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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( 1truetrue ); // 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( 2truetrue );
        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( 3truetrue );
        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( 1falsefalse );
        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( truetrue );

    
//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 ); 
    DXUTCreateWindow( L
"BasicHLSL" );
    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()
{
    
//初始化全局变量
    g_bEnablePreshader = true;

    
forint 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, 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 );

    
//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 += 2412522 );
    g_SampleUI.AddSlider( IDC_NUM_LIGHTS, 
50, iY += 24100221, 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 += 2412522 );
    g_SampleUI.AddSlider( IDC_LIGHT_SCALE, 
50, iY += 2410022020, (int) (g_fLightScale * 10.0f) );

    iY 
+= 24;
    g_SampleUI.AddButton( IDC_ACTIVE_LIGHT, L
"Change active light (K)"35, iY += 2412522'K' );
    g_SampleUI.AddCheckBox( IDC_ENABLE_PRESHADER, L
"Enable preshaders"35, iY += 2412522, 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, 150, 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 ) );
    
forint 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(1.0f1.0f1.0f1.0f);
    D3DXCOLOR colorMtrlAmbient(
0.35f0.35f0.35f0);

    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(0.0f0.0f-15.0f);
    D3DXVECTOR3 vecAt (
0.0f0.0f-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, 2.0f4000.0f );
    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-1700 );
    g_HUD.SetSize( 
170170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc
->Width-170, pBackBufferSurfaceDesc->Height-300 );
    g_SampleUI.SetSize( 
170300 );

    
forint 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), 1.0f0) );

    
//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
        forint 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( 
20 );
    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.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(
1.0f0.75f0.0f1.0f ) );
        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( 
1.0f1.0f1.0f1.0f ) );
        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;

    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(1372) 评论(0)  编辑 收藏 引用 所属分类: Game Graphics

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