《精通DirectX 3D》第十三章 网格模型高级技术 03_ProgressMesh

《精通DirectX 3D》第十三章 网格模型高级技术 03_ProgressMesh

把"Dwarf.x" 换成"tiny.x"显示不正常,看来不是随便一个.x文件都行,也可能是纹理的原因?必须用dds的?暂时还搞不清楚!

这种实时的计算出顶点的方式太耗资源,用这种方式生成,然后导出,再放在游戏里面使用,才是比较可行的办法。


《精通DirectX 3D》第十三章 网格模型高级技术 03_ProgressMesh_第1张图片




// =============================================================================
//  Desc: 主程序源文件
// =============================================================================
#include  " dxstdafx.h "
#include 
" resource.h "
#pragma warning(disable: 
4995 )


// -----------------------------------------------------------------------------
//  全局变量
// -----------------------------------------------------------------------------
ID3DXFont *                  g_pFont  =  NULL;           // ID3DXFont字体对象
ID3DXSprite *                g_pTextSprite  =  NULL;     // ID3DXSprite文本精灵对象
bool                        g_bShowHelp  =   true ;       // 标识是否显示简单说明文本

CDXUTDialogResourceManager g_DialogResourceManager; 
// 对话框资源管理器
CD3DSettingsDlg            g_SettingsDlg;            // Direct3D设备设置对话框
CDXUTDialog                g_HUD;                    // 对话框
CDXUTDialog                g_SampleUI;               // 对话框

LPD3DXMESH              g_pMesh          
=  NULL;    // 原网格模型
D3DMATERIAL9 *            g_pMeshMaterials  =  NULL;    // 网格模型材质
LPDIRECT3DTEXTURE9 *      g_pMeshTextures   =  NULL;    // 网格模型纹理
DWORD                   g_dwNumMaterials  =   0L ;      // 材质数量
LPD3DXBUFFER            g_pAdjacencyBuffer  =  NULL;  // 网格模型面邻接信息
LPD3DXPMESH             g_pPMesh            =  NULL;  // 层次细节网格模型


// -----------------------------------------------------------------------------
//  控件ID
// -----------------------------------------------------------------------------
#define  IDC_TOGGLEFULLSCREEN      1
#define  IDC_TOGGLEREF             2
#define  IDC_CHANGEDEVICE          3
#define  IDC_DETAIL                4


// -----------------------------------------------------------------------------
//  Desc: 函数声明
// ------------------------------------------------------------------------------
bool     CALLBACK IsDeviceAcceptable( D3DCAPS9 *  pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat,  bool  bWindowed,  void *  pUserContext );
bool     CALLBACK ModifyDeviceSettings( DXUTDeviceSettings *  pDeviceSettings,  const  D3DCAPS9 *  pCaps,  void *  pUserContext );
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9
*  pd3dDevice,  const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc,  void *  pUserContext );
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9
*  pd3dDevice,  const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc,  void *  pUserContext );
void     CALLBACK OnFrameMove( IDirect3DDevice9 *  pd3dDevice,  double  fTime,  float  fElapsedTime,  void *  pUserContext );
void     CALLBACK OnFrameRender( IDirect3DDevice9 *  pd3dDevice,  double  fTime,  float  fElapsedTime,  void *  pUserContext );
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
bool *  pbNoFurtherProcessing,  void *  pUserContext );
void     CALLBACK KeyboardProc( UINT nChar,  bool  bKeyDown,  bool  bAltDown,  void *  pUserContext );
void     CALLBACK OnGUIEvent( UINT nEvent,  int  nControlID, CDXUTControl *  pControl,  void *  pUserContext );
void     CALLBACK OnLostDevice(  void *  pUserContext );
void     CALLBACK OnDestroyDevice(  void *  pUserContext );

void     InitApp();
void     RenderText();


// -----------------------------------------------------------------------------
//  Desc: 入口函数
// -----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR,  int  )
{
    
// 为Debug配置启用运行时内存检查功能
#if  defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
|  _CRTDBG_LEAK_CHECK_DF );
#endif

    
// 设置回调函数
    DXUTSetCallbackDeviceCreated( OnCreateDevice );
    DXUTSetCallbackDeviceReset( OnResetDevice );
    DXUTSetCallbackDeviceLost( OnLostDevice );
    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackKeyboard( KeyboardProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );

    
// 应用程序相关的初始化
    InitApp();

