青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品

天行健 君子當自強而不息

網格模型高級技術(6)

層次細節網格模型(progress mesh)是一種特殊的網格模型,它的頂點數據以樹狀形式組織,可以隨意增加或降低模型的復雜程度,從而比普通的網格模型具有更大的靈活性,層次細節網格模型對于層次細節場景的渲染非常理想。當模型距離觀察者較遠時可以降低模型的復雜程度,提高渲染速度。而當模型距離觀察者較近時可以使用復雜的模型,從而提高視覺效果。Direct3D用ID3DXPMesh來表示層次細節網格模型對象,而不是ID3DXMesh。

層次細節網格模型是根據原始普通網格模型生成的,在生成層次細節網格模型之前,首先需要對原始網格模型進行相關處理,包括整理、頂點融合、檢查3個步驟。

在調用函數D3DXLoadMeshFromX()生成網格模型后,調用Direct3D功能函數D3DXCleanMesh()對初始網格模型進行整理,其聲明如下:

Cleans a mesh, preparing it for simplification.

HRESULT D3DXCleanMesh(
D3DXCLEANTYPE CleanType,
LPD3DXMESH pMeshIn,
CONST DWORD * pAdjacencyIn,
LPD3DXMESH * ppMeshOut,
DWORD * pAdjacencyOut,
LPD3DXBUFFER * ppErrorsAndWarnings
);

Parameters

CleanType
[in] Vertex operations to perform in preparation for mesh cleaning.
pMeshIn
[in] Pointer to an ID3DXMesh interface, representing the mesh to be cleaned.
pAdjacencyIn
[in] Pointer to an array of three DWORDs per face that specify the three neighbors for each face in the mesh to be cleaned.
ppMeshOut
[out] Address of a pointer to an ID3DXMesh interface, representing the returned cleaned mesh. The same mesh is returned that was passed in if no cleaning was necessary.
pAdjacencyOut
[out] Pointer to an array of three DWORDs per face that specify the three neighbors for each face in the output mesh.
ppErrorsAndWarnings
[out] Returns a buffer containing a string of errors and warnings, which explain the problems found in the mesh.

Return Values

If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following: D3DERR_INVALIDCALL, E_OUTOFMEMORY.

Remarks

This function cleans a mesh using the cleaning method and options specified in the CleanType parameter. See the D3DXCLEANTYPE enumeration for a description of the available options.

枚舉常量D3DXCLEANTYPE的定義如下:

Defines operations to perform on vertices in preparation for mesh cleaning.

typedef enum D3DXCLEANTYPE
{
D3DXCLEAN_BACKFACING = 1,
D3DXCLEAN_BOWTIES = 2,
D3DXCLEAN_SKINNING = D3DXCLEAN_BACKFACING,
D3DXCLEAN_OPTIMIZATION = D3DXCLEAN_BACKFACING,
D3DXCLEAN_SIMPLIFICATION = D3DXCLEAN_BACKFACING | D3DXCLEAN_BOWTIES,
} D3DXCLEANTYPE, *LPD3DXCLEANTYPE;

Constants

D3DXCLEAN_BACKFACING
Merge triangles that share the same vertex indices but have face normals pointing in opposite directions (back-facing triangles). Unless the triangles are not split by adding a replicated vertex, mesh adjacency data from the two triangles may conflict.
D3DXCLEAN_BOWTIES
If a vertex is the apex of two triangle fans (a bowtie) and mesh operations will affect one of the fans, then split the shared vertex into two new vertices. Bowties can cause problems for operations such as mesh simplification that remove vertices, because removing one vertex affects two distinct sets of triangles.
D3DXCLEAN_SKINNING
Use this flag to prevent infinite loops during skinning setup mesh operations.
D3DXCLEAN_OPTIMIZATION
Use this flag to prevent infinite loops during mesh optimization operations.
D3DXCLEAN_SIMPLIFICATION
Use this flag to prevent infinite loops during mesh simplification operations.

通常選擇D3DXCLEAN_SIMPLIFICATION,這樣既可以將共享相同頂點且面法向量不在同一方向的三角形進行合并,同時還可以避免在簡化網格的操作中陷入死循環。

在整理好網格模型后,調用函數D3DXWeldVertices()將網格模型中屬性相同的重復頂點溶合到一起,從而簡化網格模型,其聲明如下:

Welds together replicated vertices that have equal attributes. This method uses specified epsilon values for equality comparisons.

