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网格模型高级技术(14)

使用cAnimMesh类包含3个步骤,首先在回调函数OnCreateDevice()中创建cAnimMesh类的实例:

g_anim_mesh = new cAnimMesh();
V_RETURN(g_anim_mesh->create(pd3dDevice, L"emr.x"));

接着在回调函数OnFrameRender()中渲染网格模型:

g_anim_mesh->render(&g_mat_world, fElapsedTime * 0.001);

最后在回调函数OnDestroy()中释放网格模型:

g_anim_mesh->destroy();

 

运行截图:


 

主程序:

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

#pragma warning(disable : 4127 4995)

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

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

ID3DXFont*                    g_font;
ID3DXSprite*                g_text_sprite;
bool                         g_show_help;

CDXUTDialogResourceManager    g_dlg_resource_manager;
CD3DSettingsDlg                g_settings_dlg;
CDXUTDialog                    g_button_dlg;

cAnimMesh*                    g_anim_mesh;
D3DXMATRIX                    g_mat_world;

//--------------------------------------------------------------------------------------
// 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 ;
}


//--------------------------------------------------------------------------------------
// 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, 18, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
                   DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_font);
    
    g_anim_mesh = 
new  cAnimMesh();
    V_RETURN(g_anim_mesh->create(pd3dDevice, L"emr.x"));

    
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 - 170, 0);
    g_button_dlg.SetSize(170, 170);

    
// setup view matrix

    D3DXMATRIX mat_view;
    D3DXVECTOR3 eye(0.0f, 0.0f,   -50.0f);
    D3DXVECTOR3  at(0.0f, 0.0f,    0.0f);
    D3DXVECTOR3  up(0.0f, 1.0f,    0.0f);

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

    
// set projection matrix
    D3DXMATRIX mat_proj;    
    D3DXMatrixPerspectiveFovLH(&mat_proj, D3DX_PI/4, 1.0f, 1.0f, 100.0f);
    pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_proj);

    
// setup light
    
    D3DLIGHT9 light;
    ZeroMemory(&light, 
sizeof (D3DLIGHT9));

    light.Type       = D3DLIGHT_DIRECTIONAL;
    light.Diffuse.r  = 1.0f;
    light.Diffuse.g  = 1.0f;
    light.Diffuse.b  = 1.0f;
    light.Range         = 1000.0f;

    D3DXVECTOR3 light_dir(0.0f, -1.0f, 1.0f);    
    D3DXVec3Normalize((D3DXVECTOR3*) &light.Direction, &light_dir);
    pd3dDevice->SetLight(0, &light);
    pd3dDevice->LightEnable(0, TRUE);
    pd3dDevice->SetRenderState(D3DRS_LIGHTING, TRUE);

    pd3dDevice->SetRenderState(D3DRS_AMBIENT, 0x00FFFFFF);

    
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();    

    release_com(g_font);

    g_anim_mesh->destroy();
}

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

    D3DXMatrixRotationX(&mat_rot_x, -D3DX_PI / 2);
    D3DXMatrixRotationY(&mat_rot_y, timeGetTime() / 1000.0f);
    D3DXMatrixTranslation(&mat_trans, 0.0f, -8.0f, 0.0f);
        
    g_mat_world = mat_rot_x * mat_rot_y * mat_trans;
}

//--------------------------------------------------------------------------------------
// 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(5, 5);
    text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 0.475f, 0.0f, 1.0f) );
    text_helper.DrawTextLine( DXUTGetFrameStats(
true ) );
    text_helper.DrawTextLine( DXUTGetDeviceStats() );

    
// 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(1.0f, 0.475f, 0.0f, 1.0f) );
        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(1.0f, 1.0f, 1.0f, 1.0f) );
        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(0, 64, 16, 16), 1.0f, 0) );

    
// Render the scene
     if ( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {                            
        g_anim_mesh->render(&g_mat_world, fElapsedTime * 0.001);
        RenderText();
        V(g_button_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;

    
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  event int  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 ;
    }
}

//--------------------------------------------------------------------------------------
// Initialize dialogs
//--------------------------------------------------------------------------------------
void  InitDialogs()
{
    g_settings_dlg.Init(&g_dlg_resource_manager);
    g_button_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);    
}

//--------------------------------------------------------------------------------------
// 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(  true true true  );  // Parse the command line, handle the default hotkeys, and show msgboxes
    DXUTSetCursorSettings(  true true  );  // Show the cursor and clip it when in full screen
    DXUTCreateWindow( L"Use DXUT Mesh File Class" );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true , 640, 480, IsDeviceAcceptable, ModifyDeviceSettings );

    
// Start the render loop
    DXUTMainLoop();

    
// TODO: Perform any application-level cleanup here

    
return  DXUTGetExitCode();
}
 

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posted on 2008-06-11 16:02 lovedday 阅读(1995) 评论(0)  编辑 收藏 引用


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