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- //--------------------------------------------------------------------------------------
- // File: OptimizedMesh.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
-
- #define MESHFILENAME L"misc\\knot.x"
-
-
- struct SStripData
- {
- LPDIRECT3DINDEXBUFFER9 m_pStrips; // strip indices (single strip)
- LPDIRECT3DINDEXBUFFER9 m_pStripsMany; // strip indices (many strips)
-
- DWORD m_cStripIndices;
- DWORD *m_rgcStripLengths;
- DWORD m_cStrips;
-
- SStripData() :
- m_pStrips(NULL),
- m_pStripsMany(NULL),
- m_cStripIndices(0),
- m_rgcStripLengths(NULL)
- { }
- };
-
-
- struct SMeshData
- {
- LPD3DXMESH m_pMeshSysMem; // System memory copy of mesh
-
- LPD3DXMESH m_pMesh; // Local version of mesh, copied on resize
- LPDIRECT3DVERTEXBUFFER9 m_pVertexBuffer; // vertex buffer of mesh
-
- SStripData *m_rgStripData; // strip indices split by attribute
- DWORD m_cStripDatas;
-
- SMeshData() :
- m_pMeshSysMem(NULL),
- m_pMesh(NULL),
- m_pVertexBuffer(NULL),
- m_rgStripData(NULL),
- m_cStripDatas(0)
- { }
-
- void ReleaseLocalMeshes()
- {
- SAFE_RELEASE( m_pMesh );
- SAFE_RELEASE( m_pVertexBuffer );
- }
-
- void ReleaseAll()
- {
- SAFE_RELEASE( m_pMeshSysMem );
- SAFE_RELEASE( m_pMesh );
- SAFE_RELEASE( m_pVertexBuffer );
-
- for( DWORD iStripData = 0; iStripData < m_cStripDatas; iStripData++ )
- {
- SAFE_RELEASE( m_rgStripData[iStripData].m_pStrips );
- SAFE_RELEASE( m_rgStripData[iStripData].m_pStripsMany );
- delete[] m_rgStripData[iStripData].m_rgcStripLengths;
- }
-
- delete[] m_rgStripData;
- m_rgStripData = NULL;
- m_cStripDatas = 0;
- }
- };
-
-
- //--------------------------------------------------------------------------------------
- // 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
- CModelViewerCamera g_Camera; // A model viewing camera
- IDirect3DTexture9* g_pDefaultTex = NULL; // A default texture
- 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
- bool g_bShowVertexCacheOptimized = true;
- bool g_bShowStripReordered = false;
- bool g_bShowStrips = false;
- bool g_bShowSingleStrip = false;
- bool g_bForce32ByteFVF = true;
- bool g_bCantDoSingleStrip = false;// Single strip would be too many primitives
- D3DXVECTOR3 g_vObjectCenter; // Center of bounding sphere of object
- FLOAT g_fObjectRadius; // Radius of bounding sphere of object
- D3DXMATRIXA16 g_matWorld;
- int g_cObjectsPerSide = 1; // sqrt of the number of objects to draw
- DWORD g_dwMemoryOptions = D3DXMESH_MANAGED;
- // various forms of mesh data
- SMeshData g_MeshAttrSorted;
- SMeshData g_MeshStripReordered;
- SMeshData g_MeshVertexCacheOptimized;
-
- DWORD g_dwNumMaterials = 0; // Number of materials
- IDirect3DTexture9** g_ppMeshTextures = NULL;
- D3DMATERIAL9* g_pMeshMaterials = NULL;
-
-
- //--------------------------------------------------------------------------------------
- // UI control IDs
- //--------------------------------------------------------------------------------------
- #define IDC_TOGGLEFULLSCREEN 1
- #define IDC_TOGGLEREF 3
- #define IDC_CHANGEDEVICE 4
- #define IDC_MESHTYPE 5
- #define IDC_GRIDSIZE 6
- #define IDC_PRIMTYPE 7
-
-
- //--------------------------------------------------------------------------------------
- // 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 LoadMeshData( IDirect3DDevice9 *pd3dDevice, LPCWSTR wszMeshFile, LPD3DXMESH *pMeshSysMemLoaded, LPD3DXBUFFER *ppAdjacencyBuffer );
- HRESULT OptimizeMeshData( LPD3DXMESH pMeshSysMem, LPD3DXBUFFER pAdjacencyBuffer, DWORD dwOptFlags, SMeshData *pMeshData );
- HRESULT UpdateLocalMeshes( IDirect3DDevice9 *pd3dDevice, SMeshData *pMeshData );
- HRESULT DrawMeshData( ID3DXEffect *pEffect, SMeshData *pMeshData );
-
-
- //--------------------------------------------------------------------------------------
- // 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"OptimizedMesh: Optimizing Meshes in D3D" );
