📄 volumetexture.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; //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; //
CDXUTDialog g_SampleUI; //
LPDIRECT3DVOLUMETEXTURE9 g_pVolumeTexture = NULL; //立体纹理
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; //顶点缓冲区
//顶点结构和顶点格式
struct CUSTOMVERTEX
{
FLOAT x, y, z;
FLOAT tu, tv, tw;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0))
//-----------------------------------------------------------------------------
// 控件ID
//-----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN 1
#define IDC_TOGGLEREF 2
#define IDC_CHANGEDEVICE 3
//-----------------------------------------------------------------------------
// 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"Volume Texture" );
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 );
}
//-----------------------------------------------------------------------------
// 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;
//检查是否支持立体纹理
if( 0 == ( pCaps->TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP ) )
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;
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 ) );
//设置顶点数据
CUSTOMVERTEX g_Vertices[] =
{
{ -3.0f, -3.0f, 0.0f, 0.0f, 1.0f, 0.0f},
{ -3.0f, 3.0f, 0.0f, 0.0f, 0.0f, 0.0f},
{ 3.0f, -3.0f, 0.0f, 1.0f, 1.0f, 0.0f},
{ 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, 0.0f}
};
//创建顶点缓冲区
if( FAILED( pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_MANAGED, &g_pVB,NULL ) ) )
{
return E_FAIL;
}
//填充顶点数据
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
g_pVB->Unlock();
//创建立体纹理
hr = pd3dDevice->CreateVolumeTexture( 16, 16, 16, 1, 0,
D3DFMT_A8R8G8B8, D3DPOOL_MANAGED,
&g_pVolumeTexture, NULL );
if( FAILED(hr) )
return hr;
//填充立体纹理
D3DLOCKED_BOX LockedBox;
hr = g_pVolumeTexture->LockBox( 0, &LockedBox, 0, 0 );
if( FAILED(hr) )
return hr;
for( UINT w=0; w<16; w++ )
{
BYTE* pSliceStart = (BYTE*)LockedBox.pBits;
for( UINT v=0; v<16; v++ )
{
for( UINT u=0; u<16; u++ )
{
FLOAT du = (u-7.5f)/7.5f;
FLOAT dv = (v-7.5f)/7.5f;
FLOAT dw = (w-7.5f)/7.5f;
FLOAT fScale = sqrtf( du*du + dv*dv + dw*dw ) / sqrtf(1.0f);
if( fScale > 1.0f ) fScale = 0.0f;
else fScale = 1.0f - fScale;
DWORD r = (DWORD)((w<<4)*fScale);
DWORD g = (DWORD)((v<<4)*fScale);
DWORD b = (DWORD)((u<<4)*fScale);
((DWORD*)LockedBox.pBits)[u] = 0xff000000 + (r<<16) + (g<<8) + (b);
}
LockedBox.pBits = (BYTE*)LockedBox.pBits + LockedBox.RowPitch;
}
LockedBox.pBits = pSliceStart + LockedBox.SlicePitch;
}
g_pVolumeTexture->UnlockBox( 0 );
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