《精通DirectX 3D》 第三十三章 凹凸纹理映射应用 02_BumpWaves
效果啧啧啊!活的水!
//
=============================================================================
// Desc: 主程序源代码
// =============================================================================
#include " dxstdafx.h "
#include " resource.h "
// -----------------------------------------------------------------------------
// Desc: 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
LPDIRECT3DVERTEXBUFFER9 g_pBackgroundVB; // 背景矩形顶点缓冲区
LPDIRECT3DTEXTURE9 g_pBackgroundTexture; // 背景纹理
LPDIRECT3DVERTEXBUFFER9 g_pWaterVB; // 水波网格模型顶点缓冲区
LPDIRECT3DTEXTURE9 g_psBumpMap; // 凹凸纹理
D3DXMATRIXA16 g_matBumpMat; // 世界矩阵
const UINT g_n = 2 ; // 水波网格模型x轴方向的顶点数目
const UINT g_m = 2 ; // 水波网格模型y轴方向的顶点数目
const UINT g_nTriangles = (g_n - 1 ) * (g_m - 1 ) * 2 ; // 水波网格模型的三角形数目
// -----------------------------------------------------------------------------
// Desc: 顶点结构与顶点格式
// -----------------------------------------------------------------------------
struct VERTEX
{
D3DXVECTOR3 p;
float tu, tv;
static const DWORD FVF;
};
const DWORD VERTEX::FVF = D3DFVF_XYZ | D3DFVF_TEX1;
// -----------------------------------------------------------------------------
// Desc: 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 CreateBumpMap(IDirect3DDevice9 * pd3dDevice);
HRESULT SetEMBMStates(IDirect3DDevice9 * pd3dDevice, float fTime);
inline DWORD F2DW( FLOAT f ) { return * ((DWORD * ) & f); }
// -----------------------------------------------------------------------------
// 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 " BumpWaves " );
DXUTCreateDevice( D3DADAPTER_DEFAULT, true , 640 , 480 ,
IsDeviceAcceptable, ModifyDeviceSettings );
// 进入消息循环和场景渲染
DXUTMainLoop();
// 在此进行应用程序相关的清除工作
return DXUTGetExitCode();
}
// -----------------------------------------------------------------------------
// Desc: 应用程序相关初始化
// -----------------------------------------------------------------------------
void InitApp()
{
// 初始化对话框
g_SettingsDlg.Init( & g_DialogResourceManager );
g_HUD.Init( & g_DialogResourceManager );
g_SampleUI.Init( & g_DialogResourceManager );
// 为g_HUD对话框设置消息处理函数,添加控件
g_HUD.SetCallback( OnGUIEvent ); int iY = 10 ;
g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L " Toggle full screen " , 35 , iY, 125 , 22 );
g_HUD.AddButton( IDC_TOGGLEREF, L " Toggle REF (F3) " , 35 , iY += 24 , 125 , 22 );
g_HUD.AddButton( IDC_CHANGEDEVICE, L " Change device (F2) " , 35 , iY += 24 , 125 , 22 , VK_F2 );
}
// -----------------------------------------------------------------------------
// Desc: 设备能力检查
// -----------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9 * pCaps, D3DFORMAT AdapterFormat,
D3DFORMAT BackBufferFormat, bool bWindowed,
void * pUserContext )
{
// 检查后台缓冲区格式是否支持Alpha混合等操作(post pixel blending operations)
IDirect3D9 * pD3D = DXUTGetD3DObject();
