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📄 meshfromobj.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"
#pragma warning(disable: 4995)
#include "resource.h"
#include "meshloader.h"
#pragma warning(default: 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

CModelViewerCamera         g_Camera;                //摄影机对象
CMeshLoader                g_MeshLoader;            //
WCHAR                      g_strFileSaveMessage[MAX_PATH] = {0};


//-----------------------------------------------------------------------------
// 控件ID
//-----------------------------------------------------------------------------
#define IDC_STATIC              -1
#define IDC_TOGGLEFULLSCREEN    1
#define IDC_TOGGLEREF           3
#define IDC_CHANGEDEVICE        4
#define IDC_SUBSET              5
#define IDC_SAVETOX             6


//-----------------------------------------------------------------------------
// 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();
void    RenderSubset( UINT iSubset, IDirect3DDevice9* pd3dDevice);
void    SaveMeshToXFile();


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

    //全屏幕时显示鼠标
    DXUTSetCursorSettings( true, true );

	//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 );
    DXUTCreateWindow( L"MeshFromOBJ" );
    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 );

	//为g_SampleUI对话框设置消息处理函数,添加控件
    g_SampleUI.SetCallback( OnGUIEvent ); iY = 10; 

    g_SampleUI.SetFont( 1, L"Arial", 14, FW_BOLD );
    CDXUTElement* pElement = g_SampleUI.GetDefaultElement( DXUT_CONTROL_STATIC, 0 );
    if( pElement )
    {
        pElement->iFont = 1;
        pElement->dwTextFormat = DT_LEFT | DT_BOTTOM;
    }

    g_SampleUI.AddStatic( IDC_STATIC, L"(S)ubset", 20, 0, 105, 25 );
    g_SampleUI.AddComboBox( IDC_SUBSET, 20, 25, 140, 24, 'S' );
    g_SampleUI.AddButton(IDC_SAVETOX, L"Save Mesh To X file",  20, 50,  140, 24, 'X');
    
}


//-----------------------------------------------------------------------------
// 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HAL设备支持反走样,则启用反走样
    CD3DEnumeration* pEnum = DXUTGetEnumeration(); 
    CD3DEnumDeviceSettingsCombo* pCombo = pEnum->GetDeviceSettingsCombo( pDeviceSettings );
    
    if( pDeviceSettings->DeviceType == D3DDEVTYPE_HAL && 
        pCombo->multiSampleTypeList.Contains( D3DMULTISAMPLE_4_SAMPLES ) )
    {
        pDeviceSettings->pp.MultiSampleType = D3DMULTISAMPLE_4_SAMPLES;
        pDeviceSettings->pp.MultiSampleQuality = 0;
    }

	//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;

    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 ) );

	//加载并创建网格模型
	V_RETURN( g_MeshLoader.Create( pd3dDevice, L"cup.obj" ) );

    //添加材质子块
    CDXUTComboBox* pComboBox = g_SampleUI.GetComboBox( IDC_SUBSET ); 
    pComboBox->RemoveAllItems();
    pComboBox->AddItem( L"All", (void*)(INT_PTR) -1 );
    
    for( UINT i=0; i < g_MeshLoader.GetNumMaterials(); i++ )
    {
        Material* pMaterial = g_MeshLoader.GetMaterial( i );
        pComboBox->AddItem( pMaterial->strName, (void*)(INT_PTR) i );
    }
    
   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() );

	//设置对框框初始位置和尺寸
    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-170, 0 );
    g_HUD.SetSize( 170, 170 );
    g_HUD.Refresh();

    g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width-170, pBackBufferSurfaceDesc->Height-350 );
    g_SampleUI.SetSize( 170, 300 );
    g_SampleUI.Refresh();

	//恢复字体
    if( g_pFont )
        V_RETURN( g_pFont->OnResetDevice() );
    
    //创建ID3DXSprite接口对象
    V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

    //设置摄影机观察参数
    D3DXVECTOR3 vecEye(2.0f, 1.0f, 0.0f);
    D3DXVECTOR3 vecAt (0.0f, 0.0f, -0.0f);
    g_Camera.SetViewParams( &vecEye, &vecAt );

	//设置摄影机投影参数
	float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
	g_Camera.SetProjParams( D3DX_PI/4, fAspectRatio, 0.1f, 1000.0f );
	g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
    
	//设置灯光
    D3DXVECTOR3 vecDir;
    D3DLIGHT9 light;
    ZeroMemory( &light, sizeof(D3DLIGHT9) );
    light.Type       = D3DLIGHT_DIRECTIONAL;
    light.Diffuse.r   = 1.0f;
    light.Diffuse.g   = 1.0f;
    light.Diffuse.b   = 1.0f;
	light.Diffuse.a   = 1.0f;
	light.Specular.r  = 1.0f;
    light.Specular.g  = 1.0f;
    light.Specular.b  = 1.0f;
	light.Specular.a  = 1.0f;
    vecDir = D3DXVECTOR3(-1.0f, 0.0f, -1.0f);
    D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
    light.Range       = 1000.0f;
    pd3dDevice->SetLight( 0, &light );
    pd3dDevice->LightEnable( 0, true );
    pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );

    //设置环境光
    pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00808080);

    return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
						    float fElapsedTime, void* pUserContext )
{
	//根据用户输入, 更新摄影机位置
    g_Camera.FrameMove( fElapsedTime );

	//设置世界矩阵
	D3DXMATRIXA16 mWorld;
	mWorld = *g_Camera.GetWorldMatrix();
	pd3dDevice->SetTransform( D3DTS_WORLD, &mWorld );

	//设置观察矩阵
    D3DXMATRIXA16 mView; 

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