//-----------------------------------------------------------------------------// File: Meshes.cpp//// Desc: For advanced geometry, most apps will prefer to load pre-authored// meshes from a file. Fortunately, when using meshes, D3DX does most of// the work for this, parsing a geometry file and creating vertx buffers// (and index buffers) for us. This tutorial shows how to use a D3DXMESH// object, including loading it from a file and rendering it. One thing// D3DX does not handle for us is the materials and textures for a mesh,// so note that we have to handle those manually.//// Note: one advanced (but nice) feature that we don't show here is that// when cloning a mesh we can specify the FVF. So, regardless of how the// mesh was authored, we can add/remove normals, add more texture// coordinate sets (for multi-texturing), etc.//// Copyright (c) Microsoft Corporation. All rights reserved.//-----------------------------------------------------------------------------#include <Windows.h>#include <mmsystem.h>#include <d3dx9.h>//-----------------------------------------------------------------------------// Global variables//-----------------------------------------------------------------------------LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDeviceLPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering deviceLPD3DXMESH g_pMesh = NULL; // Our mesh object in sysmemD3DMATERIAL9* g_pMeshMaterials = NULL; // Materials for our meshLPDIRECT3DTEXTURE9* g_pMeshTextures = NULL; // Textures for our meshDWORD g_dwNumMaterials = 0L; // Number of mesh materials//-----------------------------------------------------------------------------// Name: InitD3D()// Desc: Initializes Direct3D//-----------------------------------------------------------------------------HRESULT InitD3D( HWND hWnd ){ // Create the D3D object. if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) ) return E_FAIL; // Set up the structure used to create the D3DDevice. Since we are now // using more complex geometry, we will create a device with a zbuffer. D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; // Create the D3DDevice if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice ) ) ) { return E_FAIL; } // Turn on the zbuffer g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE ); // Turn on ambient lighting g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff ); // <---------------------------------------------------------------------------NYALAIN ALPHA BLENDING g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); // turn on the color blending g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); // set source factor g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); // set dest factor g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); // set the operation return S_OK;}//-----------------------------------------------------------------------------// Name: InitGeometry()// Desc: Load the mesh and build the material and texture arrays//-----------------------------------------------------------------------------HRESULT InitGeometry(){ LPD3DXBUFFER pD3DXMtrlBuffer; // Load the mesh from the specified file if( FAILED( D3DXLoadMeshFromX( "Tiger.x", D3DXMESH_SYSTEMMEM, g_pd3dDevice, NULL, &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, &g_pMesh ) ) ) { // If model is not in current folder, try parent folder if( FAILED( D3DXLoadMeshFromX( "..\\Tiger.x", D3DXMESH_SYSTEMMEM, g_pd3dDevice, NULL, &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, &g_pMesh ) ) ) { MessageBox(NULL, "Could not find tiger.x", "Meshes.exe", MB_OK); return E_FAIL; } } // We need to extract the material properties and texture names from the // pD3DXMtrlBuffer D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer(); g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials]; g_pMeshTextures = new LPDIRECT3DTEXTURE9[g_dwNumMaterials]; for( DWORD i=0; i<g_dwNumMaterials; i++ ) { // Copy the material g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D; // Set the ambient color for the material (D3DX does not do this) g_pMeshMaterials[i].Diffuse.a = 0.5f; // <-----------------------------ALPHA CHANNEL GW KASI SEGINI BIAR TRANSPARENT g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse; g_pMeshTextures[i] = NULL; if( d3dxMaterials[i].pTextureFilename != NULL && lstrlen(d3dxMaterials[i].pTextureFilename) > 0 ) { // Create the texture if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, d3dxMaterials[i].pTextureFilename, &g_pMeshTextures[i] ) ) ) { // If texture is not in current folder, try parent folder const TCHAR* strPrefix = TEXT("..