home *** CD-ROM | disk | FTP | other *** search
- //--------------------------------------------------------------------------------------
- // File: FragmentLinker.cpp
- //
- // Starting point for new Direct3D applications
- //
- // Copyright (c) Microsoft Corporation. All rights reserved.
- //--------------------------------------------------------------------------------------
- #include "dxstdafx.h"
- #include "resource.h"
-
- //#define DEBUG_VS // Uncomment this line to debug vertex shaders
- //#define DEBUG_PS // Uncomment this line to debug pixel shaders
-
-
- //--------------------------------------------------------------------------------------
- // Global variables
- //--------------------------------------------------------------------------------------
- ID3DXFont* g_pFont = NULL; // Font for drawing text
- ID3DXSprite* g_pTextSprite = NULL; // Sprite for batching draw text calls
- ID3DXEffect* g_pEffect = NULL; // D3DX effect interface
- CDXUTMesh g_Mesh; // Mesh object
- CModelViewerCamera g_Camera; // A model viewing camera
- bool g_bShowHelp = true; // If true, it renders the UI control text
- CDXUTDialog g_HUD; // dialog for standard controls
- CDXUTDialog g_SampleUI; // dialog for sample specific controls
- D3DXVECTOR3 g_vObjectCenter; // Center of bounding sphere of object
- FLOAT g_fObjectRadius; // Radius of bounding sphere of object
- D3DXMATRIXA16 g_mCenterWorld; // World matrix to center the mesh
-
- DWORD g_dwShaderFlags; // Shader compilation/linking flags
- ID3DXFragmentLinker* g_pFragmentLinker = NULL; // Fragment linker interface
- LPD3DXBUFFER g_pCompiledFragments = NULL; // Buffer containing compiled fragments
-
-
- //--------------------------------------------------------------------------------------
- // UI control IDs
- //--------------------------------------------------------------------------------------
- #define IDC_STATIC -1
- #define IDC_TOGGLEFULLSCREEN 1
- #define IDC_TOGGLEREF 3
- #define IDC_CHANGEDEVICE 4
- #define IDC_ANIMATION 5
- #define IDC_LIGHTING 6
-
-
-
- //--------------------------------------------------------------------------------------
- // Forward declarations
- //--------------------------------------------------------------------------------------
- bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed );
- void CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps );
- HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc );
- HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc );
- void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime );
- void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime );
- LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing );
- void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown );
- void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl );
- void CALLBACK OnLostDevice();
- void CALLBACK OnDestroyDevice();
-
- void InitApp();
- HRESULT LoadMesh( IDirect3DDevice9* pd3dDevice, WCHAR* strFileName, ID3DXMesh** ppMesh );
- void RenderText();
-
- HRESULT LinkVertexShader();
-
-
- //--------------------------------------------------------------------------------------
- // Entry point to the program. Initializes everything and goes into a message processing
- // loop. Idle time is used to render the scene.
- //--------------------------------------------------------------------------------------
- INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
- {
- // Set the callback functions. These functions allow the sample framework to notify
- // the application about device changes, user input, and windows messages. The
- // callbacks are optional so you need only set callbacks for events you're interested
- // in. However, if you don't handle the device reset/lost callbacks then the sample
- // framework won't be able to reset your device since the application must first
- // release all device resources before resetting. Likewise, if you don't handle the
- // device created/destroyed callbacks then the sample framework won't be able to
- // recreate your device resources.
- DXUTSetCallbackDeviceCreated( OnCreateDevice );
- DXUTSetCallbackDeviceReset( OnResetDevice );
- DXUTSetCallbackDeviceLost( OnLostDevice );
- DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
- DXUTSetCallbackMsgProc( MsgProc );
- DXUTSetCallbackKeyboard( KeyboardProc );
- DXUTSetCallbackFrameRender( OnFrameRender );
- DXUTSetCallbackFrameMove( OnFrameMove );
-
- // Show the cursor and clip it when in full screen
- DXUTSetCursorSettings( true, true );
-
- InitApp();
-
- // Initialize the sample framework and create the desired Win32 window and Direct3D
- // device for the application. Calling each of these functions is optional, but they
- // allow you to set several options which control the behavior of the framework.
- DXUTInit( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
- DXUTCreateWindow( L"FragmentLinker" );
- DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480, IsDeviceAcceptable, ModifyDeviceSettings );
-
- // Pass control to the sample framework for handling the message pump and
- // dispatching render calls. The sample framework will call your FrameMove
- // and FrameRender callback when there is idle time between handling window messages.
