这个的难度陡然上升了许多,感觉很迷糊,不清晰了。这次读就是囫囵吞枣,大体看看有些啥东西,以后用到了的时候再细看。
BasicHLSL.fx
//==============================================================
// Desc: 效果文件
//==============================================================
//--------------------------------------------------------------
// 全局变量
//--------------------------------------------------------------
float4 g_MaterialAmbientColor; //环境光材质
float4 g_MaterialDiffuseColor; //漫反射光材质
int g_nNumLights; //灯光数量
float3 g_LightDir[3]; //灯光方向(世界空间)
float4 g_LightDiffuse[3]; //灯光漫反射颜色
float4 g_LightAmbient; //环境光颜色
texture g_MeshTexture; //纹理
float g_fTime; //程序运行的时间
float4x4 g_mWorld; //世界矩阵
float4x4 g_mWorldViewProjection; //组合变换矩阵
//--------------------------------------------------------------
// 纹理采样器
//--------------------------------------------------------------
sampler MeshTextureSampler =
sampler_state
{
Texture = <g_MeshTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
//--------------------------------------------------------------
// 顶点渲染器输出结构
//--------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION; //顶点位置
float4 Diffuse : COLOR0; //顶点漫反射颜色(COLOR0取值在[0,1]之间)
float2 TextureUV : TEXCOORD0; //顶点纹理坐标
};
//--------------------------------------------------------------
// 顶点渲染器
//--------------------------------------------------------------
VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
float3 vNormal : NORMAL,
float2 vTexCoord0 : TEXCOORD0,
uniform int nNumLights, //灯光数量
uniform bool bTexture, //是否使用纹理映射
uniform bool bAnimate ) //是否产生动画
{
VS_OUTPUT Output;
float3 vNormalWorldSpace;
float4 vAnimatedPos = vPos;
//根据时间改变顶点位置
if( bAnimate )
vAnimatedPos += float4(vNormal, 0) * (sin(g_fTime+5.5)+0.5)*5;
//将顶点位置坐标从本地空间变换到其次投影空间
Output.Position = mul(vAnimatedPos, g_mWorldViewProjection);
//将顶点法向量从本地空间变换到世界空间,并单位化
vNormalWorldSpace = normalize(mul(vNormal, (float3x3)g_mWorld));
//计算顶点光照颜色
float3 vTotalLightDiffuse = float3(0,0,0);
for(int i=0; i<nNumLights; i++ )
vTotalLightDiffuse += g_LightDiffuse[i] * max(0,dot(vNormalWorldSpace, g_LightDir[i]));
Output.Diffuse.rgb = g_MaterialDiffuseColor * vTotalLightDiffuse +
g_MaterialAmbientColor * g_LightAmbient;
Output.Diffuse.a = 1.0f;
//原样输出顶点纹理坐标
if( bTexture )
Output.TextureUV = vTexCoord0;
else
Output.TextureUV = 0;
return Output;
}
//--------------------------------------------------------------
// 像素渲染器输出结构
//--------------------------------------------------------------
struct PS_OUTPUT
{
float4 RGBColor : COLOR0; //像素颜色
};
//--------------------------------------------------------------
// 像素渲染器
//--------------------------------------------------------------
PS_OUTPUT RenderScenePS( VS_OUTPUT In,
uniform bool bTexture )
{
PS_OUTPUT Output;
//计算每个像素的颜色(纹理颜色*漫反射颜色)
if( bTexture )
Output.RGBColor = tex2D(MeshTextureSampler, In.TextureUV) * In.Diffuse;
else
Output.RGBColor = In.Diffuse;
return Output;
}
//--------------------------------------------------------------
// 技术
//--------------------------------------------------------------
technique RenderSceneWithTexture1Light
{
pass P0
{
