《精通DirectX 3D》第二十章 效果 02_EffectTexture

《精通DirectX 3D》第二十章 效果 02_EffectTexture

《精通DirectX 3D》第二十章 效果 02_EffectTexture_第1张图片


EffectTexture.fx

// ==============================================================
//  Desc: 效果代码文件
// ==============================================================


// --------------------------------------------------------------
//  全局变量
// --------------------------------------------------------------
float4x4  matWorldViewProj;       // 组合变换矩阵


// --------------------------------------------------------------
//  纹理采样器
// --------------------------------------------------------------
texture TextureMapping;
sampler2D Sampler2D 
=  sampler_state
{
    Texture   
=   < TextureMapping > ;
    MipFilter 
=  LINEAR;
    MinFilter 
=  LINEAR;
    MagFilter 
=  LINEAR;
    AddressU  
=  WRAP;
    AddressV  
=  WRAP;
};


// --------------------------------------------------------------
//  输出结构
// --------------------------------------------------------------
struct  VS_OUTPUT
{
    float4 Position   : POSITION;
    float2 TextureUV  : TEXCOORD0;  
// 纹理坐标  
};

struct  PS_OUTPUT
{
    float4 RGBColor : COLOR0;       
// 像素颜色
};


// -----------------------------------------------------------------
//  顶点渲染器主函数
// -----------------------------------------------------------------
VS_OUTPUT VS(float4 Pos : POSITION, float2 vTexCoord0 : TEXCOORD0)
{
    
// 顶点位置
    VS_OUTPUT Out  =  (VS_OUTPUT) 0 ;      
    Out.Position 
=  mul(Pos, matWorldViewProj);     // 坐标变换
   
    
// 纹理
    Out.TextureUV  =  vTexCoord0; 
    
return  Out;
}


// --------------------------------------------------------------
//  像素渲染器主函数
// --------------------------------------------------------------
PS_OUTPUT PS( VS_OUTPUT In)

    PS_OUTPUT Output 
=  (PS_OUTPUT) 0 ;
    Output.RGBColor  
=  tex2D(Sampler2D, In.TextureUV);
    
    
return  Output;
}


// --------------------------------------------------------------
//   技术
// --------------------------------------------------------------
technique TShader
{
    pass P0
    {
        VertexShader 
=  compile vs_2_0 VS();
        PixelShader  
=  compile ps_2_0 PS();
    }
}

// =============================================================================
//  Desc: 主程序源文件
// =============================================================================
#include  " dxstdafx.h "
#include 
" resource.h "

// #define DEBUG_VS    //  Uncomment this line to debug vertex shaders 
// #define DEBUG_PS    //  Uncomment this line to debug pixel shaders


// -----------------------------------------------------------------------------
//  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
LPDIRECT3DTEXTURE9         g_pTexture    =  NULL;      // 纹理
LPD3DXEFFECT               g_pEffect     =  NULL;      // 效果


// 顶点结构和灵活顶点格式
struct  CUSTOMVERTEX
{
    D3DXVECTOR3 position;   
// 位置
    FLOAT       tu, tv;      // 纹理
};
#define  D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_TEX1)


// -----------------------------------------------------------------------------
//  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
" EffectTexture "  );
    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 ;

    
// 检查顶点渲染器版本
     if ( pCaps -> VertexShaderVersion  <  D3DVS_VERSION( 2 , 0 ) )
        
return  FALSE;

    
// 检查像素渲染器版本
     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;
    }

    
// 调试顶点渲染器需要参考设备或软件顶点处理
#ifdef DEBUG_VS
    
if ( pDeviceSettings -> DeviceType  !=  D3DDEVTYPE_REF )
    {
        pDeviceSettings
-> BehaviorFlags  &=   ~ D3DCREATE_HARDWARE_VERTEXPROCESSING;
        pDeviceSettings
-> BehaviorFlags  &=   ~ D3DCREATE_PUREDEVICE;                            
        pDeviceSettings
-> BehaviorFlags  |=  D3DCREATE_SOFTWARE_VERTEXPROCESSING;
    }
#endif

