texcolorblend.cpp

来自「DX例子中等难度的。全是新例子。VC2003」· C++ 代码 · 共 634 行 · 第 1/2 页

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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

LPDIRECT3DVERTEXBUFFER9    g_pVB            = NULL; //顶点缓冲区
LPDIRECT3DTEXTURE9         g_pBaseTexture   = NULL; //基础纹理
LPDIRECT3DTEXTURE9         g_pDarkTexture   = NULL; //黑暗纹理
LPDIRECT3DTEXTURE9         g_pDetailTexture = NULL; //细节纹理

D3DLIGHT9       light;          //灯光
D3DMATERIAL9    mtrl;           //材质

int    blendFlag   = 1;         //混合方式标志   
WCHAR  strBlendMethod[50] = L"黑暗映射"; //混合方式说明

//顶点结构与顶点格式
struct CUSTOMVERTEX
{   
	FLOAT x, y, z; 			//位置坐标
	FLOAT u,v ;				//纹理坐标
};
#define D3DFVF_CUSTOMVERTEX   (D3DFVF_XYZ| D3DFVF_TEX1)


//-----------------------------------------------------------------------------
// 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"纹理阶段颜色混合" );
	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;

	//检查当前设备是否支持多层纹理混合
	if( pCaps->MaxTextureBlendStages <= 1)
		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 ) );

	//创建纹理
	V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"wall.bmp", &g_pBaseTexture ));
	V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"dark.bmp", &g_pDarkTexture ));
	V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"detail.bmp", &g_pDetailTexture ));

	//创建顶点缓冲区
	V_RETURN( pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX), 0, 
		                     D3DFVF_CUSTOMVERTEX,  D3DPOOL_MANAGED, &g_pVB,NULL ));
	
	//填充顶点缓冲区
	CUSTOMVERTEX g_Vertices[] =	
	{
		{ -3, -3, 0.0f,  0, 1 },   
		{ -3,  3, 0.0f,  0, 0 },	
		{  3, -3, 0.0f,  1, 1 },	
		{  3,  3, 0.0f,  1, 0 }
	};

	VOID* pVertices;
	V_RETURN( g_pVB->Lock( 0, sizeof(g_Vertices), (void**)&pVertices, 0 ));
	memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
	g_pVB->Unlock();

    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 );

	//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 ) );

	//设置世界矩阵
	D3DXMATRIXA16 matWorld;
	D3DXMatrixIdentity( &matWorld );
	pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

	//设置观察矩阵
	D3DXMATRIXA16 matView;
	D3DXVECTOR3 vEyePt( 0.0f, 0.0f,-10 );
    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, 100.0f );
    pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );

	//设置灯光
	D3DXVECTOR3 vecDir;
    ZeroMemory( &light, sizeof(D3DLIGHT9) );
    light.Type       = D3DLIGHT_DIRECTIONAL;
    light.Diffuse.r  = 0.5f;
    light.Diffuse.g  = 0.5f;
    light.Diffuse.b  = 0.5f;
    vecDir = D3DXVECTOR3(0, 0, 10);    //方向光方向
	D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
  
	//设置材质
	ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
	mtrl.Ambient.r = 1.0f;
	mtrl.Ambient.g = 1.0f;
	mtrl.Ambient.b = 1.0f;
	mtrl.Ambient.a = 1.0f;
    mtrl.Diffuse.r = 0.7f;
    mtrl.Diffuse.g = 0.7f;
    mtrl.Diffuse.b = 0.7f;
    mtrl.Diffuse.a = 0.5f;

	//设置纹理过滤方式
	pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	pd3dDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	pd3dDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

    return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
						   float fElapsedTime, void* pUserContext )
{
	HRESULT hr = S_OK;

	//黑暗映射
	if( blendFlag == 1 )       
	{
		pd3dDevice->SetTexture( 0, g_pBaseTexture );
		pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
		pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
		pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );

		pd3dDevice->SetTexture( 1, g_pDarkTexture );
		pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 );
		pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
		pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
		pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_MODULATE );

		wcscpy( strBlendMethod,  L"黑暗映射");
	}

	//黑暗贴图动画

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