HRESULT D3DXWeldVertices(
LPD3DXMESH pMesh,
DWORD Flags,
CONST D3DXWeldEpsilons * pEpsilons,
CONST DWORD * pAdjacencyIn,
DWORD * pAdjacencyOut,
DWORD * pFaceRemap,
LPD3DXBUFFER * ppVertexRemap
);

Parameters

pMesh
[in] Pointer to an ID3DXMesh object, the mesh from which to weld vertices.
Flags
[in] Combination of one or more flags from D3DXWeldEpsilonsFLAGS.
pEpsilons
[in] Pointer to a D3DXWeldEpsilons structure, specifying the epsilon values to be used for this method. Use NULL to initialize all structure members to a default value of 1.0e-6f.
pAdjacencyIn
[in] Pointer to an array of three DWORDs per face that specify the three neighbors for each face in the source mesh. If the edge has no adjacent faces, the value is 0xffffffff. If this parameter is set to NULL, ID3DXBaseMesh::GenerateAdjacency will be called to create logical adjacency information.
pAdjacencyOut
[in, out] Pointer to an array of three DWORDs per face that specify the three neighbors for each face in the optimized mesh. If the edge has no adjacent faces, the value is 0xffffffff.
pFaceRemap
[out] An array of DWORDs, one per face, that identifies the original mesh face that corresponds to each face in the welded mesh.
ppVertexRemap
[out] Address of a pointer to an ID3DXBuffer interface, which contains a DWORD for each vertex that specifies how the new vertices map to the old vertices. This remap is useful if you need to alter external data based on the new vertex mapping.

Return Values

If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following: D3DERR_INVALIDCALL, E_OUTOFMEMORY.

Remarks

This function uses supplied adjacency information to determine the points that are replicated. Vertices are merged based on an epsilon comparison. Vertices with equal position must already have been calculated and represented by point-representative data.

This function combines logically-welded vertices that have similar components, such as normals or texture coordinates within pEpsilons.

The following example code calls this function with welding enabled. Vertices are compared using epsilon values for normal vector and vertex position. A pointer is returned to a face remapping array (pFaceRemap).

TCHAR            strMediaPath[512];       // X-file path 
LPD3DXBUFFER pAdjacencyBuffer = NULL; // adjacency data buffer
LPD3DXBUFFER pD3DXMtrlBuffer = NULL; // material buffer
LPD3DXMESH pMesh = NULL; // mesh object
DWORD m_dwNumMaterials; // number of materials
D3DXWELDEPSILONS Epsilons; // structure with epsilon values
DWORD *pFaceRemap[65536]; // face remapping array
DWORD i; // internal variable

// Load the mesh from the specified file
hr = D3DXLoadMeshFromX ( strMediaPath,
D3DXMESH_MANAGED,
m_pd3dDevice,
&pAdjacencyBuffer,
&pD3DXMtrlBuffer,
NULL,
&m_dwNumMaterials,
&pMesh ) )

if( FAILED( hr ) )
goto End; // Go to error handling

// Set epsilon values
Epsilons.Normal = 0.001;
Epsilons.Position = 0.1;

// Weld the vertices
for( i=0; i < 65536; i++ )
{
pFaceRemap[i] = 0;
}

hr = D3DXWeldVertices ( pMesh,
D3DXWELDEPSILONS_WELDPARTIALMATCHES,
&Epsilons,
(DWORD*)pAdjacencyBuffer->GetBufferPointer(),
(DWORD*)pAdjacencyBuffer->GetBufferPointer(),
(DWORD*)pFaceRemap,
NULL )

if( FAILED( hr ) )
goto End; // Go to error handling

D3DXWeldEpsilonsFLAGS的定義如下:

Options for welding together vertices.

typedef enum D3DXWeldEpsilonsFLAGS
{
D3DXWeldEpsilons_WELDALL = 1,
D3DXWeldEpsilons_WELDPARTIALMATCHES = 2,
D3DXWeldEpsilons_DONOTREMOVEVERTICES = 4,
D3DXWeldEpsilons_DONOTSPLIT = 8,
} D3DXWeldEpsilonsFLAGS, *LPD3DXWeldEpsilonsFLAGS;

Constants

D3DXWeldEpsilons_WELDALL
Weld together all vertices that are at the same location. Using this flag avoids an epsilon comparison between vertex components.
D3DXWeldEpsilons_WELDPARTIALMATCHES
If a given vertex component is within epsilon, modify partially matched vertices so that both components are identical. If all components are equal, remove one of the vertices.
D3DXWeldEpsilons_DONOTREMOVEVERTICES
Instructs the weld to allow only modifications to vertices and not removal. This flag is valid only if D3DXWeldEpsilons_WELDPARTIALMATCHES is set. It is useful to modify vertices to be equal, but not to allow vertices to be removed.
D3DXWeldEpsilons_DONOTSPLIT
Instructs the weld not to split vertices that are in separate attribute groups. When the ID3DXMesh::Optimize, ID3DXPMesh::Optimize, or ID3DXPMesh::OptimizeBaseLOD methods are called with the D3DXMESHOPT_ATTRSORT flag, then the D3DXMESHOPT_DONOTSPLIT flag will also be set. Setting this flag can slow down software vertex processing.

