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            fragment就是hlsl積木,方便組合、去除、添加。




            FragmentLinker.fx

            //==============================================================
            // Desc: Effect文件
            //==============================================================


            //--------------------------------------------------------------
            // 全局變量
            //--------------------------------------------------------------
            float4   g_vMaterialAmbient = float4( 0.3f0.3f0.3f1.0f );
            float4   g_vMaterialDiffuse 
            = float4( 0.6f0.6f0.6f1.0f );

            float4   g_vLightColor 
            = float4( 1.0f1.0f1.0f1.0f );
            float3   g_vLightPosition 
            = float3( 0.0f5.0f-5.0f );

            texture  g_MeshTexture;
            float     g_fTime;
            float4x4 g_mWorld;
            float4x4 g_mWorldViewProjection;


            //--------------------------------------------------------------
            // 紋理采樣器
            //--------------------------------------------------------------
            sampler MeshTextureSampler:s0;

            //---------------------------------------------------------------
            // 頂點渲染器段落, Projection transform
            //---------------------------------------------------------------
            void Projection( float4 vPosObject: POSITION,
                             float3 vNormalObject: NORMAL,
                             float2 vTexCoordIn: TEXCOORD0,
                             
            out float4 vPosWorld: r_PosWorld,
                             
            out float3 vNormalWorld: r_NormalWorld,
                             
            out float4 vPosProj: POSITION,
                             
            out float2 vTexCoordOut: TEXCOORD0,
                             uniform 
            bool bAnimate )
            {
                
            //動畫頂點
                if( bAnimate )
                    vPosObject.x 
            *= (1 + sin( g_fTime )/2);
                 
                
            //頂點坐標(biāo)變換
                vPosProj  = mul( vPosObject, g_mWorldViewProjection );
                
                
            //將頂點坐標(biāo)和法線變換到世界空間, 用于光照
                vPosWorld = mul( vPosObject, g_mWorld );
                vNormalWorld 
            = mul( vNormalObject, (float3x3)g_mWorld );
                
                
            //輸出紋理坐標(biāo)
                vTexCoordOut = vTexCoordIn;
            }

            //頂點渲染器段落聲明
            vertexfragment ProjectionFragment_Animated = compile_fragment vs_2_0 Projection( true );
            vertexfragment ProjectionFragment_Static   
            = compile_fragment vs_2_0 Projection( false );


            //---------------------------------------------------------------
            // 頂點渲染器段落, Ambient scene lighting
            //---------------------------------------------------------------
            void Ambient( out float4 vColor: COLOR0 )
            {
                
            //計算環(huán)境光照顏色
                vColor = g_vLightColor * g_vMaterialAmbient;
            }

            //像素渲染器段落
            vertexfragment AmbientFragment = compile_fragment vs_2_0 Ambient();


            //---------------------------------------------------------------
            // 頂點渲染器段落, Diffuse scene lighting
            //---------------------------------------------------------------
            void AmbientDiffuse( float3 vPosWorld: r_PosWorld,
                                 float3 vNormalWorld: r_NormalWorld,
                                 
            out float4 vColor: COLOR0 )
            {  
                
            //計算燈光方向
                float3 vLight = normalize( g_vLightPosition - vPosWorld );
                
                
            //計算環(huán)境光照和漫反射光照
                vColor = g_vLightColor * g_vMaterialAmbient;
                vColor 
            += g_vLightColor * g_vMaterialDiffuse * saturate( dot( vLight, vNormalWorld ) );
            }

            //頂點渲染器段落聲明
            vertexfragment AmbientDiffuseFragment = compile_fragment vs_2_0 AmbientDiffuse();


            //--------------------------------------------------------------
            // 像素渲染器
            //--------------------------------------------------------------
            void ModulateTexture( float4 vColorIn: COLOR0,
                                  float2 vTexCoord: TEXCOORD0,
                                  
            out float4 vColorOut: COLOR0 )
            {  
                
            //混合頂點光照顏色和紋理顏色
                vColorOut = vColorIn * tex2D( MeshTextureSampler, vTexCoord );
            }






            //=============================================================================
            // 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_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

            CDXUTMesh                  g_Mesh;                    
            //網(wǎng)格模型
            CModelViewerCamera         g_Camera;                  //攝影機
            D3DXVECTOR3                g_vObjectCenter;           //網(wǎng)格模型外包圍球中心
            FLOAT                      g_fObjectRadius;           //網(wǎng)格模型外包圍球半徑
            D3DXMATRIXA16              g_mCenterWorld;            //網(wǎng)格模型世界矩陣

            ID3DXFragmentLinker
            *     g_pFragmentLinker = NULL;    //段落鏈接器
            LPD3DXBUFFER             g_pCompiledFragments = NULL; //保存編譯過的段落的緩沖區(qū)

