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本文由zhangbaochong原创,转载请注明出处:
现在directx已经不再支持.x文件了,意味着D3DXLoadMeshFromX加载mesh的方法已经不能用了。要加载mesh除了自己解析文件外,最简单的方法是利用微软开源的工具DirectXTK中的Model类或者DXUT中的CDXUTSDKMesh类。这里以DirectXTK为例,看看如何加载的吧!
DirectXTK中的Model类支持.sdkmesh和.cmo格式,所以下载的.obj、.fbx等格式的文件必须转化成支持的格式才行。利用vs2015中的content pipeline可以很方便的转化成.cmo,下面是具体步骤:
首先,右键项目->生成依赖项->生成自定义->勾上MeshContentTask->点击ok

添加模型文件到项目工程中,这里以.fbx文件为例,右键模型文件,在常规中选择Mesh Content Pipeline,然后确定。

最后,右键模型选择编译,然后就可以在Debug目录下(如果没改生成目录)找到.cmo以及贴图等相关文件了,是不是很简单呢?
首先要去下载DirectXTK,然后在工程中添加引用。
用DirectXTK加载mesh其实很简单,主要就是两个步骤:加载和绘制。
加载需要调用Model类的一个方法,针对sdkmesh是CreateFromSDKMESH方法,针对cmo就是CreateFromCMO了。这里以sdkmesh格式为例,cmo与此类似不再说明了。
CreateFromSDKMESH函数参数如下:
std::unique_ptr<Model> DirectX::Model::CreateFromSDKMESH( ID3D11Device* d3dDevice, const wchar_t* szFileName, IEffectFactory& fxFactory, bool ccw, bool pmalpha )
第一个参数是一个设备指针,第二个参数是模型路径,第三个参数是一个IEffectFactory,后面两个参数设为true。
绘制时需要调用Model::Draw方法,参数如下:
1 Model::Draw( 2 ID3D11DeviceContext* deviceContext, 3 CommonStates& states, 4 FXMMATRIX world, 5 CXMMATRIX view, 6 CXMMATRIX projection, 7 bool wireframe, 8 std::function<void()> setCustomState )
第一个参数是设备上下文指针,第二个参数是CommonStates对象,接下来三个参数是world view proj矩阵,下个参数是是否采用线框模式绘制默认为false,最后一个
参数默认为nullptr。
下面是全部代码,其中使用了上个教程实现的Camera:
MeshDemo.h
1 #pragma once
2 #include <memory>
3 #include "Dx11Base.h"
4 #include "CommonStates.h"
5 #include "Model.h"
6 #include "Effects.h"
7 #include "Camera.h"
8
9 class MeshDemo : public Dx11Base
10 {
11 public:
12 MeshDemo(HINSTANCE hInst, std::wstring title = L"BlendDemo", int width = 800, int height = 640);
13 ~MeshDemo();
14
15 bool Init() override;
16 void Update(float dt);
17 void Render();
18
19 bool OnResize() override;
20
21 void OnMouseDown(WPARAM btnState, int x, int y);
22 void OnMouseUp(WPARAM btnState, int x, int y);
23 void OnMouseMove(WPARAM btnState, int x, int y);
24
25 private:
26 bool BuildModels(); //创建mesh对象
27 private:
28 std::unique_ptr<Model> m_model;
29 std::unique_ptr<EffectFactory> m_fxFactory;
30 std::unique_ptr<CommonStates> m_states;
31
32 Camera m_camera;
33
34 XMFLOAT4X4 m_world;
35 XMFLOAT4X4 m_view;
36 XMFLOAT4X4 m_proj;
37
38 //鼠标控制参数
39 POINT m_lastMousePos;
40 };
MeshDemo.cpp
1 #include "MeshDemo.h"
2 #include "Utility.h"
3 using namespace DirectX;
4
5 MeshDemo::MeshDemo(HINSTANCE hInst, std::wstring title, int width, int height)
6 :Dx11Base(hInst,title,width,height)
7 {
8 XMVECTOR Eye = XMVectorSet(0.0f, 3.0f, -10.0f, 0.0f);
9 XMVECTOR At = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f);
10 XMVECTOR Up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
11 m_camera.LookAtXM(Eye, At, Up);
12 //设置投影矩阵
13 m_camera.SetLens(XM_PIDIV4, AspectRatio(), 0.1f, 1000.f);
14
15 XMStoreFloat4x4(&m_world, XMMatrixIdentity());
16 }
17
18 MeshDemo::~MeshDemo()
19 {
20 }
21
22
23 bool MeshDemo::Init()
24 {
