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fragment就是hlsl积木,方便组合、去除、添加。




FragmentLinker.fx

//==============================================================
// Desc: Effect文件
//==============================================================


//--------------------------------------------------------------
// 全局变量
//--------------------------------------------------------------
float4   g_vMaterialAmbient = float4( 0.3f0.3f0.3f1.0f );
float4   g_vMaterialDiffuse 
= float4( 0.6f0.6f0.6f1.0f );

float4   g_vLightColor 
= float4( 1.0f1.0f1.0f1.0f );
float3   g_vLightPosition 
= float3( 0.0f5.0f-5.0f );

texture  g_MeshTexture;
float     g_fTime;
float4x4 g_mWorld;
float4x4 g_mWorldViewProjection;


//--------------------------------------------------------------
// 纹理采样器
//--------------------------------------------------------------
sampler MeshTextureSampler:s0;

//---------------------------------------------------------------
// 顶点渲染器段落, Projection transform
//---------------------------------------------------------------
void Projection( float4 vPosObject: POSITION,
                 float3 vNormalObject: NORMAL,
                 float2 vTexCoordIn: TEXCOORD0,
                 
out float4 vPosWorld: r_PosWorld,
                 
out float3 vNormalWorld: r_NormalWorld,
                 
out float4 vPosProj: POSITION,
                 
out float2 vTexCoordOut: TEXCOORD0,
                 uniform 
bool bAnimate )
{
    
//动画顶点
    if( bAnimate )
        vPosObject.x 
*= (1 + sin( g_fTime )/2);
     
    
//顶点坐标变换
    vPosProj  = mul( vPosObject, g_mWorldViewProjection );
    
    
//将顶点坐标和法线变换到世界空间, 用于光照
    vPosWorld = mul( vPosObject, g_mWorld );
    vNormalWorld 
= mul( vNormalObject, (float3x3)g_mWorld );
    
    
//输出纹理坐标
    vTexCoordOut = vTexCoordIn;
}

//顶点渲染器段落声明
vertexfragment ProjectionFragment_Animated = compile_fragment vs_2_0 Projection( true );
vertexfragment ProjectionFragment_Static   
= compile_fragment vs_2_0 Projection( false );


//---------------------------------------------------------------
// 顶点渲染器段落, Ambient scene lighting
//---------------------------------------------------------------
void Ambient( out float4 vColor: COLOR0 )
{
    
//计算环境光照颜色
    vColor = g_vLightColor * g_vMaterialAmbient;
}

//像素渲染器段落
vertexfragment AmbientFragment = compile_fragment vs_2_0 Ambient();


//---------------------------------------------------------------
// 顶点渲染器段落, Diffuse scene lighting
//---------------------------------------------------------------
void AmbientDiffuse( float3 vPosWorld: r_PosWorld,
                     float3 vNormalWorld: r_NormalWorld,
                     
out float4 vColor: COLOR0 )
{  
    
//计算灯光方向
    float3 vLight = normalize( g_vLightPosition - vPosWorld );
    
    
//计算环境光照和漫反射光照
    vColor = g_vLightColor * g_vMaterialAmbient;
    vColor 
+= g_vLightColor * g_vMaterialDiffuse * saturate( dot( vLight, vNormalWorld ) );
}

//顶点渲染器段落声明
vertexfragment AmbientDiffuseFragment = compile_fragment vs_2_0 AmbientDiffuse();


//--------------------------------------------------------------
// 像素渲染器
//--------------------------------------------------------------
void ModulateTexture( float4 vColorIn: COLOR0,
                      float2 vTexCoord: TEXCOORD0,
                      
out float4 vColorOut: COLOR0 )
{  
    
//混合顶点光照颜色和纹理颜色
    vColorOut = vColorIn * tex2D( MeshTextureSampler, vTexCoord );
}






//=============================================================================
// 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_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_Mesh;                    
//网格模型
CModelViewerCamera         g_Camera;                  //摄影机
D3DXVECTOR3                g_vObjectCenter;           //网格模型外包围球中心
FLOAT                      g_fObjectRadius;           //网格模型外包围球半径
D3DXMATRIXA16              g_mCenterWorld;            //网格模型世界矩阵

