//=============================================================================
// Desc: 主程序源代码
//=============================================================================
#include "dxstdafx.h"
#include "resource.h"
#define MAX_INTERSECTIONS 16
//-----------------------------------------------------------------------------
// 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; //网格模型对象
LPD3DXMESH g_pPickMesh; //用于计算拾取三角形的网格对象
DWORD g_dwNumIntersections = 0; //拾取到的面的数量
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; //存放所拾取到的三角形的顶点缓冲区
DWORD g_IntersectionArray[MAX_INTERSECTIONS]; //存储拾取到三角形的索引
//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct D3DVERTEX
{
D3DXVECTOR3 p;
D3DXVECTOR3 n;
float tu, tv;
static const DWORD FVF;
};
const DWORD D3DVERTEX::FVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;
//-----------------------------------------------------------------------------
// 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();
HRESULT Pick_Triangle(IDirect3DDevice9* pd3dDevice, LPD3DXMESH pMesh);
//-----------------------------------------------------------------------------
// 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"Pick" );
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 );
//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 );
}
//-----------------------------------------------------------------------------
// 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;
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 ) );
//创建老虎网格模型
V_RETURN(g_pMesh.Create(pd3dDevice, L"Media\\tiger.x"));
V_RETURN(g_pMesh.SetFVF(pd3dDevice, D3DVERTEX::FVF));
g_pMesh.GetMesh()->CloneMeshFVF(D3DXMESH_MANAGED, g_pMesh.GetMesh()->GetFVF(), pd3dDevice, &g_pPickMesh);
//创建存放所拾取到的三角形的顶点缓冲区
DWORD dwNumVertices = MAX_INTERSECTIONS * 3;
V_RETURN( pd3dDevice->CreateVertexBuffer( dwNumVertices*sizeof(D3DVERTEX),
D3DUSAGE_WRITEONLY, D3DVERTEX::FVF,
D3DPOOL_MANAGED, &g_pVB, NULL ) );
return hr;
}
//-----------------------------------------------------------------------------
// Desc: 在此创建默认内存类型资源对象, 设置相关渲染状态
//-----------------------------------------------------------------------------
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-170, 0 );
g_HUD.SetSize( 170, 170 );
g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width-170,
pBackBufferSurfaceDesc->Height-350 );
g_SampleUI.SetSize( 170, 300 );
//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( 0.0f, 2.0f,-4.0f );
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, 1000.0f );
pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
//设置纹理渲染状态
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
//关闭光照
pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
//世界变换
D3DXMATRIXA16 matWorld;
UINT iTime = timeGetTime() % 10000;
FLOAT fAngle = iTime * (2.0f * D3DX_PI) / 10000.0f;
D3DXMatrixRotationY( &matWorld, fAngle );
pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
//拾取三角形
Pick_Triangle(pd3dDevice, g_pPickMesh);
}
//-----------------------------------------------------------------------------
// 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) );
//开始渲染场景
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
if( g_dwNumIntersections > 0 ) //有三角形被拾取到
{
//绘制被拾取到的三角形
pd3dDevice->SetFVF( D3DVERTEX::FVF );
pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(D3DVERTEX) );
pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, g_dwNumIntersections );
//使用线填充模式
pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
}
else
{
//使用面填充模式
pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
}
//渲染网格模型
