//=============================================================================
// Desc: 主程序源代碼
//=============================================================================
#include "dxstdafx.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// 全局變量
//-----------------------------------------------------------------------------
ID3DXFont* g_pFont = NULL; //ID3DXFont字體對象
ID3DXSprite* g_pTextSprite = NULL; //ID3DXSprite文本精靈對象
bool g_bShowHelp = true; //標識是否顯示簡單說明文本
CDXUTDialogResourceManager g_DialogResourceManager; //對話框資源管理器
CD3DSettingsDlg g_SettingsDlg; //Direct3D設備設置對話框
CDXUTDialog g_HUD; //對話框
CDXUTDialog g_SampleUI; //對話框
LPDIRECT3DVERTEXBUFFER9 g_pVB; //頂點緩沖區
LPDIRECT3DTEXTURE9 g_pTex[25]; //紋理數組
//-----------------------------------------------------------------------------
// Desc: 頂點結構
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
float x, y, z; //頂點位置
float u,v ; //頂點紋理坐標
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_TEX1)
//-----------------------------------------------------------------------------
// 控件ID
//-----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN 1
#define IDC_TOGGLEREF 2
#define IDC_CHANGEDEVICE 3
//-----------------------------------------------------------------------------
// Desc: 函數聲明
//------------------------------------------------------------------------------
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: 入口函數
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
//為Debug配置啟用運行時內存檢查功能
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
//設置回調函數
DXUTSetCallbackDeviceCreated( OnCreateDevice );
DXUTSetCallbackDeviceReset( OnResetDevice );
DXUTSetCallbackDeviceLost( OnLostDevice );
DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackKeyboard( KeyboardProc );
DXUTSetCallbackFrameRender( OnFrameRender );
DXUTSetCallbackFrameMove( OnFrameMove );
//應用程序相關的初始化
InitApp();
//初始化DXUT, 創建窗口, 創建Direct3D設備對象
DXUTInit( true, true, true );
DXUTSetCursorSettings( true, true );
DXUTCreateWindow( L"TextureAnimation" );
DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480,
IsDeviceAcceptable, ModifyDeviceSettings );
//進入消息循環和場景渲染
DXUTMainLoop();
//在此進行應用程序相關的清除工作
return DXUTGetExitCode();
}
//-----------------------------------------------------------------------------
// Desc: 應用程序相關初始化
//-----------------------------------------------------------------------------
void InitApp()
{
//初始化對話框
g_SettingsDlg.Init( &g_DialogResourceManager );
g_HUD.Init( &g_DialogResourceManager );
g_SampleUI.Init( &g_DialogResourceManager );
//為g_HUD對話框設置消息處理函數,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 );
}
//-----------------------------------------------------------------------------
// Desc: 設備能力檢查
//-----------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
D3DFORMAT BackBufferFormat, bool bWindowed,
void* pUserContext )
{
//檢查后臺緩沖區格式是否支持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渲染設備設置
//-----------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings,
const D3DCAPS9* pCaps, void* pUserContext )
{
//如果不支持硬件頂點處理則使用軟件頂點處理
if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
{
pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
//如果使用參考設備,則彈出警告對話框
static bool s_bFirstTime = true;
if( s_bFirstTime )
{
s_bFirstTime = false;
if( pDeviceSettings->DeviceType == D3DDEVTYPE_REF )
DXUTDisplaySwitchingToREFWarning();
}
return true;
}
//-----------------------------------------------------------------------------
// Desc: 在此創建管理內存資源對象
//-----------------------------------------------------------------------------
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 ) );
//創建字體
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 ) );
//創建頂點緩沖區
V_RETURN( pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_MANAGED, &g_pVB, NULL ));
CUSTOMVERTEX vertices[] =
{
{ -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, },
{ -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, },
{ 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, },
{ 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, }
};
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, vertices, sizeof(vertices) );
g_pVB->Unlock();
//創建紋理
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode00.dds", &g_pTex[0] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode01.dds", &g_pTex[1] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode02.dds", &g_pTex[2] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode03.dds", &g_pTex[3] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode04.dds", &g_pTex[4] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode05.dds", &g_pTex[5] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode06.dds", &g_pTex[6] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode07.dds", &g_pTex[7] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode08.dds", &g_pTex[8] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode09.dds", &g_