《精通DirectX 3D》第十三章 网格模型高级技术 03_ProgressMesh
把"Dwarf.x" 换成"tiny.x"显示不正常,看来不是随便一个.x文件都行,也可能是纹理的原因?必须用dds的?暂时还搞不清楚!
这种实时的计算出顶点的方式太耗资源,用这种方式生成,然后导出,再放在游戏里面使用,才是比较可行的办法。

//
=============================================================================
// Desc: 主程序源文件
// =============================================================================
#include " dxstdafx.h "
#include " resource.h "
#pragma warning(disable: 4995 )
// -----------------------------------------------------------------------------
// 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
LPD3DXMESH g_pMesh = NULL; // 原网格模型
D3DMATERIAL9 * g_pMeshMaterials = NULL; // 网格模型材质
LPDIRECT3DTEXTURE9 * g_pMeshTextures = NULL; // 网格模型纹理
DWORD g_dwNumMaterials = 0L ; // 材质数量
LPD3DXBUFFER g_pAdjacencyBuffer = NULL; // 网格模型面邻接信息
LPD3DXPMESH g_pPMesh = NULL; // 层次细节网格模型
// -----------------------------------------------------------------------------
// 控件ID
// -----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN 1
#define IDC_TOGGLEREF 2
#define IDC_CHANGEDEVICE 3
#define IDC_DETAIL 4
// -----------------------------------------------------------------------------
// Desc: 函数声明
// ------------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9 * pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void * pUserContext );
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings * pDeviceSettings, const D3DCAPS9 * pCaps, void * pUserContext );
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9 * pd3dDevice, const D3DSURFACE_DESC * pBackBufferSurfaceDesc, void * pUserContext );
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9 * pd3dDevice, const D3DSURFACE_DESC * pBackBufferSurfaceDesc, void * pUserContext );
void CALLBACK OnFrameMove( IDirect3DDevice9 * pd3dDevice, double fTime, float fElapsedTime, void * pUserContext );
void CALLBACK OnFrameRender( IDirect3DDevice9 * pd3dDevice, double fTime, float fElapsedTime, void * pUserContext );
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool * pbNoFurtherProcessing, void * pUserContext );
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void * pUserContext );
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl * pControl, void * pUserContext );
void CALLBACK OnLostDevice( void * pUserContext );
void CALLBACK OnDestroyDevice( void * pUserContext );
void InitApp();
void RenderText();
// -----------------------------------------------------------------------------
// Desc: 入口函数
// -----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
// 为Debug配置启用运行时内存检查功能
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
// 设置回调函数
DXUTSetCallbackDeviceCreated( OnCreateDevice );
DXUTSetCallbackDeviceReset( OnResetDevice );
DXUTSetCallbackDeviceLost( OnLostDevice );
DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackKeyboard( KeyboardProc );
DXUTSetCallbackFrameRender( OnFrameRender );
DXUTSetCallbackFrameMove( OnFrameMove );
// 应用程序相关的初始化
InitApp();
// 初始化DXUT, 创建窗口, 创建Direct3D设备对象
DXUTInit( true , true , true );
DXUTSetCursorSettings( true , true );
DXUTCreateWindow( L " ProgressMesh " );
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 );
// 添加滑竿控件
g_SampleUI.SetCallback( OnGUIEvent );
g_SampleUI.AddSlider( IDC_DETAIL, 10 , 36 , 200 , 16 , 4 , 4 , 4 );
}
// -----------------------------------------------------------------------------
// 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: 辅助函数, 从绝对路径中提取纹理文件名
