Source.x
Target.x
//=============================================================================
// Desc: 主程序源文件
//=============================================================================
#include "dxstdafx.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// 全局变量
//-----------------------------------------------------------------------------
ID3DXFont* g_pFont = NULL; //字体对象
ID3DXSprite* g_pTextSprite = NULL; //ID3DXSprite对象
bool g_bShowHelp = true; //标识是否显示简单说明文本
CDXUTDialogResourceManager g_DialogResourceManager; //对话框资源管理器
CD3DSettingsDlg g_SettingsDlg; //Direct3D设备设置对话框
CDXUTDialog g_HUD; //对话框
CDXUTDialog g_SampleUI; //对话框
LPD3DXMESH g_pSourceMesh; //源网格模型
LPD3DXMESH g_pTargetMesh; //目标网格模型
LPD3DXMESH g_pResultMesh; //结果网格模型
DWORD g_dwNumMaterials = 0L; //网格模型子块数量
LPDIRECT3DVERTEXBUFFER9 g_pSourceVB; //源网格模型顶点缓冲区
LPDIRECT3DVERTEXBUFFER9 g_pTargetVB; //目标网格模型顶点缓冲区
LPDIRECT3DVERTEXBUFFER9 g_pResultVB; //结构网格模型顶点缓冲区
//-----------------------------------------------------------------------------
// 控件ID
//-----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN 1
#define IDC_TOGGLEREF 2
#define IDC_CHANGEDEVICE 3
//-----------------------------------------------------------------------------
// Desc: 网格模型顶点格式
//-----------------------------------------------------------------------------
struct D3DVERTEX
{
float px, py, pz;
float nx, ny, nz;
static const DWORD FVF;
};
const DWORD D3DVERTEX::FVF = D3DFVF_XYZ|D3DFVF_NORMAL;
//-----------------------------------------------------------------------------
// Desc: 函数声明
//------------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext );
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext );
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext );
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext );
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext );
void CALLBACK OnLostDevice( void* pUserContext );
void CALLBACK OnDestroyDevice( void* pUserContext );
void InitApp();
void RenderText();
//-----------------------------------------------------------------------------
// Desc: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
//为Debug配置启用运行时内存检查功能
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
//设置回调函数
DXUTSetCallbackDeviceCreated( OnCreateDevice );
DXUTSetCallbackDeviceReset( OnResetDevice );
DXUTSetCallbackDeviceLost( OnLostDevice );
DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackKeyboard( KeyboardProc );
DXUTSetCallbackFrameRender( OnFrameRender );
DXUTSetCallbackFrameMove( OnFrameMove );
//应用程序相关的初始化
InitApp();
//初始化DXUT, 创建窗口, 创建Direct3D设备对象
DXUTInit( true, true, true );
DXUTSetCursorSettings( true, true );
DXUTCreateWindow( L"Tweening" );
DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480,
IsDeviceAcceptable, ModifyDeviceSettings );
//进入消息循环和场景渲染
DXUTMainLoop();
//在此进行应用程序相关的清除工作
return DXUTGetExitCode();
}
//-----------------------------------------------------------------------------
// Desc: 应用程序相关初始化
//-----------------------------------------------------------------------------
void InitApp()
{
//初始化对话框
g_SettingsDlg.Init( &g_DialogResourceManager );
g_HUD.Init( &g_DialogResourceManager );
g_SampleUI.Init( &g_DialogResourceManager );
g_HUD.SetCallback( OnGUIEvent ); int iY = 10;
g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 35, iY, 125, 22 );
