《精通DirectX 3D》 第二十八章 三维地形模拟 01_Terrain

《精通DirectX 3D》 第二十八章 三维地形模拟 01_Terrain


《精通DirectX 3D》 第二十八章 三维地形模拟 01_Terrain_第1张图片


Terrain.h

// =============================================================================
// Desc: CTerrain类头文件
// =============================================================================
#pragma once

#define         WIDTH        100       // 地形宽度
#define         LENGTH        100       // 地形长度
#define         NUMROWS        50        // 行数
#define         NUMCOLUMNS    50        // 列数

#define         NUMVERTICES    ((NUMCOLUMNS+1) * (NUMROWS+1))   // 顶点个数
#define         NUMFACES    ((NUMCOLUMNS*NUMROWS) * 2)       // 三角形面数
#define         CSTEP        ((float) WIDTH / (float) NUMCOLUMNS)   // 横向每格宽度
#define         RSTEP        ((float) LENGTH / (float) NUMROWS)     // 纵向每格宽度



// -----------------------------------------------------------------------------
//  Desc: CFlutterFlag类的定义
// -----------------------------------------------------------------------------
class  CTerrain
{
public :
    CTerrain(
void );
    
~ CTerrain( void );

private :
    LPD3DXMESH            m_pMesh;         
// 网格对象
    LPDIRECT3DTEXTURE9    m_pTex;           // 纹理
    D3DXMATRIX            m_WorldMatrix;    // 世界矩阵

private :
    
float    HeightField(  float  x,  float  z );
    HRESULT BuildFlagMesh(LPDIRECT3DDEVICE9  pd3dDevice);

public :
    HRESULT Create(LPDIRECT3DDEVICE9  pd3dDevice);
    HRESULT Render(LPDIRECT3DDEVICE9  pd3dDevice);
    HRESULT Destroy();
};


Terrain.cpp

// =============================================================================
// Desc: CTerrain类源文件
// =============================================================================
#include  " dxstdafx.h "
#include 
" Terrain.h "


// -----------------------------------------------------------------------------
//  Desc: 顶点结构
// -----------------------------------------------------------------------------
struct  TERRAINVERTEX
{
    D3DXVECTOR3   p;       
// 点的坐标
    D3DXVECTOR3   n;        // 顶点法线
    D3DXVECTOR2   vTex;     // 纹理坐标
};
#define  D3DFVF_TERRAINVERTEX (D3DFVF_XYZ | D3DFVF_NORMAL| D3DFVF_TEX1)


// -----------------------------------------------------------------------------
//  Desc: 构造函数
// -----------------------------------------------------------------------------
CTerrain::CTerrain( void )
{
    m_pMesh         
=  NULL;
    m_pTex          
=  NULL;

    
// 构造世界矩阵
    D3DXMatrixTranslation(  & m_WorldMatrix,  - 50.0f 0.0f - 50.0f  );
}


// -----------------------------------------------------------------------------
//  Desc: 析构函数
// -----------------------------------------------------------------------------
CTerrain:: ~ CTerrain( void )
{
}


// -----------------------------------------------------------------------------
//  Desc: 高程生成函数
// -----------------------------------------------------------------------------
float  CTerrain::HeightField(  float  x,  float  z )
{
    FLOAT y 
=   0.0f ;
    y 
+=   7.0f   *  cosf(  0.051f * +   0.0f  )  *  sinf(  0.055f * +   0.0f  );
    y 
+=   7.0f   *  cosf(  0.053f * +   0.0f  )  *  sinf(  0.057f * +   0.0f  );
    y 
+=   1.0f   *  cosf(  0.101f * +   0.0f  )  *  sinf(  0.105f * +   0.0f  );
    y 
+=   1.0f   *  cosf(  0.103f * +   0.0f  )  *  sinf(  0.107f * +   0.0f  );
    y 
+=   1.0f   *  cosf(  0.251f * +   0.0f  )  *  sinf(  0.255f * +   0.0f  );
    y 
+=   1.0f   *  cosf(  0.253f * +   0.0f  )  *  sinf(  0.257f * +   0.0f  );
    
return  y;
}


// -----------------------------------------------------------------------------
//  Desc: 创建网格对象
// -----------------------------------------------------------------------------
HRESULT CTerrain::BuildFlagMesh(LPDIRECT3DDEVICE9  pd3dDevice)  
{
    HRESULT  hr  
=  S_OK;