// -----------------------------------------------------------------------------
void RemovePathFromFileName(LPSTR fullPath, LPWSTR fileName)
{
// 先将fullPath的类型变换为LPWSTR
WCHAR wszBuf[MAX_PATH];
MultiByteToWideChar( CP_ACP, 0 , fullPath, - 1 , wszBuf, MAX_PATH );
wszBuf[MAX_PATH - 1 ] = L ' \0 ' ;
WCHAR * wszFullPath = wszBuf;
// 从绝对路径中提取文件名
LPWSTR pch = wcsrchr(wszFullPath, ' \\ ' );
if (pch)
lstrcpy(fileName, ++ pch);
else
lstrcpy(fileName, wszFullPath);
}
// -----------------------------------------------------------------------------
// 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 ) );
// 加载网格模型
LPD3DXBUFFER pD3DXMtrlBuffer;
V_RETURN( D3DXLoadMeshFromX( L " Dwarf.x " , D3DXMESH_MANAGED,
pd3dDevice, & g_pAdjacencyBuffer,
& pD3DXMtrlBuffer, NULL, & g_dwNumMaterials,
& g_pMesh ) );
// 提取材质和纹理文件路径
D3DXMATERIAL * d3dxMaterials = (D3DXMATERIAL * )pD3DXMtrlBuffer -> GetBufferPointer();
g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];
g_pMeshTextures = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];
for ( DWORD i = 0 ; i < g_dwNumMaterials; i ++ )
{
g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;
g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse;
// 创建纹理
WCHAR fullname[ 256 ];
RemovePathFromFileName(d3dxMaterials[i].pTextureFilename,fullname);
g_pMeshTextures[i] = NULL;
if ( d3dxMaterials[i].pTextureFilename != NULL && lstrlen(fullname) > 0 )
{
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, fullname, & g_pMeshTextures[i] ) );
}
}
pD3DXMtrlBuffer -> Release();
LPD3DXMESH pTempMesh; // 临时网格模型变量
// 整理原始网格模型
V_RETURN( D3DXCleanMesh( D3DXCLEAN_SIMPLIFICATION, g_pMesh,
(DWORD * )g_pAdjacencyBuffer -> GetBufferPointer(), & pTempMesh,
(DWORD * )g_pAdjacencyBuffer -> GetBufferPointer(), NULL ) );
SAFE_RELEASE( g_pMesh );
g_pMesh = pTempMesh;
// 熔合重复的顶点
D3DXWELDEPSILONS Epsilons;
ZeroMemory( & Epsilons, sizeof (D3DXWELDEPSILONS) );
V_RETURN( D3DXWeldVertices( g_pMesh, D3DXWELDEPSILONS_WELDPARTIALMATCHES,
& Epsilons,
(DWORD * )g_pAdjacencyBuffer -> GetBufferPointer(),
(DWORD * )g_pAdjacencyBuffer -> GetBufferPointer(),
NULL, NULL ) );
// 检查处理、简化后的网格模型是否有效
V_RETURN(D3DXValidMesh( g_pMesh, (DWORD * )g_pAdjacencyBuffer -> GetBufferPointer(), NULL ) );
// 生成层次细节网格模型
V_RETURN(D3DXGeneratePMesh( g_pMesh, (DWORD * )g_pAdjacencyBuffer -> GetBufferPointer(),
NULL, NULL, 1 , D3DXMESHSIMP_VERTEX, & g_pPMesh ) );
DWORD cVerticesMin = g_pPMesh -> GetMinVertices();
DWORD cVerticesMax = g_pPMesh -> GetMaxVertices();
g_SampleUI.GetSlider( IDC_DETAIL ) -> SetRange( cVerticesMin, cVerticesMax );
g_SampleUI.GetSlider( IDC_DETAIL ) -> SetValue( cVerticesMax );
V_RETURN(g_pPMesh -> SetNumVertices(cVerticesMax));
return hr;
}
// -----------------------------------------------------------------------------
// 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( 0 , pBackBufferSurfaceDesc -> Height - 60 );
g_SampleUI.SetSize( pBackBufferSurfaceDesc -> Width, 50 );
g_SampleUI.GetControl( IDC_DETAIL ) -> SetSize( pBackBufferSurfaceDesc -> Width - 20 , 16 );
// 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 ) );
// 设置世界矩阵
D3DXMATRIXA16 matWorld;
D3DXMatrixTranslation( & matWorld, 0 , - 0.7f , 0 );
pd3dDevice -> SetTransform( D3DTS_WORLD, & matWorld );
// 设置观察矩阵
D3DXMATRIXA16 matView;
D3DXVECTOR3 vEyePt( 0.0f , 0.0f , - 4 );
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 , 100.0f );
pd3dDevice -> SetTransform( D3DTS_PROJECTION, & matProj );
// 设置环境光
pd3dDevice -> SetRenderState( D3DRS_AMBIENT, 0xffffffff );