- DXUTMainLoop();
-
- // Perform any application-level cleanup here. Direct3D device resources are released within the
- // appropriate callback functions and therefore don't require any cleanup code here.
-
- return DXUTGetExitCode();
- }
-
-
- //--------------------------------------------------------------------------------------
- // Initialize the app
- //--------------------------------------------------------------------------------------
- void InitApp()
- {
- // Initialize dialogs
- 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 );
-
- g_SampleUI.SetCallback( OnGUIEvent ); iY = 10;
-
- // Title font for comboboxes
- g_SampleUI.SetFont( 1, L"Arial", 14, FW_BOLD );
- CDXUTElement* pElement = g_SampleUI.GetDefaultElement( DXUT_CONTROL_STATIC, 0 );
- pElement->iFont = 1;
- pElement->dwTextFormat = DT_LEFT | DT_BOTTOM;
-
- CDXUTComboBox* pComboBox = NULL;
- g_SampleUI.AddStatic( IDC_STATIC, L"(V)ertex Animation", 20, 0, 105, 25 );
- g_SampleUI.AddComboBox( IDC_ANIMATION, 20, 25, 140, 24, 'V', false, &pComboBox );
- pComboBox->SetDropHeight( 30 );
-
- g_SampleUI.AddStatic( IDC_STATIC, L"(L)ighting", 20, 50, 105, 25 );
- g_SampleUI.AddComboBox( IDC_LIGHTING, 20, 75, 140, 24, 'L', false, &pComboBox );
- pComboBox->SetDropHeight( 30 );
-
- //g_SampleUI.AddCheckBox( IDC_ANIMATION, L"Vertex (A)nimation", 20, 60, 155, 20, true, 'A' );
- }
-
-
- //--------------------------------------------------------------------------------------
- // Called during device initialization, this code checks the device for some
- // minimum set of capabilities, and rejects those that don't pass by returning false.
- //--------------------------------------------------------------------------------------
- bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
- D3DFORMAT BackBufferFormat, bool bWindowed )
- {
- // 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;
-
- return true;
- }
-
-
- //--------------------------------------------------------------------------------------
- // This callback function is called immediately before a device is created to allow the
- // application to modify the device settings. The supplied pDeviceSettings parameter
- // contains the settings that the framework has selected for the new device, and the
- // application can make any desired changes directly to this structure. Note however that
- // the sample framework will not correct invalid device settings so care must be taken
- // to return valid device settings, otherwise IDirect3D9::CreateDevice() will fail.
- //--------------------------------------------------------------------------------------
- void CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps )
- {
- // If device doesn't support HW T&L or doesn't support 1.1 vertex shaders in HW
- // then switch to SWVP.
- if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 ||
- pCaps->VertexShaderVersion < D3DVS_VERSION(1,1) )
- {
- pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
- }
- else
- {
- pDeviceSettings->BehaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
- }
-
- // This application is designed to work on a pure device by not using
- // IDirect3D9::Get*() methods, so create a pure device if supported and using HWVP.
- if ((pCaps->DevCaps & D3DDEVCAPS_PUREDEVICE) != 0 &&
- (pDeviceSettings->BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING) != 0 )
- pDeviceSettings->BehaviorFlags |= D3DCREATE_PUREDEVICE;
-
- // Debugging vertex shaders requires either REF or software vertex processing
- // and debugging pixel shaders requires REF.
- #ifdef DEBUG_VS
- if( pDeviceSettings->DeviceType != D3DDEVTYPE_REF )
- {
- pDeviceSettings->BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
- pDeviceSettings->BehaviorFlags &= ~D3DCREATE_PUREDEVICE;
- pDeviceSettings->BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
- }
- #endif
- #ifdef DEBUG_PS
- pDeviceSettings->DeviceType = D3DDEVTYPE_REF;
- #endif
- }
-
-
- //--------------------------------------------------------------------------------------
- // This callback function will be called immediately after the Direct3D device has been
- // created, which will happen during application initialization and windowed/full screen
- // toggles. This is the best location to create D3DPOOL_MANAGED resources since these
- // resources need to be reloaded whenever the device is destroyed. Resources created
- // here should be released in the OnDestroyDevice callback.
