direct3d控件

#ifndef __vertexH__
#define __vertexH__

struct Vertex
{
	Vertex(){}
	Vertex(
		float x, float y, float z,
		float nx, float ny, float nz,
		float u, float v)
	{
		_x  = x;  _y  = y;  _z  = z;
		_nx = nx; _ny = ny; _nz = nz;
		_u  = u;  _v  = v;
	}
	float _x, _y, _z;
	float _nx, _ny, _nz;
	float _u, _v; // texture coordinates
};
#define FVF_VERTEX (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1)

#endif // __vertexH__


//--------------------------------------------------------------------------------------
// File: Test.cpp
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "DXUT.h"
#include "SDKmisc.h"
#include "resource.h"
#include "DXUTcamera.h"
#include "vertex.h"
#include "DXUTgui.h"
#include "DXUTSettingsDlg.h"
ID3DXFont*                 g_pFont = NULL;          //ID3DXFont字体对象
ID3DXSprite*               g_pTextSprite = NULL;    //ID3DXSprite文本精灵对象
LPDIRECT3DVERTEXBUFFER9    g_pVB        = NULL;    //顶点缓冲区对象
LPDIRECT3DINDEXBUFFER9     g_pIB        =NULL;     //索引缓冲区对象
LPDIRECT3DTEXTURE9         g_pTexture   = NULL;    //纹理对象
CModelViewerCamera         g_Camera;                  // A model viewing camera

CDXUTDialogResourceManager  g_DialogResourceManager; // manager for shared resources of dialogs
CDXUTDialog                 g_HUD;                  // dialog for standard controls
//--------------------------------------------------------------------------------------
// UI control IDs
//--------------------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN    1




//--------------------------------------------------------------------------------------
// Rejects any D3D9 devices that aren't acceptable to the app by returning false
//--------------------------------------------------------------------------------------
bool CALLBACK IsD3D9DeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat,
                                      bool bWindowed, void* pUserContext )
{
	// Skip backbuffer formats that don't support alpha blending
	IDirect3D9* pD3D = DXUTGetD3D9Object();
	if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
		AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
		D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
		return false;

	// No fallback defined by this app, so reject any device that 
	// doesn't support at least ps2.0
	if( pCaps->PixelShaderVersion < D3DPS_VERSION( 2, 0 ) )
		return false;

	return true;
}


//--------------------------------------------------------------------------------------
// Before a device is created, modify the device settings as needed
//--------------------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, void* pUserContext )
{
	
	assert( DXUT_D3D9_DEVICE == pDeviceSettings->ver );

	// Debugging vertex shaders requires either REF or software vertex processing 
	// and debugging pixel shaders requires REF.  
#ifdef DEBUG_VS
	if( pDeviceSettings->d3d9.DeviceType != D3DDEVTYPE_REF )
	{
		pDeviceSettings->d3d9.BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
		pDeviceSettings->d3d9.BehaviorFlags &= ~D3DCREATE_PUREDEVICE;
		pDeviceSettings->d3d9.BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
	}
#endif
#ifdef DEBUG_PS
	pDeviceSettings->d3d9.DeviceType = D3DDEVTYPE_REF;
#endif

	// For the first device created if its a REF device, optionally display a warning dialog box
	static bool s_bFirstTime = true;
	if( s_bFirstTime )
	{
		s_bFirstTime = false;
		if( pDeviceSettings->d3d9.DeviceType == D3DDEVTYPE_REF )
			DXUTDisplaySwitchingToREFWarning( pDeviceSettings->ver );
	}
	//不采用默认帧率
	pDeviceSettings->d3d9.pp.PresentationInterval=D3DPRESENT_INTERVAL_IMMEDIATE;
    return true;
}


//--------------------------------------------------------------------------------------
// Create any D3D9 resources that will live through a device reset (D3DPOOL_MANAGED)
// and aren't tied to the back buffer size
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D9CreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
                                     void* pUserContext )
{
	HRESULT hr;
	 V_RETURN( g_DialogResourceManager.OnD3D9CreateDevice( pd3dDevice ) );

	V_RETURN( D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, 
		OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, 
		L"Arial", &g_pFont ) );
	

	//创建纹理对象
	if( FAILED( D3DXCreateTextureFromFile( pd3dDevice, L"texture.jpg", &g_pTexture ) ) )
	{
		MessageBox(NULL, L"创建纹理失败", L"Texture.exe", MB_OK);
		return E_FAIL;
	}
	

	pd3dDevice->CreateVertexBuffer(
		24 * sizeof(Vertex), 
		D3DUSAGE_WRITEONLY,
		FVF_VERTEX,
		D3DPOOL_MANAGED,
		&g_pVB,
		0);

	Vertex* pVertices;
	g_pVB->Lock(0, 0, (void**)&pVertices, 0);