- 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;
- g_SampleUI.AddComboBox( IDC_MESHTYPE, 0, iY, 200, 20, L'M' );
- g_SampleUI.GetComboBox( IDC_MESHTYPE )->AddItem( L"(M)esh type: VCache optimized", (void*)0 );
- g_SampleUI.GetComboBox( IDC_MESHTYPE )->AddItem( L"(M)esh type: Strip reordered", (void*)1 );
- g_SampleUI.GetComboBox( IDC_MESHTYPE )->AddItem( L"(M)esh type: Unoptimized", (void*)2 );
- g_SampleUI.AddComboBox( IDC_PRIMTYPE, 0, iY += 24, 200, 20, L'P' );
- g_SampleUI.GetComboBox( IDC_PRIMTYPE )->AddItem( L"(P)rimitive: Triangle list", (void*)0 );
- g_SampleUI.GetComboBox( IDC_PRIMTYPE )->AddItem( L"(P)rimitive: Single tri strip", (void*)0 );
- g_SampleUI.GetComboBox( IDC_PRIMTYPE )->AddItem( L"(P)rimitive: Many tri strips", (void*)0 );
- g_SampleUI.AddComboBox( IDC_GRIDSIZE, 0, iY += 24, 200, 20, L'G' );
- g_SampleUI.GetComboBox( IDC_GRIDSIZE )->AddItem( L"(G)rid size: 1 mesh", (void*)1 );
- g_SampleUI.GetComboBox( IDC_GRIDSIZE )->AddItem( L"(G)rid size: 4 mesh", (void*)2 );
- g_SampleUI.GetComboBox( IDC_GRIDSIZE )->AddItem( L"(G)rid size: 9 mesh", (void*)3 );
- g_SampleUI.GetComboBox( IDC_GRIDSIZE )->AddItem( L"(G)rid size: 16 mesh", (void*)4 );
- g_SampleUI.GetComboBox( IDC_GRIDSIZE )->AddItem( L"(G)rid size: 25 mesh", (void*)5 );
- g_SampleUI.GetComboBox( IDC_GRIDSIZE )->AddItem( L"(G)rid size: 36 mesh", (void*)6 );
-
- g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, 0 );
- }
-
-
- //--------------------------------------------------------------------------------------
- // 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
- }
-
-
- HRESULT LoadMeshData( IDirect3DDevice9 *pd3dDevice, LPCWSTR wszMeshFile, LPD3DXMESH *pMeshSysMemLoaded, LPD3DXBUFFER *ppAdjacencyBuffer )
- {
- LPDIRECT3DVERTEXBUFFER9 pMeshVB = NULL;
- LPD3DXBUFFER pD3DXMtrlBuffer = NULL;
- void* pVertices;
- WCHAR strMesh[512];
- HRESULT hr = S_OK;
- LPD3DXMESH pMeshSysMem = NULL;
- LPD3DXMESH pMeshTemp;
- D3DXMATERIAL* d3dxMaterials;
-
- // Get a path to the media file
- if( FAILED( hr = DXUTFindDXSDKMediaFileCch( strMesh, 512, wszMeshFile ) ) )
- goto End;
-
- // Load the mesh from the specified file
- hr = D3DXLoadMeshFromX( strMesh, D3DXMESH_SYSTEMMEM, pd3dDevice,
- ppAdjacencyBuffer, &pD3DXMtrlBuffer, NULL,
- &g_dwNumMaterials, &pMeshSysMem );
- if( FAILED(hr) )
- goto End;
-
- // Get the array of materials out of the returned buffer, and allocate a texture array
- d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
- g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];
- if( g_pMeshMaterials == NULL )
- {
- hr = E_OUTOFMEMORY;
- goto End;
- }
- g_ppMeshTextures = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];
- if( g_ppMeshTextures == NULL )
- {
- hr = E_OUTOFMEMORY;
- goto End;
- }
-
- for( DWORD i = 0; i < g_dwNumMaterials; i++ )
- {
- g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;
- g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse;
- g_ppMeshTextures[i] = NULL;
-
- // Get a path to the texture
- WCHAR strPath[512];
- if( d3dxMaterials[i].pTextureFilename != NULL )
- {
- WCHAR wszBuf[MAX_PATH];
- MultiByteToWideChar( CP_ACP, 0, d3dxMaterials[i].pTextureFilename, -1, wszBuf, MAX_PATH );
- wszBuf[MAX_PATH - 1] = L'\0';
- DXUTFindDXSDKMediaFileCch( strPath, 512, wszBuf );
-
- // Load the texture
- D3DXCreateTextureFromFile( pd3dDevice, strPath, &g_ppMeshTextures[i] );
- } else
- {
- // Use the default texture
- g_ppMeshTextures[i] = g_pDefaultTex;
- g_ppMeshTextures[i]->AddRef();
- }
- }
-
- // Done with the material buffer
- SAFE_RELEASE( pD3DXMtrlBuffer );
-
- // Lock the vertex buffer, to generate a simple bounding sphere
- hr = pMeshSysMem->GetVertexBuffer( &pMeshVB );
- if( SUCCEEDED(hr) )
- {
- hr = pMeshVB->Lock( 0, 0, &pVertices, D3DLOCK_NOSYSLOCK );
- if( SUCCEEDED(hr) )
- {
- D3DXComputeBoundingSphere( (D3DXVECTOR3*)pVertices, pMeshSysMem->GetNumVertices(),
- D3DXGetFVFVertexSize( pMeshSysMem->GetFVF() ),
- &g_vObjectCenter, &g_fObjