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
CPP
634 行
else if( blendFlag == 2 )
{
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 );
static double fLastTime = 0.0f;
static double interval = 0.0f;
interval = fTime - fLastTime;
if(interval<0.5f)
{
pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
}
else if (interval>0.5f && interval<1.0f)
{
pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE2X);
}
else if (interval>1.0f && interval<1.5f)
{
pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE4X);
}
else if (interval > 1.5f)
{
fLastTime = fTime;
}
wcscpy( strBlendMethod, L"黑暗贴图动画");
}
//混合纹理与材质漫反射颜色
else if( blendFlag == 3 )
{
pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00808080 );
pd3dDevice->SetLight( 0, &light );
pd3dDevice->LightEnable( 0, TRUE );
pd3dDevice->SetMaterial( &mtrl );
pd3dDevice->SetTexture( 0, g_pBaseTexture );
pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_ADD );
pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
wcscpy( strBlendMethod, L"混合纹理与材质漫反射颜色");
}
//混合黑暗贴图与材质漫反射颜色
else if( blendFlag == 4 )
{
pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00808080 );
pd3dDevice->SetLight( 0, &light );
pd3dDevice->LightEnable( 0, TRUE );
pd3dDevice->SetMaterial( &mtrl );
pd3dDevice->SetTexture( 0, g_pBaseTexture);
pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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"混合黑暗贴图与材质漫反射颜色");
}
//发光映射
else if( blendFlag == 5 )
{
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_ADD );
wcscpy( strBlendMethod, L"发光映射");
}
//细节映射
else if( blendFlag == 6 )
{
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_pDetailTexture );
pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 );
pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
hr = pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_ADDSIGNED );
if( FAILED( hr ) )
pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_MODULATE2X );
wcscpy( strBlendMethod, L"细节映射");
}
}
//-----------------------------------------------------------------------------
// Desc: 渲染场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
HRESULT hr;
//如果正在利用Direct3D设备设置对话框进行设置, 则不渲染场景
if( g_SettingsDlg.IsActive() )
{
g_SettingsDlg.OnRender( fElapsedTime );
return;
}
//清除后台颜色缓冲区和深度缓冲区
V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_ARGB(0, 45, 50, 170), 1.0f, 0) );
//渲染场景
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
//渲染图形
pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2);
//渲染文本和控件
DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
//RenderText();
//V( g_HUD.OnRender( fElapsedTime ) );
V( g_SampleUI.OnRender( fElapsedTime ) );
DXUT_EndPerfEvent();
V( pd3dDevice->EndScene() );
}
}
//-----------------------------------------------------------------------------
// Desc: 渲染文本
//-----------------------------------------------------------------------------
void RenderText()
{
CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );
//显示当前Direct3D设备状态和渲染帧速率
txtHelper.Begin();
txtHelper.SetInsertionPos( 5, 5 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( DXUTGetFrameStats(true) );
txtHelper.DrawTextLine( DXUTGetDeviceStats() );
//显示其他简要信息
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( strBlendMethod );
//显示简单帮助文本
const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
if( g_bShowHelp )
{
txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*9 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 0.75f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Controls (F1 to hide):" );
txtHelper.SetInsertionPos( 40, pd3dsdBackBuffer->Height-15*8 );
txtHelper.DrawTextLine( L"Quit: ESC" );
txtHelper.DrawTextLine( L"1 : 黑暗映射" );
txtHelper.DrawTextLine( L"2 : 黑暗贴图动画" );
txtHelper.DrawTextLine( L"3 : 混合纹理与材质漫反射颜色" );
txtHelper.DrawTextLine( L"4 : 混合黑暗贴图与材质漫反射颜色" );
txtHelper.DrawTextLine( L"5 : 发光映射" );
txtHelper.DrawTextLine( L"6 : 细节映射" );
}
else
{
txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*2 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Press F1 for help" );
}
txtHelper.End();
}
//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
bool* pbNoFurtherProcessing, void* pUserContext )
{
*pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
if( g_SettingsDlg.IsActive() )
{
g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
return 0;
}
*pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
*pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
return 0;
}
//-----------------------------------------------------------------------------
// Desc: 键盘消息处理
//-----------------------------------------------------------------------------
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
{
if( bKeyDown )
{
switch( nChar )
{
case VK_F1: g_bShowHelp = !g_bShowHelp; break;
//1键
case 49: blendFlag = 1;
break;
//2键
case 50: blendFlag = 2;
break;
//3键
case 51: blendFlag = 3;
break;
//4键
case 52: blendFlag = 4;
break;
//5键
case 53: blendFlag = 5;
break;
//6键
case 54: blendFlag = 6;
break;
}
}
}
//-----------------------------------------------------------------------------
// Desc: 处理各种控件消息
//-----------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl,
void* pUserContext )
{
switch( nControlID )
{
case IDC_TOGGLEFULLSCREEN:
DXUTToggleFullScreen();
break;
case IDC_TOGGLEREF:
DXUTToggleREF();
break;
case IDC_CHANGEDEVICE:
g_SettingsDlg.SetActive( !g_SettingsDlg.IsActive() );
break;
}
}
//-----------------------------------------------------------------------------
// Desc: 释放在OnResetDevice()中创建的资源
//-----------------------------------------------------------------------------
void CALLBACK OnLostDevice( void* pUserContext )
{
g_DialogResourceManager.OnLostDevice();
g_SettingsDlg.OnLostDevice();
if( g_pFont )
g_pFont->OnLostDevice();
SAFE_RELEASE( g_pTextSprite );
}
//------------------------------------------------------------------------------
// Desc: 释放在OnCreateDevice()中创建的资源
//------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnDestroyDevice();
g_SettingsDlg.OnDestroyDevice();
SAFE_RELEASE( g_pFont );
SAFE_RELEASE( g_pVB );
SAFE_RELEASE( g_pBaseTexture );
SAFE_RELEASE( g_pDarkTexture );
SAFE_RELEASE( g_pDetailTexture );
}
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