            IDirect3DPixelShader9
            *   g_pPixelShader  = NULL;  //像素渲染器
            IDirect3DVertexShader9*  g_pLinkedShader = NULL;  //通過段落鏈接器鏈接生成的頂點渲染器
            LPD3DXCONSTANTTABLE      g_pConstTable   = NULL;  //頂點渲染器常量表

            //頂點渲染器使用的全局變量
            D3DXVECTOR4             g_vMaterialAmbient( 0.3f0.3f,  0.3f1.0f );
            D3DXVECTOR4             g_vMaterialDiffuse( 
            0.6f0.6f,  0.6f1.0f );
            D3DXVECTOR4             g_vLightColor     ( 
            1.0f1.0f,  1.0f1.0f );
            D3DXVECTOR4             g_vLightPosition  ( 
            0.0f5.0f-5.0f1.0f );


            //-----------------------------------------------------------------------------
            // 控件ID
            //-----------------------------------------------------------------------------
            #define IDC_STATIC             -1
            #define IDC_TOGGLEFULLSCREEN    1
            #define IDC_TOGGLEREF           3
            #define IDC_CHANGEDEVICE        4
            #define IDC_ANIMATION           5
            #define IDC_LIGHTING            6


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

            HRESULT LinkVertexShader();


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

                
            //全屏?xí)r顯示鼠標(biāo)光標(biāo)
                DXUTSetCursorSettings( truetrue );

                
            //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
                DXUTCreateWindow( L"FragmentLinker" );
                DXUTCreateDevice( D3DADAPTER_DEFAULT, 
            true640480, 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, 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(shè)置消息處理函數(shù),字體,添加控件
                g_SampleUI.SetCallback( OnGUIEvent ); iY = 10
                g_SampleUI.SetFont( 
            1, L"Arial"14, FW_BOLD );
                CDXUTElement
            * pElement = g_SampleUI.GetDefaultElement( DXUT_CONTROL_STATIC, 0 );
                
            if( pElement )
                {
                    pElement
            ->iFont = 1;
                    pElement
            ->dwTextFormat = DT_LEFT | DT_BOTTOM;
                }

                CDXUTComboBox
            * pComboBox = NULL;
                g_SampleUI.AddStatic( IDC_STATIC, L
            "(V)ertex Animation"20010525 );
                g_SampleUI.AddComboBox( IDC_ANIMATION, 
            202514024'V'false&pComboBox );
                
            if( pComboBox )
                    pComboBox
            ->SetDropHeight( 30 );

                g_SampleUI.AddStatic( IDC_STATIC, L
            "(L)ighting"205010525 );
                g_SampleUI.AddComboBox( IDC_LIGHTING, 
            207514024'L'false&pComboBox );
                
            if( pComboBox )
                    pComboBox
            ->SetDropHeight( 30 );
            }


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

                
            //檢查設(shè)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(shè)備設(shè)置
            //-----------------------------------------------------------------------------
            bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )
            {
                
            //如果硬件不支持, 改為軟件頂點處理
                if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 ||
                     pCaps
            ->VertexShaderVersion < D3DVS_VERSION(1,1) )
                {
                    pDeviceSettings
            ->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
                }

                
            //調(diào)試頂點渲染器需要參考設(shè)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(diào)試像素渲染器需要參考設(shè)備
            #ifdef DEBUG_PS
                pDeviceSettings
            ->DeviceType = D3DDEVTYPE_REF;
            #endif

                
            //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: 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, 150, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, 
                                     OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH 
            | FF_DONTCARE, 
                                     L
            "Arial"&g_pFont ) );
                WCHAR strPath[MAX_PATH];

                
            //創(chuàng)建網(wǎng)格模型
                V_RETURN( DXUTFindDXSDKMediaFileCch( strPath, MAX_PATH, L"dwarf\\dwarf.x" ) );
                V_RETURN( g_Mesh.Create( pd3dDevice, strPath ) );

                
            //計算網(wǎng)格模型外包圍球中心和半徑
                IDirect3DVertexBuffer9* pVB = NULL;
                V_RETURN( g_Mesh.m_pMesh
            ->GetVertexBuffer( &pVB ) );

                
            void* pVertices = NULL;
                hr 
            = pVB->Lock( 00&pVertices, 0 );
                
            if( FAILED(hr) )
                {
                    SAFE_RELEASE( pVB );
                    
            return hr;
                }

                hr 
            = D3DXComputeBoundingSphere( (D3DXVECTOR3*)pVertices, g_Mesh.m_pMesh->GetNumVertices(),
                                                D3DXGetFVFVertexSize(g_Mesh.m_pMesh
            ->GetFVF()), &g_vObjectCenter,
                                                
            &g_fObjectRadius );
                pVB
            ->Unlock();
                SAFE_RELEASE( pVB );

                
            if( FAILED(hr) )
                    
            return hr;

