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📄 techniqueapplication.cpp

📁 real-time(实时渲染技术DirectX)30(2)-36
💻 CPP
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{
	//Delete the shaders
	m_pD3DDevice->DeleteVertexShader(m_BasicShader);

	//Get rid of all the render target objects
	CleanUpTarget();
	
	//Clean up
	if (m_pDisplayVertexBuffer)
	{
		m_pDisplayVertexBuffer->Release();
		m_pDisplayVertexBuffer = 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_A8R8G8B8,
								 D3DPOOL_DEFAULT, &m_pDisplayTexture)))
		return E_FAIL;

	//Create the target depth buffer
	if (FAILED(m_pD3DDevice->CreateDepthStencilSurface(TEX_DIMENSION, 
		                                               TEX_DIMENSION,
													   D3DFMT_D24S8,
													   D3DMULTISAMPLE_NONE,
													   &m_pDisplayZSurface)))
		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_pDisplayTexture->GetSurfaceLevel(0, &m_pDisplayTextureSurface)))
		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\\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();

	return S_OK;
}

void CTechniqueApplication::PreRender()
{
	//Don't Clear...

	//Call BeginScene to set up the device
	m_pD3DDevice->BeginScene();
		
	return;
}


HRESULT CTechniqueApplication::CreateDisplayBuffer()
{
	//Also, create the mask vertex buffer
	if (FAILED(m_pD3DDevice->CreateVertexBuffer(4 * sizeof(DISPLAY_VERTEX), 
		                                        0, D3DFVF_DISPLAYVERTEX,
									            D3DPOOL_MANAGED,
												&m_pDisplayVertexBuffer)))
		return E_FAIL;

	//Create a set of 4 vertices for the texture viewing surface
	DISPLAY_VERTEX *pDisplayVertices;

	//Lock the vertex buffer, but allow writing.
	m_pDisplayVertexBuffer->Lock(0, 4 * sizeof(DISPLAY_VERTEX), (BYTE **)&pDisplayVertices, 0);

	//Base the vertex extents on the viewport size. This does not handle cases where the
	//viewport may change size.
	D3DVIEWPORT8 Viewport;
	m_pD3DDevice->GetViewport(&Viewport);
	DWORD X1 = Viewport.X;
	DWORD Y1 = Viewport.Y;
	DWORD X2 = Viewport.X + Viewport.Width;
	DWORD Y2 = Viewport.Y + Viewport.Height;

	//Also, use the viewport specs to define texture coordinates
	float UMax = (float)Viewport.Width  / (float)TEX_DIMENSION;
	float VMax = (float)Viewport.Height / (float)TEX_DIMENSION;

	//Set up the 4 corners of a small square
	pDisplayVertices[0].x = X1;     pDisplayVertices[0].y = Y1;
	pDisplayVertices[0].z = 1.0f;   pDisplayVertices[0].rhw = 1.0f;
	pDisplayVertices[0].u = 0.0f;   pDisplayVertices[0].v = 0.0f;

	pDisplayVertices[1].x = X1;     pDisplayVertices[1].y = Y2;
	pDisplayVertices[1].u = 0.0f;   pDisplayVertices[1].v = VMax;
	pDisplayVertices[1].z = 1.0f;   pDisplayVertices[1].rhw = 1.0f;

	pDisplayVertices[2].x = X2;     pDisplayVertices[2].y = Y1;
	pDisplayVertices[2].u = UMax;   pDisplayVertices[2].v = 0.0f;
	pDisplayVertices[2].z = 1.0f;   pDisplayVertices[2].rhw = 1.0f;

	pDisplayVertices[3].x = X2;     pDisplayVertices[3].y = Y2;
	pDisplayVertices[3].u = UMax;   pDisplayVertices[3].v = VMax;
	pDisplayVertices[3].z = 1.0f;   pDisplayVertices[3].rhw = 1.0f;

	pDisplayVertices[0].color = pDisplayVertices[1].color = 
	pDisplayVertices[2].color = pDisplayVertices[3].color = 0xffffffff;

	m_pDisplayVertexBuffer->Unlock();

	return S_OK;
}

void CTechniqueApplication::CleanUpTarget()
{
	if (m_pDisplayTextureSurface)
	{
		m_pDisplayTextureSurface->Release();
		m_pDisplayTextureSurface = NULL;
	}

	if (m_pDisplayTexture)
	{
		m_pDisplayTexture->Release();
		m_pDisplayTexture = NULL;
	}

	if (m_pDisplayZSurface)
	{
		m_pDisplayZSurface->Release();
		m_pDisplayZSurface = NULL;
	}

	if (m_pBackBuffer)
	{
		m_pBackBuffer->Release();
		m_pBackBuffer = NULL;
	}

	if (m_pZBuffer)
	{
		m_pZBuffer->Release();
		m_pZBuffer = NULL;
	}
}

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