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MFCPixelShader
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pixelshader.cpp
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2001-10-31
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//-----------------------------------------------------------------------------
// File: PixelShader.cpp
//
// Desc: Example code showing how to use pixel shaders in D3D
//
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include "stdafx.h"
#include <tchar.h>
#include <math.h>
#include <time.h>
#include <stdio.h>
#include <D3DX8.h>
#include "resource.h"
#include "D3DApp.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "PixelShader.h"
//-----------------------------------------------------------------------------
// Global data and objects
//-----------------------------------------------------------------------------
CApp g_App;
CAppForm* g_AppFormView = NULL;
TCHAR* g_strAppTitle = _T("MFCPixelShader");
//-----------------------------------------------------------------------------
// The MFC macros are all listed here
//-----------------------------------------------------------------------------
IMPLEMENT_DYNCREATE( CAppDoc, CDocument )
IMPLEMENT_DYNCREATE( CAppFrameWnd, CFrameWnd )
IMPLEMENT_DYNCREATE( CAppForm, CFormView )
BEGIN_MESSAGE_MAP( CApp, CWinApp )
//{{AFX_MSG_MAP(CD3DApp)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
BEGIN_MESSAGE_MAP( CAppForm, CFormView )
//{{AFX_MSG_MAP(CAppForm)
ON_WM_HSCROLL()
ON_COMMAND( IDC_VIEWFULLSCREEN, OnToggleFullScreen )
ON_COMMAND( IDM_CHANGEDEVICE, OnChangeDevice )
ON_BN_CLICKED( IDC_OPEN, OnOpenPixelShaderFile )
ON_BN_CLICKED( IDC_PRESET_0, OnPresets )
ON_BN_CLICKED( IDC_PRESET_1, OnPresets )
ON_BN_CLICKED( IDC_PRESET_2, OnPresets )
ON_BN_CLICKED( IDC_PRESET_3, OnPresets )
ON_BN_CLICKED( IDC_PRESET_4, OnPresets )
ON_BN_CLICKED( IDC_PRESET_5, OnPresets )
ON_EN_CHANGE( IDC_INSTRUCTIONS, OnChangeInstructions )
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
BEGIN_MESSAGE_MAP(CAppDoc, CDocument)
//{{AFX_MSG_MAP(CAppDoc)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
BEGIN_MESSAGE_MAP(CAppFrameWnd, CFrameWnd)
//{{AFX_MSG_MAP(CAppFrameWnd)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
//-----------------------------------------------------------------------------
// Function prototypes and global (or static) variables
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
FLOAT x, y, z;
DWORD color1, color2;
FLOAT tu1, tv1;
FLOAT tu2, tv2;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_SPECULAR|D3DFVF_TEX2)
static CUSTOMVERTEX g_Vertices[]=
{
// Color 0 (diffuse) is a color gradient
// Color 1 (specular) is a greyscale ramp
// x y z diffuse specular u1 v1 u2 v2
{ -1.0f, -1.0f, 0.0f, 0xff00ffff, 0xffffffff, 1.0f, 1.0f, 1.0f, 1.0f },
{ +1.0f, -1.0f, 0.0f, 0xffffff00, 0xffffffff, 0.0f, 1.0f, 0.0f, 1.0f },
{ +1.0f, +1.0f, 0.0f, 0xffff0000, 0xff000000, 0.0f, 0.0f, 0.0f, 0.0f },
{ -1.0f, +1.0f, 0.0f, 0xff0000ff, 0xff000000, 1.0f, 0.0f, 1.0f, 0.0f },
};
inline DWORD FtoDW( FLOAT f ) { return *((DWORD*)&f); }
//-----------------------------------------------------------------------------
// Name: AdjustWindowForChange()
// Desc: Adjusts the window properties for windowed or fullscreen mode
//-----------------------------------------------------------------------------
HRESULT CAppForm::AdjustWindowForChange()
{
if( m_bWindowed )
{
::ShowWindow( m_hwndRenderFullScreen, SW_HIDE );
CD3DApplication::m_hWnd = m_hwndRenderWindow;
}
else
{
if( ::IsIconic( m_hwndRenderFullScreen ) )
::ShowWindow( m_hwndRenderFullScreen, SW_RESTORE );
::ShowWindow( m_hwndRenderFullScreen, SW_SHOW );
CD3DApplication::m_hWnd = m_hwndRenderFullScreen;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FullScreenWndProc()
// Desc: The WndProc funtion used when the app is in fullscreen mode. This is
// needed simply to trap the ESC key.