VertexShader = compile vs_2_0 RenderSceneVS( 1, true, true ); // hew: DX June 2007的话,要改成这个,否则执行程序会出错
PixelShader = compile ps_2_0 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired)
}
}
technique RenderSceneWithTexture2Light
{
pass P0
{
VertexShader = compile vs_2_0 RenderSceneVS( 2, true, true );
PixelShader = compile ps_2_0 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired)
}
}
technique RenderSceneWithTexture3Light
{
pass P0
{
VertexShader = compile vs_2_0 RenderSceneVS( 3, true, true );
PixelShader = compile ps_2_0 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired)
}
}
technique RenderSceneNoTexture
{
pass P0
{
VertexShader = compile vs_2_0 RenderSceneVS( 1, false, false );
PixelShader = compile ps_2_0 RenderScenePS( false ); // trivial pixel shader (could use FF instead if desired)
}
}
//=============================================================================
// Desc: 主程序源文件
//=============================================================================
#include "dxstdafx.h"
#include "resource.h"
//#define DEBUG_VS // Uncomment this line to debug vertex shaders
//#define DEBUG_PS // Uncomment this line to debug pixel shaders
//-----------------------------------------------------------------------------
// 全局变量
//-----------------------------------------------------------------------------
ID3DXFont* g_pFont = NULL; //ID3DXFont字体对象
ID3DXSprite* g_pSprite = 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; //3DUI对话框
CDXUTDialog g_SampleUI; //其它控件对话框
CModelViewerCamera g_Camera; //摄影机对象
ID3DXEffect* g_pEffect = NULL; //效果
ID3DXMesh* g_pMesh = NULL; //网格模型
IDirect3DTexture9* g_pMeshTexture = NULL; //网格模型纹理
bool g_bEnablePreshader; //标志是否启用预编译渲染器
D3DXMATRIXA16 g_mCenterWorld; //调整矩阵, 将网格模型调整到窗口中心显示
#define MAX_LIGHTS 3 //灯光数量
CDXUTDirectionWidget g_LightControl[MAX_LIGHTS];
float g_fLightScale;
int g_nNumActiveLights;
int g_nActiveLight;
//--------------------------------------------------------------------------------------
// 控件ID
//--------------------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN 1
#define IDC_TOGGLEREF 3
#define IDC_CHANGEDEVICE 4
#define IDC_ENABLE_PRESHADER 5
#define IDC_NUM_LIGHTS 6
#define IDC_NUM_LIGHTS_STATIC 7
#define IDC_ACTIVE_LIGHT 8
#define IDC_LIGHT_SCALE 9
#define IDC_LIGHT_SCALE_STATIC 10
//-----------------------------------------------------------------------------
// Desc: 函数声明
//-----------------------------------------------------------------------------
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();
HRESULT LoadMesh( IDirect3DDevice9* pd3dDevice, WCHAR* strFileName, ID3DXMesh** ppMesh );
void RenderText( double fTime );
//-----------------------------------------------------------------------------
// 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 );
//切换到全屏幕时显示鼠标
DXUTSetCursorSettings( true, true );
//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 );
DXUTCreateWindow( L"BasicHLSL" );
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()
{
//初始化全局变量
g_bEnablePreshader = true;
for( int i=0; i<MAX_LIGHTS; i++ )
g_LightControl[i].SetLightDirection( D3DXVECTOR3( sinf(D3DX_PI*2*i/MAX_LIGHTS-D3DX_PI/6), 0, -cosf(D3DX_PI*2*i/MAX_LIGHTS-D3DX_PI/6) ) );