D3DXWeldEpsilons的定義如下:

Specifies tolerance values for each vertex component when comparing vertices to determine if they are similar enough to be welded together.

typedef struct D3DXWeldEpsilons {
FLOAT Position;
FLOAT BlendWeights;
FLOAT Normal;
FLOAT PSize;
FLOAT Specular;
FLOAT Diffuse;
FLOAT Texcoord[8];
FLOAT Tangent;
FLOAT Binormal;
FLOAT Tess Factor;
} D3DXWeldEpsilons, *LPD3DXWeldEpsilons;

Members

Position
Position
BlendWeights
Blend weight
Normal
Normal
PSize
Point size value
Specular
Specular lighting value
Diffuse
Diffuse lighting value
Texcoord
Eight texture coordinates
Tangent
Tangent
Binormal
Binormal
Tess Factor
Tessellation factor

Remarks

The LPD3DXWeldEpsilons type is defined as a pointer to the D3DXWeldEpsilons structure.

typedef D3DXWELDEPSILONS *LPD3DXWELDEPSILONS;

對原始網格模型進行整理、簡化之后,還需要檢查處理后的網格模型是否有效,檢查工作由函數D3DXValidMesh()完成,其聲明如下:

Validates a mesh.

HRESULT D3DXValidMesh(
LPD3DXMESH pMeshIn,
CONST DWORD * pAdjacency,
LPD3DXBUFFER * ppErrorsAndWarnings
);

Parameters

pMeshIn
[in] Pointer to an ID3DXMesh interface, representing the mesh to be tested.
pAdjacency
[in] Pointer to an array of three DWORDs per face that specify the three neighbors for each face in the mesh to be tested.
ppErrorsAndWarnings
[out] Returns a buffer containing a string of errors and warnings, which explain the problems found in the mesh.

Return Values

If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following: D3DXERR_INVALIDMESH, D3DERR_INVALIDCALL, E_OUTOFMEMORY.

Remarks

This method validates the mesh by checking for invalid indices. Error information is available from the debugger output.

在上面的準備工作完成后,可以調用函數D3DXGeneratePMesh()根據初始網格模型生成層次細節網格模型,其聲明如下:

Generates a progressive mesh.

HRESULT D3DXGeneratePMesh(
LPD3DXMESH pMesh,
CONST DWORD * pAdjacency,
CONST D3DXATTRIBUTEWEIGHTS * pVertexAttributeWeights,
CONST FLOAT * pVertexWeights,
DWORD MinValue,
DWORD Options,
LPD3DXPMESH * ppPMesh
);

Parameters

pMesh
[in] Pointer to an ID3DXMesh interface, representing the source mesh.
pAdjacency
[in] Pointer to an array of three DWORDs per face that specify the three neighbors for each face in the created progressive mesh.
pVertexAttributeWeights
[in] Pointer to a D3DXATTRIBUTEWEIGHTS structure, containing the weight for each vertex component. If this parameter is set to NULL, a default structure is used. See Remarks.
pVertexWeights
[in] Pointer to an array of vertex weights. If this parameter is set to NULL, all vertex weights are set to 1.0. Note that the higher the vertex weight for a given vertex, the less likely it is to be simplified away.
MinValue
[in] Number of vertices or faces, depending on the flag set in the Options parameter, by which to simplify the source mesh.
Options
[in] Specifies simplification options for the mesh. One flag from the D3DXMESHSIMP enumeration can be set.
ppPMesh
[out] Address of a pointer to an ID3DXPMesh interface, representing the created progressive mesh.

Return Values

If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following: D3DXERR_CANNOTATTRSORT, D3DERR_INVALIDCALL, E_OUTOFMEMORY.

Remarks

This function generates a mesh where the level of detail (LOD) can be adjusted from the current value to the MinValue.

If the simplification process cannot reduce the mesh to MinValue, the call still succeeds because MinValue is a desired minimum, not an absolute minimum.

If pVertexAttributeWeights is set to NULL, the following values are assigned to the default D3DXATTRIBUTEWEIGHTS structure.

D3DXATTRIBUTEWEIGHTS AttributeWeights;

AttributeWeights.Position = 1.0;
AttributeWeights.Boundary = 1.0;
AttributeWeights.Normal = 1.0;
AttributeWeights.Diffuse = 0.0;
AttributeWeights.Specular = 0.0;
AttributeWeights.Tex[8] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0};

This default structure is what most applications should use because it considers only geometric and normal adjustment. Only in special cases will the other member fields need to be modified.

D3DXMESHSIMP的定義如下:

Specifies simplification options for a mesh.

typedef enum D3DXMESHSIMP
{
D3DXMESHSIMP_VERTEX = 1,
D3DXMESHSIMP_FACE = 2,
} D3DXMESHSIMP, *LPD3DXMESHSIMP;

Constants

D3DXMESHSIMP_VERTEX
The mesh will be simplified by the number of vertices specified in the MinValue parameter.
D3DXMESHSIMP_FACE
The mesh will be simplified by the number of faces specified in the MinValue parameter.

