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//=============================================================================
// Desc: 主程序源文件
//=============================================================================
#include "dxstdafx.h"
#include "resource.h"
#pragma warning(disable : 4995)


//-----------------------------------------------------------------------------
// 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

LPDIRECT3DVERTEXBUFFER9    g_pVB            = NULL; 
//顶点缓冲区
LPDIRECT3DTEXTURE9         g_pBaseTexture   = NULL; //基础纹理
LPDIRECT3DTEXTURE9         g_pDarkTexture   = NULL; //黑暗纹理
LPDIRECT3DTEXTURE9         g_pDetailTexture = NULL; //细节纹理

D3DLIGHT9       light;          
//灯光
D3DMATERIAL9    mtrl;           //材质

int    blendFlag   = 1;         //混合方式标志   
WCHAR  strBlendMethod[50] = L"黑暗映射"; //混合方式说明

//顶点结构与顶点格式
struct CUSTOMVERTEX
{   
    FLOAT x, y, z;             
//位置坐标
    FLOAT u,v ;                //纹理坐标
};
#define D3DFVF_CUSTOMVERTEX   (D3DFVF_XYZ| 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();


//-----------------------------------------------------------------------------
// 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"纹理阶段颜色混合" );
    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;

    
//检查当前设备是否支持多层纹理混合
    if( pCaps->MaxTextureBlendStages <= 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 ) );

    
//创建纹理
    V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"wall.bmp", &g_pBaseTexture ));
    V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"dark.bmp", &g_pDarkTexture ));
    V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"detail.bmp", &g_pDetailTexture ));

    
//创建顶点缓冲区
    V_RETURN( pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX), 0, 
                             D3DFVF_CUSTOMVERTEX,  D3DPOOL_MANAGED, &g_pVB,NULL ));
    
    
//填充顶点缓冲区
    CUSTOMVERTEX g_Vertices[] =    
    {
        { -3, -3, 0.0f,  0, 1 },   
        { -3,  3, 0.0f,  0, 0 },    
        {  3, -3, 0.0f,  1, 1 },    
        {  3,  3, 0.0f,  1, 0 }
    };

    VOID* pVertices;
    V_RETURN( g_pVB->Lock( 0, 
sizeof(g_Vertices), (void**)&pVertices, 0 ));
    memcpy( pVertices, g_Vertices, 
sizeof(g_Vertices) );
    g_pVB->Unlock();

    
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-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 ) );

    
//设置世界矩阵
    D3DXMATRIXA16 matWorld;
    D3DXMatrixIdentity( &matWorld );
    pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

    
//设置观察矩阵
    D3DXMATRIXA16 matView;
    D3DXVECTOR3 vEyePt( 0.0f, 0.0f,-10 );
    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, 100.0f );
    pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );

    
//设置灯光
    D3DXVECTOR3 vecDir;
    ZeroMemory( &light, 
sizeof(D3DLIGHT9) );
    light.Type       = D3DLIGHT_DIRECTIONAL;
    light.Diffuse.r  = 0.5f;
    light.Diffuse.g  = 0.5f;
    light.Diffuse.b  = 0.5f;
    vecDir = D3DXVECTOR3(0, 0, 10);    
//方向光方向
    D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
  
    
//设置材质
    ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
    mtrl.Ambient.r = 1.0f;
    mtrl.Ambient.g = 1.0f;
    mtrl.Ambient.b = 1.0f;
    mtrl.Ambient.a = 1.0f;
    mtrl.Diffuse.r = 0.7f;
    mtrl.Diffuse.g = 0.7f;
    mtrl.Diffuse.b = 0.7f;
    mtrl.Diffuse.a = 0.5f;

    
//设置纹理过滤方式
    pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
    pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
    pd3dDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
    pd3dDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

    
return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                           
float fElapsedTime, void* pUserContext )
{
    HRESULT hr = S_OK;
    
switch(blendFlag)
    {
    
case 1://黑暗映射
        pd3dDevice->SetTexture( 0, g_pBaseTexture );
        pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
        pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );   // 重剑注:指定纹理层0的Arg1
        pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); // 重剑注:将纹理层0的Arg1直接输出

        pd3dDevice->SetTexture( 1, g_pDarkTexture );
        pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 );
        pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
        pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT ); // 重剑注:指定纹理层1的Arg2为前一个纹理层的输出颜色,即纹理层0的输出颜色
        pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_MODULATE ); // 重剑注:Arg1 · Arg2,都是纹理层1的

        wcscpy_s( strBlendMethod,  L"黑暗映射");
        
break;
    
case 2://黑暗贴图动画
        {
            pd3dDevice->SetTexture( 0, g_pBaseTexture); 
            pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
            pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
            pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); 

            pd3dDevice->SetTexture(1, g_pDarkTexture); 
            pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0 );
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
            pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT );  