//-----------------------------------------------------------------------------
LRESULT CALLBACK FullScreenWndProc( HWND hWnd, UINT msg, WPARAM wParam,
LPARAM lParam )
{
if( msg == WM_CLOSE )
{
// User wants to exit, so go back to windowed mode and exit for real
g_AppFormView->OnToggleFullScreen();
g_App.GetMainWnd()->PostMessage( WM_CLOSE, 0, 0 );
}
if( msg == WM_SETCURSOR )
{
SetCursor( NULL );
}
if( msg == WM_KEYUP && wParam == VK_ESCAPE )
{
// User wants to leave fullscreen mode
g_AppFormView->OnToggleFullScreen();
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: CheckForLostFullscreen()
// Desc: If fullscreen and device was lost (probably due to alt-tab),
// automatically switch to windowed mode
//-----------------------------------------------------------------------------
HRESULT CAppForm::CheckForLostFullscreen()
{
HRESULT hr;
if( m_bWindowed )
return S_OK;
if( FAILED( hr = m_pd3dDevice->TestCooperativeLevel() ) )
ForceWindowed();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: PreCreateWindow()
// Desc: Change the window style (so it cannot maximize or be sized) before
// the main frame window is created.
//-----------------------------------------------------------------------------
BOOL CAppFrameWnd::PreCreateWindow( CREATESTRUCT& cs )
{
cs.style = WS_OVERLAPPED|WS_CAPTION|WS_SYSMENU|WS_MINIMIZEBOX;
return CFrameWnd::PreCreateWindow( cs );
}
//-----------------------------------------------------------------------------
// Name: InitInstance()
// Desc: This is the main entry point for the application. The MFC window stuff
// is initialized here. See also the main initialization routine for the
// CAppForm class, which is called indirectly from here.
//-----------------------------------------------------------------------------
BOOL CApp::InitInstance()
{
// Asscociate the MFC app with the frame window and doc/view classes
AddDocTemplate( new CSingleDocTemplate( IDR_MAINFRAME,
RUNTIME_CLASS(CAppDoc),
RUNTIME_CLASS(CAppFrameWnd),
RUNTIME_CLASS(CAppForm) ) );
// Dispatch commands specified on the command line (req'd by MFC). This
// also initializes the the CAppDoc, CAppFrameWnd, and CAppForm classes.
CCommandLineInfo cmdInfo;
ParseCommandLine( cmdInfo );
if( !ProcessShellCommand( cmdInfo ) )
return FALSE;
if( !g_AppFormView->IsReady() )
return FALSE;
g_AppFormView->GetParentFrame()->RecalcLayout();
g_AppFormView->ResizeParentToFit( FALSE );
m_pMainWnd->SetWindowText( g_strAppTitle );
m_pMainWnd->UpdateWindow();
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: OnIdle()
// Desc: Uses idle time to render the 3D scene.
//-----------------------------------------------------------------------------
BOOL CApp::OnIdle( LONG )
{
// Do not render if the app is minimized
if( m_pMainWnd->IsIconic() )
return FALSE;
// Update and render a frame
if( g_AppFormView->IsReady() )
{
g_AppFormView->CheckForLostFullscreen();
g_AppFormView->RenderScene();
}
// Keep requesting more idle time
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: CAppForm()
// Desc: Constructor for the dialog resource form
//-----------------------------------------------------------------------------
CAppForm::CAppForm()
:CFormView( IDD_FORMVIEW )
{
g_AppFormView = this;
m_pTexture0 = NULL;
m_pTexture1 = NULL;
m_pQuadVB = NULL;
m_hPixelShader = NULL;
m_pD3DXBufShader = NULL;
}
//-----------------------------------------------------------------------------
// Name: ~CAppForm()
// Desc: Destructor for the dialog resource form. Shuts down the app
//-----------------------------------------------------------------------------
CAppForm::~CAppForm()
{
Cleanup3DEnvironment();
}
//-----------------------------------------------------------------------------
// Name: OnInitialUpdate()
// Desc: When the AppForm object is created, this function is called to
// initialize it. Here we getting access ptrs to some of the controls,
// and setting the initial state of some of them as well.
