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//=============================================================================
// Desc: 主程序源代码
//=============================================================================
#include "dxstdafx.h"
#include 
"resource.h"


//-----------------------------------------------------------------------------
// 全局变量
//-----------------------------------------------------------------------------
ID3DXFont*                 g_pFont = NULL;          //ID3DXFont字体对象
ID3DXSprite*               g_pTextSprite = NULL;    //ID3DXSprite文本精灵对象
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

CDXUTMesh
*                 g_pMesh          = NULL;
LPDIRECT3DVERTEXBUFFER9    g_pBigSquareVB   
= NULL;


//-----------------------------------------------------------------------------
// 控件ID
//-----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN      1
#define IDC_TOGGLEREF             2
#define IDC_CHANGEDEVICE          3


//-----------------------------------------------------------------------------
// Desc: 函数声明
//------------------------------------------------------------------------------
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();
void    ShowDepthComplexity(IDirect3DDevice9* pd3dDevice);


//-----------------------------------------------------------------------------
// 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( truetruetrue );
    DXUTSetCursorSettings( 
truetrue );
    DXUTCreateWindow( L
"DepthComplexity" );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true640480
        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 );

    
//为g_HUD对话框设置消息处理函数,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 );
}


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

    
//检查当前设备是否支持指定深度模板格式
    if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType, 
                              AdapterFormat, D3DUSAGE_DEPTHSTENCIL, 
                              D3DRTYPE_SURFACE, D3DFMT_D24S8 ) ) )
        
return false;

    
//检查当前设备是否支持指定的模板操作
    if(!(pCaps->StencilCaps & D3DSTENCILOP_INCRSAT ))
        
return false;

    
if(!(pCaps->StencilCaps & D3DSTENCILOP_KEEP ))
        
return false;

    
return true;
}


//-----------------------------------------------------------------------------
// Desc: 修改Direct3D渲染设备设置
//-----------------------------------------------------------------------------
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();
    }

    
//设置深度模板缓冲区格式
    pDeviceSettings->pp.AutoDepthStencilFormat = D3DFMT_D24S8;

    
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;

    V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
    V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
    
    
//创建字体
    V_RETURN( D3DXCreateFont( pd3dDevice, 150, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, 
                         OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH 
| FF_DONTCARE, 
                         L
"Arial"&g_pFont ) );

    
//创建网格对象
    g_pMesh = new CDXUTMesh();
    V_RETURN(g_pMesh
->Create(pd3dDevice, L"Heli.x"));

    
//创建顶点缓冲区
    if( FAILED( pd3dDevice->CreateVertexBuffer( 4*sizeof(D3DXVECTOR4),
        D3DUSAGE_WRITEONLY, D3DFVF_XYZRHW,
        D3DPOOL_MANAGED, 
&g_pBigSquareVB, NULL ) ) )
        
return S_OK;

    
return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 在此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() );

    
//设置对话框位置和尺寸
    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-1700 );
    g_HUD.SetSize( 
170170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc
->Width-170
                            pBackBufferSurfaceDesc
->Height-350 );
    g_SampleUI.SetSize( 
170300 );

    
//恢复字体
    if( g_pFont )
        V_RETURN( g_pFont
->OnResetDevice() );
   
    
//创建ID3DXSprite接口对象
    V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

    
//设置观察矩阵
    D3DXMATRIXA16 matView;
    D3DXVECTOR3 vEyePt( 
0.0f30.0f,-20 );
    D3DXVECTOR3 vLookatPt( 
0.0f0.0f0.0f );
    D3DXVECTOR3 vUpVec( 
0.0f1.0f0.0f );
    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, 1.0f10000.0f );
    pd3dDevice
->SetTransform( D3DTS_PROJECTION, &matProj );

    
//填充顶点缓冲区, 如果窗口客户区改变,需要重新根据客户区大小设置顶点缓冲区数据,
    D3DXVECTOR4* v;
    FLOAT sx 
= (FLOAT)pBackBufferSurfaceDesc->Width;
    FLOAT sy 
= (FLOAT)pBackBufferSurfaceDesc->Height;
    g_pBigSquareVB
->Lock( 00, (void**)&v, 0 );
    v[
0= D3DXVECTOR4(  0, sy, 0.0f1.0f );
    v[
1= D3DXVECTOR4(  0,  00.0f1.0f );
    v[
2= D3DXVECTOR4( sx, sy, 0.0f1.0f );
    v[
3= D3DXVECTOR4( sx,  00.0f1.0f );
    g_pBigSquareVB
->Unlock();

    
return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                           
float fElapsedTime, void* pUserContext )
{
    
