterials, sizeof ( D3DXMATERIAL ) *NumMaterials );
CXFileName filename ( mMediaFileName );
uString path = filename.GetRelativePath();
for ( DWORD i = 0; i < NumMaterials; i++ )
{
if ( pMeshContainerTmp->pMaterials[i].pTextureFilename != NULL )
{
uString fileName = path + CXFileName::PathSpliter + pMeshContainerTmp->pMaterials[i].pTextureFilename;
GTexture* gtext = Content::TextureMgr.getResource ( fileName.c_str() );
if ( gtext )
pMeshContainerTmp->ppTexture[i] = gtext->getTexture();
}
}
}
else //没有材质信息就为其添加一个
{
pMeshContainerTmp->pMaterials[0].pTextureFilename = NULL;
pMeshContainerTmp->pMaterials[0].MatD3D.Diffuse.r = 0.8f;
pMeshContainerTmp->pMaterials[0].MatD3D.Diffuse.g = 0.8f;
pMeshContainerTmp->pMaterials[0].MatD3D.Diffuse.b = 0.8f;
pMeshContainerTmp->pMaterials[0].MatD3D.Specular = pMeshContainerTmp->pMaterials[0].MatD3D.Diffuse;
}
if ( pSkinInfo != NULL )
{
pMeshContainerTmp->pSkinInfo = pSkinInfo;
pSkinInfo->AddRef();
pMeshContainerTmp->pOriginMesh = pMesh;
pMesh->AddRef();
dwNumBone = pMeshContainerTmp->pSkinInfo->GetNumBones();
pMeshContainerTmp->pBoneOffsetMatrices = new D3DXMATRIX[dwNumBone];
if ( pMeshContainerTmp->pBoneOffsetMatrices == NULL )
{
hr = E_OUTOFMEMORY;
goto e_Exit;
}
for ( DWORD i = 0; i < dwNumBone; i++ )
{
pMeshContainerTmp->pBoneOffsetMatrices[i] = * ( pMeshContainerTmp->pSkinInfo->GetBoneOffsetMatrix ( i ) );
}
}
hr = GenerateSkinnedMesh ( pMeshContainerTmp );
*ppNewMeshContainer = pMeshContainerTmp;
pMeshContainerTmp = NULL;
e_Exit:
SAFERELEASE ( pD9Device );
if ( pMeshContainerTmp != NULL )
{
DestroyMeshContainer ( pMeshContainerTmp );
}
return S_OK;
}
GAllocateHierarchy::GAllocateHierarchy ( IDirect3DDevice9 * DVC, const char* mediaFile )
{
if ( mediaFile != nullptr )
mMediaFileName = mediaFile;
}
HRESULT GAllocateHierarchy::DestroyMeshContainer ( LPD3DXMESHCONTAINER pMeshContainerToFree )
{
D3DXMeshContainerEX *pMeshContainerTmp = ( D3DXMeshContainerEX * ) pMeshContainerToFree;
SAFE_DELETE_ARRAY ( pMeshContainerTmp->Name );
SAFE_DELETE_ARRAY ( pMeshContainerTmp->pAdjacency );
SAFE_DELETE_ARRAY ( pMeshContainerTmp->pBoneOffsetMatrices );
SAFE_DELETE_ARRAY ( pMeshContainerTmp->pMaterials );
if ( pMeshContainerTmp->ppTexture != NULL )
{
for ( DWORD i = 0; i < pMeshContainerTmp->NumMaterials; i++ )
{
SAFERELEASE ( pMeshContainerTmp->ppTexture[i] );
}
}
SAFE_DELETE_ARRAY ( pMeshContainerTmp->ppTexture );
SAFE_DELETE_ARRAY ( pMeshContainerTmp->ppBoneMatrixPtrs );
SAFERELEASE ( pMeshContainerTmp->pOriginMesh );
SAFERELEASE ( pMeshContainerTmp->MeshData.pMesh );
SAFERELEASE ( pMeshContainerTmp->pSkinInfo );
SAFERELEASE ( pMeshContainerTmp->pBoneCombinationBufffer );
SAFED_ELETE ( pMeshContainerTmp );
return S_OK;
}
HRESULT GAllocateHierarchy::GenerateSkinnedMesh ( D3DXMeshContainerEX *pMeshContainerEx )
{
HRESULT hr = S_FALSE;
D3DCAPS9 d3dCap;
dMemoryZero ( &d3dCap, sizeof ( d3dCap ) );
Content::Device.getD9Device()->GetDeviceCaps ( &d3dCap );
if ( pMeshContainerEx->pSkinInfo == NULL )
{
return S_FALSE;
}
SAFERELEASE ( pMeshContainerEx->MeshData.pMesh );
SAFERELEASE ( pMeshContainerEx->pBoneCombinationBufffer );
hr = pMeshContainerEx->pSkinInfo->ConvertToBlendedMesh
(
pMeshContainerEx->pOriginMesh,
D3DXMESH_MANAGED | D3DXMESHOPT_VERTEXCACHE,
pMeshContainerEx->pAdjacency,
NULL, NULL, NULL,
&pMeshContainerEx->NumInfl,
&pMeshContainerEx->NumAttributeGroups,
&pMeshContainerEx->pBoneCombinationBufffer,
&pMeshContainerEx->MeshData.pMesh
);
if ( FAILED ( hr ) )
{
return hr;
}
D3DXBONECOMBINATION *pBoneCombinations = ( D3DXBONECOMBINATION* ) ( pMeshContainerEx->pBoneCombinationBufffer->GetBufferPointer() );
DWORD dwIndex;
for ( dwIndex = 0; dwIndex < pMeshContainerEx->NumAttributeGroups; dwIndex++ )
{
DWORD dwInfl = 0;
for ( DWORD i = 0; i < pMeshContainerEx->NumInfl; i++ )
{
if ( pBoneCombinations[dwIndex].BoneId[i] != UINT_MAX )
{
dwInfl++;
}
}
if ( dwInfl > d3dCap.MaxVertexBlendMatrices ) //执行顶点混合时,设备可以支持的矩阵复合的最大数量
{
break;
}
}
if ( dwIndex < pMeshContainerEx->NumAttributeGroups )
{
ID3DXMesh *pMeshTmp = NULL;
hr = pMeshContainerEx->MeshData.pMesh->CloneMeshFVF
(
pMeshContainerEx->MeshData.pMesh->GetOptions() | D3DXMESH_SOFTWAREPROCESSING,
pMeshContainerEx->MeshData.pMesh->GetFVF(),
Content::Device.getD9Device(), &pMeshTmp
);
if ( FAILED ( hr ) )
{
return hr;
}
pMeshContainerEx->MeshData.pMesh->Release();
pMeshContainerEx->MeshData.pMesh = pMeshTmp;
pMeshTmp = NULL;
}
return S_OK;
}
GAllocateHierarchy::~GAllocateHierarchy()
{
}
STDMETHODIMP GAllocateHierarchy::DestroyFrame ( LPD3DXFRAME pFrameToFree )
{
delete [] ( pFrameToFree->Name );
dSafeDelete ( pFrameToFree );
return S_OK;
}