《精通DirectX 3D》 第二十一章 HLSL高级应用 04_HLSLCubeMappingRefract
玻璃茶壶
HLSLCubeMappingRefract.fx
//
--------------------------------------------------------------
// Desc: 效果文件
// --------------------------------------------------------------
// --------------------------------------------------------------
// 全局变量
// --------------------------------------------------------------
float4x4 matWorldViewProj;
float4x4 matWorld;
float4x4 matView;
float4 vecEye;
// ---------------------------------------------------------------
// 立方体纹理采样器
// ---------------------------------------------------------------
texture CubeMap;
samplerCUBE CubeMapSampler = sampler_state
{
Texture = < CubeMap > ;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
// 顶点渲染函数VS()的输出结构体
struct VS_OUTPUT
{
float4 Pos : POSITION;
float3 Reflect: TEXCOORD4;
float3 Reflect2: TEXCOORD5;
};
// -------------------------------------------------------------
// 顶点渲染器主函数
// -------------------------------------------------------------
VS_OUTPUT VS(float4 Pos : POSITION, float2 Tex : TEXCOORD, float3 Normal : NORMAL)
{
VS_OUTPUT Out = (VS_OUTPUT) 0 ;
// 坐标变换
Out.Pos = mul(Pos, matWorldViewProj);
// 计算世界空间中的顶点法线并标准化
float3 Norm = normalize(mul(Normal, matWorld));
// 计算从顶点指向观察点的方向向量并标准化
float3 PosWorld = normalize(mul(Pos, matWorld));
float3 Incident = normalize(PosWorld - vecEye);
// 计算立方体映射的反射向量
Out.Reflect = normalize(reflect(Incident, Norm));
// 折射向量
float3 ShortNorm = mul(Norm, 0.4 );
Out.Reflect2 = normalize(reflect(Incident, ShortNorm));
return Out;
}
// -------------------------------------------------------------
// 像素渲染器主函数
// -------------------------------------------------------------
float4 PS(VS_OUTPUT In) : COLOR
{
float4 tex1 = texCUBE(CubeMapSampler, In.Reflect);
float4 tex2 = texCUBE(CubeMapSampler, In.Reflect2);
return tex2 * 0.5 + tex1;
}
// -------------------------------------------------------------
// 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;
float4x4 matView;
float4 vecEye;
// ---------------------------------------------------------------
// 立方体纹理采样器
// ---------------------------------------------------------------
texture CubeMap;
samplerCUBE CubeMapSampler = sampler_state
{
Texture = < CubeMap > ;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
// 顶点渲染函数VS()的输出结构体
struct VS_OUTPUT
{
float4 Pos : POSITION;
float3 Reflect: TEXCOORD4;
float3 Reflect2: TEXCOORD5;
};
// -------------------------------------------------------------
// 顶点渲染器主函数
// -------------------------------------------------------------
VS_OUTPUT VS(float4 Pos : POSITION, float2 Tex : TEXCOORD, float3 Normal : NORMAL)
{
VS_OUTPUT Out = (VS_OUTPUT) 0 ;
// 坐标变换
Out.Pos = mul(Pos, matWorldViewProj);
// 计算世界空间中的顶点法线并标准化
float3 Norm = normalize(mul(Normal, matWorld));
// 计算从顶点指向观察点的方向向量并标准化
float3 PosWorld = normalize(mul(Pos, matWorld));
float3 Incident = normalize(PosWorld - vecEye);
// 计算立方体映射的反射向量
Out.Reflect = normalize(reflect(Incident, Norm));
// 折射向量
float3 ShortNorm = mul(Norm, 0.4 );
Out.Reflect2 = normalize(reflect(Incident, ShortNorm));
return Out;
}
// -------------------------------------------------------------
// 像素渲染器主函数
// -------------------------------------------------------------
float4 PS(VS_OUTPUT In) : COLOR
{
float4 tex1 = texCUBE(CubeMapSampler, In.Reflect);
float4 tex2 = texCUBE(CubeMapSampler, In.Reflect2);
return tex2 * 0.5 + tex1;
