《精通DirectX 3D》 第三十一章 三维场景交互 01_Pick
//
=============================================================================
// Desc: 主程序源代码
// =============================================================================
#include " dxstdafx.h "
#include " resource.h "
#define MAX_INTERSECTIONS 16
// -----------------------------------------------------------------------------
// 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_pMesh; // 网格模型对象
LPD3DXMESH g_pPickMesh; // 用于计算拾取三角形的网格对象
DWORD g_dwNumIntersections = 0 ; // 拾取到的面的数量
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // 存放所拾取到的三角形的顶点缓冲区
DWORD g_IntersectionArray[MAX_INTERSECTIONS]; // 存储拾取到三角形的索引
// -----------------------------------------------------------------------------
// Desc: 顶点结构
// -----------------------------------------------------------------------------
struct D3DVERTEX
{
D3DXVECTOR3 p;
D3DXVECTOR3 n;
float tu, tv;
static const DWORD FVF;
};
const DWORD D3DVERTEX::FVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;
// -----------------------------------------------------------------------------
// 控件ID
// -----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN 1
#define IDC_TOGGLEREF 2
#define IDC_CHANGEDEVICE 3
// -----------------------------------------------------------------------------
// Desc: 函数声明
// ------------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9 * pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void * pUserContext );
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings * pDeviceSettings, const D3DCAPS9 * pCaps, void * pUserContext );
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9 * pd3dDevice, const D3DSURFACE_DESC * pBackBufferSurfaceDesc, void * pUserContext );
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9 * pd3dDevice, const D3DSURFACE_DESC * pBackBufferSurfaceDesc, void * pUserContext );
void CALLBACK OnFrameMove( IDirect3DDevice9 * pd3dDevice, double fTime, float fElapsedTime, void * pUserContext );
void CALLBACK OnFrameRender( IDirect3DDevice9 * pd3dDevice, double fTime, float fElapsedTime, void * pUserContext );
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool * pbNoFurtherProcessing, void * pUserContext );
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void * pUserContext );
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl * pControl, void * pUserContext );
void CALLBACK OnLostDevice( void * pUserContext );
void CALLBACK OnDestroyDevice( void * pUserContext );
void InitApp();
void RenderText();
HRESULT Pick_Triangle(IDirect3DDevice9 * pd3dDevice, LPD3DXMESH pMesh);
// -----------------------------------------------------------------------------
// 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 " Pick " );
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 ) );
// 创建老虎网格模型
V_RETURN(g_pMesh.Create(pd3dDevice, L " Media\\tiger.x " ));
V_RETURN(g_pMesh.SetFVF(pd3dDevice, D3DVERTEX::FVF));
g_pMesh.GetMesh() -> CloneMeshFVF(D3DXMESH_MANAGED, g_pMesh.GetMesh() -> GetFVF(), pd3dDevice, & g_pPickMesh);
// 创建存放所拾取到的三角形的顶点缓冲区
DWORD dwNumVertices = MAX_INTERSECTIONS * 3 ;
V_RETURN( pd3dDevice -> CreateVertexBuffer( dwNumVertices * sizeof (D3DVERTEX),
D3DUSAGE_WRITEONLY, D3DVERTEX::FVF,
D3DPOOL_MANAGED, & g_pVB, NULL ) );
return hr;
}
// -----------------------------------------------------------------------------
// Desc: 在此创建默认内存类型资源对象, 设置相关渲染状态
// -----------------------------------------------------------------------------
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 , 2.0f , - 4.0f );
