//=============================================================================
// 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(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)話框資源管理器
CD3DSettingsDlg g_SettingsDlg; //Direct3D設(shè)備設(shè)置對(duì)話框
CDXUTDialog g_HUD; //對(duì)話框
CDXUTDialog g_SampleUI; //對(duì)話框
CDXUTMesh* g_pMesh = NULL;
LPDIRECT3DVERTEXBUFFER9 g_pBigSquareVB = NULL;
//-----------------------------------------------------------------------------
// 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();
void ShowDepthComplexity(IDirect3DDevice9* pd3dDevice);
//-----------------------------------------------------------------------------
// 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"DepthComplexity" );
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)話框
g_SettingsDlg.Init( &g_DialogResourceManager );
g_HUD.Init( &g_DialogResourceManager );
g_SampleUI.Init( &g_DialogResourceManager );
//為g_HUD對(duì)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 );
}
//-----------------------------------------------------------------------------
// 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)備是否支持指定深度模板格式
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
AdapterFormat, D3DUSAGE_DEPTHSTENCIL,
D3DRTYPE_SURFACE, D3DFMT_D24S8 ) ) )
return false;
//檢查當(dāng)前設(shè)備是否支持指定的模板操作
if(!(pCaps->StencilCaps & D3DSTENCILOP_INCRSAT ))
return false;
if(!(pCaps->StencilCaps & D3DSTENCILOP_KEEP ))
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)話框
static bool s_bFirstTime = true;
if( s_bFirstTime )
{
s_bFirstTime = false;
if( pDeviceSettings->DeviceType == D3DDEVTYPE_REF )
DXUTDisplaySwitchingToREFWarning();
}
//設(shè)置深度模板緩沖區(qū)格式
pDeviceSettings->pp.AutoDepthStencilFormat = D3DFMT_D24S8;
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)建網(wǎng)格對(duì)象
g_pMesh = new CDXUTMesh();
V_RETURN(g_pMesh->Create(pd3dDevice, L"Heli.x"));
//創(chuàng)建頂點(diǎn)緩沖區(qū)
if( FAILED( pd3dDevice->CreateVertexBuffer( 4*sizeof(D3DXVECTOR4),
D3DUSAGE_WRITEONLY, D3DFVF_XYZRHW,
D3DPOOL_MANAGED, &g_pBigSquareVB, NULL ) ) )
return S_OK;
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, 30.0f,-20 );
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, 10000.0f );
pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
//填充頂點(diǎn)緩沖區(qū), 如果窗口客戶區(qū)改變,需要重新根據(jù)客戶區(qū)大小設(shè)置頂點(diǎn)緩沖區(qū)數(shù)據(jù),
D3DXVECTOR4* v;
FLOAT sx = (FLOAT)pBackBufferSurfaceDesc->Width;
FLOAT sy = (FLOAT)pBackBufferSurfaceDesc->Height;
g_pBigSquareVB->Lock( 0, 0, (void**)&v, 0 );
v[0] = D3DXVECTOR4( 0, sy, 0.0f, 1.0f );
v[1] = D3DXVECTOR4( 0, 0, 0.0f, 1.0f );
v[2] = D3DXVECTOR4( sx, sy, 0.0f, 1.0f );
v[3] = D3DXVECTOR4( sx, 0, 0.0f, 1.0f );
g_pBigSquareVB->Unlock();
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 更新場(chǎng)景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
//世界變換
D3DXMATRIXA16 WorldMatrix;
D3DXVECTOR3 vAxis( 1.0f, 1.0f, 0.0f );
D3DXMatrixRotationAxis( &WorldMatrix, &vAxis, (float)fTime );
pd3dDevice->SetTransform( D3DTS_WORLD,&WorldMatrix);
}
//-----------------------------------------------------------------------------
// 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 | D3DCLEAR_STENCIL,
D3DCOLOR_ARGB(0, 45, 50, 170), 1.0f, 0) );
//渲染場(chǎng)景
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
//模板測(cè)試設(shè)置
pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, true );
pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT );
//渲染網(wǎng)格模型
pd3dDevice->SetRenderState( D3DRS_ZENABLE, true );
g_pMesh->Render(pd3dDevice);
//顯示深度復(fù)雜度
ShowDepthComplexity(pd3dDevice);
//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: 顯示深度復(fù)雜度
//-----------------------------------------------------------------------------
void ShowDepthComplexity(IDirect3DDevice9* pd3dDevice)
{
//首先清空顏色緩沖區(qū)為黑色
pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET, 0x00000000, 1.0f, 0L );
//關(guān)閉深度測(cè)試, 啟用Alpha混合
pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCCOLOR );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR );
//設(shè)置模板測(cè)試相關(guān)渲染狀態(tài)
pd3dDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_NOTEQUAL );
pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x00000000 );
pd3dDevice->SetRenderState( D3DRS_STENCILWRITEMASK,0xffffffff );
pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0 );
//為渲染矩形設(shè)置相關(guān)渲染狀態(tài)
pd3dDevice->SetFVF( D3DFVF_XYZRHW );
pd3dDevice->SetStreamSource( 0, g_pBigSquareVB, 0, sizeof(D3DXVECTOR4) );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TFACTOR );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
//如果當(dāng)前像素對(duì)應(yīng)的模板值,第一位為1則渲染一個(gè)紅色的矩形
pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x01 );
pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xffff0000 );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
//如果當(dāng)前像素對(duì)應(yīng)的模板值,第二位為1則渲染一個(gè)綠色的矩形
pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x02 );
pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xff00ff00 );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
//如果當(dāng)前像素對(duì)應(yīng)的模板值,第三位為1則渲染一個(gè)藍(lán)色的矩形
pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x04 );
pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xff0000ff );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
}
//-----------------------------------------------------------------------------
// 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"運(yùn)用模板緩沖區(qū)技術(shù)顯示場(chǎng)景的深度復(fù)雜度" );
//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 );
g_pMesh->Destroy();
SAFE_RELEASE(g_pBigSquareVB);
}
posted on 2008-04-05 02:57
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