MeshDemo.cpp
//=============================================================================
// Demonstrates how create and render basic 3D solid shapes with the
// D3DXCreate* functions.
//
// Controls: Use mouse to orbit and zoom; use the 'W' and 'S' keys to
// alter the height of the camera.
//=============================================================================
#include "d3dApp.h"
#include "DirectInput.h"
#include <crtdbg.h>
#include "GfxStats.h"
#include <list>
#include "Vertex.h"
class MeshDemo : public D3DApp
{
public:
MeshDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);
~MeshDemo();
bool checkDeviceCaps();
void onLostDevice();
void onResetDevice();
void updateScene(float dt);
void drawScene();
// Helper methods
void buildGeoBuffers();
void buildFX();
void buildViewMtx();
void buildProjMtx();
void drawCylinders();
void drawSpheres();
private:
GfxStats* mGfxStats;
DWORD mNumGridVertices;
DWORD mNumGridTriangles;
ID3DXMesh* mCylinder;
ID3DXMesh* mSphere;
IDirect3DVertexBuffer9* mVB;
IDirect3DIndexBuffer9* mIB;
ID3DXEffect* mFX;
D3DXHANDLE mhTech;
D3DXHANDLE mhWVP;
float mCameraRotationY;
float mCameraRadius;
float mCameraHeight;
D3DXMATRIX mView;
D3DXMATRIX mProj;
};
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance,
PSTR cmdLine, int showCmd)
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
MeshDemo app(hInstance, "Mesh Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING);
gd3dApp = &app;
DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
gDInput = &di;
if(!gd3dApp->checkDeviceCaps())
return 0;
else
return gd3dApp->run();
}
MeshDemo::MeshDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP)
: D3DApp(hInstance, winCaption, devType, requestedVP)
{
if(!checkDeviceCaps())
{
MessageBox(0, "checkDeviceCaps() Failed", 0, 0);
PostQuitMessage(0);
}
mGfxStats = new GfxStats();
mCameraRadius = 10.0f;
mCameraRotationY = 1.2 * D3DX_PI;
mCameraHeight = 5.0f;
HR(D3DXCreateCylinder(gd3dDevice, 1.0f, 1.0f, 6.0f, 20, 20, &mCylinder, 0));
HR(D3DXCreateSphere(gd3dDevice, 1.0f, 20, 20, &mSphere, 0));
buildGeoBuffers();
buildFX();
// If you look at the drawCylinders and drawSpheres functions, you see
// that we draw 14 cylinders and 14 spheres.
int numCylVerts = mCylinder->GetNumVertices() * 14;
int numSphereVerts = mSphere->GetNumVertices() * 14;
int numCylTris = mCylinder->GetNumFaces() * 14;
int numSphereTris = mSphere->GetNumFaces() * 14;
mGfxStats->addVertices(mNumGridVertices);
mGfxStats->addVertices(numCylVerts);
mGfxStats->addVertices(numSphereVerts);
mGfxStats->addTriangles(mNumGridTriangles);
mGfxStats->addTriangles(numCylTris);
mGfxStats->addTriangles(numSphereTris);
onResetDevice();
InitAllVertexDeclarations();
}
MeshDemo::~MeshDemo()
{
delete mGfxStats;
ReleaseCOM(mVB);
ReleaseCOM(mIB);
ReleaseCOM(mFX);
ReleaseCOM(mCylinder);
ReleaseCOM(mSphere);
DestroyAllVertexDeclarations();
}
bool MeshDemo::checkDeviceCaps()
{
D3DCAPS9 caps;
HR(gd3dDevice->GetDeviceCaps(&caps));
// Check for vertex shader version 2.0 support.
if( caps.VertexShaderVersion < D3DVS_VERSION(2, 0) )
return false;
// Check for pixel shader version 2.0 support.
if( caps.PixelShaderVersion < D3DPS_VERSION(2, 0) )
return false;
return true;
}
void MeshDemo::onLostDevice()
{
mGfxStats->onLostDevice();
HR(mFX->OnLostDevice());
}
void MeshDemo::onResetDevice()
{
mGfxStats->onResetDevice();
HR(mFX->OnResetDevice());
// The aspect ratio depends on the backbuffer dimensions, which can
// possibly change after a reset. So rebuild the projection matrix.
