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📄 shader_rainbow.cpp

📁 游戏编程精华02-含有几十个游戏编程例子
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}


void CShaderRainbow::PropertyUpdateCallback(const EBProperty* pProperty, bool bWritten)
{
	if (!bWritten)
		return;
}

// ------------------------------------------------------------------------------
// CShaderRainbow::Free
//
// Description: Called when we switch away from this demo.	Free up all the 
//		memory that is in use.
// ------------------------------------------------------------------------------ 
HRESULT CShaderRainbow::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 CShaderRainbow::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( RainbowVertex ) );
	if (FAILED(hr))
		return hr;

	return S_OK;
}

// ------------------------------------------------------------------------------
// CShaderRainbow::Start
//
// Description: Called to reset
// ------------------------------------------------------------------------------ 
HRESULT CShaderRainbow::Start()
{
	return S_OK;
}

HRESULT CShaderRainbow::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_MODULATE2X);
	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_ADDSIGNED );
	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;
}
// ------------------------------------------------------------------------------
// CShaderRainbow::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 CShaderRainbow::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 CShaderRainbow::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 CShaderRainbow::MouseMove(HWND hWnd, int x, int y)
{
	m_pUI->OnMouseMove(x, y);
	return;
}

void CShaderRainbow::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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