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
CPP
619 行
//=============================================================================
// 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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