📄 shader_aniso.cpp
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return;
if (pProperty->IsKindOf(EBTYPE_TRIGGER_PROP))
{
// Now do file dialog
NVXFileDialog aDialog;
std::string theResult;
bWritten = ( aDialog.Open( theResult ) );
if ( bWritten )
{
m_strFileName = theResult;
bWritten = ( LoadXFile( m_strFileName.c_str(), AnisoVertex::FVF_Flags ) == S_OK );
}
}
}
// ------------------------------------------------------------------------------
// CShaderAniso::Free
//
// Description: Called when we switch away from this demo. Free up all the
// memory that is in use.
// ------------------------------------------------------------------------------
HRESULT CShaderAniso::Free()
{
SAFE_RELEASE(m_pVertexBuffer);
SAFE_RELEASE(m_pIndexBuffer);
SAFE_RELEASE(m_pShadeTexture);
SAFE_RELEASE(m_pEdgeTexture);
SAFE_DELETE_ARRAY(m_pAttributes);
if (m_pD3DDev)
{
m_pD3DDev->DeleteVertexShader(m_dwCurrentShader);
SAFE_RELEASE(m_pD3DDev);
}
delete m_pUI, m_pUI = 0;
return S_OK;
}
HRESULT CShaderAniso::LoadXFile(const char* fileName, const DWORD dwFVF)
{
ID3DXMesh *tempMesh, *tempMeshFVF, *tempMeshOpt;
HRESULT hr = D3DXLoadMeshFromX(const_cast<char*>(fileName), D3DXMESH_SYSTEMMEM , m_pD3DDev, NULL,
NULL, &m_dwNumSections, &tempMesh);
tempMesh->Optimize(D3DXMESHOPT_ATTRSORT, NULL, NULL, NULL, NULL, &tempMeshOpt);
DWORD attribSize = m_dwNumSections;
hr = tempMeshOpt->GetAttributeTable(NULL, &attribSize);
SAFE_DELETE_ARRAY( m_pAttributes );
m_pAttributes = new D3DXATTRIBUTERANGE[attribSize];
hr = tempMeshOpt->GetAttributeTable(m_pAttributes, &attribSize);
SAFE_RELEASE( m_pVertexBuffer );
SAFE_RELEASE( m_pIndexBuffer );
//convert to our format
hr = tempMeshOpt->CloneMeshFVF(D3DXMESH_WRITEONLY, dwFVF, m_pD3DDev, &tempMeshFVF);
tempMeshFVF->GetVertexBuffer(&m_pVertexBuffer);
tempMeshFVF->GetIndexBuffer(&m_pIndexBuffer);
SAFE_RELEASE(tempMesh);
SAFE_RELEASE(tempMeshFVF);
SAFE_RELEASE(tempMeshOpt);
//set index buffer
m_pD3DDev->SetIndices( m_pIndexBuffer, 0);
hr = m_pD3DDev->SetStreamSource(0, m_pVertexBuffer, sizeof( AnisoVertex ) );
if (FAILED(hr))
return hr;
return S_OK;
}
// ------------------------------------------------------------------------------
// CShaderAniso::Start
//
// Description: Called to reset
// ------------------------------------------------------------------------------
HRESULT CShaderAniso::Start()
{
return S_OK;
}
HRESULT CShaderAniso::SetTextureStageStates()
{
//we're going to pass the material color in thru tfactor
m_pD3DDev->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_pD3DDev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE4X );
m_pD3DDev->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TEXTURE | D3DTA_ALPHAREPLICATE);
m_pD3DDev->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT );
m_pD3DDev->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE );
m_pD3DDev->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TEXTURE |D3DTA_ALPHAREPLICATE);
m_pD3DDev->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
m_pD3DDev->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
