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            子曾經曰過:編程無他,唯手熟爾!

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            這個的難度陡然上升了許多,感覺很迷糊,不清晰了。這次讀就是囫圇吞棗,大體看看有些啥東西,以后用到了的時候再細看。




            BasicHLSL.fx
            //==============================================================
            // Desc: 效果文件
            //==============================================================


            //--------------------------------------------------------------
            // 全局變量
            //--------------------------------------------------------------
            float4 g_MaterialAmbientColor;      //環境光材質
            float4 g_MaterialDiffuseColor;      //漫反射光材質
            int   g_nNumLights;                 //燈光數量

            float3 g_LightDir[
            3];               //燈光方向(世界空間)
            float4 g_LightDiffuse[3];           //燈光漫反射顏色
            float4 g_LightAmbient;              //環境光顏色

            texture g_MeshTexture;              
            //紋理

            float    g_fTime;                   //程序運行的時間
            float4x4 g_mWorld;                  //世界矩陣
            float4x4 g_mWorldViewProjection;    //組合變換矩陣


            //--------------------------------------------------------------
            // 紋理采樣器
            //--------------------------------------------------------------
            sampler MeshTextureSampler = 
            sampler_state
            {
                Texture 
            = <g_MeshTexture>;
                MipFilter 
            = LINEAR;
                MinFilter 
            = LINEAR;
                MagFilter 
            = LINEAR;
            };


            //--------------------------------------------------------------
            // 頂點渲染器輸出結構
            //--------------------------------------------------------------
            struct VS_OUTPUT
            {
                float4 Position   : POSITION;   
            //頂點位置
                float4 Diffuse    : COLOR0;     //頂點漫反射顏色(COLOR0取值在[0,1]之間)
                float2 TextureUV  : TEXCOORD0;  //頂點紋理坐標
            };


            //--------------------------------------------------------------
            // 頂點渲染器
            //--------------------------------------------------------------
            VS_OUTPUT RenderSceneVS( float4 vPos : POSITION, 
                                     float3 vNormal : NORMAL,
                                     float2 vTexCoord0 : TEXCOORD0,
                                     uniform 
            int nNumLights,       //燈光數量
                                     uniform bool bTexture,        //是否使用紋理映射
                                     uniform bool bAnimate )       //是否產生動畫
            {
                VS_OUTPUT Output;
                float3 vNormalWorldSpace;
              
                float4 vAnimatedPos 
            = vPos;
                
                
            //根據時間改變頂點位置
                if( bAnimate )
                    vAnimatedPos 
            += float4(vNormal, 0* (sin(g_fTime+5.5)+0.5)*5;
                
                
            //將頂點位置坐標從本地空間變換到其次投影空間
                Output.Position = mul(vAnimatedPos, g_mWorldViewProjection);

                
            //將頂點法向量從本地空間變換到世界空間,并單位化
                vNormalWorldSpace = normalize(mul(vNormal, (float3x3)g_mWorld));
                
                
            //計算頂點光照顏色
                float3 vTotalLightDiffuse = float3(0,0,0);
                
            for(int i=0; i<nNumLights; i++ )
                    vTotalLightDiffuse 
            += g_LightDiffuse[i] * max(0,dot(vNormalWorldSpace, g_LightDir[i]));
                    
                Output.Diffuse.rgb 
            = g_MaterialDiffuseColor * vTotalLightDiffuse + 
                                     g_MaterialAmbientColor 
            * g_LightAmbient;   
                Output.Diffuse.a 
            = 1.0f;
                
                
            //原樣輸出頂點紋理坐標
                if( bTexture ) 
                    Output.TextureUV 
            = vTexCoord0; 
                
            else
                    Output.TextureUV 
            = 0
                
                
            return Output;    
            }


            //--------------------------------------------------------------
            // 像素渲染器輸出結構
            //--------------------------------------------------------------
            struct PS_OUTPUT
            {
                float4 RGBColor : COLOR0;  
            //像素顏色
            };


            //--------------------------------------------------------------
            // 像素渲染器
            //--------------------------------------------------------------
            PS_OUTPUT RenderScenePS( VS_OUTPUT In,
                                     uniform 
            bool bTexture ) 

