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//=============================================================================
// Desc: 主程序源代码
//=============================================================================
#include "dxstdafx.h"
#include 
"resource.h"


//-----------------------------------------------------------------------------
// Desc: 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_pBackgroundVB;         
//背景矩形顶点缓冲区
LPDIRECT3DTEXTURE9         g_pBackgroundTexture;    //背景纹理
LPDIRECT3DVERTEXBUFFER9    g_pWaterVB;              //水波网格模型顶点缓冲区
LPDIRECT3DTEXTURE9         g_psBumpMap;             //凹凸纹理
D3DXMATRIXA16              g_matBumpMat;            //世界矩阵

const UINT g_n = 2;                            //水波网格模型x轴方向的顶点数目
const UINT g_m = 2;                            //水波网格模型y轴方向的顶点数目
const UINT g_nTriangles = (g_n-1)*(g_m-1)*2;   //水波网格模型的三角形数目


//-----------------------------------------------------------------------------
// Desc: 顶点结构与顶点格式
//-----------------------------------------------------------------------------
struct VERTEX
{
    D3DXVECTOR3 p;
    
float tu, tv;
    
static const DWORD FVF;
};
const DWORD VERTEX::FVF = D3DFVF_XYZ | D3DFVF_TEX1;


//-----------------------------------------------------------------------------
// Desc: 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 CreateBumpMap(IDirect3DDevice9
* pd3dDevice);
HRESULT SetEMBMStates(IDirect3DDevice9
* pd3dDevice, float fTime);
inline DWORD F2DW( FLOAT f ) { 
return *((DWORD*)&f); }


//-----------------------------------------------------------------------------
// 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
"BumpWaves" );
    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 );
}


//-----------------------------------------------------------------------------
// 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凹凸纹理映射
    if0 == ( pCaps->TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE ) )
        
return false;

    
//检查当前设备是否支持D3DFMT_V8U8 格式的纹理
    if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal,
                                         pCaps
->DeviceType, AdapterFormat,
                                         
0, D3DRTYPE_TEXTURE,
                                         D3DFMT_V8U8 ) ) )
        
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, 150, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, 
                         OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH 
| FF_DONTCARE, 
                         L
"Arial"&g_pFont ) );

    
//创建背景纹理
    V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Lake.bmp"&g_pBackgroundTexture ));
    
    
//创建凹凸纹理
     CreateBumpMap(pd3dDevice);
    
if( NULL == g_psBumpMap )
        
return E_FAIL;

    
//创建背景矩形顶点缓冲区
    V_RETURN( pd3dDevice->CreateVertexBuffer( 4*sizeof(VERTEX),
                                              D3DUSAGE_WRITEONLY, VERTEX::FVF,
                                              D3DPOOL_MANAGED, 
&g_pBackgroundVB, NULL ));

    
//填充背景矩形顶点缓冲区
    VERTEX* v;
    g_pBackgroundVB
->Lock( 00, (void**)&v, 0 );
    v[
0].p  = D3DXVECTOR3(-1000.0f,    0.0f0.0f );
    v[
1].p  = D3DXVECTOR3(-1000.0f1000.0f0.0f );
    v[
2].p  = D3DXVECTOR3( 1000.0f,    0.0f0.0f );
    v[
3].p  = D3DXVECTOR3( 1000.0f1000.0f0.0f );
    v[
0].tu = 0.0f; v[0].tv = 147/256.0f;
    v[
1].tu = 0.0f; v[1].tv = 0.0f;
    v[
2].tu = 1.0f; v[2].tv = 147/256.0f;
    v[
3].tu = 1.0f; v[3].tv = 0.0f;
    g_pBackgroundVB
->Unlock();
  
    
//创建水波网格模型顶点缓冲区
    V_RETURN( pd3dDevice->CreateVertexBuffer( g_nTriangles*3*sizeof(VERTEX),
                                              D3DUSAGE_WRITEONLY, VERTEX::FVF,
                                              D3DPOOL_MANAGED, 
&g_pWaterVB, NULL ));

