高级纹理映射技术(4)
发光映射
发光映射(glowing mapping)与黑暗映射正好相反,它对于模拟那些具有独立于基础贴图的发光部分的物体很有用,比如模拟发光二极管、按钮、建筑物内的灯光、太空船上的灯光等。发光映射应仅影响基础贴图上的发光区域,而不影响其他部分。因此需要对发光效果做加法,而不是做乘法。
pd3dDevice->SetTexture(0, g_base_texture);
pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
pd3dDevice->SetTexture(1, g_dark_texture);
pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);
pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADD);
运行效果:
细节映射
如果要模拟一块粗糙的石灰泥墙壁,可以通过细节映射(detail mapping)来实现。实现过程是:将基础贴图(也就是第一张纹理)的颜色未经修改便作为第二个纹理操作阶段中的第二个参数,然后通过D3DTOP_ADDSIGNED将灰色的细节纹理与基础贴图相加。这个操作本质上是做了一个加法,只是使用了有符号的颜色值来代替平时使用的无符号值。在对两张纹理的像素颜色进行D3DTOP_ADDSIGNED操作时,它将参数的每个成分相加后再减去偏移量0.5,从而使有效值域变为-0.5 ~ 0.5。对一些比较旧的显卡,当其不能支持D3DTOP_ADDSIGNED操作时,可以使用D3DTOP_MODULATE2X代替D3DTOP_ADDSIGNED操作进行模拟。
在细节贴图中较亮的灰色纹理元素会使基础贴图变得更亮,而较暗的灰色纹理元素会使基础贴图变得更暗。由此可使物体呈现出粗糙的表面,从而使之看上去更为真实。示例代码如下:
pd3dDevice->SetTexture(0, g_base_texture);
pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
pd3dDevice->SetTexture(1, g_detail_texture);
pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);
pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
hr = pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADDSIGNED);
if(FAILED(hr))
pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE2X);
![]() 物体纹理 |
![]() 细节纹理 |
运行效果:
主程序:
#include " resource.h "
#pragma warning(disable : 4127 4995 4996 )
#define release_com(p) do { if(p) { (p)->Release(); (p) = NULL; } } while(0)
struct sCustomVertex
{
float x, y, z;
float u, v;
};
#define D3DFVF_CUSTOM_VERTEX (D3DFVF_XYZ | D3DFVF_TEX1)
#define IDC_TOGGLE_FULLSCREEN 1
#define IDC_TOGGLE_REF 2
#define IDC_CHANGE_DEVICE 3
#define BLEND_DARK 1
#define BLEND_DARK_ANIM 2
#define BLEND_TEXTURE_DIFFUSE 3
#define BLEND_DARK_DIFFUSE 4
#define BLEND_GLOW 5
#define BLEND_DETAIL 6
#define BLEND_INFO_DARK L"Dark Blend"
#define BLEND_INFO_DARK_ANIM L"Dark Blend Animation"
#define BLEND_INFO_TEXTURE_DIFFUSE L"Blend Texture and Vertex Diffuse Color"
#define BLEND_INFO_DARK_DIFFUSE L"Blend Texture and Vertex Diffuse Color and Dark"
#define BLEND_INFO_GLOW L"Glow Mapping"
#define BLEND_INFO_DETAIL L"Detail Mapping"
const D3DXCOLOR FONT_COLOR( 0.85f , 0.85f , 0.85f , 1.0f );
CDXUTDialogResourceManager g_dlg_resource_manager;
CD3DSettingsDlg g_settings_dlg;
CDXUTDialog g_button_dlg;
IDirect3DVertexBuffer9 * g_vertex_buffer;
IDirect3DTexture9 * g_base_texture;
IDirect3DTexture9 * g_dark_texture;
IDirect3DTexture9 * g_detail_texture;
ID3DXFont * g_font;
ID3DXSprite * g_text_sprite;
bool g_show_help = true ;
D3DLIGHT9 g_light;
D3DMATERIAL9 g_material;
int g_blend_flag = BLEND_DARK;
WCHAR g_blend_info[ 128 ] = BLEND_INFO_DARK;
// --------------------------------------------------------------------------------------
// Rejects any devices that aren't acceptable by returning false
// --------------------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9 * pCaps, D3DFORMAT AdapterFormat,
D3DFORMAT BackBufferFormat, bool bWindowed, void * pUserContext )
{
// Typically want to skip backbuffer formats that don't support alpha blending
IDirect3D9 * pD3D = DXUTGetD3DObject();
if ( FAILED( pD3D -> CheckDeviceFormat( pCaps -> AdapterOrdinal, pCaps -> DeviceType, AdapterFormat,
D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
return false ;
// check whether device support multi textures render
if (pCaps -> MaxTextureBlendStages <= 1 )
return false ;
return true ;
}
// --------------------------------------------------------------------------------------
// Before a device is created, modify the device settings as needed.