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() ) )
{
for (DWORD i = 0 ; i < g_dwNumMaterials; i ++ )
{
pd3dDevice -> SetMaterial( & g_pMeshMaterials[i] );
pd3dDevice -> SetTexture( 0 , g_pMeshTextures[i]);
g_pPMesh -> DrawSubset( i );
}
// 渲染文本和控件
DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L " HUD / Stats " );
RenderText();
V( g_HUD.OnRender( fElapsedTime ) );
V( g_SampleUI.OnRender( fElapsedTime ) );
DXUT_EndPerfEvent();
V( pd3dDevice -> EndScene() );
}
}
// -----------------------------------------------------------------------------
// Desc: 渲染文本
// -----------------------------------------------------------------------------
void RenderText()
{
CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );
// 显示当前Direct3D设备状态和渲染帧速率
txtHelper.Begin();
txtHelper.SetInsertionPos( 5 , 5 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f , 1.0f , 0.0f , 1.0f ) );
txtHelper.DrawTextLine( DXUTGetFrameStats( true ) );
txtHelper.DrawTextLine( DXUTGetDeviceStats() );
// 显示其他简要信息
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f , 1.0f , 1.0f , 1.0f ) );
txtHelper.DrawTextLine( L " 层次细节网格模型 " );
txtHelper.DrawFormattedTextLine( L " 顶点数量范围: %u 到 %u\n "
L " 当前顶点数量: %d\n " ,
g_pPMesh -> GetMinVertices(),
g_pPMesh -> GetMaxVertices(),
g_pPMesh -> GetNumVertices() );
// 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 ;
case IDC_DETAIL:
g_pPMesh -> SetNumVertices( ((CDXUTSlider * )pControl) -> GetValue() );
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 );
if ( g_pMeshMaterials != NULL )
delete[] g_pMeshMaterials;
if ( g_pMeshTextures )
{
for ( DWORD i = 0 ; i < g_dwNumMaterials; i ++ )
{
if ( g_pMeshTextures[i] )
g_pMeshTextures[i] -> Release();
}
delete[] g_pMeshTextures;
}
SAFE_RELEASE(g_pAdjacencyBuffer);
SAFE_RELEASE(g_pMesh);
SAFE_RELEASE(g_pPMesh);
}
// Desc: 主程序源文件
// =============================================================================
#include " dxstdafx.h "
#include " resource.h "
#pragma warning(disable: 4995 )
// -----------------------------------------------------------------------------
// 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
LPD3DXMESH g_pMesh = NULL; // 原网格模型
D3DMATERIAL9 * g_pMeshMaterials = NULL; // 网格模型材质
LPDIRECT3DTEXTURE9 * g_pMeshTextures = NULL; // 网格模型纹理
DWORD g_dwNumMaterials = 0L ; // 材质数量
LPD3DXBUFFER g_pAdjacencyBuffer = NULL; // 网格模型面邻接信息
LPD3DXPMESH g_pPMesh = NULL; // 层次细节网格模型
// -----------------------------------------------------------------------------
// 控件ID
// -----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN 1
#define IDC_TOGGLEREF 2
#define IDC_CHANGEDEVICE 3
#define IDC_DETAIL 4
// -----------------------------------------------------------------------------
// Desc: 函数声明
// ------------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9 * pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void * pUserContext );
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings * pDeviceSettings, const D3DCAPS9 * pCaps, void * pUserContext );
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9 * pd3dDevice, const D3DSURFACE_DESC * pBackBufferSurfaceDesc, void * pUserContext );
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9 * pd3dDevice, const D3DSURFACE_DESC * pBackBufferSurfaceDesc, void * pUserContext );
void CALLBACK OnFrameMove( IDirect3DDevice9 * pd3dDevice, double fTime, float fElapsedTime, void * pUserContext );
