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      原创 一个简单例子表示fixed functional VS/Assemble VS/HLSI VS的例子收藏

       | 

      // 改写了dx9 SDK中的tutorial 2 的文件使得可以采用fixed functional VS/Assemble VS/HLSI VS来渲染一个Triangle.

      -----------------------------------------------------------------------------
      // File: Matrices.cpp
      //
      // Desc: Now that we know how to create a device and render some 2D vertices,
      //       this tutorial goes the next step and renders 3D geometry. To deal with
      //       3D geometry we need to introduce the use of 4x4 matrices to transform
      //       the geometry with translations, rotations, scaling, and setting up our
      //       camera.
      //
      //       Geometry is defined in model space. We can move it (translation),
      //       rotate it (rotation), or stretch it (scaling) using a world transform.
      //       The geometry is then said to be in world space. Next, we need to
      //       position the camera, or eye point, somewhere to look at the geometry.
      //       Another transform, via the view matrix, is used, to position and
      //       rotate our view. With the geometry then in view space, our last
      //       transform is the projection transform, which "projects" the 3D scene
      //       into our 2D viewport.
      //
      //       Note that in this tutorial, we are introducing the use of D3DX, which
      //       is a set of helper utilities for D3D. In this case, we are using some
      //       of D3DX's useful matrix initialization functions. To use D3DX, simply
      //       include <d3dx9.h> and link with d3dx9.lib.
      //
      // Copyright (c) Microsoft Corporation. All rights reserved.

      //  修改者: Nigo.zhou  <zzh1234567@163.com>

      //  目的: 原有的固定流水线程序扩展成可以使用
      //    1 固定功能流水线进行顶点处理 或者使用
      //    2 汇编级的可编程流水线进行顶点处理 或者使用
      //    3 HLSI的可编程流水线进行顶点处理
      //-----------------------------------------------------------------------------
      #include <Windows.h>
      #include <mmsystem.h>
      #include <d3dx9.h>

      #define VS_TYPE 2 // 0; for fixed VS; 1: for Assemble VS; 2: for HLSL


      #define SAFE_RELEASE(x) {if(x) x->Release();};

      //-----------------------------------------------------------------------------
      // Global variables
      //-----------------------------------------------------------------------------
      LPDIRECT3D9             g_pD3D       = NULL; // Used to create the D3DDevice
      LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering device
      LPDIRECT3DVERTEXBUFFER9 g_pVB        = NULL; // Buffer to hold vertices

      // A structure for our custom vertex type
      struct CUSTOMVERTEX
      {
          FLOAT x, y, z;      // The untransformed, 3D position for the vertex
          DWORD color;        // The vertex color
      };

      // 我使用dx9引入的vertex declartiaon代替FVF
      LPDIRECT3DVERTEXDECLARATION9 g_pVertexDeclaration;

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

      // vertex declaration
      D3DVERTEXELEMENT9 decl[] =
      {
       //for Position
       { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT,D3DDECLUSAGE_POSITION, 0 },

       // for color
       { 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT,D3DDECLUSAGE_COLOR, 0 },

       D3DDECL_END()
      };


      #if VS_TYPE == 1

      // shader declaration
      const char* strVertexShader = 

      "vs_3_0 // version instruction\n"

      // input register declaration
      "dcl_position v0 // define position data in register v0\n"
      "dcl_color v1 // define color\n"

      // output  register declaration
      "dcl_position0   o7 // \n"
      "dcl_color o3 // output color\n"

      // ALU(Shader function/function declaration)
      "m4x4 o7, v0, c0 // transform vertices by world/view/projection matrix\n"
      "mov o3, v1 //\n"
      ";//\n"
      "";

      LPDIRECT3DVERTEXSHADER9 g_pVS = NULL;

      #endif

      #if VS_TYPE == 2

      const char* strVertexShader = // vertex shader declaration

      "float4x4 WorldViewProj : WORLDVIEWPROJ;\n"
      "struct VS_OUTPUT\n"
      "{\n"
      "float4 Pos : POSITION;\n"
      "float4 Diff : COLOR0;\n"
      "};\n"
      "\n"
      "VS_OUTPUT VS_Matrices(float4 inPos : POSITION,float4 inDiff : COLOR0)\n"
      "{\n"
      "VS_OUTPUT Out = (VS_OUTPUT)0;\n"
      "\n"
      " Out.Pos = mul(inPos, WorldViewProj);\n"
      " Out.Diff = inDiff;\n"
      " return Out;\n"
      "}\n"
      "";