// --------------------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings * pDeviceSettings, const D3DCAPS9 * pCaps, void * pUserContext )
{
// If video card does not support hardware vertex processing, then uses sofaware vertex processing.
if ((pCaps -> DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 )
pDeviceSettings -> BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
static bool is_first_time = true ;
if (is_first_time)
{
is_first_time = false ;
// if using reference device, then pop a warning message box.
if (pDeviceSettings -> DeviceType == D3DDEVTYPE_REF)
DXUTDisplaySwitchingToREFWarning();
}
return true ;
}
// --------------------------------------------------------------------------------------
// Create any D3DPOOL_MANAGED resources here
// --------------------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9 * pd3dDevice,
const D3DSURFACE_DESC * pBackBufferSurfaceDesc,
void * pUserContext )
{
HRESULT hr;
V_RETURN(g_dlg_resource_manager.OnCreateDevice(pd3dDevice));
V_RETURN(g_settings_dlg.OnCreateDevice(pd3dDevice));
D3DXCreateFont(pd3dDevice, 18 , 0 , FW_BOLD, 1 , FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
DEFAULT_PITCH | FF_DONTCARE, L " Arial " , & g_font);
V_RETURN(D3DXCreateTextureFromFile(pd3dDevice, L " wall.bmp " , & g_base_texture));
V_RETURN(D3DXCreateTextureFromFile(pd3dDevice, L " dark.bmp " , & g_dark_texture));
V_RETURN(D3DXCreateTextureFromFile(pd3dDevice, L " detail.bmp " , & g_detail_texture));
// create vertex buffer and fill data
sCustomVertex vertices[] =
{
{ - 3.0f , - 3.0f , 0.0f , 0.0f , 1.0f },
{ - 3.0f , 3.0f , 0.0f , 0.0f , 0.0f },
{ 3.0f , - 3.0f , 0.0f , 1.0f , 1.0f },
{ 3.0f , 3.0f , 0.0f , 1.0f , 0.0f }
};
pd3dDevice -> CreateVertexBuffer( sizeof (vertices), 0 , D3DFVF_CUSTOM_VERTEX, D3DPOOL_MANAGED, & g_vertex_buffer, NULL);
void * ptr;
g_vertex_buffer -> Lock( 0 , sizeof (vertices), ( void ** ) & ptr, 0 );
memcpy(ptr, vertices, sizeof (vertices));
g_vertex_buffer -> Unlock();
return S_OK;
}
// --------------------------------------------------------------------------------------
// Create any D3DPOOL_DEFAULT resources here
// --------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9 * pd3dDevice,
const D3DSURFACE_DESC * pBackBufferSurfaceDesc,
void * pUserContext )
{
HRESULT hr;
V_RETURN(g_dlg_resource_manager.OnResetDevice());
V_RETURN(g_settings_dlg.OnResetDevice());
V_RETURN(g_font -> OnResetDevice());
V_RETURN(D3DXCreateSprite(pd3dDevice, & g_text_sprite));
// set dialog position and size
g_button_dlg.SetLocation(pBackBufferSurfaceDesc -> Width - 170 , 0 );
g_button_dlg.SetSize( 170 , 170 );
// setup view matrix
D3DXMATRIX mat_view;
D3DXVECTOR3 eye( 0.0f , 0.0f , - 10.0f );
D3DXVECTOR3 at( 0.0f , 0.0f , 0.0f );
D3DXVECTOR3 up( 0.0f , 1.0f , 0.0f );
D3DXMatrixLookAtLH( & mat_view, & eye, & at, & up);
pd3dDevice -> SetTransform(D3DTS_VIEW, & mat_view);
// set projection matrix
D3DXMATRIX mat_proj;
float aspect = ( float )pBackBufferSurfaceDesc -> Width / pBackBufferSurfaceDesc -> Height;
D3DXMatrixPerspectiveFovLH( & mat_proj, D3DX_PI / 4 , aspect, 1.0f , 100.0f );
pd3dDevice -> SetTransform(D3DTS_PROJECTION, & mat_proj);
// setup light
ZeroMemory( & g_light, sizeof (D3DLIGHT9));
g_light.Type = D3DLIGHT_DIRECTIONAL;
g_light.Diffuse.r = 0.5f ;
g_light.Diffuse.g = 0.5f ;
g_light.Diffuse.b = 0.5f ;
D3DXVECTOR3 light_dir( 0 , 0 , 10 );
D3DXVec3Normalize((D3DXVECTOR3 * ) & g_light.Direction, & light_dir);
// setup material
ZeroMemory( & g_material, sizeof (D3DMATERIAL9));
g_material.Ambient.r = 1.0f ;
g_material.Ambient.g = 1.0f ;
g_material.Ambient.b = 1.0f ;
g_material.Ambient.a = 1.0f ;
g_material.Diffuse.r = 0.7f ;
g_material.Diffuse.g = 0.7f ;
g_material.Diffuse.b = 0.7f ;
g_material.Diffuse.a = 0.5f ;
// set texture sample method
pd3dDevice -> SetSamplerState( 0 , D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
pd3dDevice -> SetSamplerState( 0 , D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
