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📄 dxutmisc.cpp

📁 在GPU上实现数值模拟技术(线性方程组)的通用架构
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    DXUTCache_Texture NewEntry;
    NewEntry.Location = DXUTCACHE_LOCATION_FILE;
    lstrcpyW( NewEntry.wszSource, pSrcFile );
    NewEntry.Width = Width;
    NewEntry.Height = Height;
    NewEntry.Depth = Depth;
    NewEntry.MipLevels = MipLevels;
    NewEntry.Usage = Usage;
    NewEntry.Format = Format;
    NewEntry.Pool = Pool;
    NewEntry.Type = D3DRTYPE_VOLUMETEXTURE;
    (*ppTexture)->QueryInterface( IID_IDirect3DBaseTexture9, (LPVOID*)&NewEntry.pTexture );

    m_TextureCache.Add( NewEntry );
    return S_OK;
}


//--------------------------------------------------------------------------------------
HRESULT CDXUTResourceCache::CreateVolumeTextureFromResource( LPDIRECT3DDEVICE9 pDevice, HMODULE hSrcModule, LPCTSTR pSrcResource, LPDIRECT3DVOLUMETEXTURE9 *ppVolumeTexture )
{
    return CreateVolumeTextureFromResourceEx( pDevice, hSrcModule, pSrcResource, D3DX_DEFAULT, D3DX_DEFAULT,
                                              D3DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED,
                                              D3DX_DEFAULT, D3DX_DEFAULT, 0, NULL, NULL, ppVolumeTexture );
}


//--------------------------------------------------------------------------------------
HRESULT CDXUTResourceCache::CreateVolumeTextureFromResourceEx( LPDIRECT3DDEVICE9 pDevice, HMODULE hSrcModule, LPCTSTR pSrcResource, UINT Width, UINT Height, UINT Depth, UINT MipLevels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, DWORD Filter, DWORD MipFilter, D3DCOLOR ColorKey, D3DXIMAGE_INFO *pSrcInfo, PALETTEENTRY *pPalette, LPDIRECT3DVOLUMETEXTURE9 *ppVolumeTexture )
{
    // Search the cache for a matching entry.
    for( int i = 0; i < m_TextureCache.GetSize(); ++i )
    {
        DXUTCache_Texture &Entry = m_TextureCache[i];
        if( Entry.Location == DXUTCACHE_LOCATION_RESOURCE &&
            Entry.hSrcModule == hSrcModule &&
            !lstrcmpW( Entry.wszSource, pSrcResource ) &&
            Entry.Width == Width &&
            Entry.Height == Height &&
            Entry.Depth == Depth &&
            Entry.MipLevels == MipLevels &&
            Entry.Usage == Usage &&
            Entry.Format == Format &&
            Entry.Pool == Pool &&
            Entry.Type == D3DRTYPE_VOLUMETEXTURE )
        {
            // A match is found. Obtain the IDirect3DVolumeTexture9 interface and return that.
            return Entry.pTexture->QueryInterface( IID_IDirect3DVolumeTexture9, (LPVOID*)ppVolumeTexture );
        }
    }

    HRESULT hr;

    // No matching entry.  Load the resource and create a new entry.
    hr = D3DXCreateVolumeTextureFromResourceEx( pDevice, hSrcModule, pSrcResource, Width, Height, Depth, MipLevels, Usage,
                                                Format, Pool, Filter, MipFilter, ColorKey, pSrcInfo, pPalette, ppVolumeTexture );
    if( FAILED( hr ) )
        return hr;

    DXUTCache_Texture NewEntry;
    NewEntry.Location = DXUTCACHE_LOCATION_RESOURCE;
    NewEntry.hSrcModule = hSrcModule;
    lstrcpyW( NewEntry.wszSource, pSrcResource );
    NewEntry.Width = Width;
    NewEntry.Height = Height;
    NewEntry.Depth = Depth;
    NewEntry.MipLevels = MipLevels;
    NewEntry.Usage = Usage;
    NewEntry.Format = Format;
    NewEntry.Pool = Pool;
    NewEntry.Type = D3DRTYPE_VOLUMETEXTURE;
    (*ppVolumeTexture)->QueryInterface( IID_IDirect3DBaseTexture9, (LPVOID*)&NewEntry.pTexture );

    m_TextureCache.Add( NewEntry );
    return S_OK;
}


//--------------------------------------------------------------------------------------
HRESULT CDXUTResourceCache::CreateFont( LPDIRECT3DDEVICE9 pDevice, UINT Height, UINT Width, UINT Weight, UINT MipLevels, BOOL Italic, DWORD CharSet, DWORD OutputPrecision, DWORD Quality, DWORD PitchAndFamily, LPCTSTR pFacename, LPD3DXFONT *ppFont )
{
    D3DXFONT_DESCW Desc;
    