if ( FAILED( pD3D -> CheckDeviceFormat( pCaps -> AdapterOrdinal, pCaps -> DeviceType,
AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
return false ;
// 检查当前设备是否支持凹凸纹理映射
if ( 0 == ( pCaps -> TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE ) )
return false ;
// 检查当前设备是否支持D3DFMT_V8U8 格式的纹理
if ( FAILED( pD3D -> CheckDeviceFormat( pCaps -> AdapterOrdinal,
pCaps -> DeviceType, AdapterFormat,
0 , D3DRTYPE_TEXTURE,
D3DFMT_V8U8 ) ) )
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 ) );
// 创建背景纹理
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L " Lake.bmp " , & g_pBackgroundTexture ));
// 创建凹凸纹理
CreateBumpMap(pd3dDevice);
if ( NULL == g_psBumpMap )
return E_FAIL;
// 创建背景矩形顶点缓冲区
V_RETURN( pd3dDevice -> CreateVertexBuffer( 4 * sizeof (VERTEX),
D3DUSAGE_WRITEONLY, VERTEX::FVF,
D3DPOOL_MANAGED, & g_pBackgroundVB, NULL ));
// 填充背景矩形顶点缓冲区
VERTEX * v;
g_pBackgroundVB -> Lock( 0 , 0 , ( void ** ) & v, 0 );
v[ 0 ].p = D3DXVECTOR3( - 1000.0f , 0.0f , 0.0f );
v[ 1 ].p = D3DXVECTOR3( - 1000.0f , 1000.0f , 0.0f );
v[ 2 ].p = D3DXVECTOR3( 1000.0f , 0.0f , 0.0f );
v[ 3 ].p = D3DXVECTOR3( 1000.0f , 1000.0f , 0.0f );
v[ 0 ].tu = 0.0f ; v[ 0 ].tv = 147 / 256.0f ;
v[ 1 ].tu = 0.0f ; v[ 1 ].tv = 0.0f ;
v[ 2 ].tu = 1.0f ; v[ 2 ].tv = 147 / 256.0f ;
v[ 3 ].tu = 1.0f ; v[ 3 ].tv = 0.0f ;
g_pBackgroundVB -> Unlock();
// 创建水波网格模型顶点缓冲区
V_RETURN( pd3dDevice -> CreateVertexBuffer( g_nTriangles * 3 * sizeof (VERTEX),
D3DUSAGE_WRITEONLY, VERTEX::FVF,
D3DPOOL_MANAGED, & g_pWaterVB, NULL ));
// 填充水波网格模型顶点缓冲区
g_pWaterVB -> Lock( 0 , 0 , ( void ** ) & v, 0 );
float dX = 2000.0f / (g_n - 1 );
float dZ = 1250.0f / (g_m - 1 );
float x0 = - 1000 ;
float z0 = - 1250 ;
float dU = 1.0f / (g_n - 1 );
float dV = 0.7f / (g_m - 1 );
UINT k = 0 ;
for (UINT z = 0 ; z < (g_m - 1 ); z ++ )
{
for (UINT x = 0 ; x < (g_n - 1 ); x ++ )
{
v[k].p = D3DXVECTOR3(x0 + x * dX, 0.0f , z0 + z * dZ );
v[k].tu = x * dU;
v[k].tv = z * dV;
k ++ ;
v[k].p = D3DXVECTOR3(x0 + x * dX, 0.0f , z0 + (z + 1 ) * dZ );
v[k].tu = x * dU;
v[k].tv = (z + 1 ) * dV;
k ++ ;
v[k].p = D3DXVECTOR3(x0 + (x + 1 ) * dX, 0.0f , z0 + (z + 1 ) * dZ );
v[k].tu = (x + 1 ) * dU;
v[k].tv = (z + 1 ) * dV;
k ++ ;
v[k].p = D3DXVECTOR3(x0 + x * dX, 0.0f , z0 + z * dZ );
v[k].tu = x * dU;
v[k].tv = z * dV;
k ++ ;
v[k].p = D3DXVECTOR3(x0 + (x + 1 ) * dX, 0.0f , z0 + (z + 1 ) * dZ );
v[k].tu = (x + 1 ) * dU;
v[k].tv = (z + 1 ) * dV;
k ++ ;
v[k].p = D3DXVECTOR3(x0 + (x + 1 ) * dX, 0.0f , z0 + z * dZ );
v[k].tu = (x + 1 ) * dU;
v[k].tv = z * dV;
k ++ ;
}
}
g_pWaterVB -> Unlock();
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 ) );
// 设置世界变换矩阵
D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity( & matWorld );
pd3dDevice -> SetTransform( D3DTS_WORLD, & matWorld );
// 设置观察矩阵
D3DXMATRIXA16 matView;
D3DXVECTOR3 vEyePt( 0.0f , 400.0f , - 1650.0f );
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;
