📄 ca_gameoflife.h
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/*********************************************************************NVMH2****
Path: C:\Dev\devrel\Nv_sdk_4\Dx8\NVEffectsBrowser\Effects\CA_GameOfLife
File: CA_GameOfLife.h
Copyright (C) 1999, 2000 NVIDIA Corporation
This file is provided without support, instruction, or implied warranty of any
kind. NVIDIA makes no guarantee of its fitness for a particular purpose and is
not liable under any circumstances for any damages or loss whatsoever arising
from the use or inability to use this file or items derived from it.
Comments:
******************************************************************************/
#ifndef __CA_GAMEOFLIFE_GJ_H
#define __CA_GAMEOFLIFE_GJ_H
#include "ShaderManager.h"
#include "NV_Common.h"
/////////////////////////////////////////////////////////
class CA_GameOfLife
{
private:
typedef struct tagQuadVertex
{
D3DXVECTOR3 Position;
D3DXVECTOR2 Tex;
} QuadVertex;
enum
{
kMaxNumTargets = 2,
};
public:
typedef enum
{
FIRST_EFFECT_OPTION = 0,
EFFECT_FIRE_01 = 0,
NUM_EFFECT_OPTIONS
} eFilterOptions;
enum RenderMode
{
FULLSCREEN_RESULT,
FULLSCREEN_NEIGHBOR_CALC,
ALL_TOGETHER,
FULLSCREEN_FINALOUT,
DO_NOT_RENDER,
RM_FORCEDWORD = 0xFFFFFFFF
};
public:
CA_GameOfLife();
~CA_GameOfLife();
virtual void UpdateProperties();
virtual HRESULT Initialize(LPDIRECT3DDEVICE8 pDev, ShaderManager * pManager );
virtual HRESULT Free();
virtual HRESULT Start();
virtual HRESULT Tick();
virtual HRESULT ConfirmDevice(D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format);
virtual bool Keyboard(DWORD dwKey, UINT nFlags, bool bDown);
virtual IDirect3DTexture8 * GetOutputTexture();
std::string GetFilePath(const std::string& strFileName);
void LoadRulesAndOtherMaps();
HRESULT DoSingleTimeStep_3Pass(); // single step with 1 less pass
HRESULT SetPixelShader( SHADER_INDEX dwIndex );
HRESULT SetVertexShader( SHADER_INDEX dwIndex );
float m_fPerTexelWidth;
float m_fPerTexelHeight;
int m_nSlowDelay;
ShaderManager * m_pShaderManager;
bool m_bWireframe; // only affects final rendering
// not render to texture steps
bool m_bReset;
bool m_bOccasionalExcitation; // occasionaly offset and add cell field
// to itself to keep things lively
//@@ clean this up - better error reporting scheme
EBString m_strLastError;
RenderMode m_eRenderMode; // Mode for drawing / not drawing to screen
// after each Tick()
private:
HRESULT CreateTextureRenderTarget();
void CreateAndWriteUVOffsets(int width, int height);
private:
LPDIRECT3DDEVICE8 m_pD3DDev;
//////////////////////////////////////
IDirect3DTexture8 * m_pInitialStateTexture;
IDirect3DTexture8 * m_pRulesTexture;
//////////////////////////////////////
SHADER_INDEX m_SHI_4Offset_VertexShader;
SHADER_INDEX m_SHI_EqualWeightCombineShader;
SHADER_INDEX m_SHI_DependentGB;
SHADER_INDEX m_SHI_TexelsToBlueWithBias;
bool m_bAnimate;
bool m_bSingleStep;
bool m_bSlow;
bool m_bWrap;
int m_nSkipInterval;
int m_nFlipState;
LPDIRECT3DVERTEXBUFFER8 m_pVertexBuffer;
IDirect3DSurface8 *mpBackbufferColor;
IDirect3DSurface8 *mpBackbufferDepth;
IDirect3DTexture8 *mpTextureFiltered[kMaxNumTargets];
IDirect3DSurface8 *mpFilterTarget [kMaxNumTargets];
///////////////////////////////////////////////////////////
// State pointers to mark source and dest textures
// on each pass.
// Do not free or allocate to these - they are just copies
// of pointers elsewhere.
IDirect3DTexture8 * m_pTexSrc;
IDirect3DTexture8 * m_pTexFinalSrc;
int m_nTargetIntermediate;
int m_nTargetCellField;
///////////////////////////////////////////////////////////
};
#endif // __CA_GAMEOFLIFE_GJ_H
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