	// build box

	// fill in the front face vertex data
	pVertices[0] = Vertex(-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f);
	pVertices[1] = Vertex(-1.0f,  1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
	pVertices[2] = Vertex( 1.0f,  1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f);
	pVertices[3] = Vertex( 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f);

	// fill in the back face vertex data
	pVertices[4] = Vertex(-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f);
	pVertices[5] = Vertex( 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f);
	pVertices[6] = Vertex( 1.0f,  1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
	pVertices[7] = Vertex(-1.0f,  1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f);

	// fill in the top face vertex data
	pVertices[8]  = Vertex(-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f);
	pVertices[9]  = Vertex(-1.0f, 1.0f,  1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f);
	pVertices[10] = Vertex( 1.0f, 1.0f,  1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f);
	pVertices[11] = Vertex( 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f);

	// fill in the bottom face vertex data
	pVertices[12] = Vertex(-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f);
	pVertices[13] = Vertex( 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f);
	pVertices[14] = Vertex( 1.0f, -1.0f,  1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f);
	pVertices[15] = Vertex(-1.0f, -1.0f,  1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f);

	// fill in the left face vertex data
	pVertices[16] = Vertex(-1.0f, -1.0f,  1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f);
	pVertices[17] = Vertex(-1.0f,  1.0f,  1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f);
	pVertices[18] = Vertex(-1.0f,  1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f);
	pVertices[19] = Vertex(-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f);

	// fill in the right face vertex data
	pVertices[20] = Vertex( 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f);
	pVertices[21] = Vertex( 1.0f,  1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f);
	pVertices[22] = Vertex( 1.0f,  1.0f,  1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f);
	pVertices[23] = Vertex( 1.0f, -1.0f,  1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f);

	g_pVB->Unlock();

	pd3dDevice->CreateIndexBuffer(
		36 * sizeof(WORD),
		D3DUSAGE_WRITEONLY,
		D3DFMT_INDEX16,
		D3DPOOL_MANAGED,
		&g_pIB,
		0);

	WORD* pIndices = 0;
	g_pIB->Lock(0, 0, (void**)&pIndices, 0);

	// fill in the front face index data
	pIndices[0] = 0; pIndices[1] = 1; pIndices[2] = 2;
	pIndices[3] = 0; pIndices[4] = 2; pIndices[5] = 3;

	// fill in the back face index data
	pIndices[6] = 4; pIndices[7]  = 5; pIndices[8]  = 6;
	pIndices[9] = 4; pIndices[10] = 6; pIndices[11] = 7;

	// fill in the top face index data
	pIndices[12] = 8; pIndices[13] =  9; pIndices[14] = 10;
	pIndices[15] = 8; pIndices[16] = 10; pIndices[17] = 11;

	// fill in the bottom face index data
	pIndices[18] = 12; pIndices[19] = 13; pIndices[20] = 14;
	pIndices[21] = 12; pIndices[22] = 14; pIndices[23] = 15;

	// fill in the left face index data
	pIndices[24] = 16; pIndices[25] = 17; pIndices[26] = 18;
	pIndices[27] = 16; pIndices[28] = 18; pIndices[29] = 19;

	// fill in the right face index data
	pIndices[30] = 20; pIndices[31] = 21; pIndices[32] = 22;
	pIndices[33] = 20; pIndices[34] = 22; pIndices[35] = 23;

	g_pIB->Unlock();


	// Setup the camera's view parameters 
	D3DXVECTOR3 vecEye( 0.0f, 0.0f, -5.0f );
	D3DXVECTOR3 vecAt ( 0.0f, 0.0f, -0.0f );
	g_Camera.SetViewParams( &vecEye, &vecAt );
	FLOAT fObjectRadius=1;
	g_Camera.SetRadius( fObjectRadius * 3.0f, fObjectRadius * 0.5f, fObjectRadius * 10.0f );

    return S_OK;
}


//--------------------------------------------------------------------------------------
// Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT) 
// or that are tied to the back buffer size 
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
                                    void* pUserContext )
{
	HRESULT hr;

	//恢复字体
	if( g_pFont )
		V_RETURN( g_pFont->OnResetDevice() );

	//创建ID3DXSprite接口对象
	V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

	V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() );
	g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
	g_HUD.SetSize( 170, 170 );

	//设置剔出模式为不剔出任何面(正面和反面)
	pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
	//关闭光照处理, 默认情况下启用光照处理
	pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );


	//Setup the camera's projection parameters
	float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;

	g_Camera.SetProjParams( D3DX_PI / 2, fAspectRatio, 0.1f, 5000.0f );
	g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
	g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON );


    return S_OK;
}


//--------------------------------------------------------------------------------------
// Handle updates to the scene.  This is called regardless of which D3D API is used
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext )
{
	g_Camera.FrameMove( fElapsedTime );
}