- //--------------------------------------------------------------------------------------
- HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc )
- {
- HRESULT hr;
-
- WCHAR strPath[MAX_PATH];
-
- // Initialize the font
- 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 ) );
-
- // Define DEBUG_VS and/or DEBUG_PS to debug vertex and/or pixel shaders with the
- // shader debugger. Debugging vertex shaders requires either REF or software vertex
- // processing, and debugging pixel shaders requires REF. The
- // D3DXSHADER_FORCE_*_SOFTWARE_NOOPT flag improves the debug experience in the
- // shader debugger. It enables source level debugging, prevents instruction
- // reordering, prevents dead code elimination, and forces the compiler to compile
- // against the next higher available software target, which ensures that the
- // unoptimized shaders do not exceed the shader model limitations. Setting these
- // flags will cause slower rendering since the shaders will be unoptimized and
- // forced into software. See the DirectX documentation for more information about
- // using the shader debugger.
- g_dwShaderFlags = 0;
- #ifdef DEBUG_VS
- g_dwShaderFlags |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT;
- #endif
- #ifdef DEBUG_PS
- g_dwShaderFlags |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT;
- #endif
-
- // Read the D3DX effect file
-
- // If this fails, there should be debug output as to
- // they the .fx file failed to compile
-
- V_RETURN( DXUTFindDXSDKMediaFileCch( strPath, MAX_PATH, L"FragmentLinker.fx" ) );
- V_RETURN( D3DXCreateEffectFromFile( pd3dDevice, strPath, NULL, NULL, g_dwShaderFlags,
- NULL, &g_pEffect, NULL ) );
-
- // Load the mesh
- V_RETURN( DXUTFindDXSDKMediaFileCch( strPath, MAX_PATH, L"dwarf\\dwarf.x" ) );
- V_RETURN( g_Mesh.Create( pd3dDevice, strPath ) );
-
- // Find the mesh's center, then generate a centering matrix.
- IDirect3DVertexBuffer9* pVB = NULL;
- V_RETURN( g_Mesh.m_pSysMemMesh->GetVertexBuffer( &pVB ) );
-
- void* pVertices = NULL;
- hr = pVB->Lock( 0, 0, &pVertices, 0 );
- if( FAILED(hr) )
- {
- SAFE_RELEASE( pVB );
- return hr;
- }
-
- hr = D3DXComputeBoundingSphere( (D3DXVECTOR3*)pVertices, g_Mesh.m_pSysMemMesh->GetNumVertices(),
- D3DXGetFVFVertexSize(g_Mesh.m_pSysMemMesh->GetFVF()), &g_vObjectCenter,
- &g_fObjectRadius );
- pVB->Unlock();
- SAFE_RELEASE( pVB );
-
- if( FAILED(hr) )
- return hr;
-
- D3DXMatrixTranslation( &g_mCenterWorld, -g_vObjectCenter.x, -g_vObjectCenter.y, -g_vObjectCenter.z );
-
- // Create the fragment linker interface
- V_RETURN( D3DXCreateFragmentLinker( pd3dDevice, 0, &g_pFragmentLinker ) );
-
- // Compile the fragments to a buffer. The fragments must be linked together to form
- // a shader before they can be used for rendering.
- V_RETURN( DXUTFindDXSDKMediaFileCch( strPath, MAX_PATH, L"FragmentLinker.fx" ) );
- V_RETURN( D3DXGatherFragmentsFromFile( strPath, NULL, NULL, g_dwShaderFlags, &g_pCompiledFragments, NULL ) );
-
- // Build the list of compiled fragments
- V_RETURN( g_pFragmentLinker->AddFragments( (DWORD*)g_pCompiledFragments->GetBufferPointer() ) );
-
- // Store the fragment handles
- CDXUTComboBox* pComboBox = NULL;
- pComboBox = g_SampleUI.GetComboBox( IDC_LIGHTING );
- pComboBox->RemoveAllItems();
- pComboBox->AddItem( L"Ambient", (void*) g_pFragmentLinker->GetFragmentHandleByName( "AmbientFragment" ) );
- pComboBox->AddItem( L"Ambient & Diffuse", (void*) g_pFragmentLinker->GetFragmentHandleByName( "AmbientDiffuseFragment" ) );
-
- pComboBox = g_SampleUI.GetComboBox( IDC_ANIMATION );
- pComboBox->RemoveAllItems();
- pComboBox->AddItem( L"On", (void*) g_pFragmentLinker->GetFragmentHandleByName( "ProjectionFragment_Animated" ) );
- pComboBox->AddItem( L"Off", (void*) g_pFragmentLinker->GetFragmentHandleByName( "ProjectionFragment_Static" ) );
-
- // Link the desired fragments to create the vertex shader
- V_RETURN( LinkVertexShader() );
-
- // Setup the camera's view parameters
- D3DXVECTOR3 vecEye(3.0f, 0.0f, -3.0f);
- D3DXVECTOR3 vecAt (0.0f, 0.0f, -0.0f);
- g_Camera.SetViewParams( &vecEye, &vecAt );
-
- return S_OK;
- }
-
-
- //--------------------------------------------------------------------------------------
- // Link together compiled fragments to create a vertex shader. The list of fragments
- // used is determined by the currently selected UI options.
