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📄 dxut.cpp

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//--------------------------------------------------------------------------------------
// File: DXUT.cpp
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "DXUT.h"
#define DXUT_MIN_WINDOW_SIZE_X 200
#define DXUT_MIN_WINDOW_SIZE_Y 200
#define DXUT_COUNTER_STAT_LENGTH 2048
#undef min // use __min instead inside this source file
#undef max // use __max instead inside this source file

#ifndef ARRAYSIZE
extern "C++" // templates cannot be declared to have 'C' linkage
template <typename T, size_t N>
char (*RtlpNumberOf( UNALIGNED T (&)[N] ))[N];

#define RTL_NUMBER_OF_V2(A) (sizeof(*RtlpNumberOf(A)))
#define ARRAYSIZE(A)    RTL_NUMBER_OF_V2(A)
#endif

//--------------------------------------------------------------------------------------
// Thread safety
//--------------------------------------------------------------------------------------
CRITICAL_SECTION g_cs;  
bool g_bThreadSafe = true;


//--------------------------------------------------------------------------------------
// Automatically enters & leaves the CS upon object creation/deletion
//--------------------------------------------------------------------------------------
class DXUTLock
{
public:
    inline DXUTLock()  { if( g_bThreadSafe ) EnterCriticalSection( &g_cs ); }
    inline ~DXUTLock() { if( g_bThreadSafe ) LeaveCriticalSection( &g_cs ); }
};



//--------------------------------------------------------------------------------------
// Helper macros to build member functions that access member variables with thread safety
//--------------------------------------------------------------------------------------
#define SET_ACCESSOR( x, y )       inline void Set##y( x t )   { DXUTLock l; m_state.m_##y = t; };
#define GET_ACCESSOR( x, y )       inline x Get##y()           { DXUTLock l; return m_state.m_##y; };
#define GET_SET_ACCESSOR( x, y )   SET_ACCESSOR( x, y ) GET_ACCESSOR( x, y )

#define SETP_ACCESSOR( x, y )      inline void Set##y( x* t )  { DXUTLock l; m_state.m_##y = *t; };
#define GETP_ACCESSOR( x, y )      inline x* Get##y()          { DXUTLock l; return &m_state.m_##y; };
#define GETP_SETP_ACCESSOR( x, y ) SETP_ACCESSOR( x, y ) GETP_ACCESSOR( x, y )


//--------------------------------------------------------------------------------------
// Stores timer callback info
//--------------------------------------------------------------------------------------
struct DXUT_TIMER
{
    LPDXUTCALLBACKTIMER pCallbackTimer;
    void* pCallbackUserContext;
    float fTimeoutInSecs;
    float fCountdown;
    bool  bEnabled;
    UINT  nID;
};

//--------------------------------------------------------------------------------------
// D3D10 Counters
//--------------------------------------------------------------------------------------
struct D3D10_COUNTERS
{
    float fGPUIdle;
    float fVertexProcessing;
    float fGeometryProcessing;
    float fPixelProcessing;
    float fOtherGPUProcessing;
    float fHostAdapterBandwidthUtilization;
    float fLocalVidmemBandwidthUtilization;
    float fVertexThroughputUtilization;
    float fTriangleSetupThroughputUtilization;
    float fFillrateThroughputUtilization;
    float fVSMemoryLimited;
    float fVSComputationLimited;
    float fGSMemoryLimited;
    float fGSComputationLimited;
    float fPSMemoryLimited;
    float fPSComputationLimited;
    float fPostTransformCacheHitRate;
    float fTextureCacheHitRate;
};

//--------------------------------------------------------------------------------------
// Stores DXUT state and data access is done with thread safety (if g_bThreadSafe==true)
//--------------------------------------------------------------------------------------
class DXUTState
{
protected:
    struct STATE
    {
        // D3D9 specific
        IDirect3D9*             m_D3D9;                    // the main D3D9 object
        IDirect3DDevice9*       m_D3D9Device;              // the D3D9 rendering device
        DXUTDeviceSettings*     m_CurrentDeviceSettings;   // current device settings
        D3DSURFACE_DESC         m_BackBufferSurfaceDesc9;  // D3D9 back buffer surface description
        D3DCAPS9                m_Caps;                    // D3D caps for current device

