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📄 volumetexture.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;          //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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