buildProjMtx();
}
void MeshDemo::updateScene(float dt)
{
mGfxStats->update(dt);
// Get snapshot of input devices.
gDInput->poll();
// Check input.
if( gDInput->keyDown(DIK_W) )
mCameraHeight += 25.0f * dt;
if( gDInput->keyDown(DIK_S) )
mCameraHeight -= 25.0f * dt;
// Divide to make mouse less sensitive.
mCameraRotationY += gDInput->mouseDX() / 100.0f;
mCameraRadius += gDInput->mouseDY() / 25.0f;
// If we rotate over 360 degrees, just roll back to 0
if( fabsf(mCameraRotationY) >= 2.0f * D3DX_PI )
mCameraRotationY = 0.0f;
// Don't let radius get too small.
if( mCameraRadius < 5.0f )
mCameraRadius = 5.0f;
// The camera position/orientation relative to world space can
// change every frame based on input, so we need to rebuild the
// view matrix every frame with the latest changes.
buildViewMtx();
}
void MeshDemo::drawScene()
{
// Clear the backbuffer and depth buffer.
HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0));
HR(gd3dDevice->BeginScene());
// Let Direct3D know the vertex buffer, index buffer and vertex
// declaration we are using.
HR(gd3dDevice->SetStreamSource(0, mVB, 0, sizeof(VertexPos)));
HR(gd3dDevice->SetIndices(mIB));
HR(gd3dDevice->SetVertexDeclaration(VertexPos::Decl));
// Setup the rendering FX
HR(mFX->SetTechnique(mhTech));
// Begin passes.
UINT numPasses = 0;
HR(mFX->Begin(&numPasses, 0));
for(UINT i = 0; i < numPasses; ++i)
{
HR(mFX->BeginPass(i));
HR(mFX->SetMatrix(mhWVP, &(mView*mProj)));
HR(mFX->CommitChanges());
HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, mNumGridVertices, 0, mNumGridTriangles));
drawCylinders();
drawSpheres();
HR(mFX->EndPass());
}
HR(mFX->End());
mGfxStats->display();
HR(gd3dDevice->EndScene());
// Present the backbuffer.
HR(gd3dDevice->Present(0, 0, 0, 0));
}
void MeshDemo::buildGeoBuffers()
{
std::vector<D3DXVECTOR3> verts;
std::vector<DWORD> indices;
GenTriGrid(100, 100, 1.0f, 1.0f,
D3DXVECTOR3(0.0f, 0.0f, 0.0f), verts, indices);
// Save vertex count and triangle count for DrawIndexedPrimitive arguments.
mNumGridVertices = 100*100;
mNumGridTriangles = 99*99*2;
// Obtain a pointer to a new vertex buffer.
HR(gd3dDevice->CreateVertexBuffer(mNumGridVertices * sizeof(VertexPos),
D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &mVB, 0));
// Now lock it to obtain a pointer to its internal data, and write the
// grid's vertex data.
VertexPos* v = 0;
HR(mVB->Lock(0, 0, (void**)&v, 0));
for(DWORD i = 0; i < mNumGridVertices; ++i)
v[i] = verts[i];
HR(mVB->Unlock());
// Obtain a pointer to a new index buffer.
HR(gd3dDevice->CreateIndexBuffer(mNumGridTriangles*3*sizeof(WORD), D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16, D3DPOOL_MANAGED, &mIB, 0));
// Now lock it to obtain a pointer to its internal data, and write the
// grid's index data.
WORD* k = 0;
HR(mIB->Lock(0, 0, (void**)&k, 0));
for(DWORD i = 0; i < mNumGridTriangles*3; ++i)
k[i] = (WORD)indices[i];
HR(mIB->Unlock());
}
void MeshDemo::buildFX()
{
// Create the FX from a .fx file.