    
//填充水波网格模型顶点缓冲区
    g_pWaterVB->Lock( 00, (void**)&v, 0 );
    
float dX = 2000.0f/(g_n-1);
    
float dZ = 1250.0f/(g_m-1);
    
float x0 = -1000;
    
float z0 = -1250;
    
float dU = 1.0f/(g_n-1);
    
float dV = 0.7f/(g_m-1);
    UINT k 
= 0;
    
for (UINT z=0; z < (g_m-1); z++)
    {
        
for (UINT x=0; x < (g_n-1); x++)
        {
            v[k].p  
= D3DXVECTOR3(x0 + x*dX, 0.0f, z0 + z*dZ );
            v[k].tu 
= x*dU;
            v[k].tv 
= z*dV;
            k
++;
            v[k].p  
= D3DXVECTOR3(x0 + x*dX, 0.0f, z0 + (z+1)*dZ );
            v[k].tu 
= x*dU;
            v[k].tv 
= (z+1)*dV;
            k
++;
            v[k].p  
= D3DXVECTOR3(x0 + (x+1)*dX, 0.0f, z0 + (z+1)*dZ );
            v[k].tu 
= (x+1)*dU;
            v[k].tv 
= (z+1)*dV;
            k
++;
            v[k].p  
= D3DXVECTOR3(x0 + x*dX, 0.0f, z0 + z*dZ );
            v[k].tu 
= x*dU;
            v[k].tv 
= z*dV;
            k
++;
            v[k].p  
= D3DXVECTOR3(x0 + (x+1)*dX, 0.0f, z0 + (z+1)*dZ );
            v[k].tu 
= (x+1)*dU;
            v[k].tv 
= (z+1)*dV;
            k
++;
            v[k].p  
= D3DXVECTOR3(x0 + (x+1)*dX, 0.0f, z0 + z*dZ );
            v[k].tu 
= (x+1)*dU;
            v[k].tv 
= z*dV;
            k
++;
        }
    }
    g_pWaterVB
->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-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 ) );

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

    
//设置观察矩阵
    D3DXMATRIXA16 matView;
    D3DXVECTOR3 vEyePt(    
0.0f400.0f-1650.0f );
    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;
    D3DXMatrixPerspectiveFovLH( 
&matProj, 1.00f1.0f1.0f10000.0f );
    pd3dDevice
->SetTransform( D3DTS_PROJECTION, &matProj );

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

    
return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                           
float fElapsedTime, void* pUserContext )
{
}


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

    
//渲染场景
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {

        
//为渲染背景举行设置纹理渲染状态
        pd3dDevice->SetTexture( 0, g_pBackgroundTexture );
        pd3dDevice
->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
        pd3dDevice
->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
        pd3dDevice
->SetTextureStageState( 1, D3DTSS_COLOROP,   D3DTOP_DISABLE );

        
//渲染背景矩形
        pd3dDevice->SetFVF( VERTEX::FVF );
        pd3dDevice
->SetStreamSource( 0, g_pBackgroundVB, 0sizeof(VERTEX) );
        pd3dDevice
->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02 );

        
//为渲染水波设置纹理渲染状态
        SetEMBMStates( pd3dDevice, (float)fTime );

        
//渲染水波网格模型
        pd3dDevice->SetFVF( VERTEX::FVF );
        pd3dDevice
->SetStreamSource( 0, g_pWaterVB, 0sizeof(VERTEX) );
        pd3dDevice
->DrawPrimitive( D3DPT_TRIANGLELIST, 0, g_nTriangles );

        
//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();

        
//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( 
55 );
    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.DrawTextLine( L
"水波效果模拟" );
    
    
//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( 
1.0f0.75f0.0f1.0f ) );
        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( 
1.0f1.0f1.0f1.0f ) );
        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;

    
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 );

    SAFE_RELEASE( g_pBackgroundTexture );
    SAFE_RELEASE( g_psBumpMap );
    SAFE_RELEASE( g_pBackgroundVB );
    SAFE_RELEASE( g_pWaterVB );
}


//-----------------------------------------------------------------------------
// Desc: 创建凹凸纹理对象
//-----------------------------------------------------------------------------
HRESULT CreateBumpMap(IDirect3DDevice9* pd3dDevice)
{
    HRESULT hr 
= S_OK;
    UINT iWidth  
= 256;
    UINT iHeight 
= 256;

    
//创建凹凸纹理
   V_RETURN( pd3dDevice->CreateTexture( iWidth, iWidth, 10, D3DFMT_V8U8, 
                                        D3DPOOL_MANAGED, 
&g_psBumpMap, NULL ));