    
// 创建网格
    V_RETURN(D3DXCreateMeshFVF( NUMFACES, NUMFACES  *   3 ,
                               D3DXMESH_MANAGED, D3DFVF_TERRAINVERTEX, 
                               pd3dDevice, 
& m_pMesh ))

    TERRAINVERTEX
*  pVertices  =  NULL;
    V_RETURN( m_pMesh
-> LockVertexBuffer( 0 , (LPVOID * ) & pVertices) );

    
// 初始化网格顶点数据
     for ( int  r = 0 ; r < NUMROWS; r ++ )
    {
        
for ( int  c = 0 ; c < NUMCOLUMNS; c ++ )
        {
            pVertices
-> p     =  D3DXVECTOR3(c * CSTEP,  0.0f , r * CSTEP );
            pVertices
-> p.y   =  HeightField(pVertices -> p.x, pVertices -> p.z);
            pVertices
-> vTex  =  D3DXVECTOR2( float (c) / NUMCOLUMNS,  1 - float (r) / NUMROWS);
            pVertices
++ ;
          
            pVertices
-> p     =  D3DXVECTOR3(c * CSTEP,  0.0f , (r + 1 ) * CSTEP );
            pVertices
-> p.y   =  HeightField(pVertices -> p.x, pVertices -> p.z);
            pVertices
-> vTex  =  D3DXVECTOR2( float (c) / NUMCOLUMNS,  1 - float (r + 1 ) / NUMROWS);
            pVertices
++ ;
          
            pVertices
-> p     =  D3DXVECTOR3((c + 1 ) * CSTEP,  0.0f , (r + 1 ) * CSTEP);
            pVertices
-> p.y   =  HeightField(pVertices -> p.x, pVertices -> p.z);
            pVertices
-> vTex  =  D3DXVECTOR2( float (c + 1 ) / NUMCOLUMNS,  1 - float (r + 1 ) / NUMROWS);
            pVertices
++ ;

            pVertices
-> p     =  D3DXVECTOR3(c * CSTEP,  0.0f , r * CSTEP);
            pVertices
-> p.y   =  HeightField(pVertices -> p.x, pVertices -> p.z);
            pVertices
-> vTex  =  D3DXVECTOR2( float (c) / NUMCOLUMNS,  1 - float (r) / NUMROWS);
            pVertices
++ ;

            pVertices
-> p     =  D3DXVECTOR3((c + 1 ) * CSTEP,  0.0f , (r + 1 ) * CSTEP);
            pVertices
-> p.y   =  HeightField(pVertices -> p.x, pVertices -> p.z);
            pVertices
-> vTex  =  D3DXVECTOR2( float (c + 1 ) / NUMCOLUMNS,  1 - float (r + 1 ) / NUMROWS);
            pVertices
++ ;

            pVertices
-> p     =  D3DXVECTOR3((c + 1 ) * CSTEP,  0.0f , r * CSTEP );
            pVertices
-> p.y   =  HeightField(pVertices -> p.x, pVertices -> p.z);
            pVertices
-> vTex  =  D3DXVECTOR2( float (c + 1 ) / NUMCOLUMNS,  1 - float (r) / NUMROWS);
            pVertices
++ ;
        }
    }
    m_pMesh
-> UnlockVertexBuffer();

    
// 设置索引缓冲区
    WORD *  pIndex;
    V_RETURN( m_pMesh
-> LockIndexBuffer( 0 , (LPVOID * ) & pIndex) );
    WORD iIndex;
    
for ( iIndex  =   0 ; iIndex  <  NUMFACES  *   3 ; iIndex ++  )
    {
        
* (pIndex ++ =  iIndex;
    }
    m_pMesh
-> UnlockIndexBuffer();
   
    
// 合并多余的顶点
    DWORD *  pdwAdjacency  =   new  DWORD[ 3   *  NUMFACES];
    
if ( pdwAdjacency  ==  NULL )
    {
        
return  E_OUTOFMEMORY;
    }

    V_RETURN( D3DXWeldVertices( m_pMesh, D3DXWELDEPSILONS_WELDALL, 
                               NULL, NULL, pdwAdjacency, NULL, NULL ) );
   
    
// 优化处理
    V_RETURN(m_pMesh -> OptimizeInplace( D3DXMESHOPT_COMPACT  |  D3DXMESHOPT_VERTEXCACHE,
                                       pdwAdjacency, NULL, NULL, NULL ) );
   