D3DXMatrixPerspectiveFovLH( & matProj, 1.00f , 1.0f , 1.0f , 10000.0f );
pd3dDevice -> SetTransform( D3DTS_PROJECTION, & matProj );
// 设置纹理过滤方式
pd3dDevice -> SetSamplerState( 0 , D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
pd3dDevice -> SetSamplerState( 0 , D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
pd3dDevice -> SetSamplerState( 1 , D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
pd3dDevice -> SetSamplerState( 1 , D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
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() ) )
{
// 为渲染背景举行设置纹理渲染状态
pd3dDevice -> SetTexture( 0 , g_pBackgroundTexture );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLOROP, D3DTOP_DISABLE );
// 渲染背景矩形
pd3dDevice -> SetFVF( VERTEX::FVF );
pd3dDevice -> SetStreamSource( 0 , g_pBackgroundVB, 0 , sizeof (VERTEX) );
pd3dDevice -> DrawPrimitive( D3DPT_TRIANGLESTRIP, 0 , 2 );
// 为渲染水波设置纹理渲染状态
SetEMBMStates( pd3dDevice, ( float )fTime );
// 渲染水波网格模型
pd3dDevice -> SetFVF( VERTEX::FVF );
pd3dDevice -> SetStreamSource( 0 , g_pWaterVB, 0 , sizeof (VERTEX) );
pd3dDevice -> DrawPrimitive( D3DPT_TRIANGLELIST, 0 , g_nTriangles );
// 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();
// 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 " 水波效果模拟 " );
// 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 );
SAFE_RELEASE( g_pBackgroundTexture );
SAFE_RELEASE( g_psBumpMap );
SAFE_RELEASE( g_pBackgroundVB );
SAFE_RELEASE( g_pWaterVB );
}
// -----------------------------------------------------------------------------
// Desc: 创建凹凸纹理对象
// -----------------------------------------------------------------------------
HRESULT CreateBumpMap(IDirect3DDevice9 * pd3dDevice)
{
HRESULT hr = S_OK;
UINT iWidth = 256 ;
UINT iHeight = 256 ;
// 创建凹凸纹理
V_RETURN( pd3dDevice -> CreateTexture( iWidth, iWidth, 1 , 0 , D3DFMT_V8U8,
D3DPOOL_MANAGED, & g_psBumpMap, NULL ));
// 填充纹理元素
D3DLOCKED_RECT d3dlr;
g_psBumpMap -> LockRect( 0 , & d3dlr, 0 , 0 );
CHAR * pDst = (CHAR * )d3dlr.pBits;
CHAR iDu, iDv;
for ( DWORD y = 0 ; y < iHeight; y ++ )
{
CHAR * pPixel = pDst;
for ( DWORD x = 0 ; x < iWidth; x ++ )
{
float fx = x / (FLOAT)iWidth - 0.5f ;
float fy = y / (FLOAT)iHeight - 0.2f ;
float r = sqrtf( fx * fx + fy * fy );
iDu = (CHAR)( 64 * cosf( 300.0f * r ) * expf( - r * 5.0f ) );
iDu = iDu + (CHAR)( 32 * cosf( 150.0f * ( fx + fy ) ) );
iDu = iDu + (CHAR)( 16 * cosf( 140.0f * ( fx * 0.85f - fy ) ) );
iDv = (CHAR)( 64 * sinf( 300.0f * r ) * expf( - r * 5.0f ) );
iDv = iDv + (CHAR)( 32 * sinf( 150.0f * ( fx + fy ) ) );
iDv = iDv + (CHAR)( 16 * sinf( 140.0f * ( fx * 0.85f - fy ) ) );
* pPixel ++ = iDu;
* pPixel ++ = iDv;
}
pDst += d3dlr.Pitch;
}
g_psBumpMap -> UnlockRect( 0 );
return hr;
}
// -----------------------------------------------------------------------------
// Desc: 设置纹理层渲染状态
// -----------------------------------------------------------------------------