pd3dDevice -> SetSamplerState( 1 , D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
pd3dDevice -> SetSamplerState( 1 , D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
return S_OK;
}
// --------------------------------------------------------------------------------------
// Release resources created in the OnResetDevice callback here
// --------------------------------------------------------------------------------------
void CALLBACK OnLostDevice( void * pUserContext )
{
g_dlg_resource_manager.OnLostDevice();
g_settings_dlg.OnLostDevice();
g_font -> OnLostDevice();
release_com(g_text_sprite);
}
// --------------------------------------------------------------------------------------
// Release resources created in the OnCreateDevice callback here
// --------------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void * pUserContext )
{
g_dlg_resource_manager.OnDestroyDevice();
g_settings_dlg.OnDestroyDevice();
release_com(g_font);
release_com(g_vertex_buffer);
release_com(g_base_texture);
release_com(g_dark_texture);
release_com(g_detail_texture);
}
// --------------------------------------------------------------------------------------
// Handle updates to the scene
// --------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9 * pd3dDevice, double fTime, float fElapsedTime, void * pUserContext )
{
HRESULT hr = S_OK;
if (g_blend_flag == BLEND_DARK)
{
pd3dDevice -> SetTexture( 0 , g_base_texture);
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_TEXCOORDINDEX, 0 );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLOROP, D3DTOP_SELECTARG1);
pd3dDevice -> SetTexture( 1 , g_dark_texture);
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_TEXCOORDINDEX, 0 );
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLORARG2, D3DTA_CURRENT);
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLOROP, D3DTOP_MODULATE);
wcscpy(g_blend_info, BLEND_INFO_DARK);
}
else if (g_blend_flag == BLEND_DARK_ANIM)
{
pd3dDevice -> SetTexture( 0 , g_base_texture);
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_TEXCOORDINDEX, 0 );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLOROP, D3DTOP_SELECTARG1);
pd3dDevice -> SetTexture( 1 , g_dark_texture);
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_TEXCOORDINDEX, 0 );
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLORARG2, D3DTA_CURRENT);
static double last_time = 0.0f ;
double interval = fTime - last_time;
if (interval < 0.5f )
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLOROP, D3DTOP_MODULATE);
else if (interval > 0.5f && interval < 1.0f )
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLOROP, D3DTOP_MODULATE2X);
else if (interval > 1.0f && interval < 1.5f )
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLOROP, D3DTOP_MODULATE4X);
else if (interval > 1.5f )
last_time = fTime;
wcscpy(g_blend_info, BLEND_INFO_DARK_ANIM);
}
else if (g_blend_flag == BLEND_TEXTURE_DIFFUSE)
{
pd3dDevice -> SetRenderState(D3DRS_LIGHTING, TRUE);
pd3dDevice -> SetRenderState(D3DRS_AMBIENT, 0x00808080 );
pd3dDevice -> SetLight( 0 , & g_light);
pd3dDevice -> LightEnable( 0 , TRUE);
pd3dDevice -> SetMaterial( & g_material);
pd3dDevice -> SetTexture( 0 , g_base_texture);
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_TEXCOORDINDEX, 0 );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLORARG2, D3DTA_DIFFUSE);
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLOROP, D3DTOP_ADD);
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLOROP, D3DTOP_DISABLE);
wcscpy(g_blend_info, BLEND_INFO_TEXTURE_DIFFUSE);
}
else if (g_blend_flag == BLEND_DARK_DIFFUSE)
{
pd3dDevice -> SetRenderState(D3DRS_LIGHTING, TRUE);
pd3dDevice -> SetRenderState(D3DRS_AMBIENT, 0x0080FFFF );
pd3dDevice -> SetLight( 0 , & g_light);
pd3dDevice -> LightEnable( 0 , TRUE);
pd3dDevice -> SetMaterial( & g_material);
pd3dDevice -> SetTexture( 0 , g_base_texture);
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_TEXCOORDINDEX, 0 );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLORARG2, D3DTA_DIFFUSE);