g_HUD.AddButton( IDC_TOGGLEREF, L"Toggle REF (F3)", 35, iY += 24, 125, 22 );
g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 35, iY += 24, 125, 22, VK_F2 );
g_SampleUI.SetCallback( OnGUIEvent ); iY = 10;
}
//-----------------------------------------------------------------------------
// Desc: 设备能力检查
//-----------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
D3DFORMAT BackBufferFormat, bool bWindowed,
void* pUserContext )
{
//检查后台缓冲区格式是否支持Alpha混合等操作(post pixel blending operations)
IDirect3D9* pD3D = DXUTGetD3DObject();
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Desc: 修改Direct3D渲染设备设置
//-----------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings,
const D3DCAPS9* pCaps, void* pUserContext )
{
//如果不支持硬件顶点处理则使用软件顶点处理
if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
{
pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
//如果使用参考设备,则弹出警告对话框
static bool s_bFirstTime = true;
if( s_bFirstTime )
{
s_bFirstTime = false;
if( pDeviceSettings->DeviceType == D3DDEVTYPE_REF )
DXUTDisplaySwitchingToREFWarning();
}
return true;
}
//-----------------------------------------------------------------------------
// Desc: 在此创建管理内存资源对象
//-----------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
HRESULT hr;
//创建源网格模型
V_RETURN( D3DXLoadMeshFromX( L"Source.x", D3DXMESH_MANAGED,
pd3dDevice, NULL, NULL, NULL,
&g_dwNumMaterials, &g_pSourceMesh ));
//创建目标网格模型
V_RETURN( D3DXLoadMeshFromX( L"Target.x", D3DXMESH_MANAGED,
pd3dDevice, NULL, NULL, NULL,
&g_dwNumMaterials, &g_pTargetMesh ));
//以指定的顶点格式克隆源网格模型
LPD3DXMESH pTempMesh = NULL;
if( FAILED( g_pSourceMesh->CloneMeshFVF( g_pSourceMesh->GetOptions(), D3DFVF_XYZ|D3DFVF_NORMAL,
pd3dDevice, &pTempMesh ) ) )
{
SAFE_RELEASE( pTempMesh );
return E_FAIL;
}
SAFE_RELEASE( g_pSourceMesh );
g_pSourceMesh = pTempMesh;
//以指定的顶点格式克隆目标网格模型
if( FAILED( g_pTargetMesh->CloneMeshFVF( g_pTargetMesh->GetOptions(), D3DFVF_XYZ|D3DFVF_NORMAL,
pd3dDevice, &pTempMesh ) ) )
{
SAFE_RELEASE( pTempMesh );
return E_FAIL;
}
SAFE_RELEASE( g_pTargetMesh );
g_pTargetMesh = pTempMesh;
//以指定的顶点格式克隆结果网格模型
if( FAILED( g_pTargetMesh->CloneMeshFVF( g_pTargetMesh->GetOptions(), D3DFVF_XYZ|D3DFVF_NORMAL,
pd3dDevice, &g_pResultMesh ) ) )
{
SAFE_RELEASE( g_pResultMesh );
return E_FAIL;
}
//通过网格模型获取顶点缓冲区
g_pSourceMesh->GetVertexBuffer(&g_pSourceVB);
g_pTargetMesh->GetVertexBuffer(&g_pTargetVB);
g_pResultMesh->GetVertexBuffer(&g_pResultVB);
V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
//创建字体
V_RETURN( D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
L"Arial", &g_pFont ) );
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 在此创建默认内存类型资源对象
//-----------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnResetDevice() );
V_RETURN( g_SettingsDlg.OnResetDevice() );
//恢复字体
if( g_pFont )
V_RETURN( g_pFont->OnResetDevice() );
V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );
//设置对话框位置和尺寸
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-170, 0 );
g_HUD.SetSize( 170, 170 );
g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width-170,
pBackBufferSurfaceDesc->Height-350 );
g_SampleUI.SetSize( 170, 300 );
//设置观察矩阵
D3DXMATRIXA16 matView;
D3DXVECTOR3 vEyePt( 0.0f, 0.0f,-8 );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
//设置投影矩阵
D3DXMATRIXA16 matProj;