      LPDIRECT3DVERTEXSHADER9 g_pVS = NULL;

      #endif

      //-----------------------------------------------------------------------------
      // Name: InitD3D()
      // Desc: Initializes Direct3D
      //-----------------------------------------------------------------------------
      HRESULT InitD3D( HWND hWnd )
      {
          // Create the D3D object.
          if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
              return E_FAIL;

          // Set up the structure used to create the D3DDevice
          D3DPRESENT_PARAMETERS d3dpp;
          ZeroMemory( &d3dpp, sizeof(d3dpp) );
          d3dpp.Windowed = TRUE;
          d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
          d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

          // Create the D3DDevice
          if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                            D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                            &d3dpp, &g_pd3dDevice ) ) )
          {
              return E_FAIL;
          }

          // Turn off culling, so we see the front and back of the triangle
          g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

          // Turn off D3D lighting, since we are providing our own vertex colors
          g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );

          return S_OK;
      }

       


      //-----------------------------------------------------------------------------
      // Name: SetupMatrices()
      // Desc: Sets up the world, view, and projection transform matrices.
      //-----------------------------------------------------------------------------
      VOID SetupMatrices()
      {
          // For our world matrix, we will just rotate the object about the y-axis.
          D3DXMATRIXA16 matWorld;

          // Set up the rotation matrix to generate 1 full rotation (2*PI radians)
          // every 1000 ms. To avoid the loss of precision inherent in very high
          // floating point numbers, the system time is modulated by the rotation
          // period before conversion to a radian angle.
          UINT  iTime  = timeGetTime() % 1000;
          FLOAT fAngle = iTime * (2.0f * D3DX_PI) / 1000.0f;
          D3DXMatrixRotationY( &matWorld, fAngle );

          // Set up our view matrix. A view matrix can be defined given an eye point,
          // a point to lookat, and a direction for which way is up. Here, we set the
          // eye five units back along the z-axis and up three units, look at the
          // origin, and define "up" to be in the y-direction.
          D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
          D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
          D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
          D3DXMATRIXA16 matView;
          D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
         

          // For the projection matrix, we set up a perspective transform (which
          // transforms geometry from 3D view space to 2D viewport space, with
          // a perspective divide making objects smaller in the distance). To build
          // a perpsective transform, we need the field of view (1/4 pi is common),
          // the aspect ratio, and the near and far clipping planes (which define at
          // what distances geometry should be no longer be rendered).
          D3DXMATRIXA16 matProj;
          D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );

      #if VS_TYPE == 0
       g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
       g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
          g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
      #else
       D3DXMATRIXA16 compMat;
       D3DXMatrixMultiply(&compMat, &matWorld, &matView);
       D3DXMatrixMultiply(&compMat, &compMat, &matProj);
       D3DXMatrixTranspose( &compMat, &compMat );
       g_pd3dDevice->SetVertexShaderConstantF( 0, (float*)&compMat, 4 );
      #endif

      }

      //-----------------------------------------------------------------------------
      // Name: InitGeometry()
      // Desc: Creates the scene geometry
      //-----------------------------------------------------------------------------
      HRESULT InitGeometry()
      {
       HRESULT hr;

          // Initialize three vertices for rendering a triangle
          CUSTOMVERTEX g_Vertices[] =
          {
              { -1.0f,-1.0f, 0.0f, 0xffff0000, },
              {  1.0f,-1.0f, 0.0f, 0xff0000ff, },
              {  0.0f, 1.0f, 0.0f, 0xffffffff, },
          };

          // Create the vertex buffer.
       // 我们使用vertex declartion
          //if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
            //                                            0, D3DFVF_CUSTOMVERTEX,
              //                                          D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
       if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
                                                        0, 0,
                                                        D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
          {
              return E_FAIL;
          }

          // Fill the vertex buffer.
          VOID* pVertices;
          if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (void**)&pVertices, 0 ) ) )
              return E_FAIL;
          memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
          g_pVB->Unlock();

       if( FAILED( hr = g_pd3dDevice->CreateVertexDeclaration( decl,
           &g_pVertexDeclaration ) ) )
       {
        SAFE_RELEASE(g_pVertexDeclaration);
        return hr;
       }

      #if VS_TYPE == 1

       // Compile and create the vertex shader
       LPD3DXBUFFER pShader = NULL;
       hr = D3DXAssembleShader(
        strVertexShader,
        (UINT)strlen(strVertexShader),
        NULL,
        NULL,
        D3DXSHADER_DEBUG,
        &pShader,
        NULL // error messages
       );
       if( FAILED(hr) )
       {
        SAFE_RELEASE(pShader);
        return hr;
       }