D3DXVECTOR3 vLookatPt( 0.0f , 0.0f , 0.0f );
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 , 1000.0f );
pd3dDevice -> SetTransform( D3DTS_PROJECTION, & matProj );
// 设置纹理渲染状态
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
pd3dDevice -> SetSamplerState( 0 , D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
pd3dDevice -> SetSamplerState( 0 , D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
// 关闭光照
pd3dDevice -> SetRenderState( D3DRS_LIGHTING, false );
return S_OK;
}
// -----------------------------------------------------------------------------
// Desc: 更新场景
// -----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9 * pd3dDevice, double fTime,
float fElapsedTime, void * pUserContext )
{
// 世界变换
D3DXMATRIXA16 matWorld;
UINT iTime = timeGetTime() % 10000 ;
FLOAT fAngle = iTime * ( 2.0f * D3DX_PI) / 10000.0f ;
D3DXMatrixRotationY( & matWorld, fAngle );
pd3dDevice -> SetTransform( D3DTS_WORLD, & matWorld );
// 拾取三角形
Pick_Triangle(pd3dDevice, g_pPickMesh);
}
// -----------------------------------------------------------------------------
// 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 ) );
// 开始渲染场景
if ( SUCCEEDED( pd3dDevice -> BeginScene() ) )
{
if ( g_dwNumIntersections > 0 ) // 有三角形被拾取到
{
// 绘制被拾取到的三角形
pd3dDevice -> SetFVF( D3DVERTEX::FVF );
pd3dDevice -> SetStreamSource( 0 , g_pVB, 0 , sizeof (D3DVERTEX) );
pd3dDevice -> SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
pd3dDevice -> DrawPrimitive( D3DPT_TRIANGLELIST, 0 , g_dwNumIntersections );
// 使用线填充模式
pd3dDevice -> SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
}
else
{
// 使用面填充模式
pd3dDevice -> SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
}
// 渲染网格模型
g_pMesh.Render( pd3dDevice );
// 渲染文本和对话框
DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L " HUD / Stats " );
RenderText();
V( g_HUD.OnRender( fElapsedTime ) );
V( g_SampleUI.OnRender( fElapsedTime ) );
DXUT_EndPerfEvent();
// 结束渲染场景
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 " 三角形拾取演示 " );
// 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 ;
// 消息循环
switch ( uMsg )
{
case WM_LBUTTONDOWN:
SetCapture( hWnd ); // 捕获
break ;
case WM_LBUTTONUP:
ReleaseCapture(); // 释放
break ;
}
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_pMesh.Destroy();
SAFE_RELEASE(g_pPickMesh);
SAFE_RELEASE(g_pVB);
}
// -----------------------------------------------------------------------------
// Desc: 拾取三角形
// -----------------------------------------------------------------------------
HRESULT Pick_Triangle(IDirect3DDevice9 * pd3dDevice, LPD3DXMESH pMesh)
{
HRESULT hr = S_OK;
g_dwNumIntersections = 0L ;
if ( ! GetCapture() )
return hr;
// 计算拾取射线相关变量声明
POINT ptCursor; // 鼠标位置
D3DXMATRIX matWorld, matView, pmatProj, m;
D3DXVECTOR3 vPickRayOrig, vPickRayDir;
int iWidth, iHeight;
// 获取后台缓冲区的宽度和高度
iWidth = DXUTGetBackBufferSurfaceDesc() -> Width;
iHeight = DXUTGetBackBufferSurfaceDesc() -> Height;
// 获取当前鼠标在窗口客户区中的位置
GetCursorPos( & ptCursor );
ScreenToClient( DXUTGetHWND(), & ptCursor );
// 获取当前设备的变换矩阵
pd3dDevice -> GetTransform( D3DTS_WORLD, & matWorld );
pd3dDevice -> GetTransform( D3DTS_VIEW, & matView );
pd3dDevice -> GetTransform( D3DTS_PROJECTION, & pmatProj );
// 计算世界观察矩阵的逆矩阵
D3DXMATRIX mWorldView = matWorld * matView;
D3DXMatrixInverse( & m, NULL, & mWorldView );
// 计算拾取射线的方向与原点
D3DXVECTOR3 vTemp;
vTemp.x = ((( 2.0f * ptCursor.x ) / iWidth ) - 1 ) / pmatProj._11;
vTemp.y = - ((( 2.0f * ptCursor.y ) / iHeight ) - 1 ) / pmatProj._22;
vTemp.z = 1.0f ;