//-----------------------------------------------------------------------------
// Desc: 渲染文本
//-----------------------------------------------------------------------------
void RenderText()
{
	CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );

	//显示当前Direct3D设备状态和渲染帧速率
	txtHelper.Begin();
	txtHelper.SetInsertionPos( 5, 5 );
	txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
	txtHelper.DrawTextLine( DXUTGetFrameStats(true) );
	txtHelper.DrawTextLine( DXUTGetDeviceStats() );
	txtHelper.End();
}


//--------------------------------------------------------------------------------------
// Render the scene using the D3D9 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    HRESULT hr;

    // Clear the render target and the zbuffer 
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 45, 50, 170 ), 1.0f, 0 ) );

	// Set world matrix
	D3DXMATRIX world = *g_Camera.GetWorldMatrix() ;
	pd3dDevice->SetTransform(D3DTS_WORLD, &world) ;
	// Set view matrix
	D3DXMATRIX view  = *g_Camera.GetViewMatrix() ;
	pd3dDevice->SetTransform(D3DTS_VIEW, &view) ;
	// Set projection matrix
	D3DXMATRIX proj  = *g_Camera.GetProjMatrix() ;
	pd3dDevice->SetTransform(D3DTS_PROJECTION, &proj) ;

    // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
		DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); 
		RenderText();
		V( g_HUD.OnRender( fElapsedTime ) );
		DXUT_EndPerfEvent();


		pd3dDevice->SetTexture( 0, g_pTexture ); //设置纹理
		pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(Vertex));
		pd3dDevice->SetIndices(g_pIB);
		pd3dDevice->SetFVF(FVF_VERTEX);
		pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0,24,0,12); 


        V( pd3dDevice->EndScene() );
    }
}

//--------------------------------------------------------------------------------------
// Handles the GUI events
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
{
	switch( nControlID )
	{
	case IDC_TOGGLEFULLSCREEN:
		DXUTToggleFullScreen(); break;

	}
}
//--------------------------------------------------------------------------------------
// Handle messages to the application 
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
                          bool* pbNoFurtherProcessing, void* pUserContext )
{
	// Pass all remaining windows messages to camera so it can respond to user input
	
	*pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
	if( *pbNoFurtherProcessing )
		return 0;
	*pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
	if( *pbNoFurtherProcessing )
		return 0;
	g_Camera.HandleMessages( hWnd, uMsg, wParam, lParam );

    return 0;
}


//--------------------------------------------------------------------------------------
// Release D3D9 resources created in the OnD3D9ResetDevice callback 
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9LostDevice( void* pUserContext )
{
	g_DialogResourceManager.OnD3D9LostDevice();
	if( g_pFont )
		g_pFont->OnLostDevice();
	SAFE_RELEASE( g_pTextSprite );

	
}


//--------------------------------------------------------------------------------------
// Release D3D9 resources created in the OnD3D9CreateDevice callback 
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9DestroyDevice( void* pUserContext )
{
	 g_DialogResourceManager.OnD3D9DestroyDevice();
	SAFE_RELEASE( g_pFont );
}


//--------------------------------------------------------------------------------------
// Initialize the app 
//--------------------------------------------------------------------------------------
void InitApp()
{
	g_HUD.Init( &g_DialogResourceManager );
	g_HUD.SetCallback( OnGUIEvent ); int iY = 10;
	g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 35, iY, 125, 22 );
}

//--------------------------------------------------------------------------------------
// Initialize everything and go into a render loop
//--------------------------------------------------------------------------------------
INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR, int )
{
    // Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif

    // Set the callback functions
    DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable );
    DXUTSetCallbackD3D9DeviceCreated( OnD3D9CreateDevice );
    DXUTSetCallbackD3D9DeviceReset( OnD3D9ResetDevice );
    DXUTSetCallbackD3D9FrameRender( OnD3D9FrameRender );
    DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice );
    DXUTSetCallbackD3D9DeviceDestroyed( OnD3D9DestroyDevice );
    DXUTSetCallbackDeviceChanging( ModifyDeviceSettings );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackFrameMove( OnFrameMove );

    // TODO: Perform any application-level initialization here
	InitApp();
    // Initialize DXUT and create the desired Win32 window and Direct3D device for the application
    DXUTInit( true, true ); // Parse the command line and show msgboxes
    DXUTSetHotkeyHandling( true, true, true );  // handle the default hotkeys
    DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen
    DXUTCreateWindow( L"Test" );
    DXUTCreateDevice( true, 640, 480 );

    // Start the render loop
    DXUTMainLoop();

    // TODO: Perform any application-level cleanup here

    return DXUTGetExitCode();
}


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