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📄 ch16p1_simpleblur.cpp

📁 游戏开发特殊技巧-special.effects.game.programming
💻 CPP
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/*
#############################################################################

  Ch16p1_SimpleBlur.cpp: a program that demonstrates the fire algorithm,
  without any annoying bells and/or whistles.
  
#############################################################################
*/

// include files ////////////////////////////////////////////////////////////
#define STRICT
#include <stdio.h>
#include <math.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "D3DHelperFuncs.h"
#include "Ch16p1_resource.h"
#include "Ch16p1_ImageManipulator.h"

// A structure for our custom vertex type. 
struct CUSTOMVERTEX
{
  D3DXVECTOR3 position; // The position
  D3DCOLOR    color;    // The color
  FLOAT       tu, tv;   // The texture coordinates
};

// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)

//-----------------------------------------------------------------------------
// Name: class CMyD3DApplication
// Desc: Application class. The base class (CD3DApplication) provides the 
//       generic functionality needed in all Direct3D samples. CMyD3DApplication 
//       adds functionality specific to this sample program.
//-----------------------------------------------------------------------------
class CMyD3DApplication : public CD3DApplication
{
  // Font for drawing text
  CD3DFont* m_pFont;
  CD3DFont* m_pFontSmall;

  // Scene
  LPDIRECT3DVERTEXBUFFER8 m_pVB;
  
  DWORD        m_dwNumVertices;
  
  // Transforms
  D3DXMATRIX  m_matPosition;
  D3DXMATRIX  m_matView;
  D3DXMATRIX  m_matProj;

  // original and scratch textures
  LPDIRECT3DTEXTURE8 m_pOrigTexture;
  LPDIRECT3DTEXTURE8 m_pBlurredTexture;
  
  // width and height of texture image
  int m_iTextureWidth, m_iTextureHeight;
  
protected:
  void ProcessFeedback();
  HRESULT OneTimeSceneInit();
  HRESULT InitDeviceObjects();
  HRESULT RestoreDeviceObjects();
  HRESULT InvalidateDeviceObjects();
  HRESULT DeleteDeviceObjects();
  HRESULT FinalCleanup();
  HRESULT Render();
  HRESULT FrameMove();
  HRESULT ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format );
  LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );

public:
  CMyD3DApplication();
};

//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point to the program. Initializes everything, and goes into a
//       message-processing loop. Idle time is used to render the scene.
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
  CMyD3DApplication d3dApp;
  if( FAILED( d3dApp.Create( hInst ) ) )
    return 0;

  return d3dApp.Run();
}

//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
  m_strWindowTitle    = _T("Ch16p1_SimpleBlur");
  m_bUseDepthBuffer   = TRUE;

  m_pFont            = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
  m_pFontSmall       = new CD3DFont( _T("Arial"),  9, D3DFONT_BOLD );
  m_pVB              = NULL;
  m_dwNumVertices    = 6;
  m_pOrigTexture     = NULL;
  m_pBlurredTexture  = NULL;

  m_dwCreationWidth = 512;
  m_dwCreationHeight = 384;

}


//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
//       permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
//       the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
  FLOAT fSecsPerFrame = m_fElapsedTime;

  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
//       rendering. This function sets up render states, clears the
//       viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
  // Set up an orthagonal projection matrix, so we can render the entire
  // texture.
  D3DXMATRIX mat;
  D3DXMatrixOrthoLH(&mat, (float)m_iTextureWidth, (float)m_iTextureHeight, 
    0.0, 100.0);
  m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &mat );

  // this world matrix, combined with orthogonal projection, causes the 
  // texture to completely and exactly fill the rendering surface.
  D3DXMATRIX matWorld,matTrans,matScale;
  D3DXMatrixScaling(&matScale, (float)m_iTextureWidth/2.0f, (float)m_iTextureHeight/2.0f, 1.0);

  // move the quad left and up 0.5 units, so that the texels are perfectly
  // centered on the screen pixels.
  D3DXMatrixMultiply(&matWorld, &matScale, D3DXMatrixTranslation(&matTrans, -0.5f, -0.5f, 0));

  // our matrix is now finished.  Tell D3D to use it!
  m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

  // Clear the backbuffer
  m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
                       0x000000, 1.0f, 0L );

  // begin rendering the scene
  if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
  {
    m_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
  
    // set our texture active...
    m_pd3dDevice->SetTexture( 0, m_pBlurredTexture );

    // set up our texture stages for a simple texture copy...
    m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
    m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
    m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG1 );

    // draw our quad
    m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(CUSTOMVERTEX) );
    m_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
    m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 2 );

    // Output statistics
    m_pFont->DrawText( 2,  0, D3DCOLOR_ARGB(255,  255, 255, 0), m_strFrameStats );
    m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,  255, 255, 0), m_strDeviceStats );
    m_pFont->DrawText( 2, 60, D3DCOLOR_ARGB(255,  255,   0, 0), "B = Blur this image");
    m_pFont->DrawText( 2, 80, D3DCOLOR_ARGB(255,  255,   0, 0), "X = XTreme Blur this image");
    m_pFont->DrawText( 2, 100, D3DCOLOR_ARGB(255, 255,   0, 0), "S = Sharpen this image");
    m_pFont->DrawText( 2, 120, D3DCOLOR_ARGB(255, 255,   0, 0), "E = Detect Edges of this image");

    // End the scene.
    m_pd3dDevice->EndScene();
  }

  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
  m_pFont->InitDeviceObjects( m_pd3dDevice );
  m_pFontSmall->InitDeviceObjects( m_pd3dDevice );