vPickRayDir.x = vTemp.x * m._11 + vTemp.y * m._21 + vTemp.z * m._31;
vPickRayDir.y = vTemp.x * m._12 + vTemp.y * m._22 + vTemp.z * m._32;
vPickRayDir.z = vTemp.x * m._13 + vTemp.y * m._23 + vTemp.z * m._33;
vPickRayOrig.x = m._41;
vPickRayOrig.y = m._42;
vPickRayOrig.z = m._43;
// 计算被拾取到的三角形, 得到拾取到三角形的索引
BOOL bHit;
LPD3DXBUFFER pBuffer = NULL;
D3DXINTERSECTINFO * pIntersectInfoArray;
V_RETURN( D3DXIntersect( pMesh, & vPickRayOrig, & vPickRayDir, & bHit,
NULL, NULL, NULL, NULL,
& pBuffer, & g_dwNumIntersections ));
if ( g_dwNumIntersections > 0 )
{
pIntersectInfoArray = (D3DXINTERSECTINFO * )pBuffer -> GetBufferPointer();
if ( g_dwNumIntersections > MAX_INTERSECTIONS )
g_dwNumIntersections = MAX_INTERSECTIONS;
for ( DWORD iIntersection = 0 ; iIntersection < g_dwNumIntersections; iIntersection ++ )
{
g_IntersectionArray[iIntersection] = pIntersectInfoArray[iIntersection].FaceIndex;
}
}
SAFE_RELEASE( pBuffer );
// 根据拾取到三角形的索引, 将三角形顶点数据添加到g_pVB中
LPDIRECT3DVERTEXBUFFER9 pVB;
LPDIRECT3DINDEXBUFFER9 pIB;
WORD * pIndices;
D3DVERTEX * pVertices;
pMesh -> GetVertexBuffer( & pVB );
pMesh -> GetIndexBuffer( & pIB );
pIB -> Lock( 0 , 0 , ( void ** ) & pIndices, 0 );
pVB -> Lock( 0 , 0 , ( void ** ) & pVertices, 0 );
if ( g_dwNumIntersections > 0 )
{
D3DVERTEX * v;
D3DVERTEX * vThisTri;
WORD * iThisTri;
DWORD * pIntersection;
g_pVB -> Lock( 0 , 0 , ( void ** ) & v, 0 );
for ( DWORD iIntersection = 0 ; iIntersection < g_dwNumIntersections; iIntersection ++ )
{
pIntersection = & g_IntersectionArray[iIntersection];
vThisTri = & v[iIntersection * 3 ];
iThisTri = & pIndices[ 3 * ( * pIntersection)];
vThisTri[ 0 ] = pVertices[iThisTri[ 0 ]];
vThisTri[ 1 ] = pVertices[iThisTri[ 1 ]];
vThisTri[ 2 ] = pVertices[iThisTri[ 2 ]];
}
g_pVB -> Unlock();
}
pVB -> Unlock();
pIB -> Unlock();
SAFE_RELEASE(pVB);
SAFE_RELEASE(pIB);
return S_OK;
}
// Desc: 主程序源代码
// =============================================================================
#include " dxstdafx.h "
#include " resource.h "
#define MAX_INTERSECTIONS 16
// -----------------------------------------------------------------------------
// 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_pMesh; // 网格模型对象
LPD3DXMESH g_pPickMesh; // 用于计算拾取三角形的网格对象
DWORD g_dwNumIntersections = 0 ; // 拾取到的面的数量
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // 存放所拾取到的三角形的顶点缓冲区
DWORD g_IntersectionArray[MAX_INTERSECTIONS]; // 存储拾取到三角形的索引
// -----------------------------------------------------------------------------
// Desc: 顶点结构
// -----------------------------------------------------------------------------
struct D3DVERTEX
{
D3DXVECTOR3 p;
D3DXVECTOR3 n;
float tu, tv;
static const DWORD FVF;
};
const DWORD D3DVERTEX::FVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;
// -----------------------------------------------------------------------------
// 控件ID
// -----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN 1
#define IDC_TOGGLEREF 2
#define IDC_CHANGEDEVICE 3
// -----------------------------------------------------------------------------
// Desc: 函数声明
// ------------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9 * pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void * pUserContext );
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings * pDeviceSettings, const D3DCAPS9 * pCaps, void * pUserContext );
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9 * pd3dDevice, const D3DSURFACE_DESC * pBackBufferSurfaceDesc, void * pUserContext );
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9 * pd3dDevice, const D3DSURFACE_DESC * pBackBufferSurfaceDesc, void * pUserContext );
