techniqueapplication.cpp
来自「real-time(实时渲染技术DirectX)25-30(1)」· C++ 代码 · 共 634 行 · 第 1/2 页
CPP
634 行
//Clean up
if (m_pPlaneVertexBuffer)
{
m_pPlaneVertexBuffer->Release();
m_pPlaneVertexBuffer = NULL;
}
if (m_pTestVertexBuffer)
{
m_pTestVertexBuffer->Release();
m_pTestVertexBuffer = NULL;
}
if (m_pMeshVertexBuffer)
{
m_pMeshVertexBuffer->Release();
m_pMeshVertexBuffer = NULL;
}
if (m_pMeshIndexBuffer)
{
m_pMeshIndexBuffer->Release();
m_pMeshIndexBuffer = NULL;
}
if (m_pMesh)
{
m_pMesh->Release();
m_pMesh = NULL;
}
if (m_pMeshMaterials)
{
delete m_pMeshMaterials;
m_pMeshMaterials = NULL;
}
return TRUE;
}
HRESULT CTechniqueApplication::SetupDevice()
{
//Do all the basic setup
RECT WindowRect;
GetClientRect(m_hWnd, &WindowRect);
D3DXMatrixPerspectiveFovLH(&m_ProjectionMatrix,
D3DX_PI / 4,
(float)(WindowRect.right - WindowRect.left) /
(float)(WindowRect.bottom - WindowRect.top),
1.0f, 1000.0f);
D3DXMatrixIdentity(&m_WorldMatrix);
//Create the shadow render target. This will be used to render the light
//view depth.
if (FAILED(D3DXCreateTexture(m_pD3DDevice, TEX_DIMENSION, TEX_DIMENSION, 1,
D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8,
D3DPOOL_DEFAULT, &m_pShadowTexture)))
return E_FAIL;
//Create the target depth buffer
if (FAILED(m_pD3DDevice->CreateDepthStencilSurface(TEX_DIMENSION,
TEX_DIMENSION,
D3DFMT_D24S8,
D3DMULTISAMPLE_NONE,
&m_pShadowZSurface)))
return E_FAIL;
//Keep a handle to the back buffer for easy swapping
if (FAILED(m_pD3DDevice->GetRenderTarget(&m_pBackBuffer)))
return E_FAIL;
//Same for the depth buffer
if (FAILED(m_pD3DDevice->GetDepthStencilSurface(&m_pZBuffer)))
return E_FAIL;
//Get the top level surface of the target texture.
if (FAILED(m_pShadowTexture->GetSurfaceLevel(0, &m_pShadowTextureSurface)))
return E_FAIL;
return S_OK;
}
HRESULT CTechniqueApplication::ExtractBuffers()
{
//Get the buffers
m_pMesh->GetVertexBuffer(&m_pMeshVertexBuffer);
m_pMesh->GetIndexBuffer(&m_pMeshIndexBuffer);
MESH_VERTEX *pMeshVertices;
short *pIndices;
DWORD *pAttribs;
//Lock the vertex buffer, but allow writing.
m_pMeshVertexBuffer->Lock(0,
m_pMesh->GetNumVertices() * sizeof(MESH_VERTEX),
(BYTE **)&pMeshVertices, 0);
//We only need to read the indices
m_pMeshIndexBuffer->Lock(0, 3 * m_pMesh->GetNumFaces() * sizeof(short),
(BYTE **)&pIndices, D3DLOCK_READONLY);
//The attribute buffer maps the materials to each face.
m_pMesh->LockAttributeBuffer(D3DLOCK_READONLY, &pAttribs);
//Loop through each face and set the vertex color based on the material.
//This is a pretty simple example, but you could also use this to preload
//other data, such as converting colors to data that the vertex shader
//may use in computations.
for (long Face = 0; Face < m_pMesh->GetNumFaces(); Face++)
{
D3DXCOLOR Diffuse = (D3DXCOLOR)m_pMeshMaterials[pAttribs[Face]].Diffuse;
pMeshVertices[pIndices[Face * 3 + 0]].color = Diffuse;
pMeshVertices[pIndices[Face * 3 + 1]].color = Diffuse;
pMeshVertices[pIndices[Face * 3 + 2]].color = Diffuse;
}
//Give back all of our buffers.
m_pMeshVertexBuffer->Unlock();
m_pMeshIndexBuffer->Unlock();
m_pMesh->UnlockAttributeBuffer();
return S_OK;
}
HRESULT CTechniqueApplication::CreateShaders()
{
//Set up the declaration to match the FVF and to
//read from stream zero.
DWORD Declaration[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION,D3DVSDT_FLOAT3),
D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_FLOAT3),
D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR),
D3DVSD_END()
};
ID3DXBuffer* pShaderBuffer;
ID3DXBuffer* pShaderErrors;
//Assemble and create the first shader. Under real circumstances, you would
//probably want to do more error handling.
if (FAILED(D3DXAssembleShaderFromFile("..\\media\\Shaders\\CompareDepth.vsh",
0, NULL, &pShaderBuffer, &pShaderErrors)))
return E_FAIL;
if (FAILED(m_pD3DDevice->CreateVertexShader(Declaration,
(DWORD *)pShaderBuffer->GetBufferPointer(),
&m_CompareShader, 0)))
return E_FAIL;
//release the working buffers
pShaderBuffer->Release();
//Assemble and create the second shader. Under real circumstances, you would
//probably want to do more error handling.