HRESULT SetEMBMStates(IDirect3DDevice9 * pd3dDevice, float fTime)
{
// 设置纹理层 0 的纹理渲染状态
pd3dDevice -> SetTexture( 0 , g_psBumpMap );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE );
static float r = 0.04f ;
g_matBumpMat._11 = r * cosf( ( float )fTime * 9.0f );
g_matBumpMat._12 = - r * sinf( ( float )fTime * 9.0f );
g_matBumpMat._21 = r * sinf( ( float )fTime * 9.0f );
g_matBumpMat._22 = r * cosf( ( float )fTime * 9.0f );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_BUMPENVMAT00, F2DW( g_matBumpMat._11 ) );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_BUMPENVMAT01, F2DW( g_matBumpMat._12 ) );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_BUMPENVMAT10, F2DW( g_matBumpMat._21 ) );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_BUMPENVMAT11, F2DW( g_matBumpMat._22 ) );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_BUMPENVLSCALE, F2DW( 0.8f ) );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_BUMPENVLOFFSET, F2DW( 0.0f ) );
// 设置纹理层 1 的纹理渲染状态
pd3dDevice -> SetTexture( 1 , g_pBackgroundTexture );
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1 );
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3 | D3DTTFF_PROJECTED );
// 设置纹理坐标变换矩阵
static D3DXMATRIXA16 mat;
mat._11 = 0.8f ; mat._12 = 0.0f ; mat._13 = 0.0f ;
mat._21 = 0.0f ; mat._22 = 0.8f ; mat._23 = 0.0f ;
mat._31 = 0.5f ; mat._32 =- 0.5f ; mat._33 = 1.0f ;
mat._41 = 0.0f ; mat._42 = 0.0f ; mat._43 = 0.0f ;
pd3dDevice -> SetTransform( D3DTS_TEXTURE1, & mat );
return S_OK;
}
// Desc: 主程序源代码
// =============================================================================
#include " dxstdafx.h "
#include " resource.h "
// -----------------------------------------------------------------------------
// Desc: 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
LPDIRECT3DVERTEXBUFFER9 g_pBackgroundVB; // 背景矩形顶点缓冲区
LPDIRECT3DTEXTURE9 g_pBackgroundTexture; // 背景纹理
LPDIRECT3DVERTEXBUFFER9 g_pWaterVB; // 水波网格模型顶点缓冲区
LPDIRECT3DTEXTURE9 g_psBumpMap; // 凹凸纹理
D3DXMATRIXA16 g_matBumpMat; // 世界矩阵
const UINT g_n = 2 ; // 水波网格模型x轴方向的顶点数目
const UINT g_m = 2 ; // 水波网格模型y轴方向的顶点数目
const UINT g_nTriangles = (g_n - 1 ) * (g_m - 1 ) * 2 ; // 水波网格模型的三角形数目
// -----------------------------------------------------------------------------
// Desc: 顶点结构与顶点格式
// -----------------------------------------------------------------------------
struct VERTEX
{
D3DXVECTOR3 p;
float tu, tv;
static const DWORD FVF;
};
const DWORD VERTEX::FVF = D3DFVF_XYZ | D3DFVF_TEX1;
// -----------------------------------------------------------------------------
// Desc: 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 CreateBumpMap(IDirect3DDevice9 * pd3dDevice);
HRESULT SetEMBMStates(IDirect3DDevice9 * pd3dDevice, float fTime);
inline DWORD F2DW( FLOAT f ) { return * ((DWORD * ) & f); }
// -----------------------------------------------------------------------------