25 if (!Dx11Base::Init())
26 return false;
27 if (!BuildModels())
28 return false;
29 return true;
30 }
31
32 void MeshDemo::Update(float dt)
33 {
34 //前后左右行走
35 if (KeyDown(‘A‘))
36 {
37 m_camera.Strafe(-6.f*dt);
38 }
39 else if (KeyDown(‘D‘))
40 {
41 m_camera.Strafe(6.f*dt);
42 }
43 if (KeyDown(‘W‘))
44 {
45 m_camera.Walk(6.f*dt);
46 }
47 else if (KeyDown(‘S‘))
48 {
49 m_camera.Walk(-6.f*dt);
50 }
51 m_camera.UpdateViewMatrix();
52
53 XMStoreFloat4x4(&m_view, m_camera.GetView());
54 XMStoreFloat4x4(&m_proj, m_camera.GetProj());
55 }
56
57 void MeshDemo::Render()
58 {
59 m_pImmediateContext->ClearRenderTargetView(m_pRenderTargetView, Colors::Silver);
60 m_pImmediateContext->ClearDepthStencilView(m_pDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
61
62 XMVECTOR qid = XMQuaternionIdentity();
63 const XMVECTORF32 scale = { 0.01f, 0.01f, 0.01f };
64 const XMVECTORF32 translate = { 0.f, 0.f, 0.f };
65 XMMATRIX world = XMLoadFloat4x4(&m_world);
66 XMVECTOR rotate = XMQuaternionRotationRollPitchYaw(0, XM_PI / 2.f, XM_PI / 2.f);
67 rotate = XMQuaternionRotationRollPitchYaw(0, XM_PI / 2.f, XM_PI / 2.f);
68 XMMATRIX local = XMMatrixMultiply(world, XMMatrixTransformation(
69 g_XMZero, qid, scale, g_XMZero, rotate, translate));
70 local *= XMMatrixRotationZ(XM_PIDIV2);
71 m_model->Draw(m_pImmediateContext, *m_states, local, XMLoadFloat4x4(&m_view),
72 XMLoadFloat4x4(&m_proj));
73
74 m_pSwapChain->Present(0, 0);
75 }
76
77 bool MeshDemo::OnResize()
78 {
79 if (!Dx11Base::OnResize())
80 return false;
81 //更新camera参数
82 m_camera.SetLens(XM_PIDIV4, AspectRatio(), 1.f, 1000.f);
83
84 return true;
85 }
86
87 void MeshDemo::OnMouseDown(WPARAM btnState, int x, int y)
88 {
89 m_lastMousePos.x = x;
90 m_lastMousePos.y = y;
91 SetCapture(m_hWnd);
92 }
93
94 void MeshDemo::OnMouseUp(WPARAM btnState, int x, int y)
95 {
96 ReleaseCapture();
97 }
98
99 void MeshDemo::OnMouseMove(WPARAM btnState, int x, int y)
100 {
101 if ((btnState & MK_LBUTTON) != 0)
102 {
103 float dx = XMConvertToRadians(0.25f*(x - m_lastMousePos.x));
104 float dy = XMConvertToRadians(0.25f*(y - m_lastMousePos.y));
105
106 m_camera.Pitch(dy);
107 m_camera.RotateY(dx);
108 }
109
110 m_lastMousePos.x = x;
111 m_lastMousePos.y = y;
112 }
113
114 bool MeshDemo::BuildModels()
115 {
116 m_fxFactory.reset(new EffectFactory(m_pd3dDevice));
117 m_states.reset(new CommonStates(m_pd3dDevice));
118 m_model = Model::CreateFromSDKMESH(m_pd3dDevice, L"tiny.sdkmesh", *m_fxFactory,true,true);
119 return true;
120 }
121
122 int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR cmdLine, int cmdShow)
123 {
124 std::shared_ptr<Dx11Base> bd(new MeshDemo(hInstance));
125 if (!bd->Init())
126 return -1;
127 return bd->Run();
128 }

Directx11学习笔记【二十】 使用DirectX Tool Kit加载mesh
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原文地址:http://www.cnblogs.com/jinguanzhang/p/5788627.html