       // Create the vertex shader
       hr = g_pd3dDevice->CreateVertexShader(
         (DWORD*)pShader->GetBufferPointer(), &g_pVS );
       if( FAILED(hr) )
       {
        SAFE_RELEASE(pShader);
        SAFE_RELEASE(g_pVS);
        return hr;
       }
       SAFE_RELEASE(pShader);

      #endif

      #if VS_TYPE == 2

       // Compile and create the vertex shader
       LPD3DXBUFFER pShader = NULL;
       hr = D3DXCompileShader(
        strVertexShader,
        (UINT)strlen(strVertexShader),
        NULL,
        NULL,
        "VS_Matrices",
        "vs_2_0",
        D3DXSHADER_DEBUG,
        &pShader,
        NULL, // error messages
        NULL
       );
       if( FAILED(hr) )
       {
        SAFE_RELEASE(pShader);
        return hr;
       }

       // Create the vertex shader
       hr = g_pd3dDevice->CreateVertexShader(
         (DWORD*)pShader->GetBufferPointer(), &g_pVS );
       if( FAILED(hr) )
       {
        SAFE_RELEASE(pShader);
        SAFE_RELEASE(g_pVS);
        return hr;
       }
       SAFE_RELEASE(pShader);

      #endif

          return S_OK;
      }

       

       

      //-----------------------------------------------------------------------------
      // Name: Render()
      // Desc: Draws the scene
      //-----------------------------------------------------------------------------
      VOID Render()
      {
          // Clear the backbuffer to a black color
          g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );

          // Begin the scene
          if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
          {
              // Setup the world, view, and projection matrices
              SetupMatrices();

              // Render the vertex buffer contents
              g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );

        // 我们使用vertex declaration
        g_pd3dDevice->SetVertexDeclaration( g_pVertexDeclaration);

      #if VS_TYPE != 0
        g_pd3dDevice->SetVertexShader(g_pVS);
      #endif

              //g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
              g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 1 );

      #if VS_TYPE != 0
        g_pd3dDevice->SetVertexShader(NULL);
      #endif

              // End the scene
              g_pd3dDevice->EndScene();
          }

          // Present the backbuffer contents to the display
          g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
      }

       

      //-----------------------------------------------------------------------------
      // Name: Cleanup()
      // Desc: Releases all previously initialized objects
      //-----------------------------------------------------------------------------
      VOID Cleanup()
      {

          SAFE_RELEASE(g_pVertexDeclaration);
          SAFE_RELEASE(g_pVS);


          if( g_pVB != NULL )
              g_pVB->Release();

          if( g_pd3dDevice != NULL )
              g_pd3dDevice->Release();

          if( g_pD3D != NULL )
              g_pD3D->Release();
      }

      //-----------------------------------------------------------------------------
      // Name: MsgProc()
      // Desc: The window's message handler
      //-----------------------------------------------------------------------------
      LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
      {
          switch( msg )
          {
              case WM_DESTROY:
                  Cleanup();
                  PostQuitMessage( 0 );
                  return 0;
          }

          return DefWindowProc( hWnd, msg, wParam, lParam );
      }

       

       


      //-----------------------------------------------------------------------------
      // Name: WinMain()
      // Desc: The application's entry point
      //-----------------------------------------------------------------------------
      INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
      {
          // Register the window class
          WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
                            GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                            "D3D Tutorial", NULL };
          RegisterClassEx( &wc );

          // Create the application's window
          HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 03: Matrices",
                                    WS_OVERLAPPEDWINDOW, 100, 100, 256, 256,
                                    GetDesktopWindow(), NULL, wc.hInstance, NULL );

          // Initialize Direct3D
          if( SUCCEEDED( InitD3D( hWnd ) ) )
          {
              // Create the scene geometry
              if( SUCCEEDED( InitGeometry() ) )
              {
                  // Show the window
                  ShowWindow( hWnd, SW_SHOWDEFAULT );
                  UpdateWindow( hWnd );

                  // Enter the message loop
                  MSG msg;
                  ZeroMemory( &msg, sizeof(msg) );
                  while( msg.message!=WM_QUIT )
                  {
                      if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
                      {
                          TranslateMessage( &msg );
                          DispatchMessage( &msg );
                      }
                      else
                          Render();
                  }
              }
          }

          UnregisterClass( "D3D Tutorial", wc.hInstance );
          return 0;
      }

       

      发表于 @ 2004年02月12日 12:33:00|评论(loading...)|编辑

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