g_pMesh.Render( pd3dDevice );
//渲染文本和对话框
DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
RenderText();
V( g_HUD.OnRender( fElapsedTime ) );
V( g_SampleUI.OnRender( fElapsedTime ) );
DXUT_EndPerfEvent();
//结束渲染场景
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"三角形拾取演示" );
//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( 1.0f, 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;
//消息循环
switch( uMsg )
{
case WM_LBUTTONDOWN:
SetCapture( hWnd ); //捕获
break;
case WM_LBUTTONUP:
ReleaseCapture(); //释放
break;
}
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_pPickMesh);
SAFE_RELEASE(g_pVB);
}
//-----------------------------------------------------------------------------
// Desc: 拾取三角形
//-----------------------------------------------------------------------------
HRESULT Pick_Triangle(IDirect3DDevice9* pd3dDevice, LPD3DXMESH pMesh)
{
HRESULT hr = S_OK;
g_dwNumIntersections = 0L;
if( !GetCapture() )
return hr;
//计算拾取射线相关变量声明
POINT ptCursor; //鼠标位置
D3DXMATRIX matWorld, matView, pmatProj, m;
D3DXVECTOR3 vPickRayOrig, vPickRayDir;
int iWidth, iHeight;
//获取后台缓冲区的宽度和高度
iWidth = DXUTGetBackBufferSurfaceDesc()->Width;
iHeight = DXUTGetBackBufferSurfaceDesc()->Height;
//获取当前鼠标在窗口客户区中的位置
GetCursorPos( &ptCursor );
ScreenToClient( DXUTGetHWND(), &ptCursor );
//获取当前设备的变换矩阵
pd3dDevice->GetTransform( D3DTS_WORLD, &matWorld );
pd3dDevice->GetTransform( D3DTS_VIEW, &matView );
pd3dDevice->GetTransform( D3DTS_PROJECTION, &pmatProj );
//计算世界观察矩阵的逆矩阵
D3DXMATRIX mWorldView = matWorld * matView;
D3DXMatrixInverse( &m, NULL, &mWorldView );
//计算拾取射线的方向与原点
D3DXVECTOR3 vTemp;
vTemp.x = ((( 2.0f * ptCursor.x ) / iWidth ) - 1 ) / pmatProj._11;
vTemp.y = -((( 2.0f * ptCursor.y ) / iHeight ) - 1 ) / pmatProj._22;
vTemp.z = 1.0f;
vPickRayDir.x = vTemp.x*m._11 + vTemp.y*m._21 + vTemp.z*m._31;
vPickRayDir.y = vTemp.x*m._12 + vTemp.y*m._22 + vTemp.z*m._32;
vPickRayDir.z = vTemp.x*m._13 + vTemp.y*m._23 + vTemp.z*m._33;
vPickRayOrig.x = m._41;
vPickRayOrig.y = m._42;
vPickRayOrig.z = m._43;
//计算被拾取到的三角形, 得到拾取到三角形的索引
BOOL bHit;
LPD3DXBUFFER pBuffer = NULL;
D3DXINTERSECTINFO* pIntersectInfoArray;
V_RETURN( D3DXIntersect( pMesh, &vPickRayOrig, &vPickRayDir, &bHit,
NULL, NULL, NULL, NULL,
&pBuffer, &g_dwNumIntersections ));
if( g_dwNumIntersections > 0 )
{
pIntersectInfoArray = (D3DXINTERSECTINFO*)pBuffer->GetBufferPointer();
if( g_dwNumIntersections > MAX_INTERSECTIONS )
g_dwNumIntersections = MAX_INTERSECTIONS;
for( DWORD iIntersection = 0; iIntersection < g_dwNumIntersections; iIntersection++ )
{
g_IntersectionArray[iIntersection] = pIntersectInfoArray[iIntersection].FaceIndex;
}
}
SAFE_RELEASE( pBuffer );
//根据拾取到三角形的索引, 将三角形顶点数据添加到g_pVB中
LPDIRECT3DVERTEXBUFFER9 pVB;
LPDIRECT3DINDEXBUFFER9 pIB;
WORD* pIndices;
D3DVERTEX* pVertices;
pMesh->GetVertexBuffer( &pVB );
pMesh->GetIndexBuffer( &pIB );
pIB->Lock( 0, 0, (void**)&pIndices, 0 );
pVB->Lock( 0, 0, (void**)&pVertices, 0 );
if( g_dwNumIntersections > 0 )
{
D3DVERTEX* v;
D3DVERTEX* vThisTri;
WORD* iThisTri;
DWORD* pIntersection;
g_pVB->Lock( 0, 0, (void**)&v, 0 );
for( DWORD iIntersection = 0; iIntersection < g_dwNumIntersections; iIntersection++ )
{
pIntersection = &g_IntersectionArray[iIntersection];
vThisTri = &v[iIntersection * 3];
iThisTri = &pIndices[3*(*pIntersection)];
vThisTri[0] = pVertices[iThisTri[0]];
vThisTri[1] = pVertices[iThisTri[1]];
vThisTri[2] = pVertices[iThisTri[2]];
}
g_pVB->Unlock();
}
pVB->Unlock();
pIB->Unlock();
SAFE_RELEASE(pVB);
SAFE_RELEASE(pIB);
return S_OK;
}
posted on 2008-04-17 17:48
七星重剑 阅读(1048)
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