g_nActiveLight = 0;
g_nNumActiveLights = 1;
g_fLightScale = 1.0f;
//初始化对话框
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, 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 );
//为g_SampleUI对话框设置消息处理函数,添加控件
g_SampleUI.SetCallback( OnGUIEvent ); iY = 10;
WCHAR sz[100];
iY += 24;
StringCchPrintf( sz, 100, L"# Lights: %d", g_nNumActiveLights );
g_SampleUI.AddStatic( IDC_NUM_LIGHTS_STATIC, sz, 35, iY += 24, 125, 22 );
g_SampleUI.AddSlider( IDC_NUM_LIGHTS, 50, iY += 24, 100, 22, 1, MAX_LIGHTS, g_nNumActiveLights );
iY += 24;
StringCchPrintf( sz, 100, L"Light scale: %0.2f", g_fLightScale );
g_SampleUI.AddStatic( IDC_LIGHT_SCALE_STATIC, sz, 35, iY += 24, 125, 22 );
g_SampleUI.AddSlider( IDC_LIGHT_SCALE, 50, iY += 24, 100, 22, 0, 20, (int) (g_fLightScale * 10.0f) );
iY += 24;
g_SampleUI.AddButton( IDC_ACTIVE_LIGHT, L"Change active light (K)", 35, iY += 24, 125, 22, 'K' );
g_SampleUI.AddCheckBox( IDC_ENABLE_PRESHADER, L"Enable preshaders", 35, iY += 24, 125, 22, g_bEnablePreshader );
}
//-----------------------------------------------------------------------------
// 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;
//检查设备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渲染设备设置
//-----------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )
{
//如果硬件不支持, 则使用软件顶点处理
if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 ||
pCaps->VertexShaderVersion < D3DVS_VERSION(1,1) )
{
pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
//调试顶点渲染器需要参考设备或软件顶点处理
#ifdef DEBUG_VS
if( pDeviceSettings->DeviceType != D3DDEVTYPE_REF )
{
pDeviceSettings->BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
pDeviceSettings->BehaviorFlags &= ~D3DCREATE_PUREDEVICE;
pDeviceSettings->BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
#endif
//调试像素渲染器需要参考设备
#ifdef DEBUG_PS
pDeviceSettings->DeviceType = D3DDEVTYPE_REF;
#endif
//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;
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 ) );
//加载网格
V_RETURN( LoadMesh( pd3dDevice, L"tiny\\tiny.x", &g_pMesh ) );
//计算网格模型外包围球半径和中心点坐标
D3DXVECTOR3* pData;
D3DXVECTOR3 vCenter;
FLOAT fObjectRadius;
V( g_pMesh->LockVertexBuffer( 0, (LPVOID*) &pData ) );
V( D3DXComputeBoundingSphere( pData, g_pMesh->GetNumVertices(), D3DXGetFVFVertexSize( g_pMesh->GetFVF() ), &vCenter, &fObjectRadius ) );
V( g_pMesh->UnlockVertexBuffer() );
//构造网格模型世界矩阵
D3DXMatrixTranslation( &g_mCenterWorld, -vCenter.x, -vCenter.y, -vCenter.z );
D3DXMATRIXA16 m;
D3DXMatrixRotationY( &m, D3DX_PI );
g_mCenterWorld *= m;
D3DXMatrixRotationX( &m, D3DX_PI / 2.0f );
g_mCenterWorld *= m;
//
V_RETURN( CDXUTDirectionWidget::StaticOnCreateDevice( pd3dDevice ) );
for( int i=0; i<MAX_LIGHTS; i++ )
g_LightControl[i].SetRadius( fObjectRadius );
//设置渲染器创建标志
DWORD dwShaderFlags = D3DXFX_NOT_CLONEABLE;
#ifdef DEBUG_VS
dwShaderFlags |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT;
#endif
#ifdef DEBUG_PS
dwShaderFlags |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT;
#endif
if( !g_bEnablePreshader )
dwShaderFlags |= D3DXSHADER_NO_PRESHADER;