                PS_OUTPUT Output;

                
            //計算每個像素的顏色(紋理顏色*漫反射顏色)
                if( bTexture )
                    Output.RGBColor 
            = tex2D(MeshTextureSampler, In.TextureUV) * In.Diffuse;
                
            else
                    Output.RGBColor 
            = In.Diffuse;

                
            return Output;
            }


            //--------------------------------------------------------------
            // 技術
            //--------------------------------------------------------------
            technique RenderSceneWithTexture1Light
            {
                pass P0
                {          
                    VertexShader 
            = compile vs_2_0 RenderSceneVS( 1truetrue ); // hew: DX June 2007的話,要改成這個,否則執行程序會出錯
                    PixelShader  
            = compile ps_2_0 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired)
                }
            }

            technique RenderSceneWithTexture2Light
            {
                pass P0
                {          
                    VertexShader 
            = compile vs_2_0 RenderSceneVS( 2truetrue );
                    PixelShader  
            = compile ps_2_0 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired)
                }
            }

            technique RenderSceneWithTexture3Light
            {
                pass P0
                {          
                    VertexShader 
            = compile vs_2_0 RenderSceneVS( 3truetrue );
                    PixelShader  
            = compile ps_2_0 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired)
                }
            }

            technique RenderSceneNoTexture
            {
                pass P0
                {          
                    VertexShader 
            = compile vs_2_0 RenderSceneVS( 1falsefalse );
                    PixelShader  
            = compile ps_2_0 RenderScenePS( false ); // trivial pixel shader (could use FF instead if desired)
                }
            }





            //=============================================================================
            // Desc: 主程序源文件
            //=============================================================================

            #include 
            "dxstdafx.h"
            #include 
            "resource.h"

            //#define DEBUG_VS   // Uncomment this line to debug vertex shaders 
            //#define DEBUG_PS   // Uncomment this line to debug pixel shaders 


            //-----------------------------------------------------------------------------
            // 全局變量
            //-----------------------------------------------------------------------------
            ID3DXFont*              g_pFont = NULL;         //ID3DXFont字體對象
            ID3DXSprite*            g_pSprite = 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;                   //3DUI對話框
            CDXUTDialog                g_SampleUI;              //其它控件對話框
            CModelViewerCamera         g_Camera;                //攝影機對象

            ID3DXEffect
            *               g_pEffect = NULL;        //效果
            ID3DXMesh*                 g_pMesh = NULL;          //網格模型
            IDirect3DTexture9*         g_pMeshTexture = NULL;   //網格模型紋理

            bool                       g_bEnablePreshader;      //標志是否啟用預編譯渲染器
            D3DXMATRIXA16              g_mCenterWorld;          //調整矩陣, 將網格模型調整到窗口中心顯示

            #define MAX_LIGHTS 3 //燈光數量
            CDXUTDirectionWidget       g_LightControl[MAX_LIGHTS];
            float                      g_fLightScale;
            int                        g_nNumActiveLights;
            int                        g_nActiveLight;


            //--------------------------------------------------------------------------------------
            // 控件ID
            //--------------------------------------------------------------------------------------
            #define IDC_TOGGLEFULLSCREEN    1
            #define IDC_TOGGLEREF           3
            #define IDC_CHANGEDEVICE        4
            #define IDC_ENABLE_PRESHADER    5
            #define IDC_NUM_LIGHTS          6
            #define IDC_NUM_LIGHTS_STATIC   7
            #define IDC_ACTIVE_LIGHT        8
            #define IDC_LIGHT_SCALE         9
            #define IDC_LIGHT_SCALE_STATIC  10


            //-----------------------------------------------------------------------------
            // 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();
            HRESULT LoadMesh( IDirect3DDevice9
            * pd3dDevice, WCHAR* strFileName, ID3DXMesh** ppMesh );
            void    RenderText( double fTime );


            //-----------------------------------------------------------------------------
            // 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 );

                
            //切換到全屏幕時顯示鼠標
                DXUTSetCursorSettings( truetrue );

                
            //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( truetruetrue ); 
                DXUTCreateWindow( L
            "BasicHLSL" );
                DXUTCreateDevice( D3DADAPTER_DEFAULT, 
            true640480
                                  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()
            {
                