ID3DXBuffer* errors = 0;
HR(D3DXCreateEffectFromFile(gd3dDevice, "transform.fx",
0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors));
if( errors )
MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);
// Obtain handles.
mhTech = mFX->GetTechniqueByName("TransformTech");
mhWVP = mFX->GetParameterByName(0, "gWVP");
}
void MeshDemo::buildViewMtx()
{
float x = mCameraRadius * cosf(mCameraRotationY);
float z = mCameraRadius * sinf(mCameraRotationY);
D3DXVECTOR3 pos(x, mCameraHeight, z);
D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
D3DXMatrixLookAtLH(&mView, &pos, &target, &up);
}
void MeshDemo::buildProjMtx()
{
float w = (float)md3dPP.BackBufferWidth;
float h = (float)md3dPP.BackBufferHeight;
D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.25f, w/h, 1.0f, 5000.0f);
}
void MeshDemo::drawCylinders()
{
D3DXMATRIX T, R;
D3DXMatrixRotationX(&R, D3DX_PI*0.5f);
for(int z = -30; z <= 30; z+= 10)
{
D3DXMatrixTranslation(&T, -10.0f, 3.0f, (float)z);
HR(mFX->SetMatrix(mhWVP, &(R*T*mView*mProj)));
HR(mFX->CommitChanges());
HR(mCylinder->DrawSubset(0));
D3DXMatrixTranslation(&T, 10.0f, 3.0f, (float)z);
HR(mFX->SetMatrix(mhWVP, &(R*T*mView*mProj)));
HR(mFX->CommitChanges());
HR(mCylinder->DrawSubset(0));
}
}
void MeshDemo::drawSpheres()
{
D3DXMATRIX T;
for(int z = -30; z <= 30; z+= 10)
{
D3DXMatrixTranslation(&T, -10.0f, 7.5f, (float)z);
HR(mFX->SetMatrix(mhWVP, &(T*mView*mProj)));
HR(mFX->CommitChanges());
HR(mSphere->DrawSubset(0));
D3DXMatrixTranslation(&T, 10.0f, 7.5f, (float)z);
HR(mFX->SetMatrix(mhWVP, &(T*mView*mProj)));
HR(mFX->CommitChanges());
HR(mSphere->DrawSubset(0));
}
}
drawCylinders和drawSpheres的讲解:
The first thing we do is instantiate two matrices — a translation and a rotation matrix. We need a rotation matrix because the cylinders are built along the z-axis in local space, and we want them to be aligned with the world space's y-axis; therefore, we need to rotate the cylinders 90° about the x-axis. Then we loop from z = -30 to +30 by increments of 10. For each iteration, we draw a cylinder twice at position (-10, 3, z) and (+10, 3, z). The cylinder is positioned to these locations by a translation matrix.
Observe that every time we change the matrix effect parameter (so the geometry is drawn with the correct matrix applied), we must call ID3DXEffect::CommitChanges, which updates the effect parameters based on ID3DXEffect::Set* calls.
transform.fx
//=============================================================================
// transform.fx by Frank Luna (C) 2004 All Rights Reserved.
//
// Basic FX that simply transforms geometry from local space to
// homogeneous clip space, and draws the geometry in wireframe mode.
//=============================================================================
uniform extern float4x4 gWVP;
// Define a vertex shader output structure; that is, a structure
// that defines the data we output from the vertex shader. Here,
// we only output a 4D vector in homogeneous clip space. The
// semantic ": POSITION0" tells Direct3D that the data returned
// in this data member is a vertex position.
struct OutputVS
{
float4 posH : POSITION0;
};
// Define the vertex shader program. The parameter posL
// corresponds to a data member in the vertex structure.
// Specifically, it corresponds to the data member in the
// vertex structure with usage D3DDECLUSAGE_POSITION and
// index 0 (as specified by the vertex declaration).
OutputVS TransformVS(float3 posL : POSITION0)
{
// Zero out our output.
OutputVS outVS = (OutputVS)0;
// Transform to homogeneous clip space.
outVS.posH = mul(float4(posL, 1.0f), gWVP);
// Done--return the output.
return outVS;
}
// Define the pixel shader program. Just return a 4D color
// vector (i.e., first component red, second component green,
// third component blue, fourth component alpha). Here we
// specify black to color the lines black.
float4 TransformPS() : COLOR
{
return float4(0.0f, 0.0f, 0.0f, 1.0f);
}
technique TransformTech
{
pass P0
{
// Specify the vertex and pixel shader associated with this pass.
vertexShader = compile vs_2_0 TransformVS();
pixelShader = compile ps_2_0 TransformPS();
// Specify the render/device states associated with this pass.
FillMode = Wireframe;
}
}
运行效果图