《精通DirectX 3D》 第二十一章 HLSL高级应用 02_HLSLBumpTexture
效果真不错!凹凸的真实感非常强!
HLSLBumpTexture.fx
//
==============================================================
// Desc: 效果文件
// ==============================================================
// --------------------------------------------------------------
// 全局变量
// --------------------------------------------------------------
float4x4 matWorldViewProj;
float4x4 matWorld;
float4 vecLightDir;
float4 vecEye;
// --------------------------------------------------------------
// 纹理采样器
// --------------------------------------------------------------
texture ColorMap;
sampler ColorMapSampler = sampler_state
{
Texture = < ColorMap > ;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};
texture BumpMap;
sampler BumpMapSampler = sampler_state
{
Texture = < BumpMap > ;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};
// --------------------------------------------------------------
// 顶点渲染器输出结构
// --------------------------------------------------------------
struct VS_OUTPUT
{
float4 Pos : POSITION;
float2 Tex : TEXCOORD0;
float3 Light: TEXCOORD1; // 纹理空间中灯光方向
float3 View : TEXCOORD2; // 纹理空间中法线方向
};
// --------------------------------------------------------------
// 顶点渲染器主函数
// --------------------------------------------------------------
VS_OUTPUT VS(float4 Pos : POSITION, float2 Tex : TEXCOORD, float3 Normal : NORMAL, float3 Tangent : TANGENT )
{
VS_OUTPUT Out = (VS_OUTPUT) 0 ;
// 顶点坐标变换
Out.Pos = mul(Pos, matWorldViewProj);
// 构建一个3x3变换矩阵 用于完成从世界空间到纹理空间的变换
float3x3 worldToTangentSpace;
worldToTangentSpace[ 0 ] = mul(Tangent, matWorld);
worldToTangentSpace[ 1 ] = mul(cross(Tangent,Normal), matWorld);
worldToTangentSpace[ 2 ] = mul(Normal, matWorld);
Out.Tex = Tex.xy;
// 顶点在世界空间中的坐标
float3 PosWorld = normalize(mul(Pos, matWorld));
// 计算纹理空间中灯光方向向量
float3 Light = vecLightDir - PosWorld;
Out.Light.xyz = mul(worldToTangentSpace, Light);
// 计算纹理空间中的观察方向
float3 Viewer = vecEye - PosWorld;
Out.View = mul(worldToTangentSpace, Viewer);
return Out;
}
// --------------------------------------------------------------
// 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(float2 Tex: TEXCOORD0, float3 Light : TEXCOORD1,
float3 View : TEXCOORD2, float3 Att : TEXCOORD3)
{
PS_OUTPUT Out_ps = (PS_OUTPUT) 0 ;
// 颜色纹理采样
float4 color = tex2D(ColorMapSampler, Tex);
// 凹凸纹理采样, 得到的是法线向量, 用于代替顶点法线进行光照计算
float3 bumpNormal = 2 * (tex2D(BumpMapSampler, Tex) - 0.5 );
// 标准化纹理空间中的灯光方向和观察方向
float3 LightDir = normalize(Light);
float3 ViewDir = normalize(View);
// 根据凹凸贴图的发线进行漫反射光照计算
float4 diff = saturate(dot(bumpNormal, LightDir));
// 计算自身遮蔽阴影项
float shadow = saturate( 4 * diff);
// 计算镜面反射强度
float3 Reflect = normalize( 2 * diff * bumpNormal - LightDir);
float4 spec = min(pow(saturate(dot(Reflect, ViewDir)), 15 ), color.a);
// 混合纹理颜色和光照颜色, 得到每个像素的最终颜色
Out_ps.Color = 0.2 * color + (shadow * (color * diff + spec) );
return Out_ps;
}
// --------------------------------------------------------------
// Desc: 技术
// --------------------------------------------------------------
technique TShader
{
pass P0
{
VertexShader = compile vs_2_0 VS();
PixelShader = compile ps_2_0 PS();
}
}
// Desc: 效果文件
// ==============================================================
// --------------------------------------------------------------
// 全局变量
// --------------------------------------------------------------
float4x4 matWorldViewProj;
float4x4 matWorld;
float4 vecLightDir;
float4 vecEye;
// --------------------------------------------------------------
// 纹理采样器
// --------------------------------------------------------------
texture ColorMap;
sampler ColorMapSampler = sampler_state
{
Texture = < ColorMap > ;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};
texture BumpMap;
sampler BumpMapSampler = sampler_state
{
Texture = < BumpMap > ;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};