參數MinValue設置的最小頂點數只是一個期望值,實際生成的層次細節網格模型的最小頂點數量可能大于設置的最小頂點數量。

 

示例程序ProgressMesh的具體實現

示例程序演示了層次細節網格模型的生成和渲染,其中加載原始網格模型、簡化熔合原始網格并生成層次細節網格模型的代碼如下:

ID3DXBuffer* material_buffer;
V_RETURN(D3DXLoadMeshFromXW(L"Dwarf.x", D3DXMESH_MANAGED, pd3dDevice, &g_adj_buffer, &material_buffer, NULL,
&g_num_materials, &g_mesh));
D3DXMATERIAL* xmaterials = (D3DXMATERIAL*) material_buffer->GetBufferPointer();
g_mesh_materials = new D3DMATERIAL9[g_num_materials];
g_mesh_textures = new IDirect3DTexture9*[g_num_materials];
for(DWORD i = 0; i < g_num_materials; i++)
{
g_mesh_materials[i] = xmaterials[i].MatD3D;
g_mesh_materials[i].Ambient = g_mesh_materials[i].Diffuse;
	WCHAR wfilename[256];
RemovePathFromFileName(xmaterials[i].pTextureFilename, wfilename);
	g_mesh_textures[i] = NULL;
	if(xmaterials[i].pTextureFilename != NULL && lstrlen(wfilename) > 0)
{
V_RETURN(D3DXCreateTextureFromFileW(pd3dDevice, wfilename, &g_mesh_textures[i]));
}
}
material_buffer->Release();
ID3DXMesh* cleaned_mesh;
DWORD* adj = (DWORD*) g_adj_buffer->GetBufferPointer();
V_RETURN(D3DXCleanMesh(D3DXCLEAN_SIMPLIFICATION, g_mesh, adj, &cleaned_mesh, adj, NULL));
release_com(g_mesh);
g_mesh = cleaned_mesh;
D3DXWELDEPSILONS weld_epsilons;
ZeroMemory(&weld_epsilons, sizeof(D3DXWELDEPSILONS));
V_RETURN(D3DXWeldVertices(g_mesh, D3DXWELDEPSILONS_WELDPARTIALMATCHES, &weld_epsilons, adj, adj, NULL, NULL));
V_RETURN(D3DXValidMesh(g_mesh, adj, NULL));
V_RETURN(D3DXGeneratePMesh(g_mesh, adj, NULL, NULL, 1, D3DXMESHSIMP_VERTEX, &g_progress_mesh));

 

運行效果圖:

 

主程序:

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

#pragma warning(disable : 
4127 4995)

#define IDC_TOGGLE_FULLSCREEN    1
#define IDC_TOGGLE_REF            2
#define IDC_CHANGE_DEVICE        3
#define IDC_DETAIL                4

#define release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

ID3DXFont
*                    g_font;
ID3DXSprite
*                g_text_sprite;
bool                        g_show_help = true;

CDXUTDialogResourceManager    g_dlg_resource_manager;
CD3DSettingsDlg                g_settings_dlg;
CDXUTDialog                    g_button_dlg;
CDXUTDialog                    g_ui_dlg;

ID3DXMesh
*                    g_mesh;
D3DMATERIAL9
*                g_mesh_materials;
IDirect3DTexture9
**            g_mesh_textures;
DWORD                        g_num_materials;
ID3DXBuffer
*                g_adj_buffer;
ID3DXPMesh
*                    g_progress_mesh;

//--------------------------------------------------------------------------------------
// Rejects any devices that aren't acceptable by returning false
//--------------------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, 
                                  D3DFORMAT BackBufferFormat, 
bool bWindowed, void* pUserContext )
{
    
// Typically want to skip backbuffer formats that don't support alpha blending

    IDirect3D9
* pD3D = DXUTGetD3DObject(); 

    
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType, AdapterFormat, 
                    D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
        
return false;

    
return true;
}


//--------------------------------------------------------------------------------------
// Before a device is created, modify the device settings as needed.
//--------------------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )
{
    
// If video card does not support hardware vertex processing, then uses sofaware vertex processing.
    if((pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
        pDeviceSettings
->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;

    
static bool is_first_time = true;

    
if(is_first_time)
    {
        is_first_time 
= false;

        
// if using reference device, then pop a warning message box.
        if(pDeviceSettings->DeviceType == D3DDEVTYPE_REF)
            DXUTDisplaySwitchingToREFWarning();
    }

    
return true;
}

//--------------------------------------------------------------------------------------
// Remove path from fullname, and convert filename from multibyte to wchar.
//--------------------------------------------------------------------------------------
void RemovePathFromFileName(LPSTR fullname, LPWSTR wfilename)
{
    WCHAR wbuf[MAX_PATH]  
= {0};
    MultiByteToWideChar(CP_ACP, 
0, fullname, -1, wbuf, MAX_PATH);

    LPWSTR w_last_back_slash 
= wcsrchr(wbuf, '\\');

    
if(w_last_back_slash)
        lstrcpy(wfilename, 
++w_last_back_slash);
    
else
        lstrcpy(wfilename, wbuf);
}


//--------------------------------------------------------------------------------------
// Create any D3DPOOL_MANAGED resources here 
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, 
                                 
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                 
void* pUserContext )
{
    HRESULT    hr;

    V_RETURN(g_dlg_resource_manager.OnCreateDevice(pd3dDevice));
    V_RETURN(g_settings_dlg.OnCreateDevice(pd3dDevice));