void CALLBACK OnFrameMove( IDirect3DDevice9 * pd3dDevice, double fTime, float fElapsedTime, void * pUserContext );
void CALLBACK OnFrameRender( IDirect3DDevice9 * pd3dDevice, double fTime, float fElapsedTime, void * pUserContext );
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool * pbNoFurtherProcessing, void * pUserContext );
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void * pUserContext );
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl * pControl, void * pUserContext );
void CALLBACK OnLostDevice( void * pUserContext );
void CALLBACK OnDestroyDevice( void * pUserContext );
void InitApp();
void RenderText();
HRESULT Pick_Triangle(IDirect3DDevice9 * pd3dDevice, LPD3DXMESH pMesh);
// -----------------------------------------------------------------------------
// 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 " Pick " );
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 ) );
// 创建老虎网格模型
V_RETURN(g_pMesh.Create(pd3dDevice, L " Media\\tiger.x " ));
V_RETURN(g_pMesh.SetFVF(pd3dDevice, D3DVERTEX::FVF));
g_pMesh.GetMesh() -> CloneMeshFVF(D3DXMESH_MANAGED, g_pMesh.GetMesh() -> GetFVF(), pd3dDevice, & g_pPickMesh);
// 创建存放所拾取到的三角形的顶点缓冲区
DWORD dwNumVertices = MAX_INTERSECTIONS * 3 ;
V_RETURN( pd3dDevice -> CreateVertexBuffer( dwNumVertices * sizeof (D3DVERTEX),
D3DUSAGE_WRITEONLY, D3DVERTEX::FVF,
D3DPOOL_MANAGED, & g_pVB, NULL ) );
return hr;
}
// -----------------------------------------------------------------------------
// Desc: 在此创建默认内存类型资源对象, 设置相关渲染状态
// -----------------------------------------------------------------------------
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 , 2.0f , - 4.0f );
D3DXVECTOR3 vLookatPt( 0.0f , 0.0f , 0.0f );
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 , 1000.0f );
pd3dDevice -> SetTransform( D3DTS_PROJECTION, & matProj );
// 设置纹理渲染状态
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
pd3dDevice -> SetSamplerState( 0 , D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
pd3dDevice -> SetSamplerState( 0 , D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
// 关闭光照
pd3dDevice -> SetRenderState( D3DRS_LIGHTING, false );
return S_OK;
}
// -----------------------------------------------------------------------------
// Desc: 更新场景
// -----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9 * pd3dDevice, double fTime,
float fElapsedTime, void * pUserContext )
{
// 世界变换
D3DXMATRIXA16 matWorld;
UINT iTime = timeGetTime() % 10000 ;
FLOAT fAngle = iTime * ( 2.0f * D3DX_PI) / 10000.0f ;
D3DXMatrixRotationY( & matWorld, fAngle );
pd3dDevice -> SetTransform( D3DTS_WORLD, & matWorld );
// 拾取三角形
Pick_Triangle(pd3dDevice, g_pPickMesh);
}
// -----------------------------------------------------------------------------
// 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 ) );
// 开始渲染场景
if ( SUCCEEDED( pd3dDevice -> BeginScene() ) )
{
if ( g_dwNumIntersections > 0 ) // 有三角形被拾取到
{
// 绘制被拾取到的三角形
pd3dDevice -> SetFVF( D3DVERTEX::FVF );
pd3dDevice -> SetStreamSource( 0 , g_pVB, 0 , sizeof (D3DVERTEX) );
pd3dDevice -> SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
pd3dDevice -> DrawPrimitive( D3DPT_TRIANGLELIST, 0 , g_dwNumIntersections );
// 使用线填充模式
pd3dDevice -> SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
}
else
{
// 使用面填充模式
pd3dDevice -> SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
}
// 渲染网格模型
g_pMesh.Render( pd3dDevice );
// 渲染文本和对话框
DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L " HUD / Stats " );