pTex[9] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode10.dds", &g_pTex[10] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode11.dds", &g_pTex[11] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode12.dds", &g_pTex[12] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode13.dds", &g_pTex[13] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode14.dds", &g_pTex[14] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode15.dds", &g_pTex[15] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode16.dds", &g_pTex[16] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode17.dds", &g_pTex[17] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode18.dds", &g_pTex[18] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode19.dds", &g_pTex[19] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode20.dds", &g_pTex[20] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode21.dds", &g_pTex[21] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode22.dds", &g_pTex[22] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode23.dds", &g_pTex[23] ));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Media\\explode24.dds", &g_pTex[24] ));
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 在此創建默認內存類型資源對象
//-----------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnResetDevice() );
V_RETURN( g_SettingsDlg.OnResetDevice() );
//設置對話框位置和尺寸
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-170, 0 );
g_HUD.SetSize( 170, 170 );
g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width-170,
pBackBufferSurfaceDesc->Height-350 );
g_SampleUI.SetSize( 170, 300 );
//恢復字體
if( g_pFont )
V_RETURN( g_pFont->OnResetDevice() );
//創建ID3DXSprite接口對象
V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );
//設置觀察矩陣
D3DXMATRIXA16 matView;
D3DXVECTOR3 vEyePt( 0.0f, 0.0f,-5 );
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 );
//設置投影矩陣
D3DXMATRIXA16 matProj;
float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspectRatio, 1.0f, 100.0f );
pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
//設置紋理過濾方式
pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
//Alpha混合設置, 設置混合系數
pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
//禁用照明效果
pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 更新場景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
}
//-----------------------------------------------------------------------------
// Desc: 渲染場景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
HRESULT hr;
//如果正在利用Direct3D設備設置對話框進行設置, 則不渲染場景
if( g_SettingsDlg.IsActive() )
{
g_SettingsDlg.OnRender( fElapsedTime );
return;
}
//清除后臺顏色緩沖區和深度緩沖區
V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_ARGB(0, 45, 50, 170), 1.0f, 0) );
//渲染場景
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
// 計算當前紋理索引
static int iCurTex = 0; //當前紋理
static double fLastTime = 0.0f; //記錄顯示當前紋理的時間
if( fTime - fLastTime > 0.1f ) //每隔0.1s換一張texture
{
fLastTime = fTime;
iCurTex++;
if( iCurTex > 24 )
iCurTex = 0;
}
//設置當前紋理
pd3dDevice->SetTexture( 0, g_pTex[iCurTex] );
//渲染圖形
pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
//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 );
//顯示當前Direct3D設備狀態和渲染幀速率
txtHelper.Begin();
txtHelper.SetInsertionPos( 5, 5 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( DXUTGetFrameStats(true) );
txtHelper.DrawTextLine( DXUTGetDeviceStats() );
//顯示其他簡要信息
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"連續貼圖動畫技術演示" );
//顯示簡單幫助文本
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: 消息處理
//-----------------------------------------------------------------------------
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: 鍵盤消息處理
//-----------------------------------------------------------------------------
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
{
if( bKeyDown )
{
switch( nChar )
{
case VK_F1: g_bShowHelp = !g_bShowHelp; break;
}
}
}
//-----------------------------------------------------------------------------
// Desc: 處理各種控件消息
//-----------------------------------------------------------------------------
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;
}
}
//-----------------------------------------------------------------------------
// Desc: 釋放在OnResetDevice()中創建的資源
//-----------------------------------------------------------------------------
void CALLBACK OnLostDevice( void* pUserContext )
{
g_DialogResourceManager.OnLostDevice();
g_SettingsDlg.OnLostDevice();
if( g_pFont )
g_pFont->OnLostDevice();
SAFE_RELEASE( g_pTextSprite );
}
//------------------------------------------------------------------------------
// Desc: 釋放在OnCreateDevice()中創建的資源
//------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnDestroyDevice();
g_SettingsDlg.OnDestroyDevice();
SAFE_RELEASE( g_pFont );
SAFE_RELEASE( g_pVB );
for(int i=0; i<25; i++)
{
SAFE_RELEASE( g_pTex[i] );
}
}
posted on 2008-03-13 02:21
七星重劍 閱讀(1833)
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