    D3DXCreateFont(pd3dDevice, 
180, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
                   DEFAULT_PITCH 
| FF_DONTCARE, L"Arial"&g_font);

    ID3DXBuffer
* material_buffer;

    V_RETURN(D3DXLoadMeshFromXW(L
"Dwarf.x", D3DXMESH_MANAGED, pd3dDevice, &g_adj_buffer, &material_buffer, NULL,
                                
&g_num_materials, &g_mesh));

    D3DXMATERIAL
* xmaterials = (D3DXMATERIAL*) material_buffer->GetBufferPointer();
    g_mesh_materials 
= new D3DMATERIAL9[g_num_materials];
    g_mesh_textures  
= new IDirect3DTexture9*[g_num_materials];

    
for(DWORD i = 0; i < g_num_materials; i++)
    {
        g_mesh_materials[i] 
= xmaterials[i].MatD3D;
        g_mesh_materials[i].Ambient 
= g_mesh_materials[i].Diffuse;

        WCHAR wfilename[
256];
        RemovePathFromFileName(xmaterials[i].pTextureFilename, wfilename);

        g_mesh_textures[i] 
= NULL;

        
if(xmaterials[i].pTextureFilename != NULL && lstrlen(wfilename) > 0)
        {
            V_RETURN(D3DXCreateTextureFromFileW(pd3dDevice, wfilename, 
&g_mesh_textures[i]));
        }
    }
    
    material_buffer
->Release();
    
    ID3DXMesh
* cleaned_mesh;
    DWORD
* adj = (DWORD*) g_adj_buffer->GetBufferPointer();

    V_RETURN(D3DXCleanMesh(D3DXCLEAN_SIMPLIFICATION, g_mesh, adj, 
&cleaned_mesh, adj, NULL));
    release_com(g_mesh);

    g_mesh 
= cleaned_mesh;

    D3DXWELDEPSILONS weld_epsilons;
    ZeroMemory(
&weld_epsilons, sizeof(D3DXWELDEPSILONS));
    V_RETURN(D3DXWeldVertices(g_mesh, D3DXWELDEPSILONS_WELDPARTIALMATCHES, 
&weld_epsilons, adj, adj, NULL, NULL));

    V_RETURN(D3DXValidMesh(g_mesh, adj, NULL));
    V_RETURN(D3DXGeneratePMesh(g_mesh, adj, NULL, NULL, 
1, D3DXMESHSIMP_VERTEX, &g_progress_mesh));

    DWORD min_vertices 
= g_progress_mesh->GetMinVertices();
    DWORD max_vertices 
= g_progress_mesh->GetMaxVertices();

    g_ui_dlg.GetSlider(IDC_DETAIL)
->SetRange(min_vertices, max_vertices);
    g_ui_dlg.GetSlider(IDC_DETAIL)
->SetValue(max_vertices);
    g_progress_mesh
->SetNumVertices(max_vertices);

    
return S_OK;
}


//--------------------------------------------------------------------------------------
// Create any D3DPOOL_DEFAULT resources here 
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, 
                                
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                
void* pUserContext )
{
    HRESULT hr;

    V_RETURN(g_dlg_resource_manager.OnResetDevice());
    V_RETURN(g_settings_dlg.OnResetDevice());
    V_RETURN(g_font
->OnResetDevice());
    V_RETURN(D3DXCreateSprite(pd3dDevice, 
&g_text_sprite));

    
// set dialog position and size

    g_button_dlg.SetLocation(pBackBufferSurfaceDesc
->Width - 1700);
    g_button_dlg.SetSize(
170170);

    g_ui_dlg.SetLocation(
0, pBackBufferSurfaceDesc->Height - 60);
    g_ui_dlg.SetSize(pBackBufferSurfaceDesc
->Width, 50);
    g_ui_dlg.GetControl(IDC_DETAIL)
->SetSize(pBackBufferSurfaceDesc->Width - 2016);

    
// setup view matrix

    D3DXMATRIX mat_view;
    D3DXVECTOR3 eye(
0.0f0.0f-4.0f);
    D3DXVECTOR3  at(
0.0f0.0f,  0.0f);
    D3DXVECTOR3  up(
0.0f1.0f,  0.0f);

    D3DXMatrixLookAtLH(
&mat_view, &eye, &at, &up);
    pd3dDevice
->SetTransform(D3DTS_VIEW, &mat_view);