RenderText();
V( g_HUD.OnRender( fElapsedTime ) );
V( g_SampleUI.OnRender( fElapsedTime ) );
DXUT_EndPerfEvent();
// 结束渲染场景
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 " 三角形拾取演示 " );
// 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 ;
// 消息循环
switch ( uMsg )
{
case WM_LBUTTONDOWN:
SetCapture( hWnd ); // 捕获
break ;
case WM_LBUTTONUP:
ReleaseCapture(); // 释放
break ;
}
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_pMesh.Destroy();
SAFE_RELEASE(g_pPickMesh);
SAFE_RELEASE(g_pVB);
}
// -----------------------------------------------------------------------------
// Desc: 拾取三角形
// -----------------------------------------------------------------------------
HRESULT Pick_Triangle(IDirect3DDevice9 * pd3dDevice, LPD3DXMESH pMesh)
{
HRESULT hr = S_OK;
g_dwNumIntersections = 0L ;
if ( ! GetCapture() )
return hr;
// 计算拾取射线相关变量声明
POINT ptCursor; // 鼠标位置
D3DXMATRIX matWorld, matView, pmatProj, m;
D3DXVECTOR3 vPickRayOrig, vPickRayDir;
int iWidth, iHeight;
// 获取后台缓冲区的宽度和高度
iWidth = DXUTGetBackBufferSurfaceDesc() -> Width;
iHeight = DXUTGetBackBufferSurfaceDesc() -> Height;
// 获取当前鼠标在窗口客户区中的位置
GetCursorPos( & ptCursor );
ScreenToClient( DXUTGetHWND(), & ptCursor );
// 获取当前设备的变换矩阵
pd3dDevice -> GetTransform( D3DTS_WORLD, & matWorld );
pd3dDevice -> GetTransform( D3DTS_VIEW, & matView );
pd3dDevice -> GetTransform( D3DTS_PROJECTION, & pmatProj );
// 计算世界观察矩阵的逆矩阵
D3DXMATRIX mWorldView = matWorld * matView;
D3DXMatrixInverse( & m, NULL, & mWorldView );
// 计算拾取射线的方向与原点
D3DXVECTOR3 vTemp;
vTemp.x = ((( 2.0f * ptCursor.x ) / iWidth ) - 1 ) / pmatProj._11;
vTemp.y = - ((( 2.0f * ptCursor.y ) / iHeight ) - 1 ) / pmatProj._22;
vTemp.z = 1.0f ;
vPickRayDir.x = vTemp.x * m._11 + vTemp.y * m._21 + vTemp.z * m._31;
vPickRayDir.y = vTemp.x * m._12 + vTemp.y * m._22 + vTemp.z * m._32;
vPickRayDir.z = vTemp.x * m._13 + vTemp.y * m._23 + vTemp.z * m._33;
vPickRayOrig.x = m._41;
vPickRayOrig.y = m._42;
vPickRayOrig.z = m._43;
// 计算被拾取到的三角形, 得到拾取到三角形的索引
BOOL bHit;
LPD3DXBUFFER pBuffer = NULL;
D3DXINTERSECTINFO * pIntersectInfoArray;
V_RETURN( D3DXIntersect( pMesh, & vPickRayOrig, & vPickRayDir, & bHit,
NULL, NULL, NULL, NULL,
& pBuffer, & g_dwNumIntersections ));
if ( g_dwNumIntersections > 0 )
{
pIntersectInfoArray = (D3DXINTERSECTINFO * )pBuffer -> GetBufferPointer();
if ( g_dwNumIntersections > MAX_INTERSECTIONS )
g_dwNumIntersections = MAX_INTERSECTIONS;
for ( DWORD iIntersection = 0 ; iIntersection < g_dwNumIntersections; iIntersection ++ )
{
g_IntersectionArray[iIntersection] = pIntersectInfoArray[iIntersection].FaceIndex;
}
}
SAFE_RELEASE( pBuffer );
// 根据拾取到三角形的索引, 将三角形顶点数据添加到g_pVB中
LPDIRECT3DVERTEXBUFFER9 pVB;
LPDIRECT3DINDEXBUFFER9 pIB;
WORD * pIndices;
D3DVERTEX * pVertices;
pMesh -> GetVertexBuffer( & pVB );
pMesh -> GetIndexBuffer( & pIB );
pIB -> Lock( 0 , 0 , ( void ** ) & pIndices, 0 );
pVB -> Lock( 0 , 0 , ( void ** ) & pVertices, 0 );
if ( g_dwNumIntersections > 0 )
{
D3DVERTEX * v;
D3DVERTEX * vThisTri;
WORD * iThisTri;
DWORD * pIntersection;
g_pVB -> Lock( 0 , 0 , ( void ** ) & v, 0 );
for ( DWORD iIntersection = 0 ; iIntersection < g_dwNumIntersections; iIntersection ++ )
{
pIntersection = & g_IntersectionArray[iIntersection];
vThisTri = & v[iIntersection * 3 ];
iThisTri = & pIndices[ 3 * ( * pIntersection)];
vThisTri[ 0 ] = pVertices[iThisTri[ 0 ]];
vThisTri[ 1 ] = pVertices[iThisTri[ 1 ]];
vThisTri[ 2 ] = pVertices[iThisTri[ 2 ]];
}
g_pVB -> Unlock();
}
pVB -> Unlock();
pIB -> Unlock();
SAFE_RELEASE(pVB);
SAFE_RELEASE(pIB);
return S_OK;
}