bumptexture.cpp

来自「DX例子中等难度的。全是新例子。VC2003」· C++ 代码 · 共 619 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

LPD3DXMESH                 g_pMesh          = NULL; //网格模型
D3DMATERIAL9*              g_pMeshMaterials = NULL; //模型材质
LPDIRECT3DTEXTURE9*        g_pMeshTextures  = NULL; //模型纹理
DWORD                      g_dwNumMaterials = 0L;    //模型子块数量

LPDIRECT3DTEXTURE9         g_pEnvMapTexture;        //环境纹理
LPDIRECT3DTEXTURE9         g_pEarthBumpTexture;     //轮廓纹理
LPDIRECT3DTEXTURE9         g_RealBumpMap;           //凹凸纹理

//-----------------------------------------------------------------------------
// 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"BumpTexture" );
	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凹凸纹理
	if(0 == (pCaps->TextureOpCaps&(D3DTEXOPCAPS_BUMPENVMAP|D3DTEXOPCAPS_BUMPENVMAPLUMINANCE)))
	    return false;

	//检查当前设备是否支持3层纹理混合
	if(pCaps->MaxTextureBlendStages < 3)
		return false;

	//检查当前设备是否支持设置的凹凸纹理像素格式
	if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
                                         AdapterFormat, D3DUSAGE_QUERY_LEGACYBUMPMAP,  
					                     D3DRTYPE_TEXTURE, D3DFMT_X8L8V8U8 ) ) )
        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: 辅助函数, 根据纹理文件路径提取纹理文件名
//--------------------------------------------------------------------------------------------
void RemovePathFromFileName(LPSTR pcfullname, LPWSTR pcname)
{
	// pcfullname的数据类型变换为LPWSTR
	WCHAR* wszName;
	WCHAR wszBuf[MAX_PATH];
	wszName = wszBuf;
	MultiByteToWideChar( CP_ACP, 0, pcfullname, -1, wszBuf, MAX_PATH );
	wszBuf[MAX_PATH - 1] = L'\0';
	

	LPWSTR pch=wcsrchr(wszName,'\\');
	if (pch)
		lstrcpy(pcname,++pch);
	else
		lstrcpy(pcname,wszName);
}

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

	//加载网格模型
	LPD3DXBUFFER pD3DXMtrlBuffer;
    V_RETURN( D3DXLoadMeshFromX(L"sphereearth.x", D3DXMESH_MANAGED,  pd3dDevice, NULL, 
                                &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, &g_pMesh ));
    
	//提取材质属性和纹理文件名称
    D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
    g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];
    g_pMeshTextures  = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];

    for( DWORD i=0; i<g_dwNumMaterials; i++ )
    {
        g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;
		g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse;

        WCHAR filename[256];
		RemovePathFromFileName(d3dxMaterials[i].pTextureFilename, filename);

		g_pMeshTextures[i] = NULL;
        if( d3dxMaterials[i].pTextureFilename != NULL && lstrlen(filename)>0)
        {
            //创建纹理
            V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, filename, &g_pMeshTextures[i]));
        }
    }

    pD3DXMtrlBuffer->Release();

	//创建轮廓纹理
	V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Earthbump.bmp", &g_pEarthBumpTexture ));
	
	//创建环境纹理
	V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"earthenvmap.bmp", &g_pEnvMapTexture ));

	//根据轮廓纹理计算得出凹凸纹理
	LPDIRECT3DTEXTURE9 psBumpSrc = g_pEarthBumpTexture;
    D3DSURFACE_DESC    d3dsd;
    D3DLOCKED_RECT     d3dlr;
	D3DFORMAT m_BumpMapFormat= D3DFMT_X8L8V8U8 ;
    psBumpSrc->GetLevelDesc( 0, &d3dsd );

    //创建凹凸纹理对象
    V_RETURN(pd3dDevice->CreateTexture( d3dsd.Width, d3dsd.Height, 1, 0,
                          m_BumpMapFormat, D3DPOOL_MANAGED, &g_RealBumpMap, NULL ));
    psBumpSrc->LockRect( 0, &d3dlr, 0, 0 );
    DWORD dwSrcPitch = (DWORD)d3dlr.Pitch;
    BYTE* pSrcTopRow = (BYTE*)d3dlr.pBits;
    BYTE* pSrcCurRow = pSrcTopRow;
    BYTE* pSrcBotRow = pSrcTopRow + (dwSrcPitch * (d3dsd.Height - 1) );

    g_RealBumpMap->LockRect( 0, &d3dlr, 0, 0 );
    DWORD dwDstPitch = (DWORD)d3dlr.Pitch;
    BYTE* pDstTopRow = (BYTE*)d3dlr.pBits;
    BYTE* pDstCurRow = pDstTopRow;

    for( DWORD y=0; y<d3dsd.Height; y++ )
    {
        BYTE* pSrcB0; //当前像素地址
        BYTE* pSrcB1; //当前像素下面像素的地址
        BYTE* pSrcB2; //当前像素上面像素的地址
        BYTE* pDstT;  //目标像素地址

        pSrcB0 = pSrcCurRow;

        if( y == d3dsd.Height - 1)
            pSrcB1 = pSrcTopRow;
        else
            pSrcB1 = pSrcCurRow + dwSrcPitch;

        if( y == 0 )
            pSrcB2 = pSrcBotRow;
        else
            pSrcB2 = pSrcCurRow - dwSrcPitch;

        pDstT = pDstCurRow;

        for( DWORD x=0; x<d3dsd.Width; x++ )
        {
            LONG v00; //当前像素
            LONG v01; //右边像素
            LONG vM1; //左边像素
            LONG v10; //下面像素
            LONG v1M; //上面像素

            v00 = *(pSrcB0+0);

            if( x == d3dsd.Width - 1 )
                v01 = *(pSrcCurRow);
            else
                v01 = *(pSrcB0+4);

            if( x == 0 )
                vM1 = *(pSrcCurRow + (4 * (d3dsd.Width - 1)));
            else
                vM1 = *(pSrcB0-4);
            v10 = *(pSrcB1+0);
            v1M = *(pSrcB2+0);

            LONG iDu = (vM1-v01); // The delta-u bump value
            LONG iDv = (v1M-v10); // The delta-v bump value

			// The luminance bump value
			WORD uL = ( v00>1 ) ? 63 : 127;

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