    
// 计算顶点法线
    D3DXComputeNormals( m_pMesh, NULL );
       
    
return  S_OK;
}


// -----------------------------------------------------------------------------
//  Desc: 初始化相关对象
// -----------------------------------------------------------------------------
HRESULT CTerrain::Create(LPDIRECT3DDEVICE9  pd3dDevice)
{
    HRESULT hr 
=  S_OK;

    
// 创建地形网格
    V_RETURN(BuildFlagMesh(pd3dDevice));

    
// 创建地面纹理
    V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L " Media\\terrain.bmp " & m_pTex ));

    
return  hr;
}


// -----------------------------------------------------------------------------
//  Desc: 渲染地形
// -----------------------------------------------------------------------------
HRESULT CTerrain::Render(LPDIRECT3DDEVICE9  pd3dDevice)
{
    pd3dDevice
-> SetTransform( D3DTS_WORLD,  & m_WorldMatrix );
    pd3dDevice
-> SetTexture( 0 , m_pTex);
    m_pMesh
-> DrawSubset( 0 );
    
return  S_OK;
}


// -----------------------------------------------------------------------------
//  Desc: 清除相关对象
// -----------------------------------------------------------------------------
HRESULT CTerrain::Destroy()
{
    SAFE_RELEASE(m_pMesh );
    SAFE_RELEASE(m_pTex);
    
return  S_OK;
}


Main.cpp

// =============================================================================
//  Desc: 主程序源代码
// =============================================================================
#include  " dxstdafx.h "
#include 
" resource.h "
#include 
" Terrain.h "


// -----------------------------------------------------------------------------
//  全局变量
// -----------------------------------------------------------------------------
ID3DXFont *                  g_pFont  =  NULL;           // ID3DXFont字体对象
ID3DXSprite *                g_pTextSprite  =  NULL;     // ID3DXSprite文本精灵对象
bool                        g_bShowHelp  =   true ;       // 标识是否显示简单说明文本

CDXUTDialogResourceManager g_DialogResourceManager; 
// 对话框资源管理器
CD3DSettingsDlg            g_SettingsDlg;            // Direct3D设备设置对话框
CDXUTDialog                g_HUD;                    // 对话框
CDXUTDialog                g_SampleUI;               // 对话框

CTerrain
*                   g_pTerrain;               // 地向对象

// -----------------------------------------------------------------------------
//  控件ID
// -----------------------------------------------------------------------------
#define  IDC_TOGGLEFULLSCREEN      1
#define  IDC_TOGGLEREF             2
#define  IDC_CHANGEDEVICE          3
#define  IDC_USEOPTIMIZE           4


// -----------------------------------------------------------------------------
//  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
" Terrain "  );
    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 ;

    
return   true ;
}


// -----------------------------------------------------------------------------
//  Desc: 修改Direct3D渲染设备设置
// -----------------------------------------------------------------------------
bool  CALLBACK ModifyDeviceSettings( DXUTDeviceSettings *  pDeviceSettings, 
                                    
const  D3DCAPS9 *  pCaps,  void *  pUserContext )
{
    
// 如果不支持硬件顶点处理则使用软件顶点处理
     if ( (pCaps -> DevCaps  &  D3DDEVCAPS_HWTRANSFORMANDLIGHT)  ==   0 )
    {
        pDeviceSettings
-> BehaviorFlags  =  D3DCREATE_SOFTWARE_VERTEXPROCESSING;
    }

    
// 如果使用参考设备,则弹出警告对话框
     static   bool  s_bFirstTime  =   true ;
    
if ( s_bFirstTime )
    {
        s_bFirstTime 
=   false ;
        
if ( pDeviceSettings -> DeviceType  ==  D3DDEVTYPE_REF )
            DXUTDisplaySwitchingToREFWarning();
    }

    
return   true ;
}


// -----------------------------------------------------------------------------
//  Desc: 在此创建管理内存资源对象
// -----------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9 *  pd3dDevice, 
                                
const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc, 
                                
void *  pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
    V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
    
    
// 创建字体
    V_RETURN( D3DXCreateFont( pd3dDevice,  15 0 , FW_BOLD,  1 , FALSE, DEFAULT_CHARSET, 
                         OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH 
|  FF_DONTCARE, 
                         L
" Arial " & g_pFont ) );