\\"); const int lenPrefix = lstrlen( strPrefix ); TCHAR strTexture[MAX_PATH]; lstrcpyn( strTexture, strPrefix, MAX_PATH ); lstrcpyn( strTexture + lenPrefix, d3dxMaterials[i].pTextureFilename, MAX_PATH - lenPrefix ); // If texture is not in current folder, try parent folder if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, strTexture, &g_pMeshTextures[i] ) ) ) { MessageBox(NULL, "Could not find texture map", "Meshes.exe", MB_OK); } } } } // Done with the material buffer pD3DXMtrlBuffer->Release(); return S_OK;}//-----------------------------------------------------------------------------// Name: Cleanup()// Desc: Releases all previously initialized objects//-----------------------------------------------------------------------------VOID Cleanup(){ if( g_pMeshMaterials != NULL ) delete[] g_pMeshMaterials; if( g_pMeshTextures ) { for( DWORD i = 0; i < g_dwNumMaterials; i++ ) { if( g_pMeshTextures[i] ) g_pMeshTextures[i]->Release(); } delete[] g_pMeshTextures; } if( g_pMesh != NULL ) g_pMesh->Release(); if( g_pd3dDevice != NULL ) g_pd3dDevice->Release(); if( g_pD3D != NULL ) g_pD3D->Release();}//-----------------------------------------------------------------------------// Name: SetupMatrices()// Desc: Sets up the world, view, and projection transform matrices.//-----------------------------------------------------------------------------VOID SetupMatrices(){ // For our world matrix, we will just leave it as the identity D3DXMATRIXA16 matWorld; D3DXMatrixRotationY( &matWorld, timeGetTime()/1000.0f ); g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); // Set up our view matrix. A view matrix can be defined given an eye point, // a point to lookat, and a direction for which way is up. Here, we set the // eye five units back along the z-axis and up three units, look at the // origin, and define "up" to be in the y-direction. D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f ); D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f ); D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMATRIXA16 matView; D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); // For the projection matrix, we set up a perspective transform (which // transforms geometry from 3D view space to 2D viewport space, with // a perspective divide making objects smaller in the distance). To build // a perpsective transform, we need the field of view (1/4 pi is common), // the aspect ratio, and the near and far clipping planes (which define at // what distances geometry should be no longer be rendered). D3DXMATRIXA16 matProj; D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );}//-----------------------------------------------------------------------------// Name: Render()// Desc: Draws the scene//-----------------------------------------------------------------------------VOID Render(){ // Clear the backbuffer and the zbuffer g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 ); // Begin the scene if( SUCCEEDED( g_pd3dDevice->BeginScene() ) ) { // Setup the world, view, and projection matrices SetupMatrices(); // Meshes are divided into subsets, one for each material. Render them in // a loop for( DWORD i=0; i<g_dwNumMaterials; i++ ) { // Set the material and texture for this subset g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] ); //g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] ); <--------------TEXTURE GW MATIIN, KLO NYALA GA JADI TRANSPARENT // Draw the mesh subset g_pMesh->DrawSubset( i ); } // End the scene g_pd3dDevice->EndScene(); } // Present the backbuffer contents to the display g_pd3dDevice->Present( NULL, NULL, NULL, NULL );}//-----------------------------------------------------------------------------// Name: MsgProc()// Desc: The window's message handler//-----------------------------------------------------------------------------LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ){ switch( msg ) { case WM_DESTROY: Cleanup(); PostQuitMessage( 0 ); return 0; } return DefWindowProc( hWnd, msg, wParam, lParam );}//-----------------------------------------------------------------------------// Name: WinMain()// Desc: The application's entry point//-----------------------------------------------------------------------------INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT ){ // Register the window class WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, "D3D Tutorial", NULL }; RegisterClassEx( &wc ); // Create the application's window HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 06: Meshes", WS_OVERLAPPEDWINDOW, 100, 100, 800, 600, GetDesktopWindow(), NULL, wc.hInstance, NULL ); // Initialize Direct3D if( SUCCEEDED( InitD3D( hWnd ) ) ) { // Create the scene geometry if( SUCCEEDED( InitGeometry() ) ) { // Show the window ShowWindow( hWnd, SW_SHOWDEFAULT ); UpdateWindow( hWnd ); // Enter the message loop MSG msg; ZeroMemory( &msg, sizeof(msg) ); while( msg.message!=WM_QUIT ) { if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else Render(); } } } UnregisterClass( "D3D Tutorial", wc.hInstance ); return 0;}