//-----------------------------------------------------------------------------
VOID CAppForm::OnInitialUpdate()
{
CFormView::OnInitialUpdate();
// Save static reference to the render window
m_hwndRenderWindow = GetDlgItem(IDC_RENDERVIEW)->GetSafeHwnd();
// Register a class for a fullscreen window
WNDCLASS wndClass = { CS_HREDRAW | CS_VREDRAW, FullScreenWndProc, 0, 0, NULL,
NULL, NULL, (HBRUSH)GetStockObject(WHITE_BRUSH), NULL,
_T("Fullscreen Window") };
RegisterClass( &wndClass );
// We create the fullscreen window (not visible) at startup, so it can
// be the focus window. The focus window can only be set at CreateDevice
// time, not in a Reset, so ToggleFullscreen wouldn't work unless we have
// already set up the fullscreen focus window.
m_hwndRenderFullScreen = CreateWindow( _T("Fullscreen Window"), NULL,
WS_POPUP, CW_USEDEFAULT,
CW_USEDEFAULT, 100, 100,
GetTopLevelParent()->GetSafeHwnd(), 0L, NULL, 0L );
// Note that for the MFC samples, the device window and focus window
// are not the same.
CD3DApplication::m_hWnd = m_hwndRenderWindow;
CD3DApplication::m_hWndFocus = m_hwndRenderFullScreen;
CD3DApplication::Create( AfxGetInstanceHandle() );
// Set up the form's UI
((CButton*)GetDlgItem(IDC_PRESET_0))->SetCheck(TRUE);
OnPresets();
}
//-----------------------------------------------------------------------------
// Name: SetPixelShader()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CAppForm::SetPixelShader( TCHAR* strOpcodes )
{
HRESULT hr;
LPD3DXBUFFER pBuffer = NULL;
SAFE_RELEASE( m_pD3DXBufShader );
// Build a DWORD array of opcodes from the text string
hr = D3DXAssembleShader( strOpcodes, lstrlen(strOpcodes), 0, NULL,
&m_pD3DXBufShader, &pBuffer );
if( FAILED(hr) )
{
if( pBuffer != NULL)
{
TCHAR* pstr;
TCHAR strOut[4096];
TCHAR* pstrOut;
// Need to replace \n with \r\n so edit box shows newlines properly
pstr = (TCHAR*)pBuffer->GetBufferPointer();
strOut[0] = _T('\0');
pstrOut = strOut;
for( int i = 0; i < 4096; i++ )
{
if( *pstr == _T('\n') )
*pstrOut++ = _T('\r');
*pstrOut = *pstr;
if( *pstr == _T('\0') )
break;
if( i == 4095 )
*pstrOut = _T('\0');
pstrOut++;
pstr++;
}
// remove any blank lines at the end
while( strOut[lstrlen(strOut) - 1] == _T('\n') ||
strOut[lstrlen(strOut) - 1] == _T('\r') )
{
strOut[lstrlen(strOut) - 1] = _T('\0');
}
SetDlgItemText( IDC_COMPRESULT, strOut );
SAFE_RELEASE( pBuffer );
}
return hr;
}
else
{
SAFE_RELEASE( pBuffer );
// Delete old pixel shader
if( m_hPixelShader )
m_pd3dDevice->DeletePixelShader( m_hPixelShader );
m_hPixelShader = NULL;
// Create new pixel shader
hr = m_pd3dDevice->CreatePixelShader( (DWORD*)m_pD3DXBufShader->GetBufferPointer(),
&m_hPixelShader );
if( FAILED(hr) )
{
((CStatic*)GetDlgItem(IDC_COMPRESULT))->SetWindowText( _T("Failure (D3D)"));
return hr;
}
else
{
((CStatic*)GetDlgItem(IDC_COMPRESULT))->SetWindowText( _T("Success"));
}
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CAppForm::OneTimeSceneInit()
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CAppForm::FrameMove()
{
// Move the camera along an ellipse
D3DXVECTOR3 from( 3*sinf(m_fTime/3), 3*cosf(m_fTime/3), 5.0f );
D3DXVECTOR3 at( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 up( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matWorld;
D3DXMatrixIdentity( &matWorld );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &from, &at, &up );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 0.5f, 1000.0f );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
// rendering. This function sets up render states, clears the
// viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CAppForm::Render()
{
// Clear the viewport
m_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, 0x00000000, 1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
// Set device state
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
m_pd3dDevice->SetRenderState( D3DRS_CLIPPING, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
// Set the textures
m_pd3dDevice->SetTexture( 0, m_pTexture0 );
m_pd3dDevice->SetTexture( 1, m_pTexture1 );
// Set the pixel shader constants
FLOAT fPixelShaderConstants[8][4] =
{ // Red Green Blue Alpha
{ 1.0f, 0.0f, 0.0f, 1.0f, }, // red
{ 0.0f, 1.0f, 0.0f, 1.0f, }, // green
{ 0.0f, 0.0f, 1.0f, 1.0f, }, // blue
{ 1.0f, 1.0f, 0.0f, 1.0f, }, // yellow
{ 0.0f, 1.0f, 1.0f, 1.0f, }, // cyan
{ 1.0f, 0.0f, 1.0f, 1.0f, }, // purple
{ 1.0f, 1.0f, 1.0f, 1.0f, }, // white
{ 0.0f, 0.0f, 0.0f, 1.0f, }, // black
};
m_pd3dDevice->SetPixelShaderConstant( 0, (VOID*)fPixelShaderConstants, 8 );
// Render the quad with the pixel shader
m_pd3dDevice->SetStreamSource( 0, m_pQuadVB, sizeof(CUSTOMVERTEX) );
m_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
m_pd3dDevice->SetPixelShader( m_hPixelShader );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLEFAN, 0, 2 );
// End the scene.
