// ============================================================================= // Desc: 主程序源文件 // ============================================================================= #include " dxstdafx.h " #include " resource.h " // ----------------------------------------------------------------------------- // 全局变量 // ----------------------------------------------------------------------------- ID3DXFont * g_pFont = NULL; // ID3DXFont字体对象 ID3DXSprite * g_pTextSprite = NULL; // ID3DXSprite文本精灵对象 bool g_bShowHelp = true ; // 标识是否显示简单说明文本 CDXUTDialogResourceManager g_DialogResourceManager; // 对话框资源管理器 CD3DSettingsDlg g_SettingsDlg; // Direct3D设备设置对话框 CDXUTDialog g_HUD; // CDXUTDialog g_SampleUI; // LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // 顶点缓冲区 LPDIRECT3DTEXTURE9 g_pTexture1 = NULL; // 第一层纹理 LPDIRECT3DTEXTURE9 g_pTexture2 = NULL; // 第二层纹理 // 定义顶点结构和灵活顶点格式 struct CUSTOMVERTEX { FLOAT x, y, z; // 未经过坐标转换的顶点坐标 DWORD color; // 顶点漫反射颜色值 FLOAT u,v ; // 顶点纹理坐标 FLOAT u1,v1 ; // 顶点纹理坐标} ; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ| D3DFVF_DIFFUSE| D3DFVF_TEX2) // ----------------------------------------------------------------------------- // 控件ID // ----------------------------------------------------------------------------- #define IDC_TOGGLEFULLSCREEN 1 #define IDC_TOGGLEREF 2 #define IDC_CHANGEDEVICE 3 // ----------------------------------------------------------------------------- // Desc: 函数声明 // ------------------------------------------------------------------------------ bool CALLBACK IsDeviceAcceptable( D3DCAPS9 * pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void * pUserContext ); bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings * pDeviceSettings, const D3DCAPS9 * pCaps, void * pUserContext );HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9 * pd3dDevice, const D3DSURFACE_DESC * pBackBufferSurfaceDesc, void * pUserContext );HRESULT CALLBACK OnResetDevice( IDirect3DDevice9 * pd3dDevice, const D3DSURFACE_DESC * pBackBufferSurfaceDesc, void * pUserContext ); void CALLBACK OnFrameMove( IDirect3DDevice9 * pd3dDevice, double fTime, float fElapsedTime, void * pUserContext ); void CALLBACK OnFrameRender( IDirect3DDevice9 * pd3dDevice, double fTime, float fElapsedTime, void * pUserContext );LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool * pbNoFurtherProcessing, void * pUserContext ); void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void * pUserContext ); void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl * pControl, void * pUserContext ); void CALLBACK OnLostDevice( void * pUserContext ); void CALLBACK OnDestroyDevice( void * pUserContext ); void InitApp(); void RenderText(); // ----------------------------------------------------------------------------- // Desc: 入口函数 // ----------------------------------------------------------------------------- INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int ) { //为Debug配置启用运行时内存检查功能#if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );#endif //设置回调函数 DXUTSetCallbackDeviceCreated( OnCreateDevice ); DXUTSetCallbackDeviceReset( OnResetDevice ); DXUTSetCallbackDeviceLost( OnLostDevice ); DXUTSetCallbackDeviceDestroyed( OnDestroyDevice ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( KeyboardProc ); DXUTSetCallbackFrameRender( OnFrameRender ); DXUTSetCallbackFrameMove( OnFrameMove ); //应用程序相关的初始化 InitApp(); //初始化DXUT, 创建窗口, 创建Direct3D设备对象 DXUTInit( true, true, true ); DXUTSetCursorSettings( true, true ); DXUTCreateWindow( L"MultiTexture" ); DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480, IsDeviceAcceptable, ModifyDeviceSettings ); //进入消息循环和场景渲染 DXUTMainLoop(); //在此进行应用程序相关的清除工作 return DXUTGetExitCode();} // ----------------------------------------------------------------------------- // Desc: 应用程序相关初始化 // ----------------------------------------------------------------------------- void InitApp() { //初始化对话框 g_SettingsDlg.Init( &g_DialogResourceManager ); g_HUD.Init( &g_DialogResourceManager ); g_SampleUI.Init( &g_DialogResourceManager ); //为g_HUD对话框设置消息处理函数,添加控件 g_HUD.SetCallback( OnGUIEvent ); int iY = 10; g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 35, iY, 125, 22 ); g_HUD.AddButton( IDC_TOGGLEREF, L"Toggle REF (F3)", 35, iY += 24, 125, 22 ); g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 35, iY += 24, 125, 22, VK_F2 );} // ----------------------------------------------------------------------------- // Desc: 