            
static double fLastTime = 0.0f;
            
static double interval = 0.0f;
            interval = fTime - fLastTime;

            
if(interval<0.5f)
            {
                pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE); // 重剑注:Arg1 · Arg2,都是纹理层1的
            }
            
else if (interval>0.5f && interval<1.0f)
            {
                pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE2X); // 重剑注:Arg1 · Arg2 << 1,都是纹理层1的
            }
            
else if (interval>1.0f && interval<1.5f)
            {
                pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE4X); // 重剑注:Arg1 · Arg2 << 2,都是纹理层1的
            }
            
else if (interval > 1.5f)
            {
                fLastTime = fTime;
            }
            wcscpy_s( strBlendMethod,  L"黑暗贴图动画");
        }
        
break;
    
case 3://混合纹理与材质漫反射颜色
        pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
        pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00808080 );
        pd3dDevice->SetLight( 0, &light );
        pd3dDevice->LightEnable( 0, TRUE );
        pd3dDevice->SetMaterial( &mtrl );

        pd3dDevice->SetTexture( 0, g_pBaseTexture ); 
        pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
        pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
        pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
        pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_ADD ); // 重剑注:Arg1 + Arg2,都是纹理层0的
        pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP,   D3DTOP_DISABLE );

        wcscpy_s( strBlendMethod,  L"混合纹理与材质漫反射颜色");
        
break;
    
case 4://混合黑暗贴图与材质漫反射颜色
        pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
        pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00808080 );
        pd3dDevice->SetLight( 0, &light );
        pd3dDevice->LightEnable( 0, TRUE );
        pd3dDevice->SetMaterial( &mtrl );

        pd3dDevice->SetTexture( 0, g_pBaseTexture); 
        pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
        pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); 
        pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); 
        pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE);

        pd3dDevice->SetTexture(1, g_pDarkTexture); 
        pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0 );
        pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE); 
        pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
        pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);

        wcscpy_s( strBlendMethod,  L"混合黑暗贴图与材质漫反射颜色");
        
break;
    
case 5://发光映射
        pd3dDevice->SetTexture( 0, g_pBaseTexture );
        pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
        pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
        pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );

        pd3dDevice->SetTexture( 1, g_pDarkTexture );
        pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 );
        pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
        pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
        pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_ADD );
        wcscpy_s( strBlendMethod,  L"发光映射");
        
break;
    
case 6://细节映射
        pd3dDevice->SetTexture( 0, g_pBaseTexture );
        pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
        pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
        pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );

        pd3dDevice->SetTexture( 1, g_pDetailTexture );
        pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 );
        pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
        pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
        hr = pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_ADDSIGNED ); // 重剑注:Arg1 + Arg2 = 0.5
        
if( FAILED( hr ) )
            pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_MODULATE2X ); // 重剑注:老显卡不支持上面的话就用这个代替

        wcscpy_s( strBlendMethod,  L"细节映射");
        
break;
    }
}


//-----------------------------------------------------------------------------
// 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() ) )
    {
        
//渲染图形
        pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
        pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
        pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2);

        
//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( strBlendMethod );
    
    
//显示简单帮助文本
    const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
    
if( g_bShowHelp )
    {
        txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*9 );
        txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 0.75f, 0.0f, 1.0f ) );
        txtHelper.DrawTextLine( L"Controls (F1 to hide):" );
        
        txtHelper.SetInsertionPos( 40, pd3dsdBackBuffer->Height-15*8 );
        txtHelper.DrawTextLine( L"Quit: ESC" );
        txtHelper.DrawTextLine( L"1 : 黑暗映射" );
        txtHelper.DrawTextLine( L"2 : 黑暗贴图动画" );
        txtHelper.DrawTextLine( L"3 : 混合纹理与材质漫反射颜色" );
        txtHelper.DrawTextLine( L"4 : 混合黑暗贴图与材质漫反射颜色" );
        txtHelper.DrawTextLine( L"5 : 发光映射" );
        txtHelper.DrawTextLine( L"6 : 细节映射" );        
    }
    
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;

        
//1键
        case 49: blendFlag = 1;
            
break;

        
//2键
        case 50: blendFlag = 2;
            
break;

        
//3键
        case 51: blendFlag = 3;
            
break;

        
//4键
        case 52: blendFlag = 4;
            
break;

        
//5键
        case 53: blendFlag = 5;
            
break;

        
//6键
        case 54: blendFlag = 6;
            
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 );

    SAFE_RELEASE( g_pVB );
    SAFE_RELEASE( g_pBaseTexture );
    SAFE_RELEASE( g_pDarkTexture );
    SAFE_RELEASE( g_pDetailTexture );
}















posted on 2008-03-28 03:22 七星重剑 阅读(404) 评论(0)  编辑 收藏 引用 所属分类: Game Graphics

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