// --------------------------------------------------------------
// 顶点渲染器输出结构
// --------------------------------------------------------------
struct VS_OUTPUT
{
float4 Pos : POSITION;
float2 Tex : TEXCOORD0;
float3 Light: TEXCOORD1; // 纹理空间中灯光方向
float3 View : TEXCOORD2; // 纹理空间中法线方向
};
// --------------------------------------------------------------
// 顶点渲染器主函数
// --------------------------------------------------------------
VS_OUTPUT VS(float4 Pos : POSITION, float2 Tex : TEXCOORD, float3 Normal : NORMAL, float3 Tangent : TANGENT )
{
VS_OUTPUT Out = (VS_OUTPUT) 0 ;
// 顶点坐标变换
Out.Pos = mul(Pos, matWorldViewProj);
// 构建一个3x3变换矩阵 用于完成从世界空间到纹理空间的变换
float3x3 worldToTangentSpace;
worldToTangentSpace[ 0 ] = mul(Tangent, matWorld);
worldToTangentSpace[ 1 ] = mul(cross(Tangent,Normal), matWorld);
worldToTangentSpace[ 2 ] = mul(Normal, matWorld);
Out.Tex = Tex.xy;
// 顶点在世界空间中的坐标
float3 PosWorld = normalize(mul(Pos, matWorld));
// 计算纹理空间中灯光方向向量
float3 Light = vecLightDir - PosWorld;
Out.Light.xyz = mul(worldToTangentSpace, Light);
// 计算纹理空间中的观察方向
float3 Viewer = vecEye - PosWorld;
Out.View = mul(worldToTangentSpace, Viewer);
return Out;
}
// --------------------------------------------------------------
// 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(float2 Tex: TEXCOORD0, float3 Light : TEXCOORD1,
float3 View : TEXCOORD2, float3 Att : TEXCOORD3)
{
PS_OUTPUT Out_ps = (PS_OUTPUT) 0 ;
// 颜色纹理采样
float4 color = tex2D(ColorMapSampler, Tex);
// 凹凸纹理采样, 得到的是法线向量, 用于代替顶点法线进行光照计算
float3 bumpNormal = 2 * (tex2D(BumpMapSampler, Tex) - 0.5 );
// 标准化纹理空间中的灯光方向和观察方向
float3 LightDir = normalize(Light);
float3 ViewDir = normalize(View);
// 根据凹凸贴图的发线进行漫反射光照计算
float4 diff = saturate(dot(bumpNormal, LightDir));
// 计算自身遮蔽阴影项
float shadow = saturate( 4 * diff);
// 计算镜面反射强度
float3 Reflect = normalize( 2 * diff * bumpNormal - LightDir);
float4 spec = min(pow(saturate(dot(Reflect, ViewDir)), 15 ), color.a);
// 混合纹理颜色和光照颜色, 得到每个像素的最终颜色
Out_ps.Color = 0.2 * color + (shadow * (color * diff + spec) );
return Out_ps;
}
// --------------------------------------------------------------
// Desc: 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k
// -----------------------------------------------------------------------------
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
LPD3DXMESH g_pMesh = NULL; // 网格模型
LPDIRECT3DTEXTURE9 g_pBumpMap; // 凹凸纹理
LPDIRECT3DTEXTURE9 g_pColorMap; // 颜色纹理
LPD3DXEFFECT g_pEffect = NULL; // 效果
D3DXMATRIXA16 g_matView, g_matProj, g_matWorld;
// -----------------------------------------------------------------------------
// 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 " HLSLBumpTexture " );
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
if ( pCaps -> VertexShaderVersion < D3DVS_VERSION( 2 , 0 ) )
return FALSE;
// 检查像素渲染器
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;
}
// 调试像素渲染器需要参考设备
#ifdef DEBUG_VS
if ( pDeviceSettings -> DeviceType != D3DDEVTYPE_REF )
{
pDeviceSettings -> BehaviorFlags &= ~ D3DCREATE_HARDWARE_VERTEXPROCESSING;
pDeviceSettings -> BehaviorFlags &= ~ D3DCREATE_PUREDEVICE;
pDeviceSettings -> BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
#endif
// 如果使用参考设备,则弹出警告对话框
#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 ) );
// 加载网格模型
V_RETURN( D3DXLoadMeshFromX( L " sphereearth.x " , D3DXMESH_MANAGED, pd3dDevice,
NULL, NULL, NULL, NULL, & g_pMesh ));
LPD3DXMESH pMeshSysMem = g_pMesh;
D3DVERTEXELEMENT9 decl[] =
{
{ 0 , 0 , D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0 , 12 , D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
{ 0 , 20 , D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
{ 0 , 32 , D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
D3DDECL_END()
};
LPD3DXMESH pMeshSysMem2 = NULL;
V_RETURN(pMeshSysMem -> CloneMesh(D3DXMESH_MANAGED, decl, pd3dDevice, & pMeshSysMem2));
// 确保顶点包含法线
V_RETURN(D3DXComputeNormals(pMeshSysMem2,NULL));
// 计算切线