}
// -------------------------------------------------------------
// 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
CDXUTMesh * g_pLobbyMesh = NULL; // 大厅网格模型
LPD3DXMESH g_pTeapotMesh = NULL; // 茶壶网格模型
LPD3DXEFFECT g_pEffect = NULL; // 效果
LPDIRECT3DCUBETEXTURE9 g_pCubeMap; // 立方体纹理
D3DXVECTOR3 g_vEyePos;
D3DXMATRIXA16 g_matProject;
D3DXMATRIXA16 g_matView;
D3DXMATRIXA16 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 " HLSLCubeMappingRefract " );
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;
}
// 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();
}
// 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
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 ) );
// 创建大厅网格模型
g_pLobbyMesh = new CDXUTMesh();
g_pLobbyMesh -> Create(pd3dDevice, L " lobby.x " );
// 加载茶壶
V_RETURN( D3DXLoadMeshFromX( L " teapot.x " , D3DXMESH_MANAGED, pd3dDevice,
NULL, NULL, NULL, NULL, & g_pTeapotMesh ) );
// 创建立方体贴图
V_RETURN( D3DXCreateCubeTextureFromFile( pd3dDevice, L " LobbyCube.dds " , & g_pCubeMap ) );
// 创建效果
V_RETURN( D3DXCreateEffectFromFile( pd3dDevice, L " HLSLCubeMappingRefract.fx " , NULL, NULL,
D3DXSHADER_DEBUG, NULL, & g_pEffect, NULL ) );
// 为效果设置立方体纹理
g_pEffect -> SetTexture( " CubeMap " , g_pCubeMap);
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
if (g_pEffect != NULL)
g_pEffect -> OnResetDevice();
// 构造并设置世界矩阵
D3DXMatrixIdentity( & g_matWorld);
pd3dDevice -> SetTransform( D3DTS_WORLD, & g_matWorld );
// 构造并设置投影矩阵
float fAspectRatio = ( float )pBackBufferSurfaceDesc -> Width / pBackBufferSurfaceDesc -> Height;
D3DXMatrixPerspectiveFovLH( & g_matProject, D3DX_PI / 4 , fAspectRatio, 1.0f , 100.0f );
pd3dDevice -> SetTransform( D3DTS_PROJECTION, & g_matProject );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
return S_OK;
}
// -----------------------------------------------------------------------------
// Desc: 更新场景
// -----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9 * pd3dDevice, double fTime,
float fElapsedTime, void * pUserContext )
{
// 构造并设置观察矩阵
float angle = ( float )fTime / 2.0f ;
g_vEyePos = D3DXVECTOR3( 3.0f * sin(angle), 0.0f , 3.0f * cos(angle));
D3DXVECTOR3 vLookatPt( 0.0f , 0.0f , 0.0f );
D3DXVECTOR3 vUpVec( 0.0f , 1.0f , 0.0f );
D3DXMatrixLookAtLH( & g_matView, & g_vEyePos, & vLookatPt, & vUpVec );
pd3dDevice -> SetTransform( D3DTS_VIEW, & g_matView );
// 构造组合矩阵
D3DXMATRIX mWorldViewProj;
mWorldViewProj = g_matWorld * g_matView * g_matProject;
// 设置效果参数
g_pEffect -> SetMatrix( " matWorldViewProj " , & mWorldViewProj );
g_pEffect -> SetMatrix( " matWorld " , & g_matWorld);
g_pEffect -> SetMatrix( " matView " , & g_matView);
D3DXVECTOR4 vEyePos = D3DXVECTOR4(g_vEyePos.x, g_vEyePos.y, g_vEyePos.z, 0.0f );
g_pEffect -> SetVector( " vecEye " , & vEyePos);
}
// -----------------------------------------------------------------------------
// 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() ) )
{
// 渲染大厅网格模型
g_pLobbyMesh -> Render(pd3dDevice);
// 使用效果渲染茶壶模型
UINT nPasses;
if ( g_pEffect != NULL )
{
g_pEffect -> Begin( & nPasses, 0 );
for ( UINT iPass = 0 ; iPass < nPasses; iPass ++ )
{
g_pEffect -> BeginPass( iPass );
g_pTeapotMesh -> 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编程实现具有折射效果的立方体环境映射 " );
// 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 );
g_pLobbyMesh -> Destroy();
SAFE_RELEASE( g_pEffect );
SAFE_RELEASE(g_pTeapotMesh);