    Desc.Height = Height;
    Desc.Width = Width;
    Desc.Weight = Weight;
    Desc.MipLevels = MipLevels;
    Desc.Italic = Italic;
    Desc.CharSet = (BYTE)CharSet;
    Desc.OutputPrecision = (BYTE)OutputPrecision;
    Desc.Quality = (BYTE)Quality;
    Desc.PitchAndFamily = (BYTE)PitchAndFamily;
    wcsncpy( Desc.FaceName, pFacename, LF_FACESIZE );
    Desc.FaceName[LF_FACESIZE - 1] = L'\0';

    return CreateFontIndirect( pDevice, &Desc, ppFont );
}


//--------------------------------------------------------------------------------------
HRESULT CDXUTResourceCache::CreateFontIndirect( LPDIRECT3DDEVICE9 pDevice, CONST D3DXFONT_DESC *pDesc, LPD3DXFONT *ppFont )
{
    // Search the cache for a matching entry.
    for( int i = 0; i < m_FontCache.GetSize(); ++i )
    {
        DXUTCache_Font &Entry = m_FontCache[i];

        if( Entry.Width == pDesc->Width &&
            Entry.Height == pDesc->Height &&
            Entry.Weight == pDesc->Weight &&
            Entry.MipLevels == pDesc->MipLevels &&
            Entry.Italic == pDesc->Italic &&
            Entry.CharSet == pDesc->CharSet &&
            Entry.OutputPrecision == pDesc->OutputPrecision &&
            Entry.Quality == pDesc->Quality &&
            Entry.PitchAndFamily == pDesc->PitchAndFamily &&
            CompareString( LOCALE_USER_DEFAULT, NORM_IGNORECASE,
                           Entry.FaceName, -1,
                           pDesc->FaceName, -1 ) == CSTR_EQUAL )
        {
            // A match is found.  Increment the reference and return the ID3DXFont object.
            Entry.pFont->AddRef();
            *ppFont = Entry.pFont;
            return S_OK;
        }
    }

    HRESULT hr;

    // No matching entry.  Load the resource and create a new entry.
    hr = D3DXCreateFontIndirect( pDevice, pDesc, ppFont );
    if( FAILED( hr ) )
        return hr;

    DXUTCache_Font NewEntry;
    (D3DXFONT_DESC &)NewEntry = *pDesc;
    NewEntry.pFont = *ppFont;
    NewEntry.pFont->AddRef();

    m_FontCache.Add( NewEntry );
    return S_OK;
}


//--------------------------------------------------------------------------------------
HRESULT CDXUTResourceCache::CreateEffectFromFile( LPDIRECT3DDEVICE9 pDevice, LPCTSTR pSrcFile, const D3DXMACRO *pDefines, LPD3DXINCLUDE pInclude, DWORD Flags, LPD3DXEFFECTPOOL pPool, LPD3DXEFFECT *ppEffect, LPD3DXBUFFER *ppCompilationErrors )
{
    // Search the cache for a matching entry.
    for( int i = 0; i < m_EffectCache.GetSize(); ++i )
    {
        DXUTCache_Effect &Entry = m_EffectCache[i];

        if( Entry.Location == DXUTCACHE_LOCATION_FILE &&
            !lstrcmpW( Entry.wszSource, pSrcFile ) &&
            Entry.dwFlags == Flags )
        {
            // A match is found.  Increment the ref coutn and return the ID3DXEffect object.
            *ppEffect = Entry.pEffect;
            (*ppEffect)->AddRef();
            return S_OK;
        }
    }

    HRESULT hr;

    // No matching entry.  Load the resource and create a new entry.
    hr = D3DXCreateEffectFromFile( pDevice, pSrcFile, pDefines, pInclude, Flags, pPool, ppEffect, ppCompilationErrors );
    if( FAILED( hr ) )
        return hr;

    DXUTCache_Effect NewEntry;
    NewEntry.Location = DXUTCACHE_LOCATION_FILE;
    lstrcpyW( NewEntry.wszSource, pSrcFile );
    NewEntry.dwFlags = Flags;
    NewEntry.pEffect = *ppEffect;
    NewEntry.pEffect->AddRef();

    m_EffectCache.Add( NewEntry );
    return S_OK;
}


//--------------------------------------------------------------------------------------
HRESULT CDXUTResourceCache::CreateEffectFromResource( LPDIRECT3DDEVICE9 pDevice, HMODULE hSrcModule, LPCTSTR pSrcResource, const D3DXMACRO *pDefines, LPD3DXINCLUDE pInclude, DWORD Flags, LPD3DXEFFECTPOOL pPool, LPD3DXEFFECT *ppEffect, LPD3DXBUFFER *ppCompilationErrors )
{
    // Search the cache for a matching entry.
    for( int i = 0; i < m_EffectCache.GetSize(); ++i )
    {
        DXUTCache_Effect &Entry = m_EffectCache[i];

        if( Entry.Location == DXUTCACHE_LOCATION_RESOURCE &&
            Entry.hSrcModule == hSrcModule &&
            !lstrcmpW( Entry.wszSource, pSrcResource ) &&
            Entry.dwFlags == Flags )
        {
            // A match is found.  Increment the ref coutn and return the ID3DXEffect object.
            *ppEffect = Entry.pEffect;
            (*ppEffect)->AddRef();
            return S_OK;
        }
    }