// 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 " BumpWaves " );
DXUTCreateDevice( D3DADAPTER_DEFAULT, true , 640 , 480 ,
IsDeviceAcceptable, ModifyDeviceSettings );
// 进入消息循环和场景渲染
DXUTMainLoop();
// 在此进行应用程序相关的清除工作
return DXUTGetExitCode();
}
// -----------------------------------------------------------------------------
// Desc: 应用程序相关初始化
// -----------------------------------------------------------------------------
void InitApp()
{
// 初始化对话框
g_SettingsDlg.Init( & g_DialogResourceManager );
g_HUD.Init( & g_DialogResourceManager );
g_SampleUI.Init( & g_DialogResourceManager );
// 为g_HUD对话框设置消息处理函数,添加控件
g_HUD.SetCallback( OnGUIEvent ); int iY = 10 ;
g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L " Toggle full screen " , 35 , iY, 125 , 22 );
g_HUD.AddButton( IDC_TOGGLEREF, L " Toggle REF (F3) " , 35 , iY += 24 , 125 , 22 );
g_HUD.AddButton( IDC_CHANGEDEVICE, L " Change device (F2) " , 35 , iY += 24 , 125 , 22 , VK_F2 );
}
// -----------------------------------------------------------------------------
// Desc: 设备能力检查
// -----------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9 * pCaps, D3DFORMAT AdapterFormat,
D3DFORMAT BackBufferFormat, bool bWindowed,
void * pUserContext )
{
// 检查后台缓冲区格式是否支持Alpha混合等操作(post pixel blending operations)
IDirect3D9 * pD3D = DXUTGetD3DObject();
if ( FAILED( pD3D -> CheckDeviceFormat( pCaps -> AdapterOrdinal, pCaps -> DeviceType,
AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
return false ;
// 检查当前设备是否支持凹凸纹理映射
if ( 0 == ( pCaps -> TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE ) )
return false ;
// 检查当前设备是否支持D3DFMT_V8U8 格式的纹理
if ( FAILED( pD3D -> CheckDeviceFormat( pCaps -> AdapterOrdinal,
pCaps -> DeviceType, AdapterFormat,
0 , D3DRTYPE_TEXTURE,
D3DFMT_V8U8 ) ) )
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 ) );
// 创建背景纹理
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L " Lake.bmp " , & g_pBackgroundTexture ));
// 创建凹凸纹理
CreateBumpMap(pd3dDevice);
if ( NULL == g_psBumpMap )
return E_FAIL;
// 创建背景矩形顶点缓冲区
V_RETURN( pd3dDevice -> CreateVertexBuffer( 4 * sizeof (VERTEX),
D3DUSAGE_WRITEONLY, VERTEX::FVF,
D3DPOOL_MANAGED, & g_pBackgroundVB, NULL ));
// 填充背景矩形顶点缓冲区
VERTEX * v;
g_pBackgroundVB -> Lock( 0 , 0 , ( void ** ) & v, 0 );
v[ 0 ].p = D3DXVECTOR3( - 1000.0f , 0.0f , 0.0f );
v[ 1 ].p = D3DXVECTOR3( - 1000.0f , 1000.0f , 0.0f );
v[ 2 ].p = D3DXVECTOR3( 1000.0f , 0.0f , 0.0f );
v[ 3 ].p = D3DXVECTOR3( 1000.0f , 1000.0f , 0.0f );
v[ 0 ].tu = 0.0f ; v[ 0 ].tv = 147 / 256.0f ;
v[ 1 ].tu = 0.0f ; v[ 1 ].tv = 0.0f ;
v[ 2 ].tu = 1.0f ; v[ 2 ].tv = 147 / 256.0f ;
v[ 3 ].tu = 1.0f ; v[ 3 ].tv = 0.0f ;
g_pBackgroundVB -> Unlock();
// 创建水波网格模型顶点缓冲区
V_RETURN( pd3dDevice -> CreateVertexBuffer( g_nTriangles * 3 * sizeof (VERTEX),
D3DUSAGE_WRITEONLY, VERTEX::FVF,
D3DPOOL_MANAGED, & g_pWaterVB, NULL ));
// 填充水波网格模型顶点缓冲区