//查找效果文件
WCHAR str[MAX_PATH];
V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"BasicHLSL.fx" ) );
//从文件创建效果
V_RETURN( D3DXCreateEffectFromFile( pd3dDevice, str, NULL, NULL, dwShaderFlags, NULL, &g_pEffect, NULL ) );
//查找网格模型纹理文件
V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"tiny\\tiny_skin.dds" ) );
//创建网格模型纹理
V_RETURN( D3DXCreateTextureFromFileEx( pd3dDevice, str, D3DX_DEFAULT, D3DX_DEFAULT,
D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED,
D3DX_DEFAULT, D3DX_DEFAULT, 0,
NULL, NULL, &g_pMeshTexture ) );
//设置效果参数变量
D3DXCOLOR colorMtrlDiffuse(1.0f, 1.0f, 1.0f, 1.0f);
D3DXCOLOR colorMtrlAmbient(0.35f, 0.35f, 0.35f, 0);
V_RETURN( g_pEffect->SetValue("g_MaterialAmbientColor", &colorMtrlAmbient, sizeof(D3DXCOLOR) ) );
V_RETURN( g_pEffect->SetValue("g_MaterialDiffuseColor", &colorMtrlDiffuse, sizeof(D3DXCOLOR) ) );
V_RETURN( g_pEffect->SetTexture( "g_MeshTexture", g_pMeshTexture) );
//设置摄影机观察参数
D3DXVECTOR3 vecEye(0.0f, 0.0f, -15.0f);
D3DXVECTOR3 vecAt (0.0f, 0.0f, -0.0f);
g_Camera.SetViewParams( &vecEye, &vecAt );
g_Camera.SetRadius( fObjectRadius*3.0f, fObjectRadius*0.5f, fObjectRadius*10.0f );
return S_OK;
}
//------------------------------------------------------------------------------
// Desc: 辅助函数, 加载网格模型
//-----------------------------------------------------------------------------
HRESULT LoadMesh( IDirect3DDevice9* pd3dDevice, WCHAR* strFileName, ID3DXMesh** ppMesh )
{
ID3DXMesh* pMesh = NULL;
WCHAR str[MAX_PATH];
HRESULT hr;
//从文件加载网格模型
V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, strFileName ) );
V_RETURN( D3DXLoadMeshFromX(str, D3DXMESH_MANAGED, pd3dDevice, NULL, NULL, NULL, NULL, &pMesh) );
DWORD *rgdwAdjacency = NULL;
//确保网格模型顶点包含法线信息,以满足光照计算的需要
if( !(pMesh->GetFVF() & D3DFVF_NORMAL) )
{
ID3DXMesh* pTempMesh;
V( pMesh->CloneMeshFVF( pMesh->GetOptions(),
pMesh->GetFVF() | D3DFVF_NORMAL,
pd3dDevice, &pTempMesh ) );
V( D3DXComputeNormals( pTempMesh, NULL ) );
SAFE_RELEASE( pMesh );
pMesh = pTempMesh;
}
//对网格模型进行优化,以提高程序运行性能
rgdwAdjacency = new DWORD[pMesh->GetNumFaces() * 3];
if( rgdwAdjacency == NULL )
return E_OUTOFMEMORY;
V( pMesh->GenerateAdjacency(1e-6f,rgdwAdjacency) );
V( pMesh->OptimizeInplace(D3DXMESHOPT_VERTEXCACHE, rgdwAdjacency, NULL, NULL, NULL) );
delete []rgdwAdjacency;
*ppMesh = pMesh;
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 在此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() );
//创建ID3DXSprite接口对象
V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pSprite ) );
//设置摄影机对象投影参数
float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
g_Camera.SetProjParams( D3DX_PI/4, fAspectRatio, 2.0f, 4000.0f );
g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON );
//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-300 );
g_SampleUI.SetSize( 170, 300 );
for( int i=0; i<MAX_LIGHTS; i++ )
g_LightControl[i].OnResetDevice( pBackBufferSurfaceDesc );
//恢复效果对象
if( g_pEffect )
V_RETURN( g_pEffect->OnResetDevice() );
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
//根据用户位置更新摄影机方向
g_Camera.FrameMove( fElapsedTime );
}
//-----------------------------------------------------------------------------