    
// 初始化DXUT, 创建窗口, 创建Direct3D设备对象
    DXUTInit(  true true true  );
    DXUTSetCursorSettings( 
true true  );
    DXUTCreateWindow( L
" ProgressMesh "  );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true 640 480
        IsDeviceAcceptable, ModifyDeviceSettings );

    
// 进入消息循环和场景渲染
    DXUTMainLoop();

    
// 在此进行应用程序相关的清除工作

    
return  DXUTGetExitCode();
}


// -----------------------------------------------------------------------------
//  Desc: 应用程序相关初始化
// -----------------------------------------------------------------------------
void  InitApp()
{
    
// 初始化对话框
    g_SettingsDlg.Init(  & g_DialogResourceManager );
    g_HUD.Init( 
& g_DialogResourceManager );
    g_SampleUI.Init( 
& g_DialogResourceManager );

    
// 为g_HUD对话框设置消息处理函数,添加控件
    g_HUD.SetCallback( OnGUIEvent ); 
    
int  iY  =   10
    g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L
" Toggle full screen " 35 , iY,  125 22  );
    g_HUD.AddButton( IDC_TOGGLEREF, L
" Toggle REF (F3) " 35 , iY  +=   24 125 22  );
    g_HUD.AddButton( IDC_CHANGEDEVICE, L
" Change device (F2) " 35 , iY  +=   24 125 22 , VK_F2 );

    
// 添加滑竿控件
    g_SampleUI.SetCallback( OnGUIEvent ); 
    g_SampleUI.AddSlider( IDC_DETAIL, 
10 36 200 16 4 4 4  );
}


// -----------------------------------------------------------------------------
//  Desc: 设备能力检查
// -----------------------------------------------------------------------------
bool  CALLBACK IsDeviceAcceptable( D3DCAPS9 *  pCaps, D3DFORMAT AdapterFormat, 
                                  D3DFORMAT BackBufferFormat, 
bool  bWindowed, 
                                  
void *  pUserContext )
{
    
// 检查后台缓冲区格式是否支持Alpha混合等操作(post pixel blending operations)
    IDirect3D9 *  pD3D  =  DXUTGetD3DObject(); 
    
if ( FAILED( pD3D -> CheckDeviceFormat( pCaps -> AdapterOrdinal, pCaps -> DeviceType,
                    AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, 
                    D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
        
return   false ;

    
return   true ;
}


// -----------------------------------------------------------------------------
//  Desc: 修改Direct3D渲染设备设置
// -----------------------------------------------------------------------------
bool  CALLBACK ModifyDeviceSettings( DXUTDeviceSettings *  pDeviceSettings, 
                                    
const  D3DCAPS9 *  pCaps,  void *  pUserContext )
{
    
// 如果不支持硬件顶点处理则使用软件顶点处理
     if ( (pCaps -> DevCaps  &  D3DDEVCAPS_HWTRANSFORMANDLIGHT)  ==   0 )
    {
        pDeviceSettings
-> BehaviorFlags  =  D3DCREATE_SOFTWARE_VERTEXPROCESSING;
    }

    
// 如果使用参考设备,则弹出警告对话框
     static   bool  s_bFirstTime  =   true ;
    
if ( s_bFirstTime )
    {
        s_bFirstTime 
=   false ;
        
if ( pDeviceSettings -> DeviceType  ==  D3DDEVTYPE_REF )
            DXUTDisplaySwitchingToREFWarning();
    }

    
return   true ;
}


// -----------------------------------------------------------------------------
//  Desc: 辅助函数, 从绝对路径中提取纹理文件名
// -----------------------------------------------------------------------------
void  RemovePathFromFileName(LPSTR fullPath, LPWSTR fileName)
{
    
// 先将fullPath的类型变换为LPWSTR
    WCHAR wszBuf[MAX_PATH];
    MultiByteToWideChar( CP_ACP, 
0 , fullPath,  - 1 , wszBuf, MAX_PATH );
    wszBuf[MAX_PATH
- 1 =  L ' \0 ' ;

    WCHAR
*  wszFullPath  =  wszBuf;

    
// 从绝对路径中提取文件名
    LPWSTR pch = wcsrchr(wszFullPath, ' \\ ' );
    
if  (pch)
        lstrcpy(fileName, 
++ pch);
    
else
        lstrcpy(fileName, wszFullPath);
}


// -----------------------------------------------------------------------------
//  Desc: 在此创建管理内存资源对象
// -----------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9 *  pd3dDevice, 
                                
const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc, 
                                
void *  pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
    V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
    