设备能力检查 // ----------------------------------------------------------------------------- bool CALLBACK IsDeviceAcceptable( D3DCAPS9 * pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void * pUserContext ) { //检查后台缓冲区格式是否支持Alpha混合等操作(post pixel blending operations) IDirect3D9* pD3D = DXUTGetD3DObject(); if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType, AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) ) return false; //检查当前渲染设备是否支持多层纹理混合 if( pCaps->MaxTextureBlendStages <= 1) return false; return true;} // ----------------------------------------------------------------------------- // Desc: 修改Direct3D渲染设备设置 // ----------------------------------------------------------------------------- bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings * pDeviceSettings, const D3DCAPS9 * pCaps, void * pUserContext ) { //如果不支持硬件顶点处理则使用软件顶点处理 if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0) { pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING; } //如果使用参考设备,则弹出警告对话框 static bool s_bFirstTime = true; if( s_bFirstTime ) { s_bFirstTime = false; if( pDeviceSettings->DeviceType == D3DDEVTYPE_REF ) DXUTDisplaySwitchingToREFWarning(); } return true;} // ----------------------------------------------------------------------------- // Desc: 在此创建管理内存资源对象 // ----------------------------------------------------------------------------- HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9 * pd3dDevice, const D3DSURFACE_DESC * pBackBufferSurfaceDesc, void * pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) ); V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) ); //创建字体 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 ) ); //创建第一层纹理对象 V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Wall.bmp", &g_pTexture1 ) ); //创建第二层纹理对象 V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"light.jpg", &g_pTexture2 ) ); //设置顶点数据 CUSTOMVERTEX g_Vertices[] = { { -3.0f, -3.0f, 0.0f, 0xffffffff, 0.0f, 1.0f, 0.0f, 1.0f}, { -3.0f, 3.0f, 0.0f, 0xffffffff, 0.0f, 0.0f, 0.0f, 0.0f}, { 3.0f, -3.0f, 0.0f, 0xffffffff, 1.0f, 1.0f, 1.0f, 1.0f}, { 3.0f, 3.0f, 0.0f, 0xffffffff, 1.0f, 0.0f, 1.0f, 0.0f} }; //创建顶点缓冲区 V_RETURN( pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &g_pVB,NULL ) ); //填充顶点数据 VOID* pVertices; V_RETURN( g_pVB->Lock( 0, sizeof(g_Vertices), (void**)&pVertices, 0 ) ); memcpy( pVertices, g_Vertices, sizeof(g_Vertices) ); g_pVB->Unlock(); return S_OK;} // ----------------------------------------------------------------------------- // Desc: 在此创建默认内存类型资源对象 // ----------------------------------------------------------------------------- HRESULT CALLBACK OnResetDevice( IDirect3DDevice9 * pd3dDevice, const D3DSURFACE_DESC * pBackBufferSurfaceDesc, void * pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnResetDevice() ); V_RETURN( g_SettingsDlg.OnResetDevice() ); //设置对话框位置和尺寸 g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-170, 0 ); g_HUD.SetSize( 170, 170 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width-170, pBackBufferSurfaceDesc->Height-350 ); g_SampleUI.SetSize( 170, 300 ); //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 ) ); //设置观察矩阵 D3DXMATRIXA16 matView; D3DXVECTOR3 vEyePt( 0.0f, 0.0f, -8 ); D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f ); D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec ); pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); //设置投影矩阵 D3DXMATRIXA16 matProj; float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height; D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspectRatio, 1.0f, 100.0f ); pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); //设置第层纹理、纹理阶段状态和纹理坐标索引 pd3dDevice->SetTexture( 0, g_pTexture1 ); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 ); pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); //设置第层纹理、纹理阶段状态和纹理坐标索引 pd3dDevice->SetTexture( 1, g_pTexture2 ); pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_ADD); pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE ); pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT); pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 ); pd3dDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); pd3dDevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); //关闭光照计算 pd3dDevice->SetRenderState( D3DRS_LIGHTING, false ); return S_OK;} // ----------------------------------------------------------------------------- // Desc: 