    
// 调试像素渲染器需要参考设备
#ifdef DEBUG_PS
    pDeviceSettings
-> DeviceType  =  D3DDEVTYPE_REF;
#endif

    
// 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 ));
    
// 填充顶点缓冲区
    CUSTOMVERTEX *  pVertices;
    V_RETURN( g_pVB
-> Lock(  0 0 , ( void ** ) & pVertices,  0  ) );
    
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 + 0 ].tu        =  ((FLOAT)i) / ( 50 - 1 );
        pVertices[
2 * i + 0 ].tv        =   1.0f ;

        pVertices[
2 * i + 1 ].position  =  D3DXVECTOR3( sinf(theta),  1.0f , cosf(theta) );
        pVertices[
2 * i + 1 ].tu        =  ((FLOAT)i) / ( 50 - 1 );
        pVertices[
2 * i + 1 ].tv        =   0.0f ;
    }
    g_pVB
-> Unlock();

    
// 创建效果
    V_RETURN(D3DXCreateEffectFromFile( pd3dDevice, L " EffectTexture.fx " , NULL, NULL, 
                                       D3DXSHADER_DEBUG, NULL, 
& g_pEffect, NULL ));

    
// 创建纹理对象并为效设置纹理
    V_RETURN(D3DXCreateTextureFromFile(pd3dDevice, L " texture.jpg " & g_pTexture));
    g_pEffect
-> SetTexture( " TextureMapping " , g_pTexture);

    
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 ) );

    
// 恢复效果对象
     if ( g_pEffect )
        V_RETURN( g_pEffect
-> OnResetDevice() );

    
// 构造世界矩阵
    D3DXMATRIX matWorld;
    D3DXMatrixIdentity( 
& matWorld );

    
// 构造观察矩阵
    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 );

    
// 构造投影矩阵
    D3DXMATRIXA16 matProj;
    
float  fAspectRatio  =  ( float )pBackBufferSurfaceDesc -> Width  /  pBackBufferSurfaceDesc -> Height;
    D3DXMatrixPerspectiveFovLH( 
& matProj, D3DX_PI / 4 , fAspectRatio,  1.0f 100.0f  );

    
// 为效果设置组合变换矩阵
    D3DXMATRIX mWorldViewProj  =  matWorld  *  matView  *  matProj;
    g_pEffect
-> SetMatrix(  " matWorldViewProj " & mWorldViewProj );
    
    
// 设置剔出模式,为不剔出任何面
    hr  =  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() ) )
    {
        
// 使用效果渲染场景
        D3DXHANDLE hTechnique  =  g_pEffect -> GetTechniqueByName(  " TShader "  );
        V(g_pEffect
-> SetTechnique( hTechnique ));
        
        UINT nPasses;
        g_pEffect
-> Begin(  & nPasses,  0  );
        
for ( UINT iPass  =   0 ; iPass  <  nPasses; iPass  ++  )
        {
            V(g_pEffect
-> BeginPass( iPass ));

            V(pd3dDevice
-> SetStreamSource(  0 , g_pVB,  0 sizeof (CUSTOMVERTEX) ));
            V(pd3dDevice
-> SetFVF( D3DFVF_CUSTOMVERTEX ));
            V(pd3dDevice
-> DrawPrimitive( D3DPT_TRIANGLESTRIP,  0 2 * 50 - 2  ));
            
            g_pEffect
-> EndPass();
        }
        g_pEffect
-> End(); 

        
// 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
" 使用效果实现基本纹理映射 "  );
    
    
// 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 );

    
//
     if (g_pEffect)
        g_pEffect
-> OnLostDevice();
}


// ------------------------------------------------------------------------------
//  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_pTexture);
    SAFE_RELEASE(g_pEffect);
}













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