//世界变换
    D3DXMATRIXA16 WorldMatrix;
    D3DXVECTOR3 vAxis( 
1.0f1.0f0.0f );
    D3DXMatrixRotationAxis( 
&WorldMatrix, &vAxis, (float)fTime  );
    pd3dDevice
->SetTransform( D3DTS_WORLD,&WorldMatrix);
}


//-----------------------------------------------------------------------------
// 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 | D3DCLEAR_STENCIL, 
                         D3DCOLOR_ARGB(
04550170), 1.0f0) );

    
//渲染场景
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        
//模板测试设置
        pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, true );
        pd3dDevice
->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
        pd3dDevice
->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT );

        
//渲染网格模型
        pd3dDevice->SetRenderState( D3DRS_ZENABLE, true );
        g_pMesh
->Render(pd3dDevice);

        
//显示深度复杂度
        ShowDepthComplexity(pd3dDevice);

        
//渲染文本和控件
        DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); 
        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );
        DXUT_EndPerfEvent();

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


//-----------------------------------------------------------------------------
// Desc: 显示深度复杂度
//-----------------------------------------------------------------------------
void ShowDepthComplexity(IDirect3DDevice9* pd3dDevice)
{
    
//首先清空颜色缓冲区为黑色
    pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET, 0x000000001.0f0L );

    
//关闭深度测试, 启用Alpha混合
    pd3dDevice->SetRenderState( D3DRS_ZENABLE,          false );
    pd3dDevice
->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
    pd3dDevice
->SetRenderState( D3DRS_SRCBLEND,  D3DBLEND_SRCCOLOR );
    pd3dDevice
->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR );

    
//设置模板测试相关渲染状态
    pd3dDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
    pd3dDevice
->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
    pd3dDevice
->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_NOTEQUAL );
    pd3dDevice
->SetRenderState( D3DRS_STENCILMASK, 0x00000000 );
    pd3dDevice
->SetRenderState( D3DRS_STENCILWRITEMASK,0xffffffff );
    pd3dDevice
->SetRenderState( D3DRS_STENCILREF,   0 );

    
//为渲染矩形设置相关渲染状态
    pd3dDevice->SetFVF( D3DFVF_XYZRHW );
    pd3dDevice
->SetStreamSource( 0, g_pBigSquareVB, 0sizeof(D3DXVECTOR4) );
    pd3dDevice
->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TFACTOR );
    pd3dDevice
->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );

    
//如果当前像素对应的模板值,第一位为1则渲染一个红色的矩形
    pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x01 );
    pd3dDevice
->SetRenderState( D3DRS_TEXTUREFACTOR, 0xffff0000 );
    pd3dDevice
->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02 );

    
//如果当前像素对应的模板值,第二位为1则渲染一个绿色的矩形
    pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x02 );
    pd3dDevice
->SetRenderState( D3DRS_TEXTUREFACTOR, 0xff00ff00 );
    pd3dDevice
->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02 );

    
//如果当前像素对应的模板值,第三位为1则渲染一个蓝色的矩形
    pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x04 );
    pd3dDevice
->SetRenderState( D3DRS_TEXTUREFACTOR, 0xff0000ff );
    pd3dDevice
->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02 );
}


//-----------------------------------------------------------------------------
// 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( 
55 );
    txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f1.0f0.0f1.0f ) );
    txtHelper.DrawTextLine( DXUTGetFrameStats(
true) );
    txtHelper.DrawTextLine( DXUTGetDeviceStats() );

    
//显示其他简要信息
    txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f1.0f1.0f1.0f ) );
    txtHelper.DrawTextLine( L
"运用模板缓冲区技术显示场景的深度复杂度" );
    
    
//显示简单帮助文本
    const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
    
if( g_bShowHelp )
    {
        txtHelper.SetInsertionPos( 
10, pd3dsdBackBuffer->Height-15*6 );
        txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f0.75f0.0f1.0f ) );
        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( 
1.0f1.0f1.0f1.0f ) );
        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 )
{
    g_DialogResourceManager.OnDestroyDevice();
    g_SettingsDlg.OnDestroyDevice();
    SAFE_RELEASE( g_pFont );

    g_pMesh
->Destroy();
    SAFE_RELEASE(g_pBigSquareVB);
}




posted on 2008-04-05 02:57 七星重剑 阅读(443) 评论(0)  编辑 收藏 引用 所属分类: Game Graphics

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