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CAppForm::InitDeviceObjects()
{
HRESULT hr;
// Create some textures
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("DX5_Logo.bmp"),
&m_pTexture0, D3DFMT_R5G6B5 ) ) )
{
return E_FAIL;
}
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Tree01S.tga"),
&m_pTexture1, D3DFMT_R5G6B5 ) ) )
{
return E_FAIL;
}
// Create quad VB
hr = m_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX,
D3DPOOL_MANAGED, &m_pQuadVB );
if( FAILED(hr) )
return hr;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CAppForm::RestoreDeviceObjects()
{
HRESULT hr;
// Fill the quad VB
CUSTOMVERTEX* pVertices = NULL;
hr = m_pQuadVB->Lock( 0, 4*sizeof(CUSTOMVERTEX), (BYTE**)&pVertices, 0 );
if( FAILED(hr) )
return hr;
for( DWORD i=0; i<4; i++ )
pVertices[i] = g_Vertices[i];
m_pQuadVB->Unlock();
// Delete old pixel shader (redundant if InvalidateDeviceObjects is called first)
if( m_hPixelShader )
m_pd3dDevice->DeletePixelShader( m_hPixelShader );
m_hPixelShader = NULL;
// Create new pixel shader
if( m_pD3DXBufShader )
hr = m_pd3dDevice->CreatePixelShader(
(DWORD*)m_pD3DXBufShader->GetBufferPointer(),
&m_hPixelShader );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Called when the device-dependent objects are about to be lost.
//-----------------------------------------------------------------------------
HRESULT CAppForm::InvalidateDeviceObjects()
{
if( m_hPixelShader )
m_pd3dDevice->DeletePixelShader( m_hPixelShader );
m_hPixelShader = NULL;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CAppForm::DeleteDeviceObjects()
{
SAFE_RELEASE( m_pTexture0 );
SAFE_RELEASE( m_pTexture1 );
SAFE_RELEASE( m_pQuadVB );
SAFE_RELEASE( m_pD3DXBufShader );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
// to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CAppForm::FinalCleanup()
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: ConfirmDevice()
// Desc: Called during device intialization, this code checks the device
// for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CAppForm::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format )
{
if( D3DSHADER_VERSION_MAJOR( pCaps->PixelShaderVersion ) < 1 )
return E_FAIL;
return S_OK;
}
//-----------------------------------------------------------------------------
// The remaining code handles the UI for the MFC-based app.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Name: OnChangeDevice()
// Desc: Use hit the "Change Device.." button. Display the dialog for the user
// to select a new device/mode, and call Change3DEnvironment to
// use the new device/mode.
//-----------------------------------------------------------------------------
VOID CAppForm::OnChangeDevice()
{
UserSelectNewDevice();
GeneratePixelShaderOpcodes();
}
//-----------------------------------------------------------------------------
// Name: OnToggleFullScreen()
// Desc: Called when user toggles the fullscreen mode
//-----------------------------------------------------------------------------
void CAppForm::OnToggleFullScreen()
{
ToggleFullscreen();
GeneratePixelShaderOpcodes();
}
//-----------------------------------------------------------------------------
// Name: OnHScroll()
// Desc: Called when the user moves any scroll bar. Check which scrollbar was
// moved, and extract the appropiate value to a global variable.
