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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			*pDstT++ = (BYTE)iDu;
			*pDstT++ = (BYTE)iDv;
			*pDstT++ = (BYTE)uL;
			*pDstT++ = (BYTE)0L;

            // Move one pixel to the right
            pSrcB0+=4;
            pSrcB1+=4;
            pSrcB2+=4;
        }

        // Move to the next line
        pSrcCurRow += dwSrcPitch;
        pDstCurRow += dwDstPitch;
    }

    g_RealBumpMap->UnlockRect(0);
    psBumpSrc->UnlockRect(0);

    return S_OK;
}


inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); }

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

	//设置观察矩阵
	D3DXMATRIXA16 matView;
	D3DXVECTOR3 vEyePt( 0.0f, -3.0f,0.0f );
    D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec( 0.0f, 0.0f, 1.0f );
    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 );

	//设置凹凸纹理和环境光照纹理
	pd3dDevice->SetTexture( 1, g_RealBumpMap );
	pd3dDevice->SetTexture( 2, g_pEnvMapTexture );

	//设置第0层纹理阶段混合状态和纹理过滤方式
	pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
	pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
	pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
	pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

	//设置第1层纹理阶段状态(凹凸纹理)
	pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 );
	pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE );
	pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
	pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
	pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT00, F2DW(0.5f) );
	pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT01, F2DW(0.0f) );
	pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT10, F2DW(0.0f) );
	pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT11, F2DW(0.5f) );
	pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVLSCALE, F2DW(4.0f) );
	pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVLOFFSET, F2DW(0.0f) );
	pd3dDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	pd3dDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

	//设置第二层纹理阶段状态
	D3DXMATRIX mat;
	mat._11 = 0.5f; mat._12 = 0.0f; mat._13 = 0.0f; mat._14 = 0.0f; 
	mat._21 = 0.0f; mat._22 =-0.5f; mat._23 = 0.0f; mat._24 = 0.0f; 
	mat._31 = 0.0f; mat._32 = 0.0f; mat._33 = 1.0f; mat._34 = 0.0f; 
	mat._41 = 0.5f; mat._42 = 0.5f; mat._43 = 0.0f; mat._44 = 1.0f; 
	pd3dDevice->SetTransform( D3DTS_TEXTURE2, &mat );
	pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
	pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_SPHEREMAP );
	pd3dDevice->SetTextureStageState( 2, D3DTSS_COLORARG1, D3DTA_TEXTURE );
	pd3dDevice->SetTextureStageState( 2, D3DTSS_COLORARG2, D3DTA_CURRENT);
	pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP,   D3DTOP_ADD);
	pd3dDevice->SetSamplerState(2, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	pd3dDevice->SetSamplerState(2, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

	return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
						   float fElapsedTime, void* pUserContext )
{
	D3DXMATRIXA16 matWorld;
    //D3DXMatrixRotationZ( &matWorld, timeGetTime()/1000.0f );
	D3DXMatrixRotationZ( &matWorld, 0.1f*D3DX_PI );
    pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
}


//-----------------------------------------------------------------------------
// 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() ) )
    {
		//渲染地球网格模型
		for( DWORD i=0; i<g_dwNumMaterials; i++ )
		{
			pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
			pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );
			g_pMesh->DrawSubset( i );
		}

		//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( L"凹凸纹理映射" );
    
    //显示简单帮助文本
    const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
    if( g_bShowHelp )
    {
        txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*6 );
        txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 0.75f, 0.0f, 1.0f ) );
        txtHelper.DrawTextLine( L"Controls (F1 to hide):" );

        txtHelper.SetInsertionPos( 40, pd3dsdBackBuffer->Height-15*5 );
        txtHelper.DrawTextLine( L"Quit: ESC" );
    }
    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;
        }
    }
}


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

	if( g_pMeshMaterials != NULL ) 
        delete[] g_pMeshMaterials;

    if( g_pMeshTextures )
    {
        for( DWORD i = 0; i < g_dwNumMaterials; i++ )
        {
            if( g_pMeshTextures[i] )
                g_pMeshTextures[i]->Release();
        }
        delete[] g_pMeshTextures;
    }
    SAFE_RELEASE(g_pMesh);
	SAFE_RELEASE(g_pEnvMapTexture);       
    SAFE_RELEASE(g_pEarthBumpTexture);     
    SAFE_RELEASE(g_RealBumpMap);
}

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