// Desc: 渲染场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
//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;
}
//
HRESULT hr;
D3DXMATRIXA16 mWorldViewProjection;
D3DXVECTOR3 vLightDir[MAX_LIGHTS];
D3DXCOLOR vLightDiffuse[MAX_LIGHTS];
D3DXMATRIXA16 mWorld;
D3DXMATRIXA16 mView;
D3DXMATRIXA16 mProj;
//清除后台颜色缓冲区和深度缓冲区
V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DXCOLOR(0.0f,0.25f,0.25f,0.55f), 1.0f, 0) );
//渲染场景
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
//通过摄影机对象获得观察矩阵和投影矩镇
mWorld = g_mCenterWorld * *g_Camera.GetWorldMatrix();
mProj = *g_Camera.GetProjMatrix();
mView = *g_Camera.GetViewMatrix();
mWorldViewProjection = mWorld * mView * mProj;
//渲染表示灯光方向的箭头, 并设置灯光方向和漫反射颜色值
for( int i=0; i<g_nNumActiveLights; i++ )
{
D3DXCOLOR arrowColor = ( i == g_nActiveLight ) ? D3DXCOLOR(1,1,0,1) : D3DXCOLOR(1,1,1,1);
V( g_LightControl[i].OnRender( arrowColor, &mView, &mProj, g_Camera.GetEyePt() ) );
vLightDir[i] = g_LightControl[i].GetLightDirection();
vLightDiffuse[i] = g_fLightScale * D3DXCOLOR(1,1,1,1);
}
//更新效果参数变量
V( g_pEffect->SetValue( "g_LightDir", vLightDir, sizeof(D3DXVECTOR3)*MAX_LIGHTS ) );
V( g_pEffect->SetValue( "g_LightDiffuse", vLightDiffuse, sizeof(D3DXVECTOR4)*MAX_LIGHTS ) );
V( g_pEffect->SetMatrix( "g_mWorldViewProjection", &mWorldViewProjection ) );
V( g_pEffect->SetMatrix( "g_mWorld", &mWorld ) );
V( g_pEffect->SetFloat( "g_fTime", (float)fTime ) );
D3DXCOLOR vWhite = D3DXCOLOR(1,1,1,1);
V( g_pEffect->SetValue("g_MaterialDiffuseColor", &vWhite, sizeof(D3DXCOLOR) ) );
V( g_pEffect->SetFloat( "g_fTime", (float)fTime ) );
V( g_pEffect->SetInt( "g_nNumLights", g_nNumActiveLights ) );
//根据灯光数量, 激活适当的技术
switch( g_nNumActiveLights )
{
case 1: V( g_pEffect->SetTechnique( "RenderSceneWithTexture1Light" ) ); break;
case 2: V( g_pEffect->SetTechnique( "RenderSceneWithTexture2Light" ) ); break;
case 3: V( g_pEffect->SetTechnique( "RenderSceneWithTexture3Light" ) ); break;
}
//使用效果中的技术渲染场景
UINT iPass, cPasses;
V( g_pEffect->Begin(&cPasses, 0) );
for (iPass = 0; iPass < cPasses; iPass++)
{
V( g_pEffect->BeginPass(iPass) );
//使用技术渲染网格模型
V( g_pMesh->DrawSubset(0) );
V( g_pEffect->EndPass() );
}
V( g_pEffect->End() );
//渲染对话框
g_HUD.OnRender( fElapsedTime );
g_SampleUI.OnRender( fElapsedTime );
//渲染文本
RenderText( fTime );
V( pd3dDevice->EndScene() );
}
}
//-----------------------------------------------------------------------------
// Desc: 渲染文本
//-----------------------------------------------------------------------------
void RenderText( double fTime )
{
CDXUTTextHelper txtHelper( g_pFont, g_pSprite, 15 );
//显示当前Direct3D设备状态和渲染帧速率
txtHelper.Begin();
txtHelper.SetInsertionPos( 2, 0 );
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.DrawFormattedTextLine( L"fTime: %0.1f sin(fTime): %0.4f", fTime, sin(fTime) );
txtHelper.DrawFormattedTextLine( L"多技术效果示例程序" );
//显示简单帮助文本
if( g_bShowHelp )
{
const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
txtHelper.SetInsertionPos( 2, pd3dsdBackBuffer->Height-15*6 );
txtHelper.SetForegroundColor( D3DXCOLOR(1.0f, 0.75f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Controls:" );
