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📄 tweening.cpp

📁 DX例子中等难度的。全是新例子。VC2003
💻 CPP
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//=============================================================================
// Desc: 主程序源文件
//=============================================================================
#include "dxstdafx.h"
#include "resource.h"


//-----------------------------------------------------------------------------
// 全局变量
//-----------------------------------------------------------------------------
ID3DXFont*                 g_pFont = NULL;          //字体对象
ID3DXSprite*               g_pTextSprite = NULL;    //ID3DXSprite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

LPD3DXMESH       g_pSourceMesh;         //源网格模型
LPD3DXMESH       g_pTargetMesh;         //目标网格模型
LPD3DXMESH       g_pResultMesh;         //结果网格模型
DWORD            g_dwNumMaterials = 0L; //网格模型子块数量

LPDIRECT3DVERTEXBUFFER9  g_pSourceVB;   //源网格模型顶点缓冲区
LPDIRECT3DVERTEXBUFFER9  g_pTargetVB;   //目标网格模型顶点缓冲区
LPDIRECT3DVERTEXBUFFER9  g_pResultVB;   //结构网格模型顶点缓冲区


//-----------------------------------------------------------------------------
// 控件ID
//-----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN      1
#define IDC_TOGGLEREF             2
#define IDC_CHANGEDEVICE          3


//-----------------------------------------------------------------------------
// Desc: 网格模型顶点格式
//-----------------------------------------------------------------------------
struct D3DVERTEX
{
	float px, py, pz;
	float nx, ny, nz;
	static const DWORD FVF;
};
const DWORD D3DVERTEX::FVF = D3DFVF_XYZ|D3DFVF_NORMAL;



//-----------------------------------------------------------------------------
// 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();


//-----------------------------------------------------------------------------
// 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( true, true, true );
	DXUTSetCursorSettings( true, true );
	DXUTCreateWindow( L"Tweening" );
	DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480, 
	                  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 );

    g_HUD.SetCallback( OnGUIEvent ); int iY = 10; 
    g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 35, iY, 125, 22 );
    g_HUD.AddButton( IDC_TOGGLEREF, L"Toggle REF (F3)", 35, iY += 24, 125, 22 );
    g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 35, iY += 24, 125, 22, VK_F2 );

    g_SampleUI.SetCallback( OnGUIEvent ); iY = 10; 

}


//-----------------------------------------------------------------------------
// 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;

    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;

	//创建源网格模型
    V_RETURN( D3DXLoadMeshFromX( L"Source.x", D3DXMESH_MANAGED, 
                                   pd3dDevice, NULL, NULL, NULL, 
								   &g_dwNumMaterials, &g_pSourceMesh ));

	//创建目标网格模型
	V_RETURN( D3DXLoadMeshFromX( L"Target.x", D3DXMESH_MANAGED, 
                                   pd3dDevice, NULL, NULL, NULL, 
								   &g_dwNumMaterials, &g_pTargetMesh ));

	//以指定的顶点格式克隆源网格模型
	LPD3DXMESH pTempMesh = NULL;
	if( FAILED( g_pSourceMesh->CloneMeshFVF( g_pSourceMesh->GetOptions(), D3DFVF_XYZ|D3DFVF_NORMAL,
		pd3dDevice, &pTempMesh ) ) )
	{
		SAFE_RELEASE( pTempMesh );
		return E_FAIL;
	}
	SAFE_RELEASE( g_pSourceMesh );
	g_pSourceMesh = pTempMesh;

	//以指定的顶点格式克隆目标网格模型
	if( FAILED( g_pTargetMesh->CloneMeshFVF( g_pTargetMesh->GetOptions(), D3DFVF_XYZ|D3DFVF_NORMAL,
		pd3dDevice, &pTempMesh ) ) )
	{
		SAFE_RELEASE( pTempMesh );
		return E_FAIL;
	}
	SAFE_RELEASE( g_pTargetMesh );
	g_pTargetMesh = pTempMesh;

	//以指定的顶点格式克隆结果网格模型
	if( FAILED( g_pTargetMesh->CloneMeshFVF( g_pTargetMesh->GetOptions(), D3DFVF_XYZ|D3DFVF_NORMAL,
		pd3dDevice, &g_pResultMesh ) ) )
	{
		SAFE_RELEASE( g_pResultMesh );
		return E_FAIL;
	}

	//通过网格模型获取顶点缓冲区
	g_pSourceMesh->GetVertexBuffer(&g_pSourceVB);
	g_pTargetMesh->GetVertexBuffer(&g_pTargetVB);
	g_pResultMesh->GetVertexBuffer(&g_pResultVB);    

    V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
    V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
    
    //创建字体
    V_RETURN( D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, 
                         OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, 
                         L"Arial", &g_pFont ) );

    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() );

	//恢复字体
    if( g_pFont )
        V_RETURN( g_pFont->OnResetDevice() );
   

    V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

	//设置对话框位置和尺寸
    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-170, 0 );
    g_HUD.SetSize( 170, 170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width-170, 
		                    pBackBufferSurfaceDesc->Height-350 );
    g_SampleUI.SetSize( 170, 300 );

	//设置观察矩阵
	D3DXMATRIXA16 matView;
	D3DXVECTOR3 vEyePt( 0.0f, 0.0f,-8 );
    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;
	float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspectRatio, 1.0f, 2000.0f );
    pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );

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