//-----------------------------------------------------------------------------
void CAppForm::OnHScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar)
{
CFormView::OnHScroll(nSBCode, nPos, pScrollBar);
}
//-----------------------------------------------------------------------------
// Name: UpdateUIForDeviceCapabilites()
// Desc: Whenever we get a new device, call this function to enable/disable the
// appropiate UI controls to match the device's capabilities.
//-----------------------------------------------------------------------------
VOID CAppForm::UpdateUIForDeviceCapabilites()
{
// Check the capabilities of the device
// Update the UI checkbox states
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
void CAppForm::OnPresets()
{
DWORD dwPreset = 0L;
dwPreset = ((CButton*)GetDlgItem(IDC_PRESET_0))->GetCheck() ? 0 : dwPreset;
dwPreset = ((CButton*)GetDlgItem(IDC_PRESET_1))->GetCheck() ? 1 : dwPreset;
dwPreset = ((CButton*)GetDlgItem(IDC_PRESET_2))->GetCheck() ? 2 : dwPreset;
dwPreset = ((CButton*)GetDlgItem(IDC_PRESET_3))->GetCheck() ? 3 : dwPreset;
dwPreset = ((CButton*)GetDlgItem(IDC_PRESET_4))->GetCheck() ? 4 : dwPreset;
dwPreset = ((CButton*)GetDlgItem(IDC_PRESET_5))->GetCheck() ? 5 : dwPreset;
CEdit* pEdit = (CEdit*)GetDlgItem(IDC_INSTRUCTIONS);
pEdit->SetWindowText( g_strPixelShaderPresets[dwPreset] );
// Generate the opcodes and pass them to the app
if( m_pd3dDevice != NULL )
GeneratePixelShaderOpcodes();
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
void CAppForm::GeneratePixelShaderOpcodes()
{
TCHAR strOpcodes[2048] = _T("");
CEdit* pEdit = (CEdit*)GetDlgItem(IDC_INSTRUCTIONS);
pEdit->GetWindowText(strOpcodes, 2048);
SetPixelShader( strOpcodes );
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
void CAppForm::OnOpenPixelShaderFile()
{
((CButton*)GetDlgItem(IDC_PRESET_0))->SetCheck( FALSE );
((CButton*)GetDlgItem(IDC_PRESET_1))->SetCheck( FALSE );
((CButton*)GetDlgItem(IDC_PRESET_2))->SetCheck( FALSE );
((CButton*)GetDlgItem(IDC_PRESET_3))->SetCheck( FALSE );
((CButton*)GetDlgItem(IDC_PRESET_4))->SetCheck( FALSE );
((CButton*)GetDlgItem(IDC_PRESET_5))->SetCheck( FALSE );
static TCHAR g_strFileName[MAX_PATH] = _T("");
static TCHAR g_strInitialDir[MAX_PATH] = _T("");
TCHAR strFileName[MAX_PATH] = _T("");
TCHAR strBuffer[81];
// Display the OpenFileName dialog. Then, try to load the specified file
OPENFILENAME ofn = { sizeof(OPENFILENAME), NULL, NULL,
_T("Pixel Shader Text Files (.txt)\0*.txt\0\0"),
NULL, 0, 1, strFileName, MAX_PATH, g_strFileName, MAX_PATH,
g_strInitialDir, _T("Open Pixel Shader File"),
OFN_FILEMUSTEXIST, 0, 1, NULL, 0, NULL, NULL };
if( FALSE == GetOpenFileName( &ofn ) )
return;
FILE* file = fopen( strFileName, _T("r") );
if( file == NULL )
return;
// Fill the list box with the preset's pixel shader instructions
CEdit* pEdit = (CEdit*)GetDlgItem(IDC_INSTRUCTIONS);
pEdit->SetSel(0, -1);
while( fgets( strBuffer, 80, file ) )
{
// Remove trailing newline char
if( strBuffer[max(1,strlen(strBuffer))-1] == '\n' )
strBuffer[max(1,strlen(strBuffer))-1] = '\0';
pEdit->ReplaceSel(strBuffer);
pEdit->ReplaceSel("\r\n");
}
fclose(file);
// Generater the opcodes and pass them to the app
GeneratePixelShaderOpcodes();
}
void CAppForm::OnChangeInstructions()
{
GeneratePixelShaderOpcodes();
}