- //--------------------------------------------------------------------------------------
- HRESULT LinkVertexShader()
- {
- HRESULT hr;
-
- const int NUM_FRAGMENTS = 2;
- D3DXHANDLE aHandles[ NUM_FRAGMENTS ] = {0};
- aHandles[ 0 ] = (D3DXHANDLE) g_SampleUI.GetComboBox( IDC_ANIMATION )->GetSelectedData();
- aHandles[ 1 ] = (D3DXHANDLE) g_SampleUI.GetComboBox( IDC_LIGHTING )->GetSelectedData();
-
- // Link the fragments together to form a shader
- IDirect3DVertexShader9* pVertexShader = NULL;
- V_RETURN( g_pFragmentLinker->LinkVertexShader( "vs_1_1", g_dwShaderFlags, aHandles, NUM_FRAGMENTS, &pVertexShader, NULL ) );
-
- // Associate this vertex shader with the effect object
- V_RETURN( g_pEffect->SetVertexShader( "MyVertexShader", pVertexShader ) );
-
- SAFE_RELEASE( pVertexShader );
- return S_OK;
- }
-
-
- //--------------------------------------------------------------------------------------
- // This function loads the mesh and ensures the mesh has normals; it also optimizes the
- // mesh for the graphics card's vertex cache, which improves performance by organizing
- // the internal triangle list for less cache misses.
- //--------------------------------------------------------------------------------------
- HRESULT LoadMesh( IDirect3DDevice9* pd3dDevice, WCHAR* strFileName, ID3DXMesh** ppMesh )
- {
- ID3DXMesh* pMesh = NULL;
- WCHAR str[MAX_PATH];
- HRESULT hr;
-
- // Load the mesh with D3DX and get back a ID3DXMesh*. For this
- // sample we'll ignore the X file's embedded materials since we know
- // exactly the model we're loading. See the mesh samples such as
- // "OptimizedMesh" for a more generic mesh loading example.
- V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, strFileName ) );
-
- V_RETURN( D3DXLoadMeshFromX(str, D3DXMESH_MANAGED, pd3dDevice, NULL, NULL, NULL, NULL, &pMesh) );
-
- DWORD *rgdwAdjacency = NULL;
-
- // Make sure there are normals which are required for lighting
- if( !(pMesh->GetFVF() & D3DFVF_NORMAL) )
- {
- ID3DXMesh* pTempMesh;
- V( pMesh->CloneMeshFVF( pMesh->GetOptions(),
- pMesh->GetFVF() | D3DFVF_NORMAL,
- pd3dDevice, &pTempMesh ) );
- V( D3DXComputeNormals( pTempMesh, NULL ) );
-
- SAFE_RELEASE( pMesh );
- pMesh = pTempMesh;
- }
-
- // Optimize the mesh for this graphics card's vertex cache
- // so when rendering the mesh's triangle list the vertices will
- // cache hit more often so it won't have to re-execute the vertex shader
- // on those vertices so it will improve perf.
- rgdwAdjacency = new DWORD[pMesh->GetNumFaces() * 3];
- if( rgdwAdjacency == NULL )
- return E_OUTOFMEMORY;
- V( pMesh->ConvertPointRepsToAdjacency(NULL, rgdwAdjacency) );
- V( pMesh->OptimizeInplace(D3DXMESHOPT_VERTEXCACHE, rgdwAdjacency, NULL, NULL, NULL) );
- delete []rgdwAdjacency;
-
- *ppMesh = pMesh;
-
- return S_OK;
- }
-
-
- //--------------------------------------------------------------------------------------
- // This callback function will be called immediately after the Direct3D device has been
- // reset, which will happen after a lost device scenario. This is the best location to
- // create D3DPOOL_DEFAULT resources since these resources need to be reloaded whenever
- // the device is lost. Resources created here should be released in the OnLostDevice
- // callback.