//and modulate this resulting color with the edge texture (which should be white everywhere but on the edge)
m_pD3DDev->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE);
return S_OK;
}
// ------------------------------------------------------------------------------
// CShaderAniso::Tick
//
// Description: This function is called every frame. Here is where we write
// and update constants, clear the z- and back-buffer and render our
// primitives
// ------------------------------------------------------------------------------
HRESULT CShaderAniso::Tick(EBTimer* pTimer)
{
HRESULT hr = S_OK;
SetVertexShaderMatrices();
SetTextureStageStates();
m_pD3DDev->SetRenderState(D3DRS_FILLMODE, (m_bWireframe ? D3DFILL_WIREFRAME : D3DFILL_SOLID));
m_pD3DDev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00BFBFBF, 1.0f, 0L);
for(int i = 0; i < m_dwNumSections; i++)
{
m_pD3DDev->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,
m_pAttributes[i].VertexStart,
m_pAttributes[i].VertexCount,
m_pAttributes[i].FaceStart*3,
m_pAttributes[i].FaceCount );
}
return hr;
}
void CShaderAniso::MouseButton(HWND hWnd, eButtonID button, bool bDown, int x, int y)
{
if(button == MOUSE_LEFTBUTTON)
{
if(bDown)
{
m_pUI->OnLButtonDown(x, y);
}
else
{
m_pUI->OnLButtonUp(x, y);
}
}
return;
}
void CShaderAniso::MouseMove(HWND hWnd, int x, int y)
{
m_pUI->OnMouseMove(x, y);
return;
}
void CShaderAniso::Keyboard(DWORD dwKey, UINT nFlags, bool bDown)
{
if ( bDown )
{
switch ( dwKey )
{
case 'H' :
case VK_F1 :
{
::MessageBoxEx( NULL, " Help : F1 - Help \n\n Home - Reset To Defaults \n\n W - Wireframe Toggle \n\n Space\\Pause - Toggle Pause/Resume \n\n Left Button & Mouse - Rotate Object\n\n Shift Left Button & Mouse - Pan Camera \n\n Ctrl Left Button & Mouse - Move Camera In & Out\n\n",
"Help", MB_ICONINFORMATION | MB_TASKMODAL, MAKELANGID( LANG_NEUTRAL, SUBLANG_DEFAULT ) );
break;
}
case 'W' :
{
m_bWireframe = !m_bWireframe;
m_dwEffectDirtyFlags |= EBEFFECT_DIRTY_PUBLICSTATE;
break;
}
case 'R' :
{
m_bWireframe = false;
m_dwEffectDirtyFlags |= EBEFFECT_DIRTY_PUBLICSTATE;
break;
}
case VK_HOME :
case VK_END :
case VK_NUMPAD7 :
case VK_NUMPAD1 :
case '7' :
case '1' :
{
m_pUI->Reset();
m_bWireframe = false;
m_dwEffectDirtyFlags |= EBEFFECT_DIRTY_PUBLICSTATE;
break;
}
case VK_LEFT :
case VK_NUMPAD4 :
case '4' :
{
m_pUI->Translate( -1.0f, 0.0f, 0.0f );
break;
}
case VK_RIGHT :
case VK_NUMPAD6 :
case '6' :
{
m_pUI->Translate( 1.0f, 0.0f, 0.0f );
break;
}
case VK_UP :
case VK_NUMPAD8 :
case '8' :
{
m_pUI->Translate( 0.0f, 0.0f, -1.0f );
break;
}
case VK_DOWN :
case VK_NUMPAD2 :
case '2' :
{
m_pUI->Translate( 0.0f, 0.0f, 1.0f );
break;
}
case VK_PRIOR :
case VK_NUMPAD9 :
case '9' :
{
m_pUI->Translate( 0.0f, 1.0f, 0.0f );
break;
}
case VK_NEXT :
case VK_NUMPAD3 :
case '3' :
{
m_pUI->Translate( 0.0f, -1.0f, 0.0f );
break;
}
case VK_ADD :
{
m_pUI->Translate( 0.0f, 0.0f, 1.0f );
break;
}
case VK_SUBTRACT :
{
m_pUI->Translate( 0.0f, 0.0f, -1.0f );
break;
}
default :
{
break;
}
};
}
return;
}
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