void CALLBACK OnFrameRender( IDirect3DDevice9 * pd3dDevice, double fTime, float fElapsedTime, void * pUserContext );
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool * pbNoFurtherProcessing, void * pUserContext );
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void * pUserContext );
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl * pControl, void * pUserContext );
void CALLBACK OnLostDevice( void * pUserContext );
void CALLBACK OnDestroyDevice( void * pUserContext );
void InitApp();
void RenderText();
// -----------------------------------------------------------------------------
// Desc: 入口函数
// -----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
// 为Debug配置启用运行时内存检查功能
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
// 设置回调函数
DXUTSetCallbackDeviceCreated( OnCreateDevice );
DXUTSetCallbackDeviceReset( OnResetDevice );
DXUTSetCallbackDeviceLost( OnLostDevice );
DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackKeyboard( KeyboardProc );
DXUTSetCallbackFrameRender( OnFrameRender );
DXUTSetCallbackFrameMove( OnFrameMove );
// 应用程序相关的初始化
InitApp();
// 初始化DXUT, 创建窗口, 创建Direct3D设备对象
DXUTInit( true , true , true );
DXUTSetCursorSettings( true , true );
DXUTCreateWindow( L " ProgressMesh " );
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 );
// 添加滑竿控件
g_SampleUI.SetCallback( OnGUIEvent );
g_SampleUI.AddSlider( IDC_DETAIL, 10 , 36 , 200 , 16 , 4 , 4 , 4 );
}
// -----------------------------------------------------------------------------
// 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: 辅助函数, 从绝对路径中提取纹理文件名
// -----------------------------------------------------------------------------
void RemovePathFromFileName(LPSTR fullPath, LPWSTR fileName)
{
// 先将fullPath的类型变换为LPWSTR
WCHAR wszBuf[MAX_PATH];
MultiByteToWideChar( CP_ACP, 0 , fullPath, - 1 , wszBuf, MAX_PATH );
wszBuf[MAX_PATH - 1 ] = L ' \0 ' ;
WCHAR * wszFullPath = wszBuf;
// 从绝对路径中提取文件名
LPWSTR pch = wcsrchr(wszFullPath, ' \\ ' );
if (pch)
lstrcpy(fileName, ++ pch);
else
lstrcpy(fileName, wszFullPath);
}
// -----------------------------------------------------------------------------
// 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 ) );
// 加载网格模型
LPD3DXBUFFER pD3DXMtrlBuffer;
V_RETURN( D3DXLoadMeshFromX( L " Dwarf.x " , D3DXMESH_MANAGED,
pd3dDevice, & g_pAdjacencyBuffer,
& pD3DXMtrlBuffer, NULL, & g_dwNumMaterials,
& g_pMesh ) );
// 提取材质和纹理文件路径
D3DXMATERIAL * d3dxMaterials = (D3DXMATERIAL * )pD3DXMtrlBuffer -> GetBufferPointer();
g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];
g_pMeshTextures = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];
for ( DWORD i = 0 ; i < g_dwNumMaterials; i ++ )
{
g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;
g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse;
// 创建纹理
WCHAR fullname[ 256 ];
RemovePathFromFileName(d3dxMaterials[i].pTextureFilename,fullname);
g_pMeshTextures[i] = NULL;
if ( d3dxMaterials[i].pTextureFilename != NULL && lstrlen(fullname) > 0 )
{
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, fullname, & g_pMeshTextures[i] ) );
}
}
pD3DXMtrlBuffer -> Release();
LPD3DXMESH pTempMesh; // 临时网格模型变量
// 整理原始网格模型
V_RETURN( D3DXCleanMesh( D3DXCLEAN_SIMPLIFICATION, g_pMesh,
(DWORD * )g_pAdjacencyBuffer -> GetBufferPointer(), & pTempMesh,
(DWORD * )g_pAdjacencyBuffer -> GetBufferPointer(), NULL ) );
SAFE_RELEASE( g_pMesh );
g_pMesh = pTempMesh;
// 熔合重复的顶点
D3DXWELDEPSILONS Epsilons;