- //--------------------------------------------------------------------------------------
- HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
- const D3DSURFACE_DESC* pBackBufferSurfaceDesc )
- {
- HRESULT hr;
-
- if( g_pFont )
- V_RETURN( g_pFont->OnResetDevice() );
- if( g_pEffect )
- V_RETURN( g_pEffect->OnResetDevice() );
- g_Mesh.RestoreDeviceObjects( pd3dDevice );
-
- // Create a sprite to help batch calls when drawing many lines of text
- V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );
-
- // Setup the camera's projection parameters
- float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
- g_Camera.SetProjParams( D3DX_PI/4, fAspectRatio, 0.1f, 1000.0f );
- g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
-
- g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-170, 0 );
- g_HUD.SetSize( 170, 170 );
- g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width-170, pBackBufferSurfaceDesc->Height-350 );
- g_SampleUI.SetSize( 170, 300 );
-
- return S_OK;
- }
-
-
- //--------------------------------------------------------------------------------------
- // This callback function will be called once at the beginning of every frame. This is the
- // best location for your application to handle updates to the scene, but is not
- // intended to contain actual rendering calls, which should instead be placed in the
- // OnFrameRender callback.
- //--------------------------------------------------------------------------------------
- void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime )
- {
- HRESULT hr;
-
- D3DXMATRIXA16 mWorld;
- D3DXMATRIXA16 mView;
- D3DXMATRIXA16 mProj;
- D3DXMATRIXA16 mWorldViewProjection;
-
- // Update the camera's position based on user input
- g_Camera.FrameMove( fElapsedTime );
-
- // Get the projection & view matrix from the camera class
- mWorld = g_mCenterWorld * *g_Camera.GetWorldMatrix();
- mProj = *g_Camera.GetProjMatrix();
- mView = *g_Camera.GetViewMatrix();
-
- mWorldViewProjection = mWorld * mView * mProj;
-
- // Update the effect's variables. Instead of using strings, it would
- // be more efficient to cache a handle to the parameter by calling
- // ID3DXEffect::GetParameterByName
- V( g_pEffect->SetMatrix( "g_mWorldViewProjection", &mWorldViewProjection ) );
- V( g_pEffect->SetMatrix( "g_mWorld", &mWorld ) );
- V( g_pEffect->SetFloat( "g_fTime", (float)fTime ) );
- }
-
-
- //--------------------------------------------------------------------------------------
- // This callback function will be called at the end of every frame to perform all the
- // rendering calls for the scene, and it will also be called if the window needs to be
- // repainted. After this function has returned, the sample framework will call
- // IDirect3DDevice9::Present to display the contents of the next buffer in the swap chain
- //--------------------------------------------------------------------------------------
- void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime )
- {
- HRESULT hr;
-
- // Clear the render target and the zbuffer
- V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 45, 50, 170), 1.0f, 0) );
-
- // Render the scene
- if( SUCCEEDED( pd3dDevice->BeginScene() ) )
- {
- // Apply the technique contained in the effect
- UINT cPasses, iPass;
- V( g_pEffect->Begin(&cPasses, 0) );
-
- for (iPass = 0; iPass < cPasses; iPass++)
- {
- V( g_pEffect->BeginPass(iPass) );
-
- // Render the mesh with the applied technique
- V( g_Mesh.Render( pd3dDevice ) );
-
- V( g_pEffect->EndPass() );
- }
- V( g_pEffect->End() );
-
- RenderText();
- V( g_HUD.OnRender( fElapsedTime ) );
- V( g_SampleUI.OnRender( fElapsedTime ) );
-
- V( pd3dDevice->EndScene() );
- }
- }
-
-
- //--------------------------------------------------------------------------------------
- // Render the help and statistics text. This function uses the ID3DXFont interface for
- // efficient text rendering.
- //--------------------------------------------------------------------------------------
- void RenderText()
- {
- // The helper object simply helps keep track of text position, and color
- // and then it calls pFont->DrawText( m_pSprite, strMsg, -1, &rc, DT_NOCLIP, m_clr );
- // If NULL is passed in as the sprite object, then it will work however the
- // pFont->DrawText() will not be batched together. Batching calls will improves performance.
- CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );
-
- // Output statistics
- txtHelper.Begin();
- txtHelper.SetInsertionPos( 5, 5 );
- txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
- txtHelper.DrawTextLine( DXUTGetFrameStats() );
- txtHelper.DrawTextLine( DXUTGetDeviceStats() );
- txtHelper.DrawTextLine( L"Selected fragments are linked on-the-fly to create the current shader" );
- txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
-
- // Draw help
- if( g_bShowHelp )
- {
- const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
- txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*6 );
- txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 0.75f, 0.0f, 1.0f ) );
- txtHelper.DrawTextLine( L"Controls:" );
-
- txtHelper.SetInsertionPos( 20, pd3dsdBackBuffer->Height-15*5 );
- txtHelper.DrawTextLine( L"Rotate model: Left mouse button\n"
- L"Rotate camera: Right mouse button\n"
- L"Zoom camera: Mouse wheel scroll\n" );
-
- txtHelper.SetInsertionPos( 250, pd3dsdBackBuffer->Height-15*5 );
- txtHelper.DrawTextLine( L"Hide help: F1\n"
- L"Quit: ESC\n" );
- }
- else
- {
- txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
- txtHelper.DrawTextLine( L"Press F1 for help" );
- }
- txtHelper.End();
- }
-
-
- //--------------------------------------------------------------------------------------
- // Before handling window messages, the sample framework passes incoming windows
- // messages to the application through this callback function. If the application sets
- // *pbNoFurtherProcessing to TRUE, then the sample framework will not process this message.
- //--------------------------------------------------------------------------------------
- LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing )
- {
- // Give the dialogs a chance to handle the message first
- *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
- if( *pbNoFurtherProcessing )
- return 0;
- *pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
- if( *pbNoFurtherProcessing )
- return 0;
-
- // Pass all remaining windows messages to camera so it can respond to user input
- g_Camera.HandleMessages( hWnd, uMsg, wParam, lParam );
-
- return 0;
- }
-
-
- //--------------------------------------------------------------------------------------
- // As a convenience, the sample framework inspects the incoming windows messages for
- // keystroke messages and decodes the message parameters to pass relevant keyboard
- // messages to the application. The framework does not remove the underlying keystroke
- // messages, which are still passed to the application's MsgProc callback.
- //--------------------------------------------------------------------------------------
- void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown )
- {
- if( bKeyDown )
- {
- switch( nChar )
- {
- case VK_F1: g_bShowHelp = !g_bShowHelp; break;
- }
- }
- }
-
-
- //--------------------------------------------------------------------------------------
- // Handles the GUI events
- //--------------------------------------------------------------------------------------
- void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl )
- {
- switch( nControlID )
- {
- case IDC_TOGGLEFULLSCREEN: DXUTToggleFullScreen(); break;
- case IDC_TOGGLEREF: DXUTToggleREF(); break;
- case IDC_CHANGEDEVICE: DXUTSetShowSettingsDialog( !DXUTGetShowSettingsDialog() ); break;
- case IDC_ANIMATION: LinkVertexShader(); break;
- case IDC_LIGHTING: LinkVertexShader(); break;
- }
- }
-
-
- //--------------------------------------------------------------------------------------
- // This callback function will be called immediately after the Direct3D device has
- // entered a lost state and before IDirect3DDevice9::Reset is called. Resources created
- // in the OnResetDevice callback should be released here, which generally includes all
- // D3DPOOL_DEFAULT resources. See the "Lost Devices" section of the documentation for
- // information about lost devices.
- //--------------------------------------------------------------------------------------
- void CALLBACK OnLostDevice()
- {
- if( g_pFont )
- g_pFont->OnLostDevice();
- if( g_pEffect )
- g_pEffect->OnLostDevice();
- g_Mesh.InvalidateDeviceObjects();
- SAFE_RELEASE(g_pTextSprite);
- }
-
-
- //--------------------------------------------------------------------------------------
- // This callback function will be called immediately after the Direct3D device has
- // been destroyed, which generally happens as a result of application termination or
- // windowed/full screen toggles. Resources created in the OnCreateDevice callback
- // should be released here, which generally includes all D3DPOOL_MANAGED resources.
- //--------------------------------------------------------------------------------------
- void CALLBACK OnDestroyDevice()
- {
- SAFE_RELEASE( g_pEffect );
- SAFE_RELEASE( g_pFont );
- g_Mesh.Destroy();
- SAFE_RELEASE( g_pFragmentLinker );
- SAFE_RELEASE( g_pCompiledFragments );
- }
-
-
-
-