    
// set projection matrix
    D3DXMATRIX mat_proj;
    
float aspect = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
    D3DXMatrixPerspectiveFovLH(
&mat_proj, D3DX_PI/4, aspect, 1.0f100.0f);
    pd3dDevice
->SetTransform(D3DTS_PROJECTION, &mat_proj);

    pd3dDevice
->SetRenderState(D3DRS_AMBIENT, 0xFFFFFFFF);

    
return S_OK;
}

//--------------------------------------------------------------------------------------
// Release resources created in the OnResetDevice callback here 
//--------------------------------------------------------------------------------------
void CALLBACK OnLostDevice( void* pUserContext )
{
    g_dlg_resource_manager.OnLostDevice();
    g_settings_dlg.OnLostDevice();
    g_font
->OnLostDevice();

    release_com(g_text_sprite);
}


//--------------------------------------------------------------------------------------
// Release resources created in the OnCreateDevice callback here
//--------------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void* pUserContext )
{
    g_dlg_resource_manager.OnDestroyDevice();
    g_settings_dlg.OnDestroyDevice();        

    delete[] g_mesh_materials;
    g_mesh_materials 
= NULL;

    
if(g_mesh_textures)
    {
        
for(DWORD i = 0; i < g_num_materials; i++)
            release_com(g_mesh_textures[i]);

        delete[] g_mesh_textures;
        g_mesh_textures 
= NULL;
    }

    release_com(g_font);
    release_com(g_adj_buffer);
    release_com(g_mesh);
    release_com(g_progress_mesh);    
}

//--------------------------------------------------------------------------------------
// Handle updates to the scene
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    D3DXMATRIX mat_world, mat_translation, mat_rotation;

    D3DXMatrixTranslation(
&mat_translation, 0-0.7f0);
    D3DXMatrixRotationY(
&mat_rotation, timeGetTime() / 1000.0f);
    mat_world 
= mat_translation * mat_rotation;

    pd3dDevice
->SetTransform(D3DTS_WORLD, &mat_world);
}

//--------------------------------------------------------------------------------------
// Render the helper information
//--------------------------------------------------------------------------------------
void RenderText()
{
    CDXUTTextHelper text_helper(g_font, g_text_sprite, 
20);
    
    text_helper.Begin();

    
// show frame and device states
    text_helper.SetInsertionPos(55);
    text_helper.SetForegroundColor( D3DXCOLOR(
1.0f0.475f0.0f1.0f) );
    text_helper.DrawTextLine( DXUTGetFrameStats(
true) );
    text_helper.DrawTextLine( DXUTGetDeviceStats() );

    
// show other simple information
    text_helper.SetForegroundColor( D3DXCOLOR(1.0f1.0f1.0f1.0f) );
    text_helper.DrawFormattedTextLine(L
"Vertices Range: %u ~ %u\nCurrent Vertices Number: %u\n",
                                      g_progress_mesh
->GetMinVertices(),
                                      g_progress_mesh
->GetMaxVertices(),
                                      g_progress_mesh
->GetNumVertices());

    
// show helper information
    
    
const D3DSURFACE_DESC* surface_desc = DXUTGetBackBufferSurfaceDesc();

    
if(g_show_help)
    {
        text_helper.SetInsertionPos(
10, surface_desc->Height - 15 * 6);
        text_helper.SetForegroundColor( D3DXCOLOR(
1.0f0.475f0.0f1.0f) );
        text_helper.DrawTextLine(L
"Controls (F1 to hide):");
        
        text_helper.SetInsertionPos(
40, surface_desc->Height - 15 * 4);
        text_helper.DrawTextLine(L
"Quit: ESC");
    }
    
else
    {
        text_helper.SetInsertionPos(
10, surface_desc->Height - 15 * 4);
        text_helper.SetForegroundColor( D3DXCOLOR(
1.0f1.0f1.0f1.0f) );
        text_helper.DrawTextLine(L
"Press F1 for help");
    }

    text_helper.End();
}

//--------------------------------------------------------------------------------------
// Render the scene 
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    HRESULT hr;

    
if(g_settings_dlg.IsActive())
    {
        g_settings_dlg.OnRender(fElapsedTime);
        
return;
    }

    
// Clear the render target and the zbuffer 
    V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0000), 1.0f0) );

    
// Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        
for(DWORD i = 0; i < g_num_materials; i++)
        {
            pd3dDevice
->SetMaterial(&g_mesh_materials[i]);
            pd3dDevice
->SetTexture(0, g_mesh_textures[i]);
            g_progress_mesh
->DrawSubset(i);
        }        

        RenderText();
        V(g_button_dlg.OnRender(fElapsedTime));
        V(g_ui_dlg.OnRender(fElapsedTime));

        V( pd3dDevice
->EndScene() );
    }
}


//--------------------------------------------------------------------------------------
// Handle messages to the application 
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                          
bool* pbNoFurtherProcessing, void* pUserContext )
{
    
*pbNoFurtherProcessing = g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam);
    
if(*pbNoFurtherProcessing)
        
return 0;

    
if(g_settings_dlg.IsActive())
    {
        g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
        
return 0;
    }

    
*pbNoFurtherProcessing = g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
    
if(*pbNoFurtherProcessing)
        
return 0;

