techniqueapplication.cpp

来自「real-time(实时渲染技术DirectX)25-30(1)」· C++ 代码 · 共 553 行 · 第 1/2 页

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		pOriginalMesh->Release();
		pOriginalMesh = NULL;
	}
	else
		m_pMesh = pOriginalMesh;

	return S_OK;
}

BOOL CTechniqueApplication::PreReset()
{
	//Delete the shaders
	m_pD3DDevice->DeleteVertexShader(m_BasicShader);
	m_pD3DDevice->DeleteVertexShader(m_VolumeShader);

	return TRUE;
}

BOOL CTechniqueApplication::PostReset()
{
	SetupDevice();

	//Recreate the shader
	if (FAILED(CreateShaders()))
		return FALSE;

	return TRUE;
}


BOOL CTechniqueApplication::PreTerminate()
{
	//Delete the shaders
	m_pD3DDevice->DeleteVertexShader(m_BasicShader);
	m_pD3DDevice->DeleteVertexShader(m_VolumeShader);
	
	//Clean up
	if (m_pPlaneVertexBuffer)
	{
		m_pPlaneVertexBuffer->Release();
		m_pPlaneVertexBuffer = NULL;
	}

	if (m_pMaskVertexBuffer)
	{
		m_pMaskVertexBuffer->Release();
		m_pMaskVertexBuffer = 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;
}


void 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);
}

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\\Basic.vsh", 
		                            0, NULL, &pShaderBuffer, &pShaderErrors)))
		return E_FAIL;

	if (FAILED(m_pD3DDevice->CreateVertexShader(Declaration, 
		                           (DWORD *)pShaderBuffer->GetBufferPointer(),
								   &m_BasicShader, 0)))
		return E_FAIL;

	//release the working buffers
	pShaderBuffer->Release();

	//Assemble and create the volume shader. Under real circumstances, you would 
	//probably want to do more error handling.
	if (FAILED(D3DXAssembleShaderFromFile("..\\media\\Shaders\\shadowvolume.vsh", 
		                            0, NULL, &pShaderBuffer, &pShaderErrors)))
		return E_FAIL;

	if (FAILED(m_pD3DDevice->CreateVertexShader(Declaration, 
		                           (DWORD *)pShaderBuffer->GetBufferPointer(),
								   &m_VolumeShader, 0)))
		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.
	pVertices[0].x = -50.0f; pVertices[0].ny = 1.0f; pVertices[0].z = -50.0f;
	pVertices[1].x =  50.0f; pVertices[1].ny = 1.0f; pVertices[1].z = -50.0f;
	pVertices[2].x = -50.0f; pVertices[2].ny = 1.0f; pVertices[2].z =  50.0f;
	pVertices[3].x =  50.0f; pVertices[3].ny = 1.0f; pVertices[3].z =  50.0f;

	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(MASK_VERTEX), 
		                                        0, D3DFVF_MASKVERTEX,
									            D3DPOOL_MANAGED,
												&m_pMaskVertexBuffer)))
		return E_FAIL;

	//Create a set of 4 vertices for the plane
	MASK_VERTEX *pMaskVertices;

	//Lock the vertex buffer, but allow writing.
	m_pMaskVertexBuffer->Lock(0, 4 * sizeof(MASK_VERTEX), (BYTE **)&pMaskVertices, 0);

	//Initialize everything to zero. If I don't set a certain attribute,
	//assume it's zero..
	memset(pMaskVertices, 0x00, 4 * sizeof(MASK_VERTEX));

	pMaskVertices[0].x = 0.0f; pMaskVertices[0].y = 0.0f;
	pMaskVertices[1].x = (float)m_WindowWidth; pMaskVertices[1].y = 0.0f;
	pMaskVertices[2].x = 0.0f; pMaskVertices[2].y = (float)m_WindowHeight;
	pMaskVertices[3].x = (float)m_WindowWidth; pMaskVertices[3].y = (float)m_WindowHeight;

	pMaskVertices[0].color = pMaskVertices[1].color = 
		                     pMaskVertices[2].color = 
							 pMaskVertices[3].color = 0x88000000;

	m_pMaskVertexBuffer->Unlock();

	return S_OK;
}

void CTechniqueApplication::RenderPlane()
{
	//This time, the plane doesn't have as much of a role in shadow generation
	//draw it once and move on. Most of the work is done on the mesh.
	D3DXMATRIX ShaderMatrix = m_ViewMatrix * m_ProjectionMatrix;
	D3DXMatrixTranspose(&ShaderMatrix, &ShaderMatrix);
	m_pD3DDevice->SetVertexShaderConstant(0, &ShaderMatrix, 4);

	//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);
}

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