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📄 progressmesh.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"
#pragma warning(disable: 4995)


//-----------------------------------------------------------------------------
// 全局变量
//-----------------------------------------------------------------------------
ID3DXFont*                 g_pFont = NULL;          //ID3DXFont字体对象
ID3DXSprite*               g_pTextSprite = NULL;    //ID3DXSprite文本精灵对象
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_pMesh          = NULL;   //原网格模型
D3DMATERIAL9*           g_pMeshMaterials = NULL;   //网格模型材质
LPDIRECT3DTEXTURE9*     g_pMeshTextures  = NULL;   //网格模型纹理
DWORD                   g_dwNumMaterials = 0L;     //材质数量
LPD3DXBUFFER            g_pAdjacencyBuffer = NULL; //网格模型面邻接信息
LPD3DXPMESH             g_pPMesh           = NULL; //层次细节网格模型


//-----------------------------------------------------------------------------
// 控件ID
//-----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN      1
#define IDC_TOGGLEREF             2
#define IDC_CHANGEDEVICE          3
#define IDC_DETAIL                4
 

//-----------------------------------------------------------------------------
// 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"ProgressMesh" );
	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 );

	//为g_HUD对话框设置消息处理函数,添加控件
    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 );

	//添加滑竿控件
	g_SampleUI.SetCallback( OnGUIEvent ); 
	g_SampleUI.AddSlider( IDC_DETAIL, 10, 36, 200, 16, 4, 4, 4 );
}


//-----------------------------------------------------------------------------
// 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: 辅助函数, 从绝对路径中提取纹理文件名
//-----------------------------------------------------------------------------
void RemovePathFromFileName(LPSTR fullPath, LPWSTR fileName)
{
	//先将fullPath的类型变换为LPWSTR
	WCHAR wszBuf[MAX_PATH];
	MultiByteToWideChar( CP_ACP, 0, fullPath, -1, wszBuf, MAX_PATH );
	wszBuf[MAX_PATH-1] = L'\0';

	WCHAR* wszFullPath = wszBuf;

	//从绝对路径中提取文件名
	LPWSTR pch=wcsrchr(wszFullPath,'\\');
	if (pch)
		lstrcpy(fileName, ++pch);
	else
		lstrcpy(fileName, wszFullPath);
}


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

    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 ) );

	//加载网格模型
	LPD3DXBUFFER pD3DXMtrlBuffer;

    V_RETURN( D3DXLoadMeshFromX( L"Dwarf.x", D3DXMESH_MANAGED, 
                                   pd3dDevice, &g_pAdjacencyBuffer, 
                                   &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, 
                                   &g_pMesh ) );

    //提取材质和纹理文件路径
    D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
    g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];
    g_pMeshTextures  = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];

    for( DWORD i=0; i<g_dwNumMaterials; i++ )
    {
        g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;
        g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse;

		//创建纹理
		WCHAR fullname[256];
		RemovePathFromFileName(d3dxMaterials[i].pTextureFilename,fullname);
		g_pMeshTextures[i] = NULL;
        if( d3dxMaterials[i].pTextureFilename != NULL  && lstrlen(fullname)>0 )
        {
           V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, fullname, &g_pMeshTextures[i] ) );
        }
    }

    pD3DXMtrlBuffer->Release();

	LPD3DXMESH pTempMesh;  //临时网格模型变量

	//整理原始网格模型
    V_RETURN( D3DXCleanMesh( D3DXCLEAN_SIMPLIFICATION, g_pMesh, 
		                           (DWORD*)g_pAdjacencyBuffer->GetBufferPointer(), &pTempMesh, 
                                   (DWORD*)g_pAdjacencyBuffer->GetBufferPointer(), NULL ) );
    SAFE_RELEASE( g_pMesh );
    g_pMesh = pTempMesh;

	//熔合重复的顶点
	D3DXWELDEPSILONS Epsilons;
    ZeroMemory( &Epsilons, sizeof(D3DXWELDEPSILONS) );
    V_RETURN( D3DXWeldVertices( g_pMesh, D3DXWELDEPSILONS_WELDPARTIALMATCHES,
		                             &Epsilons, 
	                                 (DWORD*)g_pAdjacencyBuffer->GetBufferPointer(),  
		                             (DWORD*)g_pAdjacencyBuffer->GetBufferPointer(),
									 NULL, NULL ) );

	//检查处理、简化后的网格模型是否有效
    V_RETURN(D3DXValidMesh( g_pMesh, (DWORD*)g_pAdjacencyBuffer->GetBufferPointer(), NULL ) );

	//生成层次细节网格模型
	V_RETURN(D3DXGeneratePMesh( g_pMesh, (DWORD*)g_pAdjacencyBuffer->GetBufferPointer(),
                                NULL, NULL, 1, D3DXMESHSIMP_VERTEX, &g_pPMesh ) );

	DWORD cVerticesMin = g_pPMesh->GetMinVertices();
    DWORD cVerticesMax = g_pPMesh->GetMaxVertices();

    g_SampleUI.GetSlider( IDC_DETAIL )->SetRange( cVerticesMin, cVerticesMax );
    g_SampleUI.GetSlider( IDC_DETAIL )->SetValue( cVerticesMax );
	V_RETURN(g_pPMesh->SetNumVertices(cVerticesMax));

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