ID3DXFragmentLinker
*     g_pFragmentLinker = NULL;    //段落链接器
LPD3DXBUFFER             g_pCompiledFragments = NULL; //保存编译过的段落的缓冲区

IDirect3DPixelShader9
*   g_pPixelShader  = NULL;  //像素渲染器
IDirect3DVertexShader9*  g_pLinkedShader = NULL;  //通过段落链接器链接生成的顶点渲染器
LPD3DXCONSTANTTABLE      g_pConstTable   = NULL;  //顶点渲染器常量表

//顶点渲染器使用的全局变量
D3DXVECTOR4             g_vMaterialAmbient( 0.3f0.3f,  0.3f1.0f );
D3DXVECTOR4             g_vMaterialDiffuse( 
0.6f0.6f,  0.6f1.0f );
D3DXVECTOR4             g_vLightColor     ( 
1.0f1.0f,  1.0f1.0f );
D3DXVECTOR4             g_vLightPosition  ( 
0.0f5.0f-5.0f1.0f );


//-----------------------------------------------------------------------------
// 控件ID
//-----------------------------------------------------------------------------
#define IDC_STATIC             -1
#define IDC_TOGGLEFULLSCREEN    1
#define IDC_TOGGLEREF           3
#define IDC_CHANGEDEVICE        4
#define IDC_ANIMATION           5
#define IDC_LIGHTING            6


//-----------------------------------------------------------------------------
// 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();

HRESULT LinkVertexShader();


//-----------------------------------------------------------------------------
// 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 );

    
//全屏时显示鼠标光标
    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
    DXUTCreateWindow( L"FragmentLinker" );
    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,字体,添加控件
    g_SampleUI.SetCallback( OnGUIEvent ); iY = 10
    g_SampleUI.SetFont( 
1, L"Arial"14, FW_BOLD );
    CDXUTElement
* pElement = g_SampleUI.GetDefaultElement( DXUT_CONTROL_STATIC, 0 );
    
if( pElement )
    {
        pElement
->iFont = 1;
        pElement
->dwTextFormat = DT_LEFT | DT_BOTTOM;
    }

    CDXUTComboBox
* pComboBox = NULL;
    g_SampleUI.AddStatic( IDC_STATIC, L
"(V)ertex Animation"20010525 );
    g_SampleUI.AddComboBox( IDC_ANIMATION, 
202514024'V'false&pComboBox );
    
if( pComboBox )
        pComboBox
->SetDropHeight( 30 );

    g_SampleUI.AddStatic( IDC_STATIC, L
"(L)ighting"205010525 );
    g_SampleUI.AddComboBox( IDC_LIGHTING, 
207514024'L'false&pComboBox );
    
if( pComboBox )
        pComboBox
->SetDropHeight( 30 );
}


//-----------------------------------------------------------------------------
// 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, 改为软件顶点处理
    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 ) );
    WCHAR strPath[MAX_PATH];

    
//创建网格模型
    V_RETURN( DXUTFindDXSDKMediaFileCch( strPath, MAX_PATH, L"dwarf\\dwarf.x" ) );
    V_RETURN( g_Mesh.Create( pd3dDevice, strPath ) );

    
//计算网格模型外包围球中心和半径
    IDirect3DVertexBuffer9* pVB = NULL;
    V_RETURN( g_Mesh.m_pMesh
->GetVertexBuffer( &pVB ) );

    
void* pVertices = NULL;
    hr 
= pVB->Lock( 00&pVertices, 0 );
    
if( FAILED(hr) )
    {
        SAFE_RELEASE( pVB );
        
return hr;
    }

    hr 
= D3DXComputeBoundingSphere( (D3DXVECTOR3*)pVertices, g_Mesh.m_pMesh->GetNumVertices(),
                                    D3DXGetFVFVertexSize(g_Mesh.m_pMesh
->GetFVF()), &g_vObjectCenter,
                                    
&g_fObjectRadius );
    pVB
->Unlock();
    SAFE_RELEASE( pVB );

    
if( FAILED(hr) )
        
return hr;

    
//将网格模型移动到窗口中心
    D3DXMatrixTranslation( &g_mCenterWorld, -g_vObjectCenter.x, -g_vObjectCenter.y, -g_vObjectCenter.z );

    