    
// 创建字体
    V_RETURN( D3DXCreateFont( pd3dDevice,  15 0 , FW_BOLD,  1 , FALSE, DEFAULT_CHARSET, 
                         OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH 
|  FF_DONTCARE, 
                         L
" Arial " & g_pFont ) );

    
// 加载网格模型
    LPD3DXBUFFER pD3DXMtrlBuffer;

    V_RETURN( D3DXLoadMeshFromX( L
" Dwarf.x " , D3DXMESH_MANAGED, 
                                   pd3dDevice, 
& g_pAdjacencyBuffer, 
                                   
& pD3DXMtrlBuffer, NULL,  & g_dwNumMaterials, 
                                   
& g_pMesh ) );

    
// 提取材质和纹理文件路径
    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 ++  )
    {
        g_pMeshMaterials[i] 
=  d3dxMaterials[i].MatD3D;
        g_pMeshMaterials[i].Ambient 
=  g_pMeshMaterials[i].Diffuse;

        
// 创建纹理
        WCHAR fullname[ 256 ];
        RemovePathFromFileName(d3dxMaterials[i].pTextureFilename,fullname);
        g_pMeshTextures[i] 
=  NULL;
        
if ( d3dxMaterials[i].pTextureFilename  !=  NULL   &&  lstrlen(fullname) > 0  )
        {
           V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, fullname, 
& g_pMeshTextures[i] ) );
        }
    }

    pD3DXMtrlBuffer
-> Release();

    LPD3DXMESH pTempMesh;  
// 临时网格模型变量

    
// 整理原始网格模型
    V_RETURN( D3DXCleanMesh( D3DXCLEAN_SIMPLIFICATION, g_pMesh, 
                                   (DWORD
* )g_pAdjacencyBuffer -> GetBufferPointer(),  & pTempMesh, 
                                   (DWORD
* )g_pAdjacencyBuffer -> GetBufferPointer(), NULL ) );
    SAFE_RELEASE( g_pMesh );
    g_pMesh 
=  pTempMesh;

    
// 熔合重复的顶点
    D3DXWELDEPSILONS Epsilons;
    ZeroMemory( 
& Epsilons,  sizeof (D3DXWELDEPSILONS) );
    V_RETURN( D3DXWeldVertices( g_pMesh, D3DXWELDEPSILONS_WELDPARTIALMATCHES,
                                     
& Epsilons, 
                                     (DWORD
* )g_pAdjacencyBuffer -> GetBufferPointer(),  
                                     (DWORD
* )g_pAdjacencyBuffer -> GetBufferPointer(),
                                     NULL, NULL ) );

    
// 检查处理、简化后的网格模型是否有效
    V_RETURN(D3DXValidMesh( g_pMesh, (DWORD * )g_pAdjacencyBuffer -> GetBufferPointer(), NULL ) );

    
// 生成层次细节网格模型
    V_RETURN(D3DXGeneratePMesh( g_pMesh, (DWORD * )g_pAdjacencyBuffer -> GetBufferPointer(),
                                NULL, NULL, 
1 , D3DXMESHSIMP_VERTEX,  & g_pPMesh ) );

    DWORD cVerticesMin 
=  g_pPMesh -> GetMinVertices();
    DWORD cVerticesMax 
=  g_pPMesh -> GetMaxVertices();

    g_SampleUI.GetSlider( IDC_DETAIL )
-> SetRange( cVerticesMin, cVerticesMax );
    g_SampleUI.GetSlider( IDC_DETAIL )
-> SetValue( cVerticesMax );
    V_RETURN(g_pPMesh
-> SetNumVertices(cVerticesMax));

    
return  hr;
}


// -----------------------------------------------------------------------------
//  Desc: 在此创建默认内存类型资源对象
// -----------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9 *  pd3dDevice, 
                                
const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc, 
                                
void *  pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnResetDevice() );
    V_RETURN( g_SettingsDlg.OnResetDevice() );

    
// 设置对话框位置和尺寸
    g_HUD.SetLocation( pBackBufferSurfaceDesc -> Width - 170 0  );
    g_HUD.SetSize( 
170 170  );
  
    g_SampleUI.SetLocation( 
0 , pBackBufferSurfaceDesc -> Height - 60  );
    g_SampleUI.SetSize( pBackBufferSurfaceDesc
-> Width,  50  );
    g_SampleUI.GetControl( IDC_DETAIL )
-> SetSize( pBackBufferSurfaceDesc -> Width - 20 16  );

