//=============================================================================
// Desc: 主程序源文件
//=============================================================================
#include "dxstdafx.h"
#include "resource.h"


//-----------------------------------------------------------------------------
// 全局變量
//-----------------------------------------------------------------------------
ID3DXFont* g_pFont = NULL; //ID3DXFont字體對(duì)象
ID3DXSprite* g_pTextSprite = NULL; //ID3DXSprite文本精靈對(duì)象
bool g_bShowHelp = true; //標(biāo)識(shí)是否顯示簡(jiǎn)單說(shuō)明文本

CDXUTDialogResourceManager g_DialogResourceManager; //對(duì)話(huà)框資源管理器
CD3DSettingsDlg g_SettingsDlg; //Direct3D設(shè)備設(shè)置對(duì)話(huà)框
CDXUTDialog g_HUD; //對(duì)話(huà)框
CDXUTDialog g_SampleUI; //對(duì)話(huà)框

LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; //頂點(diǎn)緩沖區(qū)
LPDIRECT3DTEXTURE9 g_pTexture = NULL; //紋理對(duì)象

//頂點(diǎn)結(jié)構(gòu)和頂點(diǎn)格式
struct CUSTOMVERTEX


{ FLOAT x, y, z;
FLOAT u, v;
};
#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(shù)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(shù)
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )


{
//為Debug配置啟用運(yùn)行時(shí)內(nèi)存檢查功能
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif

//設(shè)置回調(diào)函數(shù)
DXUTSetCallbackDeviceCreated( OnCreateDevice );
DXUTSetCallbackDeviceReset( OnResetDevice );
DXUTSetCallbackDeviceLost( OnLostDevice );
DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackKeyboard( KeyboardProc );
DXUTSetCallbackFrameRender( OnFrameRender );
DXUTSetCallbackFrameMove( OnFrameMove );

//應(yīng)用程序相關(guān)的初始化
InitApp();

//初始化DXUT, 創(chuàng)建窗口, 創(chuàng)建Direct3D設(shè)備對(duì)象
DXUTInit( true, true, true );
DXUTSetCursorSettings( true, true );
DXUTCreateWindow( L"AppFrame" );
DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480,
IsDeviceAcceptable, ModifyDeviceSettings );

//進(jìn)入消息循環(huán)和場(chǎng)景渲染
DXUTMainLoop();

//在此進(jìn)行應(yīng)用程序相關(guān)的清除工作

return DXUTGetExitCode();
}


//-----------------------------------------------------------------------------
// Desc: 應(yīng)用程序相關(guān)初始化
//-----------------------------------------------------------------------------
void InitApp()


{
//初始化對(duì)話(huà)框
g_SettingsDlg.Init( &g_DialogResourceManager );
g_HUD.Init( &g_DialogResourceManager );
g_SampleUI.Init( &g_DialogResourceManager );

//為g_HUD對(duì)話(huà)框設(shè)置消息處理函數(shù),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(shè)備能力檢查
//-----------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
D3DFORMAT BackBufferFormat, bool bWindowed,
void* pUserContext )


{
//檢查后臺(tái)緩沖區(qū)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;

//檢查當(dāng)前設(shè)備是否支持DXT壓縮紋理
if(FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
AdapterFormat, 0,
D3DRTYPE_TEXTURE, D3DFMT_DXT1)))
return false;

return true;
}


//-----------------------------------------------------------------------------
// Desc: 修改Direct3D渲染設(shè)備設(shè)置
//-----------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings,
const D3DCAPS9* pCaps, void* pUserContext )


{
//如果不支持硬件頂點(diǎn)處理則使用軟件頂點(diǎn)處理
if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)

{
pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}

//如果使用參考設(shè)備,則彈出警告對(duì)話(huà)框
static bool s_bFirstTime = true;
if( s_bFirstTime )

{
s_bFirstTime = false;
if( pDeviceSettings->DeviceType == D3DDEVTYPE_REF )
DXUTDisplaySwitchingToREFWarning();
}

return true;
}


//-----------------------------------------------------------------------------
// Desc: 在此創(chuàng)建管理內(nèi)存資源對(duì)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(chuàng)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(chuàng)建紋理
V_RETURN( D3DXCreateTextureFromFileEx( pd3dDevice, L"texture.jpg", 0, 0, 5, 0, D3DFMT_DXT1,
D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT,
0xFF000000, 0, 0, &g_pTexture ) );
CUSTOMVERTEX g_Vertices[] =

{

{ -3, -3, 0.0f, 0.0f, 1.0f },

{ -3, 3, 0.0f, 0.0f, 0.0f },

{ 3, -3, 0.0f, 1.0f, 1.0f },

{ 3, 3, 0.0f, 1.0f, 0.0f }

};
//創(chuàng)建頂點(diǎn)緩沖區(qū)
V_RETURN( pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_MANAGED, &g_pVB,NULL ) );
//填充頂點(diǎn)緩沖區(qū)
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
g_pVB->Unlock();

return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 在此創(chuàng)建默認(rèn)內(nèi)存類(lèi)型資源對(duì)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(shè)置對(duì)話(huà)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(fù)字體
if( g_pFont )
V_RETURN( g_pFont->OnResetDevice() );
//創(chuàng)建ID3DXSprite接口對(duì)象
V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

//設(shè)置觀察矩陣
D3DXMATRIXA16 matView;
D3DXVECTOR3 vEyePt( 0.0f, 0.0f, -8 );
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(shè)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 );

pd3dDevice->SetTexture( 0, g_pTexture ); //設(shè)置紋理

//設(shè)置紋理渲染狀態(tài)
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
//設(shè)置紋理過(guò)濾方式
pd3dDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);

return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 更新場(chǎng)景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )


{
}


//-----------------------------------------------------------------------------
// Desc: 渲染場(chǎng)景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )


{
HRESULT hr;
//如果正在利用Direct3D設(shè)備設(shè)置對(duì)話(huà)框進(jìn)行設(shè)置, 則不渲染場(chǎng)景
if( g_SettingsDlg.IsActive() )

{
g_SettingsDlg.OnRender( fElapsedTime );
return;
}

//清除后臺(tái)顏色緩沖區(qū)和深度緩沖區(qū)
V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_ARGB(0, 45, 50, 170), 1.0f, 0) );

//渲染場(chǎng)景
if( SUCCEEDED( pd3dDevice->BeginScene() ) )

{
//渲染場(chǎng)景
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(dāng)前Direct3D設(shè)備狀態(tài)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(jiǎn)要信息
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Put whatever misc status here" );
//顯示簡(jiǎn)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(pán)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(chuàng)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(chuàng)建的資源
//------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void* pUserContext )


{
g_DialogResourceManager.OnDestroyDevice();
g_SettingsDlg.OnDestroyDevice();
SAFE_RELEASE( g_pFont );

SAFE_RELEASE( g_pTexture );
SAFE_RELEASE( g_pVB );
}

posted on 2008-04-01 22:31
七星重劍 閱讀(385)
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