V_RETURN(D3DXComputeTangent( pMeshSysMem2, 0 , 0 , 0 , true , NULL ));
D3DVERTEXELEMENT9 decl2[] =
{
{ 0 , 0 , D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0 , 16 , D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
{ 0 , 24 , D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
{ 0 , 36 , D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
D3DDECL_END()
};
V_RETURN(pMeshSysMem2 -> CloneMesh(D3DXMESH_MANAGED, decl2, pd3dDevice, & g_pMesh ));
// 释放临时网格模型对象
SAFE_RELEASE(pMeshSysMem);
SAFE_RELEASE(pMeshSysMem2);
// 创建纹理
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L " earth.tga " , & g_pColorMap));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L " normal.tga " , & g_pBumpMap ));
// 创建效果
V_RETURN(D3DXCreateEffectFromFile( pd3dDevice, L " HLSLBumpTexture.fx " , NULL, NULL,
D3DXSHADER_DEBUG, NULL, & g_pEffect, NULL ) );
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() );
// 构造观察矩阵
D3DXVECTOR3 vEyePt( 0.0f , - 3.0f , 0.0f );
D3DXVECTOR3 vLookatPt( 0.0f , 0.0f , 0.0f );
D3DXVECTOR3 vUpVec( 0.0f , 1.0f , 1.0f );
D3DXMatrixLookAtLH( & g_matView, & vEyePt, & vLookatPt, & vUpVec );
// 设置投影矩阵
float fAspectRatio = ( float )pBackBufferSurfaceDesc -> Width / pBackBufferSurfaceDesc -> Height;
D3DXMatrixPerspectiveFovLH( & g_matProj, D3DX_PI / 4 , fAspectRatio, 1.0f , 100.0f );
// 为效果设置摄影机位置和光的方向
D3DXVECTOR4 vecEyePos = D3DXVECTOR4(vEyePt.x,vEyePt.y,vEyePt.z, 0 );
g_pEffect -> SetVector( " vecEye " , & vecEyePos);
D3DXVECTOR4 LightDirection( - 1.0f , - 1.0f , - 1.0f , 1.0f );
g_pEffect -> SetVector( " vecLightDir " , & LightDirection);
return S_OK;
}
// -----------------------------------------------------------------------------
// Desc: 更新场景
// -----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9 * pd3dDevice, double fTime,
float fElapsedTime, void * pUserContext )
{
D3DXMatrixRotationZ( & g_matWorld, timeGetTime() / 1000.0f );
D3DXMATRIX mWorldViewProj = g_matWorld * g_matView * g_matProj;
g_pEffect -> SetMatrix( " matWorldViewProj " , & mWorldViewProj );
g_pEffect -> SetMatrix( " matWorld " , & g_matWorld);
}
// -----------------------------------------------------------------------------
// 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() ) )
{
if ( g_pEffect != NULL )
{
D3DXHANDLE hTechnique = g_pEffect -> GetTechniqueByName( " TShader " );
g_pEffect -> SetTechnique( hTechnique );
g_pEffect -> SetTexture( " ColorMap " , g_pColorMap);
g_pEffect -> SetTexture( " BumpMap " , g_pBumpMap);
UINT nPasses;
g_pEffect -> Begin( & nPasses, 0 );
for ( UINT iPass = 0 ; iPass < nPasses; iPass ++ )
{
g_pEffect -> BeginPass( iPass );
g_pMesh -> DrawSubset( 0 );
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 " 通过HLSL编程实现凹凸纹理映射 " );
// 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 );
}
// ------------------------------------------------------------------------------
// 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_pMesh);
SAFE_RELEASE(g_pBumpMap);
SAFE_RELEASE(g_pColorMap);
SAFE_RELEASE(g_pEffect);
}
// 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k
// -----------------------------------------------------------------------------
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
LPD3DXMESH g_pMesh = NULL; // 网格模型
LPDIRECT3DTEXTURE9 g_pBumpMap; // 凹凸纹理
LPDIRECT3DTEXTURE9 g_pColorMap; // 颜色纹理
LPD3DXEFFECT g_pEffect = NULL; // 效果
D3DXMATRIXA16 g_matView, g_matProj, g_matWorld;
// -----------------------------------------------------------------------------
// 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 " HLSLBumpTexture " );
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
if ( pCaps -> VertexShaderVersion < D3DVS_VERSION( 2 , 0 ) )
return FALSE;
// 检查像素渲染器
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;
}
// 调试像素渲染器需要参考设备
#ifdef DEBUG_VS
if ( pDeviceSettings -> DeviceType != D3DDEVTYPE_REF )
{
pDeviceSettings -> BehaviorFlags &= ~ D3DCREATE_HARDWARE_VERTEXPROCESSING;
