c ++ directx 9网格纹理

时间:2010-10-10 07:39:24

标签: c++ visual-c++ winapi directx-9

好的,所以我可以完美地加载网格,但加载它的纹理不起作用。我不确定我做错了什么 这是我的代码..

//render a single frame
void RenderFrame(void)
{
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

    d3ddev->BeginScene();

    d3ddev->SetFVF(CUSTOMFVF);

    InitMatrices();

    D3DXMATRIX matTran;    // a matrix to store the rotation for each triangle
    D3DXMATRIX matRotz;
    D3DXMATRIX matRoty;
    D3DXMATRIX matRotx;
    D3DXMatrixTranslation(&matTran, x, y, z);   
    D3DXMatrixRotationZ(&matRotz, D3DXToRadian(rz));
    D3DXMatrixRotationY(&matRoty, D3DXToRadian(ry));
    D3DXMatrixRotationX(&matRotx, D3DXToRadian(rx));

    d3ddev->SetTransform(D3DTS_WORLD, &(matTran * matRotz * matRoty * matRotx));    // set the world transform

    // draw the spaceship
    for(DWORD i = 0; i < numMaterials; i++)    // loop through each subset
    {
        d3ddev->SetMaterial(&material[i]);    // set the material for the subset
        if(texture[i] != NULL)    // if the subset has a texture (if texture is not NULL)
            d3ddev->SetTexture(0, texture[i]);    // ...then set the texture

        meshSpaceship->DrawSubset(i);    // draw the subset
    }

    d3ddev->EndScene(); 

    d3ddev->Present(NULL, NULL, NULL, NULL);
}

// cleans up Direct3D and COM
void CleanD3D(void)
{
    meshSpaceship->Release();
    d3ddev->Release();    // close and release the 3D device
    d3d->Release();    // close and release Direct3D
}

VOID InitGraphic()
{
    LPD3DXBUFFER bufShipMaterial;

    D3DXLoadMeshFromX(L"ramiz.x",    // load this file
                      D3DXMESH_SYSTEMMEM,    // load the mesh into system memory
                      d3ddev,    // the Direct3D Device
                      NULL,    // we aren't using adjacency
                      &bufShipMaterial,    // put the materials here
                      NULL,    // we aren't using effect instances
                      &numMaterials,    // the number of materials in this model
                      &meshSpaceship);    // put the mesh here

    // retrieve the pointer to the buffer containing the material information
    D3DXMATERIAL* tempMaterials = (D3DXMATERIAL*)bufShipMaterial->GetBufferPointer();

    // create a new material buffer and texture for each material in the mesh
    material = new D3DMATERIAL9[numMaterials];
    texture = new LPDIRECT3DTEXTURE9[numMaterials];

    for(DWORD i = 0; i < numMaterials; i++)    // for each material...
    {
        material[i] = tempMaterials[i].MatD3D;    // get the material info
        material[i].Ambient = material[i].Diffuse;    // make ambient the same as diffuse
        D3DXCreateTextureFromFile(d3ddev,
                                    L"ramiz.x"
                                    ,
                                    &texture[i]);
        texture[i]=NULL;
     }
}

1 个答案:

答案 0 :(得分:2)

首先,您在NULL循环中将所有纹理设置为for,因此当然没有要渲染的纹理!

for(DWORD i = 0; i < numMaterials; i++)
{ 
    /* ... */
    texture[i]=NULL; // <--- You're setting all your textures to NULL!
} 

此外:

D3DXCreateTextureFromFile(d3ddev, L"ramiz.x", &texture[i]);  

函数D3DXCreateTextureFromFile()仅支持从这些文件类型加载纹理:.bmp,.dds,.dib,.hdr,.jpg,.pfm,.png,.ppm和.tga。您正在尝试从.x文件加载纹理,这可能不对。

我认为您打算将tempMaterials[i].pTextureFilename传递给D3DXCreateTextureFromFile()来加载纹理文件,不是吗?

Here's how to properly load texture files for (simple) .x file rendering

//////////////////////////////////////////////////////////////////////////////
// Code snippet from http://www.toymaker.info/Games/html/load_x_simply.html //
//////////////////////////////////////////////////////////////////////////////

for (DWORD i=0; i<m_numMaterials; i++)
{

 // Copy the material
 meshMaterials[i] = d3dxMaterials[i].MatD3D;

 // Set the ambient color for the material (D3DX does not do this)
 meshMaterials[i].Ambient = meshMaterials[i].Diffuse;

 // Create the texture if it exists - it may not
 meshTextures[i] = NULL;
 if (d3dxMaterials[i].pTextureFilename)
     D3DXCreateTextureFromFile(gD3dDevice,
                               d3dxMaterials[i].pTextureFilename,
                               &meshTextures[i]);
}