更新场景 // ----------------------------------------------------------------------------- void CALLBACK OnFrameMove( IDirect3DDevice9 * pd3dDevice, double fTime, float fElapsedTime, void * pUserContext ) {} // ----------------------------------------------------------------------------- // Desc: 渲染场景 // ----------------------------------------------------------------------------- void CALLBACK OnFrameRender( IDirect3DDevice9 * pd3dDevice, double fTime, float fElapsedTime, void * pUserContext ) { HRESULT hr; //如果正在利用Direct3D设备设置对话框进行设置, 则不渲染场景 if( g_SettingsDlg.IsActive() ) { g_SettingsDlg.OnRender( fElapsedTime ); return; } //清除后台颜色缓冲区和深度缓冲区 V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 45, 50, 170), 1.0f, 0) ); //渲染场景 if( SUCCEEDED( pd3dDevice->BeginScene() ) ) { pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) ); pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX ); pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2); //渲染文本和控件 DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); RenderText(); V( g_HUD.OnRender( fElapsedTime ) ); V( g_SampleUI.OnRender( fElapsedTime ) ); DXUT_EndPerfEvent(); V( pd3dDevice->EndScene() ); }} // ----------------------------------------------------------------------------- // 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() ); //显示其他简要信息 txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) ); txtHelper.DrawTextLine( L"多层纹理混合" ); //显示简单帮助文本 const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc(); if( g_bShowHelp ) { txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*6 ); txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 0.75f, 0.0f, 1.0f ) ); txtHelper.DrawTextLine( L"Controls (F1 to hide):" ); txtHelper.SetInsertionPos( 40, pd3dsdBackBuffer->Height-15*5 ); txtHelper.DrawTextLine( L"Quit: ESC" ); } else { txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*2 ); txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) ); txtHelper.DrawTextLine( L"Press F1 for help" ); } txtHelper.End();} // ----------------------------------------------------------------------------- // Desc: 消息处理 // ----------------------------------------------------------------------------- LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool * pbNoFurtherProcessing, void * pUserContext ) { *pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam ); if( *pbNoFurtherProcessing ) return 0; if( g_SettingsDlg.IsActive() ) { g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam ); return 0; } *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam ); if( *pbNoFurtherProcessing ) return 0; *pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam ); if( *pbNoFurtherProcessing ) return 0; return 0;} // ----------------------------------------------------------------------------- // Desc: 键盘消息处理 // ----------------------------------------------------------------------------- void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void * pUserContext ) { if( bKeyDown ) { switch( nChar ) { case VK_F1: g_bShowHelp = !g_bShowHelp; break; } }} // ----------------------------------------------------------------------------- // Desc: 处理各种控件消息 // ----------------------------------------------------------------------------- void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl * pControl, void * pUserContext ) { switch( nControlID ) { case IDC_TOGGLEFULLSCREEN: DXUTToggleFullScreen(); break; case IDC_TOGGLEREF: DXUTToggleREF(); break; case IDC_CHANGEDEVICE: g_SettingsDlg.SetActive( !g_SettingsDlg.IsActive() ); break; }} // ----------------------------------------------------------------------------- // Desc: 释放在OnResetDevice()中创建的资源 // ----------------------------------------------------------------------------- void CALLBACK OnLostDevice( void * pUserContext ) { g_DialogResourceManager.OnLostDevice(); g_SettingsDlg.OnLostDevice(); if( g_pFont ) g_pFont->OnLostDevice(); SAFE_RELEASE( g_pTextSprite );} // ------------------------------------------------------------------------------ // Desc: 释放在OnCreateDevice()中创建的资源 // ------------------------------------------------------------------------------ void CALLBACK OnDestroyDevice( void * pUserContext ) { g_DialogResourceManager.OnDestroyDevice(); g_SettingsDlg.OnDestroyDevice(); SAFE_RELEASE( g_pFont ); SAFE_RELEASE(g_pVB); SAFE_RELEASE(g_pTexture1); SAFE_RELEASE(g_pTexture2); }