    HRESULT hr;

    // No matching entry.  Load the resource and create a new entry.
    hr = D3DXCreateEffectFromResource( pDevice, hSrcModule, pSrcResource, pDefines, pInclude, Flags,
                                       pPool, ppEffect, ppCompilationErrors );
    if( FAILED( hr ) )
        return hr;

    DXUTCache_Effect NewEntry;
    NewEntry.Location = DXUTCACHE_LOCATION_RESOURCE;
    NewEntry.hSrcModule = hSrcModule;
    lstrcpyW( NewEntry.wszSource, pSrcResource );
    NewEntry.dwFlags = Flags;
    NewEntry.pEffect = *ppEffect;
    NewEntry.pEffect->AddRef();

    m_EffectCache.Add( NewEntry );
    return S_OK;
}


//--------------------------------------------------------------------------------------
// Device event callbacks
//--------------------------------------------------------------------------------------


//--------------------------------------------------------------------------------------
HRESULT CDXUTResourceCache::OnCreateDevice( IDirect3DDevice9 *pd3dDevice )
{
    return S_OK;
}


//--------------------------------------------------------------------------------------
HRESULT CDXUTResourceCache::OnResetDevice( IDirect3DDevice9 *pd3dDevice )
{
    // Call OnResetDevice on all effect and font objects
    for( int i = 0; i < m_EffectCache.GetSize(); ++i )
        m_EffectCache[i].pEffect->OnResetDevice();
    for( int i = 0; i < m_FontCache.GetSize(); ++i )
        m_FontCache[i].pFont->OnResetDevice();


    return S_OK;
}


//--------------------------------------------------------------------------------------
HRESULT CDXUTResourceCache::OnLostDevice()
{
    // Call OnLostDevice on all effect and font objects
    for( int i = 0; i < m_EffectCache.GetSize(); ++i )
        m_EffectCache[i].pEffect->OnLostDevice();
    for( int i = 0; i < m_FontCache.GetSize(); ++i )
        m_FontCache[i].pFont->OnLostDevice();

    // Release all the default pool textures
    for( int i = m_TextureCache.GetSize() - 1; i >= 0; --i )
        if( m_TextureCache[i].Pool == D3DPOOL_DEFAULT )
        {
            SAFE_RELEASE( m_TextureCache[i].pTexture );
            m_TextureCache.Remove( i );  // Remove the entry
        }

    return S_OK;
}


//--------------------------------------------------------------------------------------
HRESULT CDXUTResourceCache::OnDestroyDevice()
{
    // Release all resources
    for( int i = m_EffectCache.GetSize() - 1; i >= 0; --i )
    {
        SAFE_RELEASE( m_EffectCache[i].pEffect );
        m_EffectCache.Remove( i );
    }
    for( int i = m_FontCache.GetSize() - 1; i >= 0; --i )
    {
        SAFE_RELEASE( m_FontCache[i].pFont );
        m_FontCache.Remove( i );
    }
    for( int i = m_TextureCache.GetSize() - 1; i >= 0; --i )
    {
        SAFE_RELEASE( m_TextureCache[i].pTexture );
        m_TextureCache.Remove( i );
    }

    return S_OK;
}


//--------------------------------------------------------------------------------------
CD3DArcBall::CD3DArcBall()
{
    Reset();
    m_vDownPt = D3DXVECTOR3(0,0,0);
    m_vCurrentPt = D3DXVECTOR3(0,0,0);
    m_Offset.x = m_Offset.y = 0;

    RECT rc;
    GetClientRect( GetForegroundWindow(), &rc );
    SetWindow( rc.right, rc.bottom );
}





//--------------------------------------------------------------------------------------
void CD3DArcBall::Reset()
{
    D3DXQuaternionIdentity( &m_qDown );
    D3DXQuaternionIdentity( &m_qNow );
    D3DXMatrixIdentity( &m_mRotation );
    D3DXMatrixIdentity( &m_mTranslation );
    D3DXMatrixIdentity( &m_mTranslationDelta );
    m_bDrag = FALSE;
    m_fRadiusTranslation = 1.0f;
    m_fRadius = 1.0f;
}




//--------------------------------------------------------------------------------------
D3DXVECTOR3 CD3DArcBall::ScreenToVector( float fScreenPtX, float fScreenPtY )
{
    // Scale to screen
    FLOAT x   = -(fScreenPtX - m_Offset.x - m_nWidth/2)  / (m_fRadius*m_nWidth/2);
    FLOAT y   =  (fScreenPtY - m_Offset.y - m_nHeight/2) / (m_fRadius*m_nHeight/2);

    FLOAT z   = 0.0f;
    FLOAT mag = x*x + y*y;

    if( mag > 1.0f )
    {
        FLOAT scale = 1.0f/sqrtf(mag);
        x *= scale;
        y *= scale;
    }
    else
        z = sqrtf( 1.0f - mag );

    // Return vector
    return D3DXVECTOR3( x, y, z );
}

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