            //初始化全局變量
                g_bEnablePreshader = true;

                
            forint i=0; i<MAX_LIGHTS; i++ )
                    g_LightControl[i].SetLightDirection( D3DXVECTOR3( sinf(D3DX_PI
            *2*i/MAX_LIGHTS-D3DX_PI/6), 0-cosf(D3DX_PI*2*i/MAX_LIGHTS-D3DX_PI/6) ) );

                g_nActiveLight 
            = 0;
                g_nNumActiveLights 
            = 1;
                g_fLightScale 
            = 1.0f;

                
            //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, 12522 );
                g_HUD.AddButton( IDC_TOGGLEREF, L
            "Toggle REF (F3)"35, iY += 2412522 );
                g_HUD.AddButton( IDC_CHANGEDEVICE, L
            "Change device (F2)"35, iY += 2412522, VK_F2 );

                
            //為g_SampleUI對話框設置消息處理函數,添加控件
                g_SampleUI.SetCallback( OnGUIEvent ); iY = 10

                WCHAR sz[
            100];
                iY 
            += 24;
                StringCchPrintf( sz, 
            100, L"# Lights: %d", g_nNumActiveLights ); 
                g_SampleUI.AddStatic( IDC_NUM_LIGHTS_STATIC, sz, 
            35, iY += 2412522 );
                g_SampleUI.AddSlider( IDC_NUM_LIGHTS, 
            50, iY += 24100221, MAX_LIGHTS, g_nNumActiveLights );

                iY 
            += 24;
                StringCchPrintf( sz, 
            100, L"Light scale: %0.2f", g_fLightScale ); 
                g_SampleUI.AddStatic( IDC_LIGHT_SCALE_STATIC, sz, 
            35, iY += 2412522 );
                g_SampleUI.AddSlider( IDC_LIGHT_SCALE, 
            50, iY += 2410022020, (int) (g_fLightScale * 10.0f) );

                iY 
            += 24;
                g_SampleUI.AddButton( IDC_ACTIVE_LIGHT, L
            "Change active light (K)"35, iY += 2412522'K' );
                g_SampleUI.AddCheckBox( IDC_ENABLE_PRESHADER, L
            "Enable preshaders"35, iY += 2412522, g_bEnablePreshader );
            }


            //-----------------------------------------------------------------------------
            // 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;

                
            //檢查設備支持的像素渲染器版本
                if( pCaps->PixelShaderVersion < D3DPS_VERSION(1,1) )
                    
            return false;

                
            return true;
            }


            //-----------------------------------------------------------------------------
            // Desc: 修改Direct3D渲染設備設置
            //-----------------------------------------------------------------------------
            bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )
            {
                
            //如果硬件不支持, 則使用軟件頂點處理
                if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 ||
                     pCaps
            ->VertexShaderVersion < D3DVS_VERSION(1,1) )
                {
                    pDeviceSettings
            ->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
                }

                
            //調試頂點渲染器需要參考設備或軟件頂點處理 
            #ifdef DEBUG_VS
                
            if( pDeviceSettings->DeviceType != D3DDEVTYPE_REF )
                {
                    pDeviceSettings
            ->BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
                    pDeviceSettings
            ->BehaviorFlags &= ~D3DCREATE_PUREDEVICE;                            
                    pDeviceSettings
            ->BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
                }
            #endif

                
            //調試像素渲染器需要參考設備
            #ifdef DEBUG_PS
                pDeviceSettings
            ->DeviceType = D3DDEVTYPE_REF;
            #endif

                
            //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, 150, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, 
                                          OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH 
            | FF_DONTCARE, 
                                          L
            "Arial"&g_pFont ) );

                
            //加載網格
                V_RETURN( LoadMesh( pd3dDevice, L"tiny\\tiny.x"&g_pMesh ) );

                
            //計算網格模型外包圍球半徑和中心點坐標
                D3DXVECTOR3* pData; 
                D3DXVECTOR3 vCenter;
                FLOAT fObjectRadius;
                V( g_pMesh
            ->LockVertexBuffer( 0, (LPVOID*&pData ) );
                V( D3DXComputeBoundingSphere( pData, g_pMesh
            ->GetNumVertices(), D3DXGetFVFVertexSize( g_pMesh->GetFVF() ), &vCenter, &fObjectRadius ) );
                V( g_pMesh
            ->UnlockVertexBuffer() );