    
//编译段落代码到指定的缓冲区
    V_RETURN( DXUTFindDXSDKMediaFileCch( strPath, MAX_PATH, L"FragmentLinker.fx" ) );
    V_RETURN( D3DXGatherFragmentsFromFile( strPath, NULL, NULL, 
0&g_pCompiledFragments, NULL ) );

    
//创建段落链接器
    V_RETURN( D3DXCreateFragmentLinker( pd3dDevice, 0&g_pFragmentLinker ) );

    
//将段落添加到链接器
    V_RETURN( g_pFragmentLinker->AddFragments( (DWORD*)g_pCompiledFragments->GetBufferPointer() ) );

    
//获取并保存各段落句柄
    //hew: 把选项加到下拉框里
    CDXUTComboBox* pComboBox = NULL;
    pComboBox 
= g_SampleUI.GetComboBox( IDC_LIGHTING );
    pComboBox
->RemoveAllItems();
    pComboBox
->AddItem( L"Ambient", (void*) g_pFragmentLinker->GetFragmentHandleByName"AmbientFragment" ) );
    pComboBox
->AddItem( L"Ambient & Diffuse", (void*) g_pFragmentLinker->GetFragmentHandleByName( "AmbientDiffuseFragment" ) );
    
    pComboBox 
= g_SampleUI.GetComboBox( IDC_ANIMATION );
    pComboBox
->RemoveAllItems();
    pComboBox
->AddItem( L"On", (void*) g_pFragmentLinker->GetFragmentHandleByName"ProjectionFragment_Animated" ) );
    pComboBox
->AddItem( L"Off", (void*) g_pFragmentLinker->GetFragmentHandleByName( "ProjectionFragment_Static" ) );

    
//链接段落生成顶点渲染器
    V_RETURN( LinkVertexShader() );

    
//查找效果文件, 编译像素渲染器
    ID3DXBuffer *pCode;
    V_RETURN( DXUTFindDXSDKMediaFileCch( strPath, MAX_PATH, L
"FragmentLinker.fx" ) );
    V_RETURN( D3DXCompileShaderFromFile( strPath, NULL, NULL, 
"ModulateTexture""ps_2_0"0&pCode, NULL, NULL ) );

    
//创建像素渲染器
    hr = pd3dDevice->CreatePixelShader( (DWORD*)pCode->GetBufferPointer(), &g_pPixelShader ); 
    pCode
->Release();

    
//设置像素渲染器
    V_RETURN( pd3dDevice->SetPixelShader(g_pPixelShader) );

    
//设置摄影机观察参数
    D3DXVECTOR3 vecEye(3.0f0.0f-3.0f);
    D3DXVECTOR3 vecAt (
0.0f0.0f-0.0f);
    g_Camera.SetViewParams( 
&vecEye, &vecAt );

    
return S_OK;
}

//-----------------------------------------------------------------------------
// Desc: 辅助函数, 链接段落生成顶点渲染器, 具体链接哪些段落通过下拉列表指定
//-----------------------------------------------------------------------------
HRESULT LinkVertexShader()
{
    HRESULT hr;
    ID3DXBuffer 
*pCode;
    DWORD 
*pShaderCode;
    IDirect3DDevice9 
*pd3dDevice = DXUTGetD3DDevice();
    
    
const int NUM_FRAGMENTS = 2;
    D3DXHANDLE aHandles[ NUM_FRAGMENTS ] 
= {0};
    // hew: 取下拉框的选项
    aHandles[ 
0 ] = (D3DXHANDLE) g_SampleUI.GetComboBox( IDC_ANIMATION )->GetSelectedData();
    aHandles[ 
1 ] = (D3DXHANDLE) g_SampleUI.GetComboBox( IDC_LIGHTING )->GetSelectedData();

    
//先释放原来链接生成的顶点渲染器
    SAFE_RELEASE( g_pLinkedShader );

    
//链接段落生成顶点渲染器, 并获取顶点渲染器常量列表
    // hew: 根据下拉框的项LinkShader
    V_RETURN( g_pFragmentLinker->LinkShader"vs_2_0"0, aHandles, NUM_FRAGMENTS, &pCode, NULL ) );
    pShaderCode 
= (DWORD*) pCode->GetBufferPointer();
    V_RETURN( pd3dDevice
->CreateVertexShader( pShaderCode, &g_pLinkedShader ) );
    V_RETURN( D3DXGetShaderConstantTable( pShaderCode, 
&g_pConstTable ) );