g_pWaterVB -> Lock( 0 , 0 , ( void ** ) & v, 0 );
float dX = 2000.0f / (g_n - 1 );
float dZ = 1250.0f / (g_m - 1 );
float x0 = - 1000 ;
float z0 = - 1250 ;
float dU = 1.0f / (g_n - 1 );
float dV = 0.7f / (g_m - 1 );
UINT k = 0 ;
for (UINT z = 0 ; z < (g_m - 1 ); z ++ )
{
for (UINT x = 0 ; x < (g_n - 1 ); x ++ )
{
v[k].p = D3DXVECTOR3(x0 + x * dX, 0.0f , z0 + z * dZ );
v[k].tu = x * dU;
v[k].tv = z * dV;
k ++ ;
v[k].p = D3DXVECTOR3(x0 + x * dX, 0.0f , z0 + (z + 1 ) * dZ );
v[k].tu = x * dU;
v[k].tv = (z + 1 ) * dV;
k ++ ;
v[k].p = D3DXVECTOR3(x0 + (x + 1 ) * dX, 0.0f , z0 + (z + 1 ) * dZ );
v[k].tu = (x + 1 ) * dU;
v[k].tv = (z + 1 ) * dV;
k ++ ;
v[k].p = D3DXVECTOR3(x0 + x * dX, 0.0f , z0 + z * dZ );
v[k].tu = x * dU;
v[k].tv = z * dV;
k ++ ;
v[k].p = D3DXVECTOR3(x0 + (x + 1 ) * dX, 0.0f , z0 + (z + 1 ) * dZ );
v[k].tu = (x + 1 ) * dU;
v[k].tv = (z + 1 ) * dV;
k ++ ;
v[k].p = D3DXVECTOR3(x0 + (x + 1 ) * dX, 0.0f , z0 + z * dZ );
v[k].tu = (x + 1 ) * dU;
v[k].tv = z * dV;
k ++ ;
}
}
g_pWaterVB -> Unlock();
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 ) );
// 设置世界变换矩阵
D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity( & matWorld );
pd3dDevice -> SetTransform( D3DTS_WORLD, & matWorld );
// 设置观察矩阵
D3DXMATRIXA16 matView;
D3DXVECTOR3 vEyePt( 0.0f , 400.0f , - 1650.0f );
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;
D3DXMatrixPerspectiveFovLH( & matProj, 1.00f , 1.0f , 1.0f , 10000.0f );
pd3dDevice -> SetTransform( D3DTS_PROJECTION, & matProj );
// 设置纹理过滤方式
pd3dDevice -> SetSamplerState( 0 , D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
pd3dDevice -> SetSamplerState( 0 , D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
pd3dDevice -> SetSamplerState( 1 , D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
pd3dDevice -> SetSamplerState( 1 , D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
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() ) )
{
// 为渲染背景举行设置纹理渲染状态
pd3dDevice -> SetTexture( 0 , g_pBackgroundTexture );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLOROP, D3DTOP_DISABLE );
// 渲染背景矩形
pd3dDevice -> SetFVF( VERTEX::FVF );
pd3dDevice -> SetStreamSource( 0 , g_pBackgroundVB, 0 , sizeof (VERTEX) );
pd3dDevice -> DrawPrimitive( D3DPT_TRIANGLESTRIP, 0 , 2 );
// 为渲染水波设置纹理渲染状态
SetEMBMStates( pd3dDevice, ( float )fTime );
// 渲染水波网格模型
pd3dDevice -> SetFVF( VERTEX::FVF );
pd3dDevice -> SetStreamSource( 0 , g_pWaterVB, 0 , sizeof (VERTEX) );
pd3dDevice -> DrawPrimitive( D3DPT_TRIANGLELIST, 0 , g_nTriangles );
// 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();
// 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 " 水波效果模拟 " );
// 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 );
SAFE_RELEASE( g_pBackgroundTexture );
SAFE_RELEASE( g_psBumpMap );
SAFE_RELEASE( g_pBackgroundVB );
SAFE_RELEASE( g_pWaterVB );
}
// -----------------------------------------------------------------------------