                
            //構造網格模型世界矩陣
                D3DXMatrixTranslation( &g_mCenterWorld, -vCenter.x, -vCenter.y, -vCenter.z );
                D3DXMATRIXA16 m;
                D3DXMatrixRotationY( 
            &m, D3DX_PI );
                g_mCenterWorld 
            *= m;
                D3DXMatrixRotationX( 
            &m, D3DX_PI / 2.0f );
                g_mCenterWorld 
            *= m;

                
            //
                V_RETURN( CDXUTDirectionWidget::StaticOnCreateDevice( pd3dDevice ) );
                
            forint i=0; i<MAX_LIGHTS; i++ )
                    g_LightControl[i].SetRadius( fObjectRadius );

                
            //設置渲染器創建標志
                DWORD dwShaderFlags = D3DXFX_NOT_CLONEABLE;
                #ifdef DEBUG_VS
                    dwShaderFlags 
            |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT;
                
            #endif
                #ifdef DEBUG_PS
                    dwShaderFlags 
            |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT;
                
            #endif

                
            if!g_bEnablePreshader )
                    dwShaderFlags 
            |= D3DXSHADER_NO_PRESHADER;

                
            //查找效果文件
                WCHAR str[MAX_PATH];
                V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L
            "BasicHLSL.fx" ) );

                
            //從文件創建效果
                V_RETURN( D3DXCreateEffectFromFile( pd3dDevice, str, NULL, NULL, dwShaderFlags, NULL, &g_pEffect, NULL ) );

                
            //查找網格模型紋理文件
                V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"tiny\\tiny_skin.dds" ) );

                
            //創建網格模型紋理
                V_RETURN( D3DXCreateTextureFromFileEx( pd3dDevice, str, D3DX_DEFAULT, D3DX_DEFAULT, 
                                                   D3DX_DEFAULT, 
            0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, 
                                                   D3DX_DEFAULT, D3DX_DEFAULT, 
            0
                                                   NULL, NULL, 
            &g_pMeshTexture ) );

                
            //設置效果參數變量
                D3DXCOLOR colorMtrlDiffuse(1.0f1.0f1.0f1.0f);
                D3DXCOLOR colorMtrlAmbient(
            0.35f0.35f0.35f0);

                V_RETURN( g_pEffect
            ->SetValue("g_MaterialAmbientColor"&colorMtrlAmbient, sizeof(D3DXCOLOR) ) );
                V_RETURN( g_pEffect
            ->SetValue("g_MaterialDiffuseColor"&colorMtrlDiffuse, sizeof(D3DXCOLOR) ) );    
                V_RETURN( g_pEffect
            ->SetTexture( "g_MeshTexture", g_pMeshTexture) );

                
            //設置攝影機觀察參數
                D3DXVECTOR3 vecEye(0.0f0.0f-15.0f);
                D3DXVECTOR3 vecAt (
            0.0f0.0f-0.0f);
                g_Camera.SetViewParams( 
            &vecEye, &vecAt );
                g_Camera.SetRadius( fObjectRadius
            *3.0f, fObjectRadius*0.5f, fObjectRadius*10.0f );

                
            return S_OK;
            }

            //------------------------------------------------------------------------------
            // Desc: 輔助函數, 加載網格模型
            //-----------------------------------------------------------------------------
            HRESULT LoadMesh( IDirect3DDevice9* pd3dDevice, WCHAR* strFileName, ID3DXMesh** ppMesh )
            {
                ID3DXMesh
            * pMesh = NULL;
                WCHAR str[MAX_PATH];
                HRESULT hr;

                
            //從文件加載網格模型
                V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, strFileName ) );
                V_RETURN( D3DXLoadMeshFromX(str, D3DXMESH_MANAGED, pd3dDevice, NULL, NULL, NULL, NULL, 
            &pMesh) );

                DWORD 
            *rgdwAdjacency = NULL;