SAFE_RELEASE( g_pCubeMap );
}
// 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
CDXUTMesh * g_pLobbyMesh = NULL; // 大厅网格模型
LPD3DXMESH g_pTeapotMesh = NULL; // 茶壶网格模型
LPD3DXEFFECT g_pEffect = NULL; // 效果
LPDIRECT3DCUBETEXTURE9 g_pCubeMap; // 立方体纹理
D3DXVECTOR3 g_vEyePos;
D3DXMATRIXA16 g_matProject;
D3DXMATRIXA16 g_matView;
D3DXMATRIXA16 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 " HLSLCubeMappingRefract " );
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;
}
// 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();
}
// 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
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 ) );
// 创建大厅网格模型
g_pLobbyMesh = new CDXUTMesh();
g_pLobbyMesh -> Create(pd3dDevice, L " lobby.x " );
// 加载茶壶
V_RETURN( D3DXLoadMeshFromX( L " teapot.x " , D3DXMESH_MANAGED, pd3dDevice,
NULL, NULL, NULL, NULL, & g_pTeapotMesh ) );
// 创建立方体贴图
V_RETURN( D3DXCreateCubeTextureFromFile( pd3dDevice, L " LobbyCube.dds " , & g_pCubeMap ) );
// 创建效果
V_RETURN( D3DXCreateEffectFromFile( pd3dDevice, L " HLSLCubeMappingRefract.fx " , NULL, NULL,
D3DXSHADER_DEBUG, NULL, & g_pEffect, NULL ) );
// 为效果设置立方体纹理
g_pEffect -> SetTexture( " CubeMap " , g_pCubeMap);
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
if (g_pEffect != NULL)
g_pEffect -> OnResetDevice();
// 构造并设置世界矩阵
D3DXMatrixIdentity( & g_matWorld);
pd3dDevice -> SetTransform( D3DTS_WORLD, & g_matWorld );
// 构造并设置投影矩阵
float fAspectRatio = ( float )pBackBufferSurfaceDesc -> Width / pBackBufferSurfaceDesc -> Height;
D3DXMatrixPerspectiveFovLH( & g_matProject, D3DX_PI / 4 , fAspectRatio, 1.0f , 100.0f );
pd3dDevice -> SetTransform( D3DTS_PROJECTION, & g_matProject );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
return S_OK;
}
// -----------------------------------------------------------------------------
// Desc: 更新场景
// -----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9 * pd3dDevice, double fTime,
float fElapsedTime, void * pUserContext )
{
// 构造并设置观察矩阵
float angle = ( float )fTime / 2.0f ;
g_vEyePos = D3DXVECTOR3( 3.0f * sin(angle), 0.0f , 3.0f * cos(angle));
D3DXVECTOR3 vLookatPt( 0.0f , 0.0f , 0.0f );
D3DXVECTOR3 vUpVec( 0.0f , 1.0f , 0.0f );
D3DXMatrixLookAtLH( & g_matView, & g_vEyePos, & vLookatPt, & vUpVec );
pd3dDevice -> SetTransform( D3DTS_VIEW, & g_matView );
// 构造组合矩阵
D3DXMATRIX mWorldViewProj;
mWorldViewProj = g_matWorld * g_matView * g_matProject;
// 设置效果参数
g_pEffect -> SetMatrix( " matWorldViewProj " , & mWorldViewProj );
g_pEffect -> SetMatrix( " matWorld " , & g_matWorld);
g_pEffect -> SetMatrix( " matView " , & g_matView);
D3DXVECTOR4 vEyePos = D3DXVECTOR4(g_vEyePos.x, g_vEyePos.y, g_vEyePos.z, 0.0f );
g_pEffect -> SetVector( " vecEye " , & vEyePos);
}
// -----------------------------------------------------------------------------
// 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() ) )
{
// 渲染大厅网格模型
g_pLobbyMesh -> Render(pd3dDevice);
// 使用效果渲染茶壶模型
UINT nPasses;
if ( g_pEffect != NULL )
{
g_pEffect -> Begin( & nPasses, 0 );
for ( UINT iPass = 0 ; iPass < nPasses; iPass ++ )
{
g_pEffect -> BeginPass( iPass );
g_pTeapotMesh -> 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编程实现具有折射效果的立方体环境映射 " );
// 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 );
g_pLobbyMesh -> Destroy();
SAFE_RELEASE( g_pEffect );
SAFE_RELEASE(g_pTeapotMesh);
SAFE_RELEASE( g_pCubeMap );
}