ZeroMemory( & Epsilons, sizeof (D3DXWELDEPSILONS) );
V_RETURN( D3DXWeldVertices( g_pMesh, D3DXWELDEPSILONS_WELDPARTIALMATCHES,
& Epsilons,
(DWORD * )g_pAdjacencyBuffer -> GetBufferPointer(),
(DWORD * )g_pAdjacencyBuffer -> GetBufferPointer(),
NULL, NULL ) );
// 检查处理、简化后的网格模型是否有效
V_RETURN(D3DXValidMesh( g_pMesh, (DWORD * )g_pAdjacencyBuffer -> GetBufferPointer(), NULL ) );
// 生成层次细节网格模型
V_RETURN(D3DXGeneratePMesh( g_pMesh, (DWORD * )g_pAdjacencyBuffer -> GetBufferPointer(),
NULL, NULL, 1 , D3DXMESHSIMP_VERTEX, & g_pPMesh ) );
DWORD cVerticesMin = g_pPMesh -> GetMinVertices();
DWORD cVerticesMax = g_pPMesh -> GetMaxVertices();
g_SampleUI.GetSlider( IDC_DETAIL ) -> SetRange( cVerticesMin, cVerticesMax );
g_SampleUI.GetSlider( IDC_DETAIL ) -> SetValue( cVerticesMax );
V_RETURN(g_pPMesh -> SetNumVertices(cVerticesMax));
return hr;
}
// -----------------------------------------------------------------------------
// 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( 0 , pBackBufferSurfaceDesc -> Height - 60 );
g_SampleUI.SetSize( pBackBufferSurfaceDesc -> Width, 50 );
g_SampleUI.GetControl( IDC_DETAIL ) -> SetSize( pBackBufferSurfaceDesc -> Width - 20 , 16 );
// 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 ) );
// 设置世界矩阵
D3DXMATRIXA16 matWorld;
D3DXMatrixTranslation( & matWorld, 0 , - 0.7f , 0 );
pd3dDevice -> SetTransform( D3DTS_WORLD, & matWorld );
// 设置观察矩阵
D3DXMATRIXA16 matView;
D3DXVECTOR3 vEyePt( 0.0f , 0.0f , - 4 );
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 , 100.0f );
pd3dDevice -> SetTransform( D3DTS_PROJECTION, & matProj );
// 设置环境光
pd3dDevice -> SetRenderState( D3DRS_AMBIENT, 0xffffffff );
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() ) )
{
for (DWORD i = 0 ; i < g_dwNumMaterials; i ++ )
{
pd3dDevice -> SetMaterial( & g_pMeshMaterials[i] );
pd3dDevice -> SetTexture( 0 , g_pMeshTextures[i]);
g_pPMesh -> DrawSubset( i );
}
// 渲染文本和控件
DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L " HUD / Stats " );
RenderText();
V( g_HUD.OnRender( fElapsedTime ) );
V( g_SampleUI.OnRender( fElapsedTime ) );
DXUT_EndPerfEvent();
V( pd3dDevice -> EndScene() );
}
}
// -----------------------------------------------------------------------------
// Desc: 渲染文本
// -----------------------------------------------------------------------------
void RenderText()
{
CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );
// 显示当前Direct3D设备状态和渲染帧速率
txtHelper.Begin();
txtHelper.SetInsertionPos( 5 , 5 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f , 1.0f , 0.0f , 1.0f ) );
txtHelper.DrawTextLine( DXUTGetFrameStats( true ) );
txtHelper.DrawTextLine( DXUTGetDeviceStats() );
// 显示其他简要信息
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f , 1.0f , 1.0f , 1.0f ) );
txtHelper.DrawTextLine( L " 层次细节网格模型 " );
txtHelper.DrawFormattedTextLine( L " 顶点数量范围: %u 到 %u\n "
L " 当前顶点数量: %d\n " ,
g_pPMesh -> GetMinVertices(),
g_pPMesh -> GetMaxVertices(),
g_pPMesh -> GetNumVertices() );
// 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 ;
case IDC_DETAIL:
g_pPMesh -> SetNumVertices( ((CDXUTSlider * )pControl) -> GetValue() );
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 );
if ( g_pMeshMaterials != NULL )
delete[] g_pMeshMaterials;
if ( g_pMeshTextures )
{
for ( DWORD i = 0 ; i < g_dwNumMaterials; i ++ )
{
if ( g_pMeshTextures[i] )
g_pMeshTextures[i] -> Release();
}
delete[] g_pMeshTextures;
}
SAFE_RELEASE(g_pAdjacencyBuffer);
SAFE_RELEASE(g_pMesh);
SAFE_RELEASE(g_pPMesh);
}