float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspectRatio, 1.0f, 2000.0f );
pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
//设置材质
D3DMATERIAL9 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
mtrl.Diffuse.r = 0.3f;
mtrl.Diffuse.g = 0.3f;
mtrl.Diffuse.b = 0.65f;
mtrl.Diffuse.a = 1.0f;
mtrl.Ambient.r = 0.3f;
mtrl.Ambient.g = 0.3f;
mtrl.Ambient.b = 0.65f;
mtrl.Ambient.a = 1.0f;
pd3dDevice->SetMaterial( &mtrl );
D3DLIGHT9 light;
ZeroMemory( &light, sizeof(D3DLIGHT9) );
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse.r = 0.01f;
light.Diffuse.g = 0.01f;
light.Diffuse.b = 0.5f;
light.Diffuse.a = 1.0f;
light.Ambient.r = 0.02f;
light.Ambient.g = 0.02f;
light.Ambient.b = 0.65f;
light.Ambient.a = 1.0f;
D3DXVECTOR3 vecDir = D3DXVECTOR3(-1, 0 ,1); //方向光方向
D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
pd3dDevice->SetLight( 0, &light );
pd3dDevice->LightEnable( 0, true );
pd3dDevice->SetRenderState( D3DRS_LIGHTING, true );
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
struct VERTEX
{
float x,y,z;
float nx, ny, nz;
};
VERTEX *pSourceVertices;
VERTEX *pTargetVertices;
D3DVERTEX *pResultVertices;
//锁定各网格模型顶点缓冲区
g_pSourceVB->Lock( 0, 0, (void**)&pSourceVertices, 0 );
g_pTargetVB->Lock( 0, 0, (void**)&pTargetVertices, 0 );
g_pResultVB->Lock( 0, 0, (void**)&pResultVertices, 0 );
//生成渐变网格
float DolphinTimeFactor = (float)(timeGetTime() % 2000) / 1000.0f;
float Scalar = (DolphinTimeFactor<=1.0f)?DolphinTimeFactor:(2.0f-DolphinTimeFactor);
for( DWORD i=0; i<g_pResultMesh->GetNumVertices(); i++ )
{
//对顶点坐标进行插值
pResultVertices[i].px= pSourceVertices[i].x*(1.0f - Scalar) + pTargetVertices[i].x*Scalar;
pResultVertices[i].py= pSourceVertices[i].y*(1.0f - Scalar) + pTargetVertices[i].y*Scalar;
pResultVertices[i].pz= pSourceVertices[i].z*(1.0f - Scalar) + pTargetVertices[i].z*Scalar;
//顶点法线进行插值
pResultVertices[i].nx= pSourceVertices[i].nx*(1.0f - Scalar) + pTargetVertices[i].nx*Scalar;
pResultVertices[i].ny= pSourceVertices[i].ny*(1.0f - Scalar) + pTargetVertices[i].ny*Scalar;
pResultVertices[i].nz= pSourceVertices[i].nz*(1.0f - Scalar) + pTargetVertices[i].nz*Scalar;
}
//释放各网格模型顶点缓冲区
g_pSourceVB->Unlock();
g_pTargetVB->Unlock();
g_pResultVB->Unlock();
//使海豚沿圆周运动
float fKickFreq = 2*(float)fTime;
float fPhase = (float)fTime/3;
D3DXMATRIXA16 matDolphin, matTrans, matRotate1, matRotate2;
D3DXMatrixScaling( &matDolphin, 0.01f, 0.01f, 0.01f );
D3DXMatrixRotationZ( &matRotate1, -cosf(fKickFreq)/6 );
D3DXMatrixRotationY( &matRotate2, fPhase );
D3DXMatrixTranslation( &matTrans, -5*sinf(fPhase), sinf(fKickFreq)/2, 10-10*cosf(fPhase) );
matDolphin = matDolphin*matRotate1*matRotate2*matTrans;
pd3dDevice->SetTransform( D3DTS_WORLD, &matDolphin );
}
//-----------------------------------------------------------------------------
// Desc: 渲染场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
HRESULT hr;
//如果正在利用Direct3D设备设置对话框进行设置, 则不渲染场景
if( g_SettingsDlg.IsActive() )
{
g_SettingsDlg.OnRender( fElapsedTime );
return;
}
//清除后台颜色缓冲区和深度缓冲区
V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_ARGB(0, 45, 50, 170), 1.0f, 0) );
//渲染场景
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
//渲染渐变动画
for( DWORD i=0; i<g_dwNumMaterials; i++ )
{
g_pResultMesh->DrawSubset( i );
}
//渲染文本和控件
DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
RenderText();
V( g_HUD.OnRender( fElapsedTime ) );