                
            //確保網格模型頂點包含法線信息,以滿足光照計算的需要
                if!(pMesh->GetFVF() & D3DFVF_NORMAL) )
                {
                    ID3DXMesh
            * pTempMesh;
                    V( pMesh
            ->CloneMeshFVF( pMesh->GetOptions(), 
                                              pMesh
            ->GetFVF() | D3DFVF_NORMAL, 
                                              pd3dDevice, 
            &pTempMesh ) );
                    V( D3DXComputeNormals( pTempMesh, NULL ) );

                    SAFE_RELEASE( pMesh );
                    pMesh 
            = pTempMesh;
                }

                
            //對網格模型進行優化,以提高程序運行性能   
                rgdwAdjacency = new DWORD[pMesh->GetNumFaces() * 3];
                
            if( rgdwAdjacency == NULL )
                    
            return E_OUTOFMEMORY;
                V( pMesh
            ->GenerateAdjacency(1e-6f,rgdwAdjacency) );
                V( pMesh
            ->OptimizeInplace(D3DXMESHOPT_VERTEXCACHE, rgdwAdjacency, NULL, NULL, NULL) );
                delete []rgdwAdjacency;

                
            *ppMesh = pMesh;

                
            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() );

                
            //恢復字體
                if( g_pFont )
                    V_RETURN( g_pFont
            ->OnResetDevice() );

                
            //創建ID3DXSprite接口對象
                V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pSprite ) );

                
            //設置攝影機對象投影參數
                float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
                g_Camera.SetProjParams( D3DX_PI
            /4, fAspectRatio, 2.0f4000.0f );
                g_Camera.SetWindow( pBackBufferSurfaceDesc
            ->Width, pBackBufferSurfaceDesc->Height );
                g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON );

                
            //設置對話框位置和尺寸
                g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-1700 );
                g_HUD.SetSize( 
            170170 );
                g_SampleUI.SetLocation( pBackBufferSurfaceDesc
            ->Width-170, pBackBufferSurfaceDesc->Height-300 );
                g_SampleUI.SetSize( 
            170300 );

                
            forint i=0; i<MAX_LIGHTS; i++ )
                    g_LightControl[i].OnResetDevice( pBackBufferSurfaceDesc  );

                
            //恢復效果對象
                if( g_pEffect )
                    V_RETURN( g_pEffect
            ->OnResetDevice() );

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 更新場景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
            {
                
            //根據用戶位置更新攝影機方向 
                g_Camera.FrameMove( fElapsedTime );
            }


            //-----------------------------------------------------------------------------
            // Desc: 渲染場景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
            {
                
            //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;
                }

                
            //
                HRESULT hr;
                D3DXMATRIXA16 mWorldViewProjection;
                D3DXVECTOR3 vLightDir[MAX_LIGHTS];
                D3DXCOLOR   vLightDiffuse[MAX_LIGHTS];
                D3DXMATRIXA16 mWorld;
                D3DXMATRIXA16 mView;
                D3DXMATRIXA16 mProj;
               
                
            //清除后臺顏色緩沖區和深度緩沖區
                V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DXCOLOR(0.0f,0.25f,0.25f,0.55f), 1.0f0) );

                
            //渲染場景
                if( SUCCEEDED( pd3dDevice->BeginScene() ) )
                {
                    
            //通過攝影機對象獲得觀察矩陣和投影矩鎮
                    mWorld = g_mCenterWorld * *g_Camera.GetWorldMatrix();
                    mProj 
            = *g_Camera.GetProjMatrix();
                    mView 
            = *g_Camera.GetViewMatrix();

                    mWorldViewProjection 
            = mWorld * mView * mProj;

                    
            //渲染表示燈光方向的箭頭, 并設置燈光方向和漫反射顏色值
                    forint i=0; i<g_nNumActiveLights; i++ )
                    {
                        D3DXCOLOR arrowColor 
            = ( i == g_nActiveLight ) ? D3DXCOLOR(1,1,0,1) : D3DXCOLOR(1,1,1,1);
                        V( g_LightControl[i].OnRender( arrowColor, 
            &mView, &mProj, g_Camera.GetEyePt() ) );
                        vLightDir[i] 
            = g_LightControl[i].GetLightDirection();
                        vLightDiffuse[i] 
            = g_fLightScale * D3DXCOLOR(1,1,1,1);
                    }