        // D3D10 specific
        bool                    m_D3D10Available;          // if true, then D3D10 is available 
        IDXGIFactory*           m_DXGIFactory;             // DXGI Factory object
        IDXGIAdapter*           m_D3D10Adapter;            // The DXGI adapter object for the D3D10 device
        IDXGIOutput**           m_D3D10OutputArray;        // The array of output obj for the D3D10 adapter obj
        UINT                    m_D3D10OutputArraySize;    // Number of elements in m_D3D10OutputArray
        ID3D10Device*           m_D3D10Device;             // the D3D10 rendering device
        IDXGISwapChain*         m_D3D10SwapChain;          // the D3D10 swapchain
        ID3D10Texture2D*        m_D3D10DepthStencil;       // the D3D10 depth stencil texture (optional)
        ID3D10DepthStencilView* m_D3D10DepthStencilView;   // the D3D10 depth stencil view (optional)
        ID3D10RenderTargetView* m_D3D10RenderTargetView;   // the D3D10 render target view
        DXGI_SURFACE_DESC       m_BackBufferSurfaceDesc10; // D3D10 back buffer surface description
        bool                    m_RenderingOccluded;       // Rendering is occluded by another window
        bool                    m_DoNotStoreBufferSize;    // Do not store the buffer size on WM_SIZE messages
        ID3D10Counter*			m_Counter_GPUIdle;
        ID3D10Counter*			m_Counter_VertexProcessing;
        ID3D10Counter*			m_Counter_GeometryProcessing;
        ID3D10Counter*			m_Counter_PixelProcessing;
        ID3D10Counter*			m_Counter_OtherGPUProcessing;
        ID3D10Counter*			m_Counter_HostAdapterBandwidthUtilization;
        ID3D10Counter*			m_Counter_LocalVidmemBandwidthUtilization;
        ID3D10Counter*			m_Counter_VertexThroughputUtilization;
        ID3D10Counter*			m_Counter_TriangleSetupThroughputUtilization;
        ID3D10Counter*			m_Counter_FillrateThrougputUtilization;
        ID3D10Counter*			m_Counter_VSMemoryLimited;
        ID3D10Counter*			m_Counter_VSComputationLimited;
        ID3D10Counter*			m_Counter_GSMemoryLimited;
        ID3D10Counter*			m_Counter_GSComputationLimited;
        ID3D10Counter*			m_Counter_PSMemoryLimited;
        ID3D10Counter*			m_Counter_PSComputationLimited;
        ID3D10Counter*			m_Counter_PostTransformCacheHitRate;
        ID3D10Counter*			m_Counter_TextureCacheHitRate;
        D3D10_COUNTERS			m_CounterData;

        // General
        HWND  m_HWNDFocus;                  // the main app focus window
        HWND  m_HWNDDeviceFullScreen;       // the main app device window in fullscreen mode
        HWND  m_HWNDDeviceWindowed;         // the main app device window in windowed mode
        HMONITOR m_AdapterMonitor;          // the monitor of the adapter 
        HMENU m_Menu;                       // handle to menu

        UINT m_FullScreenBackBufferWidthAtModeChange;  // back buffer size of fullscreen mode right before switching to windowed mode.  Used to restore to same resolution when toggling back to fullscreen
        UINT m_FullScreenBackBufferHeightAtModeChange; // back buffer size of fullscreen mode right before switching to windowed mode.  Used to restore to same resolution when toggling back to fullscreen
        UINT m_WindowBackBufferWidthAtModeChange;  // back buffer size of windowed mode right before switching to fullscreen mode.  Used to restore to same resolution when toggling back to windowed mode
        UINT m_WindowBackBufferHeightAtModeChange; // back buffer size of windowed mode right before switching to fullscreen mode.  Used to restore to same resolution when toggling back to windowed mode
        DWORD m_WindowedStyleAtModeChange;  // window style
        WINDOWPLACEMENT m_WindowedPlacement;// record of windowed HWND position/show state/etc
        bool  m_TopmostWhileWindowed;       // if true, the windowed HWND is topmost 
        bool  m_Minimized;                  // if true, the HWND is minimized
        bool  m_Maximized;                  // if true, the HWND is maximized
        bool  m_MinimizedWhileFullscreen;   // if true, the HWND is minimized due to a focus switch away when fullscreen mode
        bool  m_IgnoreSizeChange;           // if true, DXUT won't reset the device upon HWND size change

        double m_Time;                      // current time in seconds
        double m_AbsoluteTime;              // absolute time in seconds
        float m_ElapsedTime;                // time elapsed since last frame

        HINSTANCE m_HInstance;              // handle to the app instance
        double m_LastStatsUpdateTime;       // last time the stats were updated
        DWORD m_LastStatsUpdateFrames;      // frames count since last time the stats were updated
        float m_FPS;                        // frames per second
        int   m_CurrentFrameNumber;         // the current frame number
        HHOOK m_KeyboardHook;               // handle to keyboard hook
        bool  m_AllowShortcutKeysWhenFullscreen; // if true, when fullscreen enable shortcut keys (Windows keys, StickyKeys shortcut, ToggleKeys shortcut, FilterKeys shortcut) 
        bool  m_AllowShortcutKeysWhenWindowed;   // if true, when windowed enable shortcut keys (Windows keys, StickyKeys shortcut, ToggleKeys shortcut, FilterKeys shortcut) 
        bool  m_AllowShortcutKeys;          // if true, then shortcut keys are currently disabled (Windows key, etc)
        bool  m_CallDefWindowProc;          // if true, DXUTStaticWndProc will call DefWindowProc for unhandled messages. Applications rendering to a dialog may need to set this to false.
        STICKYKEYS m_StartupStickyKeys;     // StickyKey settings upon startup so they can be restored later
        TOGGLEKEYS m_StartupToggleKeys;     // ToggleKey settings upon startup so they can be restored later
        FILTERKEYS m_StartupFilterKeys;     // FilterKey settings upon startup so they can be restored later