                
            //將網(wǎng)格模型移動到窗口中心
                D3DXMatrixTranslation( &g_mCenterWorld, -g_vObjectCenter.x, -g_vObjectCenter.y, -g_vObjectCenter.z );

                

                
            //編譯段落代碼到指定的緩沖區(qū)
                V_RETURN( DXUTFindDXSDKMediaFileCch( strPath, MAX_PATH, L"FragmentLinker.fx" ) );
                V_RETURN( D3DXGatherFragmentsFromFile( strPath, NULL, NULL, 
            0&g_pCompiledFragments, NULL ) );

                
            //創(chuàng)建段落鏈接器
                V_RETURN( D3DXCreateFragmentLinker( pd3dDevice, 0&g_pFragmentLinker ) );

                
            //將段落添加到鏈接器
                V_RETURN( g_pFragmentLinker->AddFragments( (DWORD*)g_pCompiledFragments->GetBufferPointer() ) );

                
            //獲取并保存各段落句柄
                //hew: 把選項加到下拉框里
                CDXUTComboBox* pComboBox = NULL;
                pComboBox 
            = g_SampleUI.GetComboBox( IDC_LIGHTING );
                pComboBox
            ->RemoveAllItems();
                pComboBox
            ->AddItem( L"Ambient", (void*) g_pFragmentLinker->GetFragmentHandleByName"AmbientFragment" ) );
                pComboBox
            ->AddItem( L"Ambient & Diffuse", (void*) g_pFragmentLinker->GetFragmentHandleByName( "AmbientDiffuseFragment" ) );
                
                pComboBox 
            = g_SampleUI.GetComboBox( IDC_ANIMATION );
                pComboBox
            ->RemoveAllItems();
                pComboBox
            ->AddItem( L"On", (void*) g_pFragmentLinker->GetFragmentHandleByName"ProjectionFragment_Animated" ) );
                pComboBox
            ->AddItem( L"Off", (void*) g_pFragmentLinker->GetFragmentHandleByName( "ProjectionFragment_Static" ) );

                
            //鏈接段落生成頂點渲染器
                V_RETURN( LinkVertexShader() );

                
            //查找效果文件, 編譯像素渲染器
                ID3DXBuffer *pCode;
                V_RETURN( DXUTFindDXSDKMediaFileCch( strPath, MAX_PATH, L
            "FragmentLinker.fx" ) );
                V_RETURN( D3DXCompileShaderFromFile( strPath, NULL, NULL, 
            "ModulateTexture""ps_2_0"0&pCode, NULL, NULL ) );

                
            //創(chuàng)建像素渲染器
                hr = pd3dDevice->CreatePixelShader( (DWORD*)pCode->GetBufferPointer(), &g_pPixelShader ); 
                pCode
            ->Release();

                
            //設(shè)置像素渲染器
                V_RETURN( pd3dDevice->SetPixelShader(g_pPixelShader) );

                
            //設(shè)置攝影機觀察參數(shù)
                D3DXVECTOR3 vecEye(3.0f0.0f-3.0f);
                D3DXVECTOR3 vecAt (
            0.0f0.0f-0.0f);
                g_Camera.SetViewParams( 
            &vecEye, &vecAt );

                
            return S_OK;
            }

            //-----------------------------------------------------------------------------
            // Desc: 輔助函數(shù), 鏈接段落生成頂點渲染器, 具體鏈接哪些段落通過下拉列表指定
            //-----------------------------------------------------------------------------
            HRESULT LinkVertexShader()
            {
                HRESULT hr;
                ID3DXBuffer 
            *pCode;
                DWORD 
            *pShaderCode;
                IDirect3DDevice9 
            *pd3dDevice = DXUTGetD3DDevice();
                
                
            const int NUM_FRAGMENTS = 2;
                D3DXHANDLE aHandles[ NUM_FRAGMENTS ] 
            = {0};
                // hew: 取下拉框的選項
                aHandles[ 
            0 ] = (D3DXHANDLE) g_SampleUI.GetComboBox( IDC_ANIMATION )->GetSelectedData();
                aHandles[ 
            1 ] = (D3DXHANDLE) g_SampleUI.GetComboBox( IDC_LIGHTING )->GetSelectedData();

                
            //先釋放原來鏈接生成的頂點渲染器
                SAFE_RELEASE( g_pLinkedShader );

                
            //鏈接段落生成頂點渲染器, 并獲取頂點渲染器常量列表
                // hew: 根據(jù)下拉框的項LinkShader
                V_RETURN( g_pFragmentLinker->LinkShader"vs_2_0"0, aHandles, NUM_FRAGMENTS, &pCode, NULL ) );
                pShaderCode 
            = (DWORD*) pCode->GetBufferPointer();
                V_RETURN( pd3dDevice
            ->CreateVertexShader( pShaderCode, &g_pLinkedShader ) );
                V_RETURN( D3DXGetShaderConstantTable( pShaderCode, 
            &g_pConstTable ) );