    
//填充纹理元素 
    D3DLOCKED_RECT d3dlr;
    g_psBumpMap
->LockRect( 0&d3dlr, 00 );
    CHAR
* pDst = (CHAR*)d3dlr.pBits;
    CHAR  iDu, iDv;

    
for( DWORD y=0; y<iHeight; y++ )
    {
        CHAR
* pPixel = pDst;

        
for( DWORD x=0; x<iWidth; x++ )
        {
            
float fx = x/(FLOAT)iWidth - 0.5f;
            
float fy = y/(FLOAT)iHeight - 0.2f;

            
float r = sqrtf( fx*fx + fy*fy );

            iDu 
= (CHAR)( 64 * cosf( 300.0f * r ) * expf( -* 5.0f ) );
            iDu 
= iDu + (CHAR)( 32 * cosf( 150.0f * ( fx + fy ) ) );
            iDu 
= iDu +(CHAR)( 16 * cosf( 140.0f * ( fx * 0.85f - fy ) ) );

            iDv 
= (CHAR)( 64 * sinf( 300.0f * r ) * expf( -* 5.0f ) );
            iDv 
= iDv + (CHAR)( 32 * sinf( 150.0f * ( fx + fy ) ) );
            iDv 
= iDv + (CHAR)( 16 * sinf( 140.0f * ( fx * 0.85f - fy ) ) );

            
*pPixel++ = iDu;
            
*pPixel++ = iDv;
        }
        pDst 
+= d3dlr.Pitch;
    }
    g_psBumpMap
->UnlockRect(0);

    
return hr;
}


//-----------------------------------------------------------------------------
// Desc: 设置纹理层渲染状态
//-----------------------------------------------------------------------------
HRESULT SetEMBMStates(IDirect3DDevice9* pd3dDevice, float fTime)
{
    
//设置纹理层 0 的纹理渲染状态
    pd3dDevice->SetTexture( 0, g_psBumpMap );
    pd3dDevice
->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_BUMPENVMAPLUMINANCE );
    
    
static float r = 0.04f;
    g_matBumpMat._11 
=  r * cosf( (float)fTime * 9.0f );
    g_matBumpMat._12 
= -* sinf( (float)fTime * 9.0f );
    g_matBumpMat._21 
=  r * sinf( (float)fTime * 9.0f );
    g_matBumpMat._22 
=  r * cosf( (float)fTime * 9.0f );

    pd3dDevice
->SetTextureStageState( 0, D3DTSS_BUMPENVMAT00,   F2DW( g_matBumpMat._11 ) );
    pd3dDevice
->SetTextureStageState( 0, D3DTSS_BUMPENVMAT01,   F2DW( g_matBumpMat._12 ) );
    pd3dDevice
->SetTextureStageState( 0, D3DTSS_BUMPENVMAT10,   F2DW( g_matBumpMat._21 ) );
    pd3dDevice
->SetTextureStageState( 0, D3DTSS_BUMPENVMAT11,   F2DW( g_matBumpMat._22 ) );
    pd3dDevice
->SetTextureStageState( 0, D3DTSS_BUMPENVLSCALE,  F2DW(0.8f) );
    pd3dDevice
->SetTextureStageState( 0, D3DTSS_BUMPENVLOFFSET, F2DW(0.0f) );
    
    
//设置纹理层 1 的纹理渲染状态
    pd3dDevice->SetTexture( 1, g_pBackgroundTexture );
    pd3dDevice
->SetTextureStageState( 1, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
    pd3dDevice
->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    pd3dDevice
->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1 );
    pd3dDevice
->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3|D3DTTFF_PROJECTED );
    
    
//设置纹理坐标变换矩阵
    static D3DXMATRIXA16 mat;
    mat._11 
= 0.8f; mat._12 = 0.0f; mat._13 = 0.0f;
    mat._21 
= 0.0f; mat._22 = 0.8f; mat._23 = 0.0f;
    mat._31 
= 0.5f; mat._32 =-0.5f; mat._33 = 1.0f;
    mat._41 
= 0.0f; mat._42 = 0.0f; mat._43 = 0.0f;
    pd3dDevice
->SetTransform( D3DTS_TEXTURE1, &mat );
        
    
return S_OK;
}











posted on 2008-04-17 23:48 七星重剑 阅读(1247) 评论(0)  编辑 收藏 引用 所属分类: Game Graphics

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