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLOROP, D3DTOP_MODULATE);
pd3dDevice -> SetTexture( 1 , g_dark_texture);
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_TEXCOORDINDEX, 0 );
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLORARG2, D3DTA_CURRENT);
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLOROP, D3DTOP_MODULATE);
wcscpy(g_blend_info, BLEND_INFO_DARK_DIFFUSE);
}
else if (g_blend_flag == BLEND_GLOW)
{
pd3dDevice -> SetTexture( 0 , g_base_texture);
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_TEXCOORDINDEX, 0 );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLOROP, D3DTOP_SELECTARG1);
pd3dDevice -> SetTexture( 1 , g_dark_texture);
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_TEXCOORDINDEX, 0 );
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLORARG2, D3DTA_CURRENT);
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLOROP, D3DTOP_ADD);
wcscpy(g_blend_info, BLEND_INFO_GLOW);
}
else if (g_blend_flag == BLEND_DETAIL)
{
pd3dDevice -> SetTexture( 0 , g_base_texture);
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_TEXCOORDINDEX, 0 );
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLOROP, D3DTOP_SELECTARG1);
pd3dDevice -> SetTexture( 1 , g_detail_texture);
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_TEXCOORDINDEX, 0 );
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLORARG2, D3DTA_CURRENT);
hr = pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLOROP, D3DTOP_ADDSIGNED);
if (FAILED(hr))
pd3dDevice -> SetTextureStageState( 1 , D3DTSS_COLOROP, D3DTOP_MODULATE2X);
wcscpy(g_blend_info, BLEND_INFO_DETAIL);
}
}
// --------------------------------------------------------------------------------------
// Render the helper information
// --------------------------------------------------------------------------------------
void RenderText()
{
CDXUTTextHelper text_helper(g_font, g_text_sprite, 20 );
text_helper.Begin();
// show frame and device states
text_helper.SetInsertionPos( 5 , 5 );
text_helper.SetForegroundColor(FONT_COLOR);
text_helper.DrawTextLine( DXUTGetFrameStats( true ) );
text_helper.DrawTextLine( DXUTGetDeviceStats() );
// show other simple information
text_helper.SetForegroundColor( D3DXCOLOR( 1.0f , 1.0f , 1.0f , 1.0f ) );
text_helper.DrawTextLine(g_blend_info);
// show helper information
const D3DSURFACE_DESC * surface_desc = DXUTGetBackBufferSurfaceDesc();
if (g_show_help)
{
text_helper.SetInsertionPos( 10 , surface_desc -> Height - 18 * 10 );
text_helper.SetForegroundColor(FONT_COLOR);
text_helper.DrawTextLine(L " Controls (F1 to hide): " );
text_helper.SetInsertionPos( 40 , surface_desc -> Height - 18 * 9 );
text_helper.DrawTextLine(L " Quit: ESC " );
text_helper.DrawTextLine(L "" );
text_helper.DrawTextLine(L " 1: Dark Blend " );
text_helper.DrawTextLine(L " 2: Dark Blend Animation " );
text_helper.DrawTextLine(L " 3: Blend Texture and Vertex Diffuse Color " );
text_helper.DrawTextLine(L " 4: Blend Texture and Vertex Diffuse Color and Dark " );
text_helper.DrawTextLine(L " 5: Glow Mapping " );
text_helper.DrawTextLine(L " 6: Detail Mapping " );
}
else
{
text_helper.SetInsertionPos( 10 , surface_desc -> Height - 15 * 4 );
text_helper.SetForegroundColor( D3DXCOLOR( 1.0f , 1.0f , 1.0f , 1.0f ) );
text_helper.DrawTextLine(L " Press F1 for help " );
}
text_helper.End();
}
// --------------------------------------------------------------------------------------
// Render the scene
// --------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9 * pd3dDevice, double fTime, float fElapsedTime, void * pUserContext )
{
HRESULT hr;
if (g_settings_dlg.IsActive())
{
g_settings_dlg.OnRender(fElapsedTime);
return ;
}
// Clear the render target and the zbuffer
V( pd3dDevice -> Clear( 0 , NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0 , 32 , 64 , 80 ), 1.0f , 0 ) );
// Render the scene
if ( SUCCEEDED( pd3dDevice -> BeginScene() ) )
{
pd3dDevice -> SetStreamSource( 0 , g_vertex_buffer, 0 , sizeof (sCustomVertex));
