把"Dwarf.x" 換成"tiny.x"顯示不正常,看來不是隨便一個.x文件都行,也可能是紋理的原因?必須用dds的?暫時還搞不清楚!
這種實時的計算出頂點的方式太耗資源,用這種方式生成,然后導(dǎo)出,再放在游戲里面使用,才是比較可行的辦法。
//=============================================================================
// Desc: 主程序源文件
//=============================================================================
#include "dxstdafx.h"
#include "resource.h"
#pragma warning(disable: 4995)
//-----------------------------------------------------------------------------
// 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(biāo)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(shè)備設(shè)置對話框
CDXUTDialog g_HUD; //對話框
CDXUTDialog g_SampleUI; //對話框
LPD3DXMESH g_pMesh = NULL; //原網(wǎng)格模型
D3DMATERIAL9* g_pMeshMaterials = NULL; //網(wǎng)格模型材質(zhì)
LPDIRECT3DTEXTURE9* g_pMeshTextures = NULL; //網(wǎng)格模型紋理
DWORD g_dwNumMaterials = 0L; //材質(zhì)數(shù)量
LPD3DXBUFFER g_pAdjacencyBuffer = NULL; //網(wǎng)格模型面鄰接信息
LPD3DXPMESH g_pPMesh = NULL; //層次細(xì)節(jié)網(wǎng)格模型
//-----------------------------------------------------------------------------
// 控件ID
//-----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN 1
#define IDC_TOGGLEREF 2
#define IDC_CHANGEDEVICE 3
#define IDC_DETAIL 4
//-----------------------------------------------------------------------------
// 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配置啟用運行時內(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)備對象
DXUTInit( true, true, true );
DXUTSetCursorSettings( true, true );
DXUTCreateWindow( L"ProgressMesh" );
DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480,
IsDeviceAcceptable, ModifyDeviceSettings );
//進入消息循環(huán)和場景渲染
DXUTMainLoop();
//在此進行應(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()
{
//初始化對話框
g_SettingsDlg.Init( &g_DialogResourceManager );
g_HUD.Init( &g_DialogResourceManager );
g_SampleUI.Init( &g_DialogResourceManager );
//為g_HUD對話框設(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 );
//添加滑竿控件
g_SampleUI.SetCallback( OnGUIEvent );
g_SampleUI.AddSlider( IDC_DETAIL, 10, 36, 200, 16, 4, 4, 4 );
}
//-----------------------------------------------------------------------------
// 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;
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(shè)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: 輔助函數(shù), 從絕對路徑中提取紋理文件名
//-----------------------------------------------------------------------------
void RemovePathFromFileName(LPSTR fullPath, LPWSTR fileName)
{
//先將fullPath的類型變換為LPWSTR
WCHAR wszBuf[MAX_PATH];
MultiByteToWideChar( CP_ACP, 0, fullPath, -1, wszBuf, MAX_PATH );
wszBuf[MAX_PATH-1] = L'\0';
WCHAR* wszFullPath = wszBuf;
//從絕對路徑中提取文件名
LPWSTR pch=wcsrchr(wszFullPath,'\\');
if (pch)
lstrcpy(fileName, ++pch);
else
lstrcpy(fileName, wszFullPath);
}
//-----------------------------------------------------------------------------
// Desc: 在此創(chuàng)建管理內(nèi)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(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 ) );
//加載網(wǎng)格模型
LPD3DXBUFFER pD3DXMtrlBuffer;
V_RETURN( D3DXLoadMeshFromX( L"Dwarf.x", D3DXMESH_MANAGED,
pd3dDevice, &g_pAdjacencyBuffer,
&pD3DXMtrlBuffer, NULL, &g_dwNumMaterials,
&g_pMesh ) );
//提取材質(zhì)和紋理文件路徑
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;
//創(chuàng)建紋理
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; //臨時網(wǎng)格模型變量
//整理原始網(wǎng)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;
//熔合重復(fù)的頂點
D3DXWELDEPSILONS Epsilons;
ZeroMemory( &Epsilons, sizeof(D3DXWELDEPSILONS) );
V_RETURN( D3DXWeldVertices( g_pMesh, D3DXWELDEPSILONS_WELDPARTIALMATCHES,
&Epsilons,
(DWORD*)g_pAdjacencyBuffer->GetBufferPointer(),
(DWORD*)g_pAdjacencyBuffer->GetBufferPointer(),
NULL, NULL ) );
//檢查處理、簡化后的網(wǎng)格模型是否有效
V_RETURN(D3DXValidMesh( g_pMesh, (DWORD*)g_pAdjacencyBuffer->GetBufferPointer(), NULL ) );
//生成層次細(xì)節(jié)網(wǎng)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: 在此創(chuàng)建默認(rèn)內(nèi)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(shè)置對話框位置和尺寸
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 );
//恢復(fù)字體
if( g_pFont )
V_RETURN( g_pFont->OnResetDevice() );
//創(chuàng)建ID3DXSprite接口對象
V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );
//設(shè)置世界矩陣
D3DXMATRIXA16 matWorld;
D3DXMatrixTranslation( &matWorld, 0, -0.7f, 0);
pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
//設(shè)置觀察矩陣
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 );
//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 );
//設(shè)置環(huán)境光
pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
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(shè)備設(shè)置對話框進行設(shè)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(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 );
//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() );
//顯示其他簡要信息
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"層次細(xì)節(jié)網(wǎng)格模型" );
txtHelper.DrawFormattedTextLine( L"頂點數(shù)量范圍: %u 到 %u\n"
L"當(dāng)前頂點數(shù)量: %d\n",
g_pPMesh->GetMinVertices(),
g_pPMesh->GetMaxVertices(),
g_pPMesh->GetNumVertices() );
//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;
case IDC_DETAIL:
g_pPMesh->SetNumVertices( ((CDXUTSlider*)pControl)->GetValue() );
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 );
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);
}
posted on 2008-04-03 00:02
七星重劍 閱讀(574)
評論(0) 編輯 收藏 引用 所屬分類:
Game Graphics