                    
            //更新效果參數變量
                    V( g_pEffect->SetValue( "g_LightDir", vLightDir, sizeof(D3DXVECTOR3)*MAX_LIGHTS ) );
                    V( g_pEffect
            ->SetValue( "g_LightDiffuse", vLightDiffuse, sizeof(D3DXVECTOR4)*MAX_LIGHTS ) );

                    V( g_pEffect
            ->SetMatrix( "g_mWorldViewProjection"&mWorldViewProjection ) );
                    V( g_pEffect
            ->SetMatrix( "g_mWorld"&mWorld ) );
                    V( g_pEffect
            ->SetFloat( "g_fTime", (float)fTime ) );

                    D3DXCOLOR vWhite 
            = D3DXCOLOR(1,1,1,1);
                    V( g_pEffect
            ->SetValue("g_MaterialDiffuseColor"&vWhite, sizeof(D3DXCOLOR) ) );
                    V( g_pEffect
            ->SetFloat( "g_fTime", (float)fTime ) );      
                    V( g_pEffect
            ->SetInt( "g_nNumLights", g_nNumActiveLights ) );      

                    
            //根據燈光數量, 激活適當的技術
                    switch( g_nNumActiveLights )
                    {
                        
            case 1: V( g_pEffect->SetTechnique( "RenderSceneWithTexture1Light" ) ); break;
                        
            case 2: V( g_pEffect->SetTechnique( "RenderSceneWithTexture2Light" ) ); break;
                        
            case 3: V( g_pEffect->SetTechnique( "RenderSceneWithTexture3Light" ) ); break;
                    }

                    
            //使用效果中的技術渲染場景
                    UINT iPass, cPasses; 
                    V( g_pEffect
            ->Begin(&cPasses, 0) );
                    
            for (iPass = 0; iPass < cPasses; iPass++)
                    {
                        V( g_pEffect
            ->BeginPass(iPass) );

                        
            //使用技術渲染網格模型
                        V( g_pMesh->DrawSubset(0) );

                        V( g_pEffect
            ->EndPass() );
                    }
                    V( g_pEffect
            ->End() );

                    
            //渲染對話框
                    g_HUD.OnRender( fElapsedTime ); 
                    g_SampleUI.OnRender( fElapsedTime );

                    
            //渲染文本
                    RenderText( fTime );
                    
                    V( pd3dDevice
            ->EndScene() );
                }
            }


            //-----------------------------------------------------------------------------
            // Desc: 渲染文本
            //-----------------------------------------------------------------------------
            void RenderText( double fTime )
            {
                CDXUTTextHelper txtHelper( g_pFont, g_pSprite, 
            15 );

                
            //顯示當前Direct3D設備狀態和渲染幀速率
                txtHelper.Begin();
                txtHelper.SetInsertionPos( 
            20 );
                txtHelper.SetForegroundColor( D3DXCOLOR( 
            1.0f1.0f0.0f1.0f ) );
                txtHelper.DrawTextLine( DXUTGetFrameStats(
            true) );
                txtHelper.DrawTextLine( DXUTGetDeviceStats() );
                
                
            //顯示其他簡要信息
                txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f1.0f1.0f1.0f ) );
                txtHelper.DrawFormattedTextLine( L
            "fTime: %0.1f  sin(fTime): %0.4f", fTime, sin(fTime) );
                txtHelper.DrawFormattedTextLine( L
            "多技術效果示例程序" );
                
                
            //顯示簡單幫助文本
                if( g_bShowHelp )
                {
                    
            const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
                    txtHelper.SetInsertionPos( 
            2, pd3dsdBackBuffer->Height-15*6 );
                    txtHelper.SetForegroundColor( D3DXCOLOR(
            1.0f0.75f0.0f1.0f ) );
                    txtHelper.DrawTextLine( L
            "Controls:" );

                    txtHelper.SetInsertionPos( 
            20, pd3dsdBackBuffer->Height-15*5 );
                    txtHelper.DrawTextLine( L
            "Rotate model: Left mouse button\n"
                                            L
            "Rotate light: Right mouse button\n"
                                            L
            "Rotate camera: Middle mouse button\n"
                                            L
            "Zoom camera: Mouse wheel scroll\n" );