V( g_SampleUI.OnRender( fElapsedTime ) );
DXUT_EndPerfEvent();
V( pd3dDevice->EndScene() );
}
}
//-----------------------------------------------------------------------------
// Desc: 渲染文本
//-----------------------------------------------------------------------------
void RenderText()
{
CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );
//显示当前Direct3D设备状态和渲染帧速率
txtHelper.Begin();
txtHelper.SetInsertionPos( 5, 5 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( DXUTGetFrameStats(true) );
txtHelper.DrawTextLine( DXUTGetDeviceStats() );
//显示其他简要信息
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"渐变网格模型" );
//显示简单帮助信息
const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
if( g_bShowHelp )
{
txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*6 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 0.75f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Controls (F1 to hide):" );
txtHelper.SetInsertionPos( 40, pd3dsdBackBuffer->Height-15*5 );
txtHelper.DrawTextLine( L"Quit: ESC" );
}
else
{
txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*2 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Press F1 for help" );
}
txtHelper.End();
}
//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
bool* pbNoFurtherProcessing, void* pUserContext )
{
*pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
if( g_SettingsDlg.IsActive() )
{
g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
return 0;
}
*pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
*pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
return 0;
}
//-----------------------------------------------------------------------------
// Desc: 键盘消息处理
//-----------------------------------------------------------------------------
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
{
if( bKeyDown )
{
switch( nChar )
{
case VK_F1: g_bShowHelp = !g_bShowHelp; break;
}
}
}
//-----------------------------------------------------------------------------
// Desc: 处理各种控件消息
//-----------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl,
void* pUserContext )
{
switch( nControlID )
{
case IDC_TOGGLEFULLSCREEN:
DXUTToggleFullScreen();
break;
case IDC_TOGGLEREF:
DXUTToggleREF();
break;
case IDC_CHANGEDEVICE:
g_SettingsDlg.SetActive( !g_SettingsDlg.IsActive() );
break;
}
}
//-----------------------------------------------------------------------------
// Desc: 释放在OnResetDevice()中创建的资源
//-----------------------------------------------------------------------------
void CALLBACK OnLostDevice( void* pUserContext )
{
g_DialogResourceManager.OnLostDevice();
g_SettingsDlg.OnLostDevice();
if( g_pFont )
g_pFont->OnLostDevice();
SAFE_RELEASE( g_pTextSprite );
}
//------------------------------------------------------------------------------
// Desc: 释放在OnCreateDevice()中创建的资源
//------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void* pUserContext )
{
//释放各网格模型顶点缓冲区
SAFE_RELEASE(g_pSourceVB);
SAFE_RELEASE(g_pTargetVB);
SAFE_RELEASE(g_pResultVB);
//释放各网格模型
SAFE_RELEASE(g_pSourceMesh);
SAFE_RELEASE(g_pTargetMesh);
SAFE_RELEASE(g_pResultMesh);
//释放对话框管理器资源、设置对话框资源、字体
g_DialogResourceManager.OnDestroyDevice();
g_SettingsDlg.OnDestroyDevice();
SAFE_RELEASE( g_pFont );
}
posted on 2008-04-03 04:34
七星重剑 阅读(392)
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