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
CPP
553 行
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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