// Desc: 创建凹凸纹理对象
// -----------------------------------------------------------------------------
HRESULT CreateBumpMap(IDirect3DDevice9 * pd3dDevice)
{
HRESULT hr = S_OK;
UINT iWidth = 256 ;
UINT iHeight = 256 ;
// 创建凹凸纹理
V_RETURN( pd3dDevice -> CreateTexture( iWidth, iWidth, 1 , 0 , D3DFMT_V8U8,
D3DPOOL_MANAGED, & g_psBumpMap, NULL ));
// 填充纹理元素
D3DLOCKED_RECT d3dlr;
g_psBumpMap -> LockRect( 0 , & d3dlr, 0 , 0 );
CHAR * pDst = (CHAR * )d3dlr.pBits;
CHAR iDu, iDv;
for ( DWORD y = 0 ; y < iHeight; y ++ )
{
CHAR * pPixel = pDst;
for ( DWORD x = 0 ; x < iWidth; x ++ )
{
float fx = x / (FLOAT)iWidth - 0.5f ;
float fy = y / (FLOAT)iHeight - 0.2f ;
float r = sqrtf( fx * fx + fy * fy );
iDu = (CHAR)( 64 * cosf( 300.0f * r ) * expf( - r * 5.0f ) );
iDu = iDu + (CHAR)( 32 * cosf( 150.0f * ( fx + fy ) ) );
iDu = iDu + (CHAR)( 16 * cosf( 140.0f * ( fx * 0.85f - fy ) ) );
iDv = (CHAR)( 64 * sinf( 300.0f * r ) * expf( - r * 5.0f ) );
iDv = iDv + (CHAR)( 32 * sinf( 150.0f * ( fx + fy ) ) );
iDv = iDv + (CHAR)( 16 * sinf( 140.0f * ( fx * 0.85f - fy ) ) );
* pPixel ++ = iDu;
* pPixel ++ = iDv;
}
pDst += d3dlr.Pitch;
}
g_psBumpMap -> UnlockRect( 0 );
return hr;
}
// -----------------------------------------------------------------------------
// Desc: 设置纹理层渲染状态
// -----------------------------------------------------------------------------
HRESULT SetEMBMStates(IDirect3DDevice9 * pd3dDevice, float fTime)
{
// 设置纹理层 0 的纹理渲染状态
pd3dDevice -> SetTexture( 0 , g_psBumpMap );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE );
static float r = 0.04f ;
g_matBumpMat._11 = r * cosf( ( float )fTime * 9.0f );
g_matBumpMat._12 = - r * sinf( ( float )fTime * 9.0f );
g_matBumpMat._21 = r * sinf( ( float )fTime * 9.0f );
g_matBumpMat._22 = r * cosf( ( float )fTime * 9.0f );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_BUMPENVMAT00, F2DW( g_matBumpMat._11 ) );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_BUMPENVMAT01, F2DW( g_matBumpMat._12 ) );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_BUMPENVMAT10, F2DW( g_matBumpMat._21 ) );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_BUMPENVMAT11, F2DW( g_matBumpMat._22 ) );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_BUMPENVLSCALE, F2DW( 0.8f ) );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_BUMPENVLOFFSET, F2DW( 0.0f ) );
// 设置纹理层 1 的纹理渲染状态
pd3dDevice -> SetTexture( 1 , g_pBackgroundTexture );
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1 );
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3 | D3DTTFF_PROJECTED );
// 设置纹理坐标变换矩阵
static D3DXMATRIXA16 mat;
mat._11 = 0.8f ; mat._12 = 0.0f ; mat._13 = 0.0f ;
mat._21 = 0.0f ; mat._22 = 0.8f ; mat._23 = 0.0f ;
mat._31 = 0.5f ; mat._32 =- 0.5f ; mat._33 = 1.0f ;
mat._41 = 0.0f ; mat._42 = 0.0f ; mat._43 = 0.0f ;
pd3dDevice -> SetTransform( D3DTS_TEXTURE1, & mat );
return S_OK;
}