                    txtHelper.SetInsertionPos( 
            250, pd3dsdBackBuffer->Height-15*5 );
                    txtHelper.DrawTextLine( L
            "Hide help: F1\n" 
                                            L
            "Quit: ESC\n" );
                }
                
            else
                {
                    txtHelper.SetForegroundColor( D3DXCOLOR( 
            1.0f1.0f1.0f1.0f ) );
                    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;

                g_LightControl[g_nActiveLight].HandleMessages( hWnd, uMsg, wParam, lParam );

                g_Camera.HandleMessages( hWnd, uMsg, wParam, lParam );

                
            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: 各種控件消息處理
            //-----------------------------------------------------------------------------
            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_ENABLE_PRESHADER: 
                    {
                        g_bEnablePreshader 
            = g_SampleUI.GetCheckBox( IDC_ENABLE_PRESHADER )->GetChecked(); 

                        
            if( DXUTGetD3DDevice() != NULL )
                        {
                            OnLostDevice( NULL );
                            OnDestroyDevice( NULL );
                            OnCreateDevice( DXUTGetD3DDevice(), DXUTGetBackBufferSurfaceDesc(), NULL );
                            OnResetDevice( DXUTGetD3DDevice(), DXUTGetBackBufferSurfaceDesc(), NULL );
                        }
                        
            break;
                    }

                    
            case IDC_ACTIVE_LIGHT:
                        
            if!g_LightControl[g_nActiveLight].IsBeingDragged() )
                        {
                            g_nActiveLight
            ++;
                            g_nActiveLight 
            %= g_nNumActiveLights;
                        }
                        
            break;

                    
            case IDC_NUM_LIGHTS:
                        
            if!g_LightControl[g_nActiveLight].IsBeingDragged() )
                        {
                            WCHAR sz[
            100];
                            StringCchPrintf( sz, 
            100, L"# Lights: %d", g_SampleUI.GetSlider( IDC_NUM_LIGHTS )->GetValue() ); 
                            g_SampleUI.GetStatic( IDC_NUM_LIGHTS_STATIC )
            ->SetText( sz );

                            g_nNumActiveLights 
            = g_SampleUI.GetSlider( IDC_NUM_LIGHTS )->GetValue();
                            g_nActiveLight 
            %= g_nNumActiveLights;
                        }
                        
            break;

                    
            case IDC_LIGHT_SCALE: 
                        g_fLightScale 
            = (float) (g_SampleUI.GetSlider( IDC_LIGHT_SCALE )->GetValue() * 0.10f);

                        WCHAR sz[
            100];
                        StringCchPrintf( sz, 
            100, L"Light scale: %0.2f", g_fLightScale ); 
                        g_SampleUI.GetStatic( IDC_LIGHT_SCALE_STATIC )
            ->SetText( sz );
                        
            break;
                }
                
            }


            //-----------------------------------------------------------------------------
            // Desc: 釋放在OnResetDevice()中創建的資源
            //-----------------------------------------------------------------------------
            void CALLBACK OnLostDevice( void* pUserContext )
            {
                g_DialogResourceManager.OnLostDevice();
                g_SettingsDlg.OnLostDevice();
                CDXUTDirectionWidget::StaticOnLostDevice();
                
            if( g_pFont )
                    g_pFont
            ->OnLostDevice();
                
            if( g_pEffect )
                    g_pEffect
            ->OnLostDevice();
                SAFE_RELEASE(g_pSprite);
                
            }


            //------------------------------------------------------------------------------
            // Desc: 釋放在OnCreateDevice()中創建的資源
            //------------------------------------------------------------------------------
            void CALLBACK OnDestroyDevice( void* pUserContext )
            {
                g_DialogResourceManager.OnDestroyDevice();
                g_SettingsDlg.OnDestroyDevice();
                CDXUTDirectionWidget::StaticOnDestroyDevice();
                SAFE_RELEASE(g_pEffect);
                SAFE_RELEASE(g_pFont);
                SAFE_RELEASE(g_pMesh);
                SAFE_RELEASE(g_pMeshTexture);
            }









            posted on 2008-04-14 13:23 七星重劍 閱讀(1394) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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