《精通DirectX 3D》 第二十八章 三维地形模拟 01_Terrain
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();
};
// 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 * x + 0.0f ) * sinf( 0.055f * x + 0.0f );
y += 7.0f * cosf( 0.053f * z + 0.0f ) * sinf( 0.057f * z + 0.0f );
y += 1.0f * cosf( 0.101f * x + 0.0f ) * sinf( 0.105f * x + 0.0f );
y += 1.0f * cosf( 0.103f * z + 0.0f ) * sinf( 0.107f * z + 0.0f );
y += 1.0f * cosf( 0.251f * x + 0.0f ) * sinf( 0.255f * x + 0.0f );
y += 1.0f * cosf( 0.253f * z + 0.0f ) * sinf( 0.257f * z + 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;
}
// 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 * x + 0.0f ) * sinf( 0.055f * x + 0.0f );
y += 7.0f * cosf( 0.053f * z + 0.0f ) * sinf( 0.057f * z + 0.0f );
y += 1.0f * cosf( 0.101f * x + 0.0f ) * sinf( 0.105f * x + 0.0f );
y += 1.0f * cosf( 0.103f * z + 0.0f ) * sinf( 0.107f * z + 0.0f );
y += 1.0f * cosf( 0.251f * x + 0.0f ) * sinf( 0.255f * x + 0.0f );
y += 1.0f * cosf( 0.253f * z + 0.0f ) * sinf( 0.257f * z + 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();
}
// 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();
}