#ifndef __MeshH__
#define __MeshH__
#include <vector>
using namespace std;
struct SMesh
{
ID3DXMesh* Mesh;
vector<D3DMATERIAL9> Mtrls;
vector<IDirect3DTexture9*> Textures;
};
#include <d3d9.h>
#include <d3dx9.h>
void CreateMesh(IDirect3DDevice9* pDevice, char* sName, SMesh& Mesh)
{
Mesh.Mesh = NULL;
Mesh.Mtrls.clear();
Mesh.Textures.clear();
ID3DXBuffer* adjBuffer = 0;
ID3DXBuffer* mtrlBuffer = 0;
DWORD numMtrls = 0;
//Load FighterMan Mesh
D3DXLoadMeshFromXA(sName, D3DXMESH_MANAGED, pDevice, &adjBuffer, &mtrlBuffer, 0, &numMtrls, &Mesh.Mesh);
if(mtrlBuffer != 0 && numMtrls != 0)
{
D3DXMATERIAL* mtrls = (D3DXMATERIAL*)mtrlBuffer->GetBufferPointer();
for(int i = 0; i < numMtrls; i++)
{
mtrls[i].MatD3D.Ambient = mtrls[i].MatD3D.Diffuse;
Mesh.Mtrls.push_back(mtrls[i].MatD3D);
if(mtrls[i].pTextureFilename != 0)
{
IDirect3DTexture9* tex = 0;
D3DXCreateTextureFromFileA(pDevice, mtrls[i].pTextureFilename, &tex);
Mesh.Textures.push_back(tex);
}
else
{
Mesh.Textures.push_back(0);
}
}
}
if(mtrlBuffer) mtrlBuffer->Release();
if(Mesh.Mesh)) Mesh.Mesh->OptimizeInplace(D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_COMPACT | D3DXMESHOPT_VERTEXCACHE, (DWORD*)adjBuffer->GetBufferPointer(), 0, 0, 0);
if(adjBuffer) adjBuffer->Release();
}
void DrawMesh(IDirect3DDevice9* pDevice, SMesh& Mesh)
{
for(int i = 0; i < Mesh.Mtrls.size(); i++)
{
pDevice->SetMaterial(&Mesh.Mtrls[i]);
pDevice->SetTexture(0, Mesh.Textures[i]);
Mesh.Mesh->DrawSubset(i);
}
}
#endif