        bool  m_AppSupportsD3D9Override;    // true if app sets via DXUTSetD3DVersionSupport()
        bool  m_AppSupportsD3D10Override;   // true if app sets via DXUTSetD3DVersionSupport()
        bool  m_UseD3DVersionOverride;      // true if the app ever calls DXUTSetD3DVersionSupport()

        bool  m_HandleEscape;               // if true, then DXUT will handle escape to quit
        bool  m_HandleAltEnter;             // if true, then DXUT will handle alt-enter to toggle fullscreen
        bool  m_HandlePause;                // if true, then DXUT will handle pause to toggle time pausing
        bool  m_ShowMsgBoxOnError;          // if true, then msgboxes are displayed upon errors
        bool  m_NoStats;                    // if true, then DXUTGetFrameStats() and DXUTGetDeviceStats() will return blank strings
        bool  m_ClipCursorWhenFullScreen;   // if true, then DXUT will keep the cursor from going outside the window when full screen
        bool  m_ShowCursorWhenFullScreen;   // if true, then DXUT will show a cursor when full screen
        bool  m_ConstantFrameTime;          // if true, then elapsed frame time will always be 0.05f seconds which is good for debugging or automated capture
        float m_TimePerFrame;               // the constant time per frame in seconds, only valid if m_ConstantFrameTime==true
        bool  m_WireframeMode;              // if true, then D3DRS_FILLMODE==D3DFILL_WIREFRAME else D3DRS_FILLMODE==D3DFILL_SOLID 
        bool  m_AutoChangeAdapter;          // if true, then the adapter will automatically change if the window is different monitor
        bool  m_WindowCreatedWithDefaultPositions; // if true, then CW_USEDEFAULT was used and the window should be moved to the right adapter
        int   m_ExitCode;                   // the exit code to be returned to the command line

        bool  m_DXUTInited;                 // if true, then DXUTInit() has succeeded
        bool  m_WindowCreated;              // if true, then DXUTCreateWindow() or DXUTSetWindow() has succeeded
        bool  m_DeviceCreated;              // if true, then DXUTCreateDevice() or DXUTSetD3D*Device() has succeeded

        bool  m_DXUTInitCalled;             // if true, then DXUTInit() was called
        bool  m_WindowCreateCalled;         // if true, then DXUTCreateWindow() or DXUTSetWindow() was called
        bool  m_DeviceCreateCalled;         // if true, then DXUTCreateDevice() or DXUTSetD3D*Device() was called

        bool  m_DeviceObjectsCreated;       // if true, then DeviceCreated callback has been called (if non-NULL)
        bool  m_DeviceObjectsReset;         // if true, then DeviceReset callback has been called (if non-NULL)
        bool  m_InsideDeviceCallback;       // if true, then the framework is inside an app device callback
        bool  m_InsideMainloop;             // if true, then the framework is inside the main loop
        bool  m_Active;                     // if true, then the app is the active top level window
        bool  m_TimePaused;                 // if true, then time is paused
        bool  m_RenderingPaused;            // if true, then rendering is paused
        int   m_PauseRenderingCount;        // pause rendering ref count
        int   m_PauseTimeCount;             // pause time ref count
        bool  m_DeviceLost;                 // if true, then the device is lost and needs to be reset
        bool  m_NotifyOnMouseMove;          // if true, include WM_MOUSEMOVE in mousecallback
        bool  m_Automation;                 // if true, automation is enabled
        bool  m_InSizeMove;                 // if true, app is inside a WM_ENTERSIZEMOVE
        UINT  m_TimerLastID;               // last ID of the DXUT timer
        
        int   m_OverrideForceAPI;           // if != -1, then override to use this Direct3D API version
        int   m_OverrideAdapterOrdinal;     // if != -1, then override to use this adapter ordinal
        bool  m_OverrideWindowed;           // if true, then force to start windowed
        int   m_OverrideOutput;             // if != -1, then override to use the particular output on the adapter
        bool  m_OverrideFullScreen;         // if true, then force to start full screen
        int   m_OverrideStartX;             // if != -1, then override to this X position of the window
        int   m_OverrideStartY;             // if != -1, then override to this Y position of the window
        int   m_OverrideWidth;              // if != 0, then override to this width
        int   m_OverrideHeight;             // if != 0, then override to this height
        bool  m_OverrideForceHAL;           // if true, then force to HAL device (failing if one doesn't exist)
        bool  m_OverrideForceREF;           // if true, then force to REF device (failing if one doesn't exist)
        bool  m_OverrideForcePureHWVP;      // if true, then force to use pure HWVP (failing if device doesn't support it)
        bool  m_OverrideForceHWVP;          // if true, then force to use HWVP (failing if device doesn't support it)
        bool  m_OverrideForceSWVP;          // if true, then force to use SWVP 

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