txtHelper.SetInsertionPos( 20, pd3dsdBackBuffer->Height-15*5 );
txtHelper.DrawTextLine( L"Rotate model: Left mouse button\n"
L"Rotate light: Right mouse button\n"
L"Rotate camera: Middle mouse button\n"
L"Zoom camera: Mouse wheel scroll\n" );
txtHelper.SetInsertionPos( 250, pd3dsdBackBuffer->Height-15*5 );
txtHelper.DrawTextLine( L"Hide help: F1\n"
L"Quit: ESC\n" );
}
else
{
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 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;
g_LightControl[g_nActiveLight].HandleMessages( hWnd, uMsg, wParam, lParam );
g_Camera.HandleMessages( hWnd, uMsg, wParam, lParam );
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: 各种控件消息处理
//-----------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
{
switch( nControlID )
{
case IDC_TOGGLEFULLSCREEN: DXUTToggleFullScreen(); break;
case IDC_TOGGLEREF: DXUTToggleREF(); break;
case IDC_CHANGEDEVICE: g_SettingsDlg.SetActive( !g_SettingsDlg.IsActive() ); break;
case IDC_ENABLE_PRESHADER:
{
g_bEnablePreshader = g_SampleUI.GetCheckBox( IDC_ENABLE_PRESHADER )->GetChecked();
if( DXUTGetD3DDevice() != NULL )
{
OnLostDevice( NULL );
OnDestroyDevice( NULL );
OnCreateDevice( DXUTGetD3DDevice(), DXUTGetBackBufferSurfaceDesc(), NULL );
OnResetDevice( DXUTGetD3DDevice(), DXUTGetBackBufferSurfaceDesc(), NULL );
}
break;
}
case IDC_ACTIVE_LIGHT:
if( !g_LightControl[g_nActiveLight].IsBeingDragged() )
{
g_nActiveLight++;
g_nActiveLight %= g_nNumActiveLights;
}
break;
case IDC_NUM_LIGHTS:
if( !g_LightControl[g_nActiveLight].IsBeingDragged() )
{
WCHAR sz[100];
StringCchPrintf( sz, 100, L"# Lights: %d", g_SampleUI.GetSlider( IDC_NUM_LIGHTS )->GetValue() );
g_SampleUI.GetStatic( IDC_NUM_LIGHTS_STATIC )->SetText( sz );
g_nNumActiveLights = g_SampleUI.GetSlider( IDC_NUM_LIGHTS )->GetValue();
g_nActiveLight %= g_nNumActiveLights;
}
break;
case IDC_LIGHT_SCALE:
g_fLightScale = (float) (g_SampleUI.GetSlider( IDC_LIGHT_SCALE )->GetValue() * 0.10f);
WCHAR sz[100];
StringCchPrintf( sz, 100, L"Light scale: %0.2f", g_fLightScale );
g_SampleUI.GetStatic( IDC_LIGHT_SCALE_STATIC )->SetText( sz );
break;
}
}
//-----------------------------------------------------------------------------
// Desc: 释放在OnResetDevice()中创建的资源
//-----------------------------------------------------------------------------
void CALLBACK OnLostDevice( void* pUserContext )
{
g_DialogResourceManager.OnLostDevice();
g_SettingsDlg.OnLostDevice();
CDXUTDirectionWidget::StaticOnLostDevice();
if( g_pFont )
g_pFont->OnLostDevice();
if( g_pEffect )
g_pEffect->OnLostDevice();
SAFE_RELEASE(g_pSprite);
}
//------------------------------------------------------------------------------
// Desc: 释放在OnCreateDevice()中创建的资源
//------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnDestroyDevice();
g_SettingsDlg.OnDestroyDevice();
CDXUTDirectionWidget::StaticOnDestroyDevice();
SAFE_RELEASE(g_pEffect);
SAFE_RELEASE(g_pFont);
SAFE_RELEASE(g_pMesh);
SAFE_RELEASE(g_pMeshTexture);
}
posted on 2008-04-14 13:23
七星重剑 阅读(1383)
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Game Graphics