    
// 创建地形对象
    g_pTerrain  =   new  CTerrain;
    g_pTerrain
-> Create(pd3dDevice);

    
return  S_OK;
}


// -----------------------------------------------------------------------------
//  Desc: 在此创建默认内存类型资源对象
// -----------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9 *  pd3dDevice, 
                                
const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc, 
                                
void *  pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnResetDevice() );
    V_RETURN( g_SettingsDlg.OnResetDevice() );

    
// 设置对话框位置和尺寸
    g_HUD.SetLocation( pBackBufferSurfaceDesc -> Width - 170 0  );
    g_HUD.SetSize( 
170 170  );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc
-> Width - 170
                            pBackBufferSurfaceDesc
-> Height - 350  );
    g_SampleUI.SetSize( 
170 300  );

    
// 恢复字体
     if ( g_pFont )
        V_RETURN( g_pFont
-> OnResetDevice() );
   
    
// 创建ID3DXSprite接口对象
    V_RETURN( D3DXCreateSprite( pd3dDevice,  & g_pTextSprite ) );

    
// 设置观察矩阵
    D3DXMATRIXA16 matView;
    D3DXVECTOR3 vEyePt( 
0.0f 30.0f , - 100.0  );
    D3DXVECTOR3 vLookatPt( 
0.0f 0.0f 10.0f  );
    D3DXVECTOR3 vUpVec( 
0.0f 1.0f 0.0f  );
    D3DXMatrixLookAtLH( 
& matView,  & vEyePt,  & vLookatPt,  & vUpVec );
    pd3dDevice
-> SetTransform( D3DTS_VIEW,  & matView );

    
// 设置投影矩阵
    D3DXMATRIXA16 matProj;
    
float  fAspectRatio  =  ( float )pBackBufferSurfaceDesc -> Width  /  pBackBufferSurfaceDesc -> Height;
    D3DXMatrixPerspectiveFovLH( 
& matProj, D3DX_PI / 4 , fAspectRatio,  1.0f 500.0f  );
    pd3dDevice
-> SetTransform( D3DTS_PROJECTION,  & matProj );

    
// 设置纹理状态
    pd3dDevice -> SetTextureStageState(  0 , D3DTSS_COLOROP,   D3DTOP_MODULATE);
    pd3dDevice
-> SetTextureStageState(  0 , D3DTSS_COLORARG1, D3DTA_TEXTURE );
    pd3dDevice
-> SetTextureStageState(  0 , D3DTSS_COLORARG2, D3DTA_DIFFUSE );
    pd3dDevice
-> SetSamplerState(  0 , D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
    pd3dDevice
-> SetSamplerState(  0 , D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );

    
// 设置材质
    D3DMATERIAL9 mtrl;
    ZeroMemory( 
& mtrl,  sizeof (D3DMATERIAL9) );
    mtrl.Diffuse.r 
=  mtrl.Ambient.r  =   1.0f ;
    mtrl.Diffuse.g 
=  mtrl.Ambient.g  =   1.0f ;
    mtrl.Diffuse.b 
=  mtrl.Ambient.b  =   1.0f ;
    mtrl.Diffuse.a 
=  mtrl.Ambient.a  =   1.0f ;
    pd3dDevice
-> SetMaterial(  & mtrl );

    
// 设置灯光
    D3DXVECTOR3 vecDir;
    D3DLIGHT9 light;
    ZeroMemory( 
& light,  sizeof (D3DLIGHT9) );
    light.Type       
=  D3DLIGHT_DIRECTIONAL;
    light.Diffuse.r  
=   0.8f ;
    light.Diffuse.g  
=   1.0f ;
    light.Diffuse.b  
=   0.8f ;
    vecDir 
=  D3DXVECTOR3(  - 1.0f - 1.0f 1.0f  );
    D3DXVec3Normalize( (D3DXVECTOR3
* ) & light.Direction,  & vecDir );
    light.Range       
=   1000.0f ;
    pd3dDevice
-> SetLight(  0 & light );
    pd3dDevice
-> LightEnable(  0 true  );
    pd3dDevice
-> SetRenderState( D3DRS_LIGHTING,  true  );

    
// 设置环境光
    pd3dDevice -> SetRenderState( D3DRS_AMBIENT,  0x00505050 );

    
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() ) )
    {
        
// 渲染地形
        g_pTerrain -> Render(pd3dDevice);

        
// 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
" 三维地形模拟 "  );
    
    
// 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 );

    g_pTerrain
-> Destroy();
}







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