    
// 恢复字体
     if ( g_pFont )
        V_RETURN( g_pFont
-> OnResetDevice() );
   
    
// 创建ID3DXSprite接口对象
    V_RETURN( D3DXCreateSprite( pd3dDevice,  & g_pTextSprite ) );

    
// 设置世界矩阵
    D3DXMATRIXA16 matWorld;
    D3DXMatrixTranslation( 
& matWorld,  0 - 0.7f 0 );
    pd3dDevice
-> SetTransform( D3DTS_WORLD,  & matWorld );

    
// 设置观察矩阵
    D3DXMATRIXA16 matView;
    D3DXVECTOR3 vEyePt( 
0.0f 0.0f , - 4  );
    D3DXVECTOR3 vLookatPt( 
0.0f 0.0f 0.0f  );
    D3DXVECTOR3 vUpVec( 
0.0f 1.0f 0.0f  );
    D3DXMatrixLookAtLH( 
& matView,  & vEyePt,  & vLookatPt,  & vUpVec );
    pd3dDevice
-> SetTransform( D3DTS_VIEW,  & matView );

    
// 设置投影矩阵
    D3DXMATRIXA16 matProj;
    
float  fAspectRatio  =  ( float )pBackBufferSurfaceDesc -> Width  /  pBackBufferSurfaceDesc -> Height;
    D3DXMatrixPerspectiveFovLH( 
& matProj, D3DX_PI / 4 , fAspectRatio,  1.0f 100.0f  );
    pd3dDevice
-> SetTransform( D3DTS_PROJECTION,  & matProj );

    
// 设置环境光
    pd3dDevice -> SetRenderState( D3DRS_AMBIENT,  0xffffffff  );

    
return  S_OK;
}


// -----------------------------------------------------------------------------
//  Desc: 更新场景
// -----------------------------------------------------------------------------
void  CALLBACK OnFrameMove( IDirect3DDevice9 *  pd3dDevice,  double  fTime, 
                           
float  fElapsedTime,  void *  pUserContext )
{
}


// -----------------------------------------------------------------------------
//  Desc: 渲染场景
// -----------------------------------------------------------------------------
void  CALLBACK OnFrameRender( IDirect3DDevice9 *  pd3dDevice,  double  fTime, 
                            
float  fElapsedTime,  void *  pUserContext )
{
    HRESULT hr;
  
    
// 如果正在利用Direct3D设备设置对话框进行设置, 则不渲染场景
     if ( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        
return ;
    }

    
// 清除后台颜色缓冲区和深度缓冲区
    V( pd3dDevice -> Clear( 0 , NULL, D3DCLEAR_TARGET  |  D3DCLEAR_ZBUFFER, 
                         D3DCOLOR_ARGB(
0 45 50 170 ),  1.0f 0 ) );

    
// 渲染场景
     if ( SUCCEEDED( pd3dDevice -> BeginScene() ) )
    {
        
for (DWORD i = 0 ; i < g_dwNumMaterials; i ++ )
        {
            pd3dDevice
-> SetMaterial(  & g_pMeshMaterials[i] );
            pd3dDevice
-> SetTexture(  0 , g_pMeshTextures[i]);
            g_pPMesh
-> DrawSubset( i );
        }

        
// 渲染文本和控件
        DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L " HUD / Stats "  ); 
        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );
        DXUT_EndPerfEvent();

        V( pd3dDevice
-> EndScene() );
    }
}


// -----------------------------------------------------------------------------
//  Desc: 渲染文本
// -----------------------------------------------------------------------------
void  RenderText()
{
    CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 
15  );

    
// 显示当前Direct3D设备状态和渲染帧速率
    txtHelper.Begin();
    txtHelper.SetInsertionPos( 
5 5  );
    txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f 1.0f 0.0f 1.0f  ) );
    txtHelper.DrawTextLine( DXUTGetFrameStats(
true ) );
    txtHelper.DrawTextLine( DXUTGetDeviceStats() );