pDeviceSettings -> BehaviorFlags &= ~ D3DCREATE_PUREDEVICE;
pDeviceSettings -> BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
#endif
// 如果使用参考设备,则弹出警告对话框
#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 ) );
// 加载网格模型
V_RETURN( D3DXLoadMeshFromX( L " sphereearth.x " , D3DXMESH_MANAGED, pd3dDevice,
NULL, NULL, NULL, NULL, & g_pMesh ));
LPD3DXMESH pMeshSysMem = g_pMesh;
D3DVERTEXELEMENT9 decl[] =
{
{ 0 , 0 , D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0 , 12 , D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
{ 0 , 20 , D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
{ 0 , 32 , D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
D3DDECL_END()
};
LPD3DXMESH pMeshSysMem2 = NULL;
V_RETURN(pMeshSysMem -> CloneMesh(D3DXMESH_MANAGED, decl, pd3dDevice, & pMeshSysMem2));
// 确保顶点包含法线
V_RETURN(D3DXComputeNormals(pMeshSysMem2,NULL));
// 计算切线
V_RETURN(D3DXComputeTangent( pMeshSysMem2, 0 , 0 , 0 , true , NULL ));
D3DVERTEXELEMENT9 decl2[] =
{
{ 0 , 0 , D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0 , 16 , D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
{ 0 , 24 , D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
{ 0 , 36 , D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
D3DDECL_END()
};
V_RETURN(pMeshSysMem2 -> CloneMesh(D3DXMESH_MANAGED, decl2, pd3dDevice, & g_pMesh ));
// 释放临时网格模型对象
SAFE_RELEASE(pMeshSysMem);
SAFE_RELEASE(pMeshSysMem2);
// 创建纹理
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L " earth.tga " , & g_pColorMap));
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L " normal.tga " , & g_pBumpMap ));
// 创建效果
V_RETURN(D3DXCreateEffectFromFile( pd3dDevice, L " HLSLBumpTexture.fx " , NULL, NULL,
D3DXSHADER_DEBUG, NULL, & g_pEffect, NULL ) );
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() );
// 构造观察矩阵
D3DXVECTOR3 vEyePt( 0.0f , - 3.0f , 0.0f );
D3DXVECTOR3 vLookatPt( 0.0f , 0.0f , 0.0f );
D3DXVECTOR3 vUpVec( 0.0f , 1.0f , 1.0f );
D3DXMatrixLookAtLH( & g_matView, & vEyePt, & vLookatPt, & vUpVec );
// 设置投影矩阵
float fAspectRatio = ( float )pBackBufferSurfaceDesc -> Width / pBackBufferSurfaceDesc -> Height;
D3DXMatrixPerspectiveFovLH( & g_matProj, D3DX_PI / 4 , fAspectRatio, 1.0f , 100.0f );
// 为效果设置摄影机位置和光的方向
D3DXVECTOR4 vecEyePos = D3DXVECTOR4(vEyePt.x,vEyePt.y,vEyePt.z, 0 );
g_pEffect -> SetVector( " vecEye " , & vecEyePos);
D3DXVECTOR4 LightDirection( - 1.0f , - 1.0f , - 1.0f , 1.0f );
g_pEffect -> SetVector( " vecLightDir " , & LightDirection);
return S_OK;
}
// -----------------------------------------------------------------------------
// Desc: 更新场景
// -----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9 * pd3dDevice, double fTime,
float fElapsedTime, void * pUserContext )
{
D3DXMatrixRotationZ( & g_matWorld, timeGetTime() / 1000.0f );
D3DXMATRIX mWorldViewProj = g_matWorld * g_matView * g_matProj;
g_pEffect -> SetMatrix( " matWorldViewProj " , & mWorldViewProj );
g_pEffect -> SetMatrix( " matWorld " , & g_matWorld);
}
// -----------------------------------------------------------------------------
// 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() ) )
{
if ( g_pEffect != NULL )
{
D3DXHANDLE hTechnique = g_pEffect -> GetTechniqueByName( " TShader " );
g_pEffect -> SetTechnique( hTechnique );
g_pEffect -> SetTexture( " ColorMap " , g_pColorMap);
g_pEffect -> SetTexture( " BumpMap " , g_pBumpMap);
UINT nPasses;
g_pEffect -> Begin( & nPasses, 0 );
for ( UINT iPass = 0 ; iPass < nPasses; iPass ++ )
{
g_pEffect -> BeginPass( iPass );
g_pMesh -> DrawSubset( 0 );
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 " 通过HLSL编程实现凹凸纹理映射 " );
// 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 );
}
// ------------------------------------------------------------------------------
// 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_pMesh);
SAFE_RELEASE(g_pBumpMap);
SAFE_RELEASE(g_pColorMap);
SAFE_RELEASE(g_pEffect);
}