                SAFE_RELEASE( pCode );

                
            //為當(dāng)前渲染設(shè)備設(shè)置頂點渲染器
                V_RETURN( pd3dDevice->SetVertexShader( g_pLinkedShader ) );

                
            //通過常量表為頂點渲染器設(shè)置全局變量
                if (g_pConstTable)
                {
                    g_pConstTable
            ->SetVector( pd3dDevice, "g_vMaterialAmbient"&g_vMaterialAmbient );
                    g_pConstTable
            ->SetVector( pd3dDevice, "g_vMaterialDiffuse"&g_vMaterialDiffuse );
                    g_pConstTable
            ->SetVector( pd3dDevice, "g_vLightColor",      &g_vLightColor );
                    g_pConstTable
            ->SetVector( pd3dDevice, "g_vLightPosition",   &g_vLightPosition );
                }

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // 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-1700 );
                g_HUD.SetSize( 
            170170 );
                g_SampleUI.SetLocation( pBackBufferSurfaceDesc
            ->Width-170, pBackBufferSurfaceDesc->Height-350 );
                g_SampleUI.SetSize( 
            170300 );

                
            //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)置攝影機投影參數(shù)
                float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
                g_Camera.SetProjParams( D3DX_PI
            /4, fAspectRatio, 0.1f1000.0f );
                g_Camera.SetWindow( pBackBufferSurfaceDesc
            ->Width, pBackBufferSurfaceDesc->Height );

                
            //鏈接段落生成頂點渲染器
                V_RETURN(LinkVertexShader()); 
                
                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 更新場景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                                      
            float fElapsedTime, void* pUserContext )
            {
                D3DXMATRIXA16 mWorld;
                D3DXMATRIXA16 mView;
                D3DXMATRIXA16 mProj;
                D3DXMATRIXA16 mWorldViewProjection;
               
                
            //根據(jù)用戶輸入更新攝影機位置
                g_Camera.FrameMove( fElapsedTime );

                
            //通過攝影機獲取觀察和投影矩陣
                mWorld = g_mCenterWorld * *g_Camera.GetWorldMatrix();
                mProj 
            = *g_Camera.GetProjMatrix();
                mView 
            = *g_Camera.GetViewMatrix();

                mWorldViewProjection 
            = mWorld * mView * mProj;

                
            //通過常量表, 為渲染器設(shè)置全局變量
                if (g_pConstTable)
                {
                    g_pConstTable
            ->SetMatrix( pd3dDevice, "g_mWorldViewProjection"&mWorldViewProjection );
                    g_pConstTable
            ->SetMatrix( pd3dDevice, "g_mWorld"&mWorld );
                    g_pConstTable
            ->SetFloat( pd3dDevice, "g_fTime", (float)fTime );     
                }
            }


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

                HRESULT hr;
                 
                
            //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(04550170), 1.0f0) );

                
            //渲染場景
                if( SUCCEEDED( pd3dDevice->BeginScene() ) )
                {  
                    
            //渲染網(wǎng)格模型
                    V( g_Mesh.Render( pd3dDevice ) );

                    
            //渲染文本和控件
                    RenderText();
                    V( g_HUD.OnRender( fElapsedTime ) );
                    V( g_SampleUI.OnRender( fElapsedTime ) );

                    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( 
            55 );
                txtHelper.SetForegroundColor( D3DXCOLOR( 
            1.0f1.0f0.0f1.0f ) );
                txtHelper.DrawTextLine( DXUTGetFrameStats(
            true) );
                txtHelper.DrawTextLine( DXUTGetDeviceStats() );
                txtHelper.DrawTextLine( L
            "Selected fragments are linked on-the-fly to create the current shader" );
                txtHelper.SetForegroundColor( D3DXCOLOR( 
            1.0f1.0f1.0f1.0f ) );
                
                
            //顯示其他簡要信息
                txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f1.0f1.0f1.0f ) );
                txtHelper.DrawTextLine( L
            "段落(Fragment)使用示例程序" );

                
            //顯示簡單幫助文本
                if( g_bShowHelp )
                {
                    
            const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
                    txtHelper.SetInsertionPos( 
            10, 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 camera: Right 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_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_ANIMATION:        LinkVertexShader(); break;
                    
            case IDC_LIGHTING:         LinkVertexShader(); 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_pPixelShader );
                SAFE_RELEASE( g_pLinkedShader );
                SAFE_RELEASE( g_pFont );
                g_Mesh.Destroy();
                SAFE_RELEASE( g_pFragmentLinker );
                SAFE_RELEASE( g_pCompiledFragments );
            }













            posted on 2008-04-14 17:40 七星重劍 閱讀(956) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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