pd3dDevice -> SetFVF(D3DFVF_CUSTOM_VERTEX);
pd3dDevice -> DrawPrimitive(D3DPT_TRIANGLESTRIP, 0 , 2 );
RenderText();
V(g_button_dlg.OnRender(fElapsedTime));
V( pd3dDevice -> EndScene() );
}
}
// --------------------------------------------------------------------------------------
// Handle messages to the application
// --------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
bool * pbNoFurtherProcessing, void * pUserContext )
{
* pbNoFurtherProcessing = g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam);
if ( * pbNoFurtherProcessing)
return 0 ;
if (g_settings_dlg.IsActive())
{
g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
return 0 ;
}
* pbNoFurtherProcessing = g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
if ( * pbNoFurtherProcessing)
return 0 ;
return 0 ;
}
// --------------------------------------------------------------------------------------
// Handle keybaord event
// --------------------------------------------------------------------------------------
void CALLBACK OnKeyboardProc(UINT charater, bool is_key_down, bool is_alt_down, void * user_context)
{
if (is_key_down)
{
switch (charater)
{
case VK_F1:
g_show_help = ! g_show_help;
break ;
case 49 : // press key "1"
g_blend_flag = BLEND_DARK;
break ;
case 50 : // press key "2"
g_blend_flag = BLEND_DARK_ANIM;
break ;
case 51 : // press key "3"
g_blend_flag = BLEND_TEXTURE_DIFFUSE;
break ;
case 52 : // press key "4"
g_blend_flag = BLEND_DARK_DIFFUSE;
break ;
case 53 : // press key "5"
g_blend_flag = BLEND_GLOW;
break ;
case 54 : // press key "6"
g_blend_flag = BLEND_DETAIL;
break ;
}
}
}
// --------------------------------------------------------------------------------------
// Handle events for controls
// --------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent(UINT event , int control_id, CDXUTControl * control, void * user_context)
{
switch (control_id)
{
case IDC_TOGGLE_FULLSCREEN:
DXUTToggleFullScreen();
break ;
case IDC_TOGGLE_REF:
DXUTToggleREF();
break ;
case IDC_CHANGE_DEVICE:
g_settings_dlg.SetActive( true );
break ;
}
}
// --------------------------------------------------------------------------------------
// Initialize dialogs
// --------------------------------------------------------------------------------------
void InitDialogs()
{
g_settings_dlg.Init( & g_dlg_resource_manager);
g_button_dlg.Init( & g_dlg_resource_manager);
g_button_dlg.SetCallback(OnGUIEvent);
int x = 35 , y = 10 , width = 125 , height = 22 ;
g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L " Toggle full screen " , x, y, width, height);
g_button_dlg.AddButton(IDC_TOGGLE_REF, L " Toggle REF (F3) " , x, y += 24 , width, height);
g_button_dlg.AddButton(IDC_CHANGE_DEVICE, L " Change device (F2) " , x, y += 24 , width, height, VK_F2);
}
// --------------------------------------------------------------------------------------
// Initialize everything and go into a render loop
// --------------------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
// Set the callback functions
DXUTSetCallbackDeviceCreated( OnCreateDevice );
DXUTSetCallbackDeviceReset( OnResetDevice );
DXUTSetCallbackDeviceLost( OnLostDevice );
DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackFrameRender( OnFrameRender );
DXUTSetCallbackFrameMove( OnFrameMove );
DXUTSetCallbackKeyboard(OnKeyboardProc);
// TODO: Perform any application-level initialization here
InitDialogs();
// Initialize DXUT and create the desired Win32 window and Direct3D device for the application
DXUTInit( true , true , true ); // Parse the command line, handle the default hotkeys, and show msgboxes
DXUTSetCursorSettings( true , true ); // Show the cursor and clip it when in full screen
DXUTCreateWindow( L " Texture Color Blend " );
DXUTCreateDevice( D3DADAPTER_DEFAULT, true , 640 , 480 , IsDeviceAcceptable, ModifyDeviceSettings );
// Start the render loop
DXUTMainLoop();
// TODO: Perform any application-level cleanup here
return DXUTGetExitCode();
}
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