    
// 显示其他简要信息
    txtHelper.SetForegroundColor( D3DXCOLOR(  1.0f 1.0f 1.0f 1.0f  ) );
    txtHelper.DrawTextLine( L
" 层次细节网格模型 "  );
    txtHelper.DrawFormattedTextLine( L
" 顶点数量范围: %u 到 %u\n "
                                     L
" 当前顶点数量: %d\n " ,
                                     g_pPMesh
-> GetMinVertices(),
                                     g_pPMesh
-> GetMaxVertices(),
                                     g_pPMesh
-> GetNumVertices() );
    
    
// 显示简单帮助文本
     const  D3DSURFACE_DESC *  pd3dsdBackBuffer  =  DXUTGetBackBufferSurfaceDesc();
    
if ( g_bShowHelp )
    {
        txtHelper.SetInsertionPos( 
10 , pd3dsdBackBuffer -> Height - 15 * 6  );
        txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f 0.75f 0.0f 1.0f  ) );
        txtHelper.DrawTextLine( L
" Controls (F1 to hide): "  );

        txtHelper.SetInsertionPos( 
40 , pd3dsdBackBuffer -> Height - 15 * 5  );
        txtHelper.DrawTextLine( L
" Quit: ESC "  );
    }
    
else
    {
        txtHelper.SetInsertionPos( 
10 , pd3dsdBackBuffer -> Height - 15 * 2  );
        txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f 1.0f 1.0f 1.0f  ) );
        txtHelper.DrawTextLine( L
" Press F1 for help "  );
    }
    txtHelper.End();
}


// -----------------------------------------------------------------------------
//  Desc: 消息处理
// -----------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                         
bool *  pbNoFurtherProcessing,  void *  pUserContext )
{
    
* pbNoFurtherProcessing  =  g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
    
if * pbNoFurtherProcessing )
        
return   0 ;

    
if ( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
        
return   0 ;
    }

    
* pbNoFurtherProcessing  =  g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
    
if * pbNoFurtherProcessing )
        
return   0 ;
   
    
* pbNoFurtherProcessing  =  g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
    
if * pbNoFurtherProcessing )
        
return   0 ;

    
return   0 ;
}


// -----------------------------------------------------------------------------
//  Desc: 键盘消息处理
// -----------------------------------------------------------------------------
void  CALLBACK KeyboardProc( UINT nChar,  bool  bKeyDown,  bool  bAltDown,  void *  pUserContext )
{
    
if ( bKeyDown )
    {
        
switch ( nChar )
        {
            
case  VK_F1: g_bShowHelp  =   ! g_bShowHelp;  break ;
        }
    }
}


// -----------------------------------------------------------------------------
//  Desc: 处理各种控件消息
// -----------------------------------------------------------------------------
void  CALLBACK OnGUIEvent( UINT nEvent,  int  nControlID, CDXUTControl *  pControl, 
                         
void *  pUserContext )
{
    
switch ( nControlID )
    {
        
case  IDC_TOGGLEFULLSCREEN:
            DXUTToggleFullScreen(); 
            
break ;

        
case  IDC_TOGGLEREF:
            DXUTToggleREF(); 
            
break ;

        
case  IDC_CHANGEDEVICE:
            g_SettingsDlg.SetActive( 
! g_SettingsDlg.IsActive() ); 
            
break ;

        
case  IDC_DETAIL:
            g_pPMesh
-> SetNumVertices( ((CDXUTSlider * )pControl) -> GetValue() );
            
break ;
    }
}


// -----------------------------------------------------------------------------
//  Desc: 释放在OnResetDevice()中创建的资源
// -----------------------------------------------------------------------------
void  CALLBACK OnLostDevice(  void *  pUserContext )
{
    g_DialogResourceManager.OnLostDevice();
    g_SettingsDlg.OnLostDevice();
    
if ( g_pFont )
        g_pFont
-> OnLostDevice();
    SAFE_RELEASE( g_pTextSprite );
}


// ------------------------------------------------------------------------------
//  Desc: 释放在OnCreateDevice()中创建的资源
// ------------------------------------------------------------------------------
void  CALLBACK OnDestroyDevice(  void *  pUserContext )
{
    g_DialogResourceManager.OnDestroyDevice();
    g_SettingsDlg.OnDestroyDevice();
    SAFE_RELEASE( g_pFont );

    
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;
    }

    SAFE_RELEASE(g_pAdjacencyBuffer);
    SAFE_RELEASE(g_pMesh);
    SAFE_RELEASE(g_pPMesh);
}



















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