高级纹理映射技术(4)

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:

高级纹理映射技术(4)_第1张图片

 

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);
高级纹理映射技术(4)_第2张图片

物体纹理

高级纹理映射技术(4)_第3张图片

细节纹理

 

运行效果:

高级纹理映射技术(4)_第4张图片

 

主程序:

#include  " dxstdafx.h "
#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();
}

 

 

下载示例工程


你可能感兴趣的:(高级纹理映射技术(4))