    
*pbNoFurtherProcessing = g_ui_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
    
if(*pbNoFurtherProcessing)
        
return 0;

    
return 0;
}


//--------------------------------------------------------------------------------------
// Handle keybaord event
//--------------------------------------------------------------------------------------
void CALLBACK OnKeyboardProc(UINT charater, bool is_key_down, bool is_alt_down, void* user_context)
{
    
if(is_key_down)
    {
        
switch(charater)
        {
        
case VK_F1:
            g_show_help 
= !g_show_help;
            
break;
        }
    }
}

//--------------------------------------------------------------------------------------
// Handle events for controls
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent(UINT eventint control_id, CDXUTControl* control, void* user_context)
{
    
switch(control_id)
    {
    
case IDC_TOGGLE_FULLSCREEN:
        DXUTToggleFullScreen();
        
break;

    
case IDC_TOGGLE_REF:
        DXUTToggleREF();
        
break;

    
case IDC_CHANGE_DEVICE:
        g_settings_dlg.SetActive(
true);
        
break;

    
case IDC_DETAIL:
        g_progress_mesh
->SetNumVertices( ((CDXUTSlider*) control)->GetValue() );
    }
}

//--------------------------------------------------------------------------------------
// Initialize dialogs
//--------------------------------------------------------------------------------------
void InitDialogs()
{
    g_settings_dlg.Init(
&g_dlg_resource_manager);
    g_button_dlg.Init(
&g_dlg_resource_manager);
    g_ui_dlg.Init(
&g_dlg_resource_manager);

    g_button_dlg.SetCallback(OnGUIEvent);

    
int x = 35, y = 10, width = 125, height = 22;

    g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L
"Toggle full screen", x, y,         width, height);
    g_button_dlg.AddButton(IDC_TOGGLE_REF,          L
"Toggle REF (F3)",     x, y += 24, width, height);
    g_button_dlg.AddButton(IDC_CHANGE_DEVICE,      L
"Change device (F2)", x, y += 24, width, height, VK_F2);

    g_ui_dlg.SetCallback(OnGUIEvent);
    g_ui_dlg.AddSlider(IDC_DETAIL, 
103620016444);
}

//--------------------------------------------------------------------------------------
// Initialize everything and go into a render loop
//--------------------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
    
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
| _CRTDBG_LEAK_CHECK_DF );
#endif

    
// Set the callback functions
    DXUTSetCallbackDeviceCreated( OnCreateDevice );
    DXUTSetCallbackDeviceReset( OnResetDevice );
    DXUTSetCallbackDeviceLost( OnLostDevice );
    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );
    DXUTSetCallbackKeyboard(OnKeyboardProc);
   
    
// TODO: Perform any application-level initialization here
    InitDialogs();

    
// Initialize DXUT and create the desired Win32 window and Direct3D device for the application
    DXUTInit( truetruetrue ); // Parse the command line, handle the default hotkeys, and show msgboxes
    DXUTSetCursorSettings( truetrue ); // Show the cursor and clip it when in full screen
    DXUTCreateWindow( L"ProgressMesh" );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true640480, IsDeviceAcceptable, ModifyDeviceSettings );

    
// Start the render loop
    DXUTMainLoop();

    
// TODO: Perform any application-level cleanup here

    
return DXUTGetExitCode();
}

 

下載示例工程(僅包含工程文件和源碼,不包含資源文件,資源請從示例程序OptimizedMesh中提取)


posted on 2008-05-27 20:16 lovedday 閱讀(2137) 評論(0)  編輯 收藏 引用


只有注冊用戶登錄后才能發表評論。
網站導航: 博客園   IT新聞   BlogJava   博問   Chat2DB   管理


公告

導航

統計

常用鏈接

隨筆分類(178)