    SAFE_RELEASE( pCode );

    
//为当前渲染设备设置顶点渲染器
    V_RETURN( pd3dDevice->SetVertexShader( g_pLinkedShader ) );

    
//通过常量表为顶点渲染器设置全局变量
    if (g_pConstTable)
    {
        g_pConstTable
->SetVector( pd3dDevice, "g_vMaterialAmbient"&g_vMaterialAmbient );
        g_pConstTable
->SetVector( pd3dDevice, "g_vMaterialDiffuse"&g_vMaterialDiffuse );
        g_pConstTable
->SetVector( pd3dDevice, "g_vLightColor",      &g_vLightColor );
        g_pConstTable
->SetVector( pd3dDevice, "g_vLightPosition",   &g_vLightPosition );
    }

    
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-1700 );
    g_HUD.SetSize( 
170170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc
->Width-170, pBackBufferSurfaceDesc->Height-350 );
    g_SampleUI.SetSize( 
170300 );

    
//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 ) );

    
//设置摄影机投影参数
    float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
    g_Camera.SetProjParams( D3DX_PI
/4, fAspectRatio, 0.1f1000.0f );
    g_Camera.SetWindow( pBackBufferSurfaceDesc
->Width, pBackBufferSurfaceDesc->Height );

    
//链接段落生成顶点渲染器
    V_RETURN(LinkVertexShader()); 
    
    
return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                          
float fElapsedTime, void* pUserContext )
{
    D3DXMATRIXA16 mWorld;
    D3DXMATRIXA16 mView;
    D3DXMATRIXA16 mProj;
    D3DXMATRIXA16 mWorldViewProjection;
   
    
//根据用户输入更新摄影机位置
    g_Camera.FrameMove( fElapsedTime );

    
//通过摄影机获取观察和投影矩阵
    mWorld = g_mCenterWorld * *g_Camera.GetWorldMatrix();
    mProj 
= *g_Camera.GetProjMatrix();
    mView 
= *g_Camera.GetViewMatrix();

    mWorldViewProjection 
= mWorld * mView * mProj;

    
//通过常量表, 为渲染器设置全局变量
    if (g_pConstTable)
    {
        g_pConstTable
->SetMatrix( pd3dDevice, "g_mWorldViewProjection"&mWorldViewProjection );
        g_pConstTable
->SetMatrix( pd3dDevice, "g_mWorld"&mWorld );
        g_pConstTable
->SetFloat( pd3dDevice, "g_fTime", (float)fTime );     
    }
}


//-----------------------------------------------------------------------------
// 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;
     
    
//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(04550170), 1.0f0) );

    
//渲染场景
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {  
        
//渲染网格模型
        V( g_Mesh.Render( pd3dDevice ) );

        
//渲染文本和控件
        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );

        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( 
55 );
    txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f1.0f0.0f1.0f ) );
    txtHelper.DrawTextLine( DXUTGetFrameStats(
true) );
    txtHelper.DrawTextLine( DXUTGetDeviceStats() );
    txtHelper.DrawTextLine( L
"Selected fragments are linked on-the-fly to create the current shader" );
    txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f1.0f1.0f1.0f ) );
    
    
//显示其他简要信息
    txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f1.0f1.0f1.0f ) );
    txtHelper.DrawTextLine( L
"段落(Fragment)使用示例程序" );

    
//显示简单帮助文本
    if( g_bShowHelp )
    {
        
const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
        txtHelper.SetInsertionPos( 
10, 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 camera: Right 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_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_ANIMATION:        LinkVertexShader(); break;
        
case IDC_LIGHTING:         LinkVertexShader(); 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_pPixelShader );
    SAFE_RELEASE( g_pLinkedShader );
    SAFE_RELEASE( g_pFont );
    g_Mesh.Destroy();
    SAFE_RELEASE( g_pFragmentLinker );
    SAFE_RELEASE( g_pCompiledFragments );
}













posted on 2008-04-14 17:40 七星重剑 阅读(940) 评论(0)  编辑 收藏 引用 所属分类: Game Graphics

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