  D3DXVECTOR3 vEye = D3DXVECTOR3( 0.0f, -0.0f, -1.0f );
  D3DXVECTOR3 vAt  = D3DXVECTOR3( 0.0f, -0.0f, 0.0f );
  D3DXVECTOR3 vUp  = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
  D3DXMatrixLookAtLH( &m_matView, &vEye, &vAt, &vUp );
  m_pd3dDevice->SetTransform( D3DTS_VIEW, &m_matView );

  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
  HRESULT hr;

  m_pFont->RestoreDeviceObjects();
  m_pFontSmall->RestoreDeviceObjects();

  // Setup render states
  m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
  m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

  // Create vertex buffer
  {
    CUSTOMVERTEX* pVertices;

    if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( 6*sizeof(CUSTOMVERTEX),
                                                       0, D3DFVF_CUSTOMVERTEX,
                                                       D3DPOOL_MANAGED, &m_pVB ) ) )
      return hr;

    if( FAILED( hr = m_pVB->Lock( 0, m_dwNumVertices*sizeof(CUSTOMVERTEX), (BYTE**)&pVertices, 0 ) ) )
      return hr;

    // first triangle
    pVertices[0].position = D3DXVECTOR3(-1.0f, 1.0f, 0.0f);
    pVertices[0].color    = D3DCOLOR_ARGB(200,0,0,0);
    pVertices[0].tu       = 0.0f;
    pVertices[0].tv       = 0.0f;

    pVertices[1].position = D3DXVECTOR3(1.0f, 1.0f, 0.0f);
    pVertices[1].color    = D3DCOLOR_ARGB(200,0,0,0);
    pVertices[1].tu       = 1.0f;
    pVertices[1].tv       = 0.0f;

    pVertices[2].position = D3DXVECTOR3(1.0f, -1.0f, 0.0f);
    pVertices[2].color    = D3DCOLOR_ARGB(200,0,0,0);
    pVertices[2].tu       = 1.0f;
    pVertices[2].tv       = 1.0f;

    // second triangle
    pVertices[3].position = D3DXVECTOR3(-1.0f, 1.0f, 0.0f);
    pVertices[3].color    = D3DCOLOR_ARGB(200,0,0,0);
    pVertices[3].tu       = 0.0f;
    pVertices[3].tv       = 0.0f;

    pVertices[4].position = D3DXVECTOR3(1.0f, -1.0f, 0.0f);
    pVertices[4].color    = D3DCOLOR_ARGB(200,0,0,0);
    pVertices[4].tu       = 1.0f;
    pVertices[4].tv       = 1.0f;

    pVertices[5].position = D3DXVECTOR3(-1.0f, -1.0f, 0.0f);
    pVertices[5].color    = D3DCOLOR_ARGB(200,0,0,0);
    pVertices[5].tu       = 0.0f;
    pVertices[5].tv       = 1.0f;

    if( FAILED( hr = m_pVB->Unlock() ) )
      return hr;
  }

  // create original image texture.  This must be created as a render target.
  if (FAILED(hr = D3DXCreateTextureFromFileEx(m_pd3dDevice, "Ch16p1_Island.png", 
    0, 0, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT,
    0, NULL, NULL, &m_pOrigTexture))) {
    return(hr);
  }
 
  if (FAILED(hr = D3DXCreateTextureFromFileEx(m_pd3dDevice, "Ch16p1_Island.png", 
    0, 0, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT,
    0, NULL, NULL, &m_pBlurredTexture))) {
    return(hr);
  }

  D3DSURFACE_DESC desc;
  m_pOrigTexture->GetLevelDesc(0, &desc);
  
  m_iTextureWidth = desc.Width;
  m_iTextureHeight = desc.Height;

  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
  m_pFont->InvalidateDeviceObjects();
  m_pFontSmall->InvalidateDeviceObjects();
  SAFE_RELEASE( m_pVB );
  SAFE_RELEASE( m_pOrigTexture );
  SAFE_RELEASE( m_pBlurredTexture );
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
//       this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
  m_pFont->DeleteDeviceObjects();
  m_pFontSmall->DeleteDeviceObjects();
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
//       to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FinalCleanup()
{
  SAFE_DELETE( m_pFont );
  SAFE_DELETE( m_pFontSmall );
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: ConfirmDevice()
// Desc: Called during device intialization, this code checks the device
//       for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
                                          D3DFORMAT Format )
{
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Message proc function to handle key and menu input
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
                                    LPARAM lParam )
{
  switch(uMsg) {
    case WM_KEYDOWN:
    {
      CImageManipulator manip;
      switch(toupper(wParam)) {
        case 'X':
        {
          CExtraBlurKernel extrablurkernel;
          manip.ProcessImage(m_pOrigTexture, m_pBlurredTexture, 
            m_iTextureWidth, m_iTextureHeight, extrablurkernel);
        }
        break;

        case 'B':
        {
          CBlurKernel blurkernel;
          manip.ProcessImage(m_pOrigTexture, m_pBlurredTexture, 
            m_iTextureWidth, m_iTextureHeight, blurkernel);
        }
        break;

        case 'S':
        {
          CSharpeningKernel sharpeningkernel;
          manip.ProcessImage(m_pOrigTexture, m_pBlurredTexture, 
            m_iTextureWidth, m_iTextureHeight, sharpeningkernel);
        }
        break;

        case 'E':
        {
          CEdgeDetectionKernel edgedetectionkernel;
          manip.ProcessImage(m_pOrigTexture, m_pBlurredTexture, 
            m_iTextureWidth, m_iTextureHeight, edgedetectionkernel);
        }
        break;
      }
    }
    break;
  }
  // Pass remaining messages to default handler
  return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}

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