《精通DirectX 3D》第十九章 HLSL像素渲染 01_HLSLPixelColor

《精通DirectX 3D》第十九章 HLSL像素渲染 01_HLSLPixelColor

《精通DirectX 3D》第十九章 HLSL像素渲染 01_HLSLPixelColor_第1张图片

HLSLPixelColor.psh

// =============================================================
//  Desc: 像素渲染器代码
// =============================================================


// --------------------------------------------------------------
//  全局变量
// --------------------------------------------------------------    
float4 color;


// --------------------------------------------------------------
//  像素渲染器输出结构
// --------------------------------------------------------------
struct  PS_OUTPUT
{
    float4 Color:COLOR;
};


// -------------------------------------------------------------
//  Desc: 像素渲染器主函数
// -------------------------------------------------------------
PS_OUTPUT PS( void )
{
    PS_OUTPUT Out_ps 
=  (PS_OUTPUT)  0 ;
    Out_ps.Color 
=  color;   // 为每个像素指定颜色
     return  Out_ps;
}




//=============================================================================
// 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;                    //对话框
CDXUTDialog                g_SampleUI;               //对话框

LPDIRECT3DVERTEXBUFFER9      g_pVB                = NULL;  
//顶点缓冲区
LPDIRECT3DPIXELSHADER9       g_pPixelShader       = NULL;   //像素渲染器
LPD3DXCONSTANTTABLE          g_pConstantTable_PS  = NULL;   //像素渲染器常量表


//定义顶点结构和FVF
struct  CUSTOMVERTEX
{
    D3DXVECTOR3 position;
};
#define  D3DFVF_CUSTOMVERTEX  D3DFVF_XYZ


//-----------------------------------------------------------------------------
// 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"PixelColor" );
    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 ;

    
//检查当前设备支持的像素渲染器版本
     if ( pCaps->PixelShaderVersion < D3DPS_VERSION(2,0) )
        
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 ) );

    
//创建顶点缓冲区
    V_RETURN( pd3dDevice->CreateVertexBuffer( 50*2* sizeof (CUSTOMVERTEX),
                                              0, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED,
                                             &g_pVB, NULL ) );

    CUSTOMVERTEX* pVertices;
    
if ( FAILED( g_pVB->Lock( 0, 0, ( void **)&pVertices, 0 ) ) )
        
return  E_FAIL;
    
for ( DWORD i=0; i<50; i++ )
    {
        FLOAT theta = (2*D3DX_PI*i)/(50-1);
        pVertices[2*i+0].position = D3DXVECTOR3( sinf(theta),-1.0f, cosf(theta) );
        pVertices[2*i+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) );
    }
    g_pVB->Unlock();
    
    
//编译像素渲染器代码
    LPD3DXBUFFER pCode_PS;
    DWORD dwShaderFlags = D3DXSHADER_SKIPOPTIMIZATION|D3DXSHADER_DEBUG;
    V_RETURN(D3DXCompileShaderFromFile( L"HLSLPixelColor.psh", NULL, NULL, "PS",
                                         "ps_2_0", dwShaderFlags, &pCode_PS,
                                         NULL, &g_pConstantTable_PS));

    
//创建像素渲染器
    V_RETURN(pd3dDevice->CreatePixelShader( (DWORD*)pCode_PS->GetBufferPointer(), &g_pPixelShader));
    pCode_PS->Release();

    
//设置像素颜色
    D3DXVECTOR4 pColor = D3DXVECTOR4(1.0,  0.5,  0.0, 1.0);
    V_RETURN(g_pConstantTable_PS->SetVector(pd3dDevice, "color", &pColor));
   
    
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, 3.0f,-5 );
    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 );

    
//设置剔出模式,为不剔出任何面
    pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

    
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() ) )
    {
        
//设置像素渲染器
        pd3dDevice->SetPixelShader( g_pPixelShader );
        pd3dDevice->SetStreamSource( 0, g_pVB, 0, 
sizeof (CUSTOMVERTEX) );
        pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
        pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2*50-2 );

        
//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"使用HLSL像素渲染器设置像素颜色" );
    
    
//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_pPixelShader );
    SAFE_RELEASE( g_pConstantTable_PS );
}
















你可能感兴趣的:(《精通DirectX 3D》第十九章 HLSL像素渲染 01_HLSLPixelColor)