if (FAILED(D3DXAssembleShaderFromFile("..\\media\\Shaders\\EncodeDepth.vsh",
0, NULL, &pShaderBuffer, &pShaderErrors)))
return E_FAIL;
if (FAILED(m_pD3DDevice->CreateVertexShader(Declaration,
(DWORD *)pShaderBuffer->GetBufferPointer(),
&m_DistanceShader, 0)))
return E_FAIL;
//release the working buffers
pShaderBuffer->Release();
//Assemble and create the pixel shader. Under real circumstances, you would
//probably want to do more error handling.
if (FAILED(D3DXAssembleShaderFromFile("..\\media\\Shaders\\ShadowMap.psh",
0, NULL, &pShaderBuffer, &pShaderErrors)))
return E_FAIL;
if (FAILED(m_pD3DDevice->CreatePixelShader(
(DWORD *)pShaderBuffer->GetBufferPointer(),
&m_PixelShader)))
return E_FAIL;
//release the working buffers
pShaderBuffer->Release();
return S_OK;
}
void CTechniqueApplication::PreRender()
{
//Clear the device
m_pD3DDevice->Clear(0, NULL,
D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(100, 100, 200), 1.0f, 0);
//Call BeginScene to set up the device
m_pD3DDevice->BeginScene();
return;
}
HRESULT CTechniqueApplication::CreatePlaneBuffers()
{
//Create as managed so we don't have to worry about recreating it
//if the device is lost.
if (FAILED(m_pD3DDevice->CreateVertexBuffer(4 * sizeof(MESH_VERTEX),
0, D3DFVF_MESHVERTEX,
D3DPOOL_MANAGED,
&m_pPlaneVertexBuffer)))
return E_FAIL;
//Create a set of 4 vertices for the plane
MESH_VERTEX *pVertices;
//Lock the vertex buffer, but allow writing.
m_pPlaneVertexBuffer->Lock(0, 4 * sizeof(MESH_VERTEX), (BYTE **)&pVertices, 0);
//Initialize everything to zero. If I don't set a certain attribute,
//assume it's zero..
memset(pVertices, 0x00, 4 * sizeof(MESH_VERTEX));
//WARNING - this is a bit confusing. I'm setting X and Z positions, but
//I'm setting the y *Normal* value. If you don't read closely, it
//might be very confusing.
float Size = 50.0f;
pVertices[0].x = -Size; pVertices[0].ny = 1.0f; pVertices[0].z = -Size;
pVertices[1].x = Size; pVertices[1].ny = 1.0f; pVertices[1].z = -Size;
pVertices[2].x = -Size; pVertices[2].ny = 1.0f; pVertices[2].z = Size;
pVertices[3].x = Size; pVertices[3].ny = 1.0f; pVertices[3].z = Size;
pVertices[0].color = pVertices[1].color =
pVertices[2].color = pVertices[3].color = 0xffffffff;
m_pPlaneVertexBuffer->Unlock();
//Also, create the mask vertex buffer
if (FAILED(m_pD3DDevice->CreateVertexBuffer(4 * sizeof(TEST_VERTEX),
0, D3DFVF_TESTVERTEX,
D3DPOOL_MANAGED,
&m_pTestVertexBuffer)))
return E_FAIL;
//Create a set of 4 vertices for the texture viewing surface
TEST_VERTEX *pTestVertices;
//Lock the vertex buffer, but allow writing.
m_pTestVertexBuffer->Lock(0, 4 * sizeof(TEST_VERTEX), (BYTE **)&pTestVertices, 0);
//Set up the 4 corners of a small square
pTestVertices[0].x = 500.0f; pTestVertices[0].y = 0.0f;
pTestVertices[0].z = 1.0f; pTestVertices[0].rhw = 1.0f;
pTestVertices[0].u = 0.0f; pTestVertices[0].v = 0.0f;
pTestVertices[1].x = 500.0f; pTestVertices[1].y = 100.0f;
pTestVertices[1].u = 0.0f; pTestVertices[1].v = 1.0f;
pTestVertices[1].z = 1.0f; pTestVertices[1].rhw = 1.0f;
pTestVertices[2].x = 600.0f; pTestVertices[2].y = 0.0f;
pTestVertices[2].u = 1.0f; pTestVertices[2].v = 0.0f;
pTestVertices[2].z = 1.0f; pTestVertices[2].rhw = 1.0f;
pTestVertices[3].x = 600.0f; pTestVertices[3].y = 100.0f;
pTestVertices[3].u = 1.0f; pTestVertices[3].v = 1.0f;
pTestVertices[3].z = 1.0f; pTestVertices[3].rhw = 1.0f;
m_pTestVertexBuffer->Unlock();
return S_OK;
}
void CTechniqueApplication::RenderPlane()
{
//Draw the mesh
m_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
m_pD3DDevice->SetStreamSource(0, m_pPlaneVertexBuffer, sizeof(MESH_VERTEX));
m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
m_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
}
void CTechniqueApplication::CleanUpTarget()
{
if (m_pShadowTexture)
{
m_pShadowTexture->Release();
m_pShadowTexture = NULL;
}
if (m_pShadowTextureSurface)
{
m_pShadowTextureSurface->Release();
m_pShadowTextureSurface = NULL;
}
if (m_pShadowZSurface)
{
m_pShadowZSurface->Release();
m_pShadowZSurface = NULL;
}
if (m_pBackBuffer)
{
m_pBackBuffer->Release();
m_pBackBuffer = NULL;
}
if (m_pZBuffer)
{
m_pZBuffer->Release();
m_pZBuffer = NULL;
}
}
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