3D游戲編程相關鏈接

搜索

最新評論

青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品
  • <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>
            欧美日韩亚洲综合一区| 亚洲欧美日韩精品综合在线观看| 正在播放欧美一区| 在线日韩av| 欧美一区二区免费视频| 亚洲亚洲精品三区日韩精品在线视频| 久久婷婷国产综合国色天香| 午夜欧美理论片| 欧美天堂亚洲电影院在线播放| 亚洲国产乱码最新视频| 国产综合精品| 午夜在线精品| 亚洲欧美一区二区激情| 国产精品大片wwwwww| 日韩视频在线观看| 亚洲精品国产精品乱码不99| 久久亚洲一区| 欧美成人免费在线观看| 国产在线不卡视频| 欧美一区二区三区免费视| 午夜精品影院在线观看| 欧美视频中文字幕在线| 亚洲精品一二区| 日韩一级二级三级| 欧美精品一区视频| 亚洲精品一区二区三区四区高清| 亚洲精品免费观看| 欧美精品123区| 亚洲美女在线视频| 在线亚洲精品福利网址导航| 欧美伦理91| 一区二区三区欧美激情| 亚洲一区欧美一区| 国产精品五区| 午夜精品久久久久| 久久理论片午夜琪琪电影网| 黄色亚洲大片免费在线观看| 久久亚洲国产精品一区二区| 亚洲国产精品久久久久婷婷884| 亚洲三级电影全部在线观看高清| 欧美成年人视频网站| 亚洲精品一区二区三区四区高清| 一二三区精品福利视频| 国产精品成人一区二区三区夜夜夜| 亚洲无线视频| 久久免费一区| 亚洲精品一区二区三区在线观看| 欧美日韩亚洲一区二区三区在线观看| 一区二区高清| 久久乐国产精品| 亚洲欧洲三级| 国产精品看片资源| 久久av一区二区三区| 欧美成人伊人久久综合网| 99精品视频一区| 国产欧美在线视频| 久久久欧美一区二区| 亚洲精品国产精品国自产在线 | 欧美午夜精品久久久| 亚洲一区二区欧美| 久久久噜噜噜久久狠狠50岁| 亚洲精品国产精品久久清纯直播| 欧美日一区二区三区在线观看国产免 | 亚洲视频999| 国产婷婷成人久久av免费高清| 久久艳片www.17c.com| 一本色道久久综合亚洲精品按摩 | 欧美一区二区免费观在线| 欧美大片91| 欧美一级专区| 亚洲免费观看视频| 国产综合欧美在线看| 欧美日韩精品一本二本三本| 欧美一区二区在线视频| 日韩午夜在线视频| 麻豆成人在线| 欧美一区中文字幕| 一区二区三区色| 亚洲第一免费播放区| 国产农村妇女精品一二区| 欧美高清视频www夜色资源网| 午夜国产精品视频| 一本色道久久综合亚洲精品高清| 免费不卡亚洲欧美| 欧美亚洲综合久久| 亚洲素人一区二区| 亚洲精品色图| 亚洲国产一区二区三区a毛片| 国产一区二区欧美| 国产精品免费久久久久久| 欧美精品色综合| 免费91麻豆精品国产自产在线观看| 亚洲一品av免费观看| 99精品国产一区二区青青牛奶| 蜜桃av综合| 乱中年女人伦av一区二区| 欧美尤物一区| 亚洲欧美视频在线观看| 在线视频精品一区| 亚洲精品一区在线观看香蕉| 在线免费观看日韩欧美| 精品成人在线| 韩日精品在线| 国产在线高清精品| 国内精品久久久久久 | 国内成+人亚洲| 国产精自产拍久久久久久蜜 | 欧美日韩精品久久久| 欧美岛国激情| 欧美理论电影网| 欧美日韩一区二区欧美激情| 欧美日韩国产bt| 欧美日韩妖精视频| 欧美日韩综合在线| 国产精品黄视频| 国产精品国产三级国产普通话三级| 欧美日韩在线免费| 国产精品免费区二区三区观看| 欧美调教视频| 国产欧美在线观看| 狠狠v欧美v日韩v亚洲ⅴ| 在线观看日韩www视频免费 | 狠狠网亚洲精品| 在线观看亚洲一区| 亚洲美女诱惑| 这里只有精品视频在线| 午夜精品久久久久99热蜜桃导演| 欧美一级二级三级蜜桃| 老司机一区二区| 亚洲丰满在线| 一区二区三区精品视频| 亚洲免费影院| 久久久另类综合| 欧美精品成人一区二区在线观看 | 国产伦精品一区二区三区照片91 | 亚洲第一免费播放区| 亚洲激情专区| 亚洲欧美日韩爽爽影院| 久久精品人人| 欧美极品欧美精品欧美视频| 国产精品入口麻豆原神| 在线成人欧美| 亚洲午夜视频在线| 久久精品国产一区二区电影| 欧美国产国产综合| 亚洲视频1区| 久久亚洲风情| 国产精品美女久久久久久免费| 亚洲成人在线网| 亚洲欧美国产视频| 欧美xxx成人| 亚洲综合日韩中文字幕v在线| 久久伊人亚洲| 国产精品亚洲产品| 亚洲经典在线看| 久久精品99无色码中文字幕| 亚洲国产欧洲综合997久久| 中文亚洲字幕| 欧美1区2区3区| 国产日韩精品一区二区三区 | 久久精品国产亚洲一区二区| 最新日韩在线视频| 欧美在线日韩在线| 欧美视频亚洲视频| 亚洲精品美女91| 久久免费视频这里只有精品| 一区二区欧美视频| 欧美成人午夜激情| 好吊色欧美一区二区三区四区| 这里只有精品丝袜| 欧美国产日韩一区二区| 香蕉视频成人在线观看| 欧美视频中文在线看| 亚洲另类在线视频| 欧美激情国产高清| 久久蜜桃av一区精品变态类天堂| 国产精品主播| 麻豆精品视频在线观看| 国产精品福利久久久| 韩国三级在线一区| 欧美亚洲视频一区二区| 91久久极品少妇xxxxⅹ软件| 久久久精品五月天| 国产一区二区三区免费观看| 亚洲欧美日本视频在线观看| 99精品国产福利在线观看免费| 欧美国产一区在线| 亚洲精选视频免费看| 欧美国产日韩a欧美在线观看| 久久精品视频免费观看| 国产午夜精品视频| 欧美一区日本一区韩国一区| 亚洲一区久久久| 国产精品毛片a∨一区二区三区|国 | 久久99在线观看| 午夜欧美不卡精品aaaaa| 国产精品网曝门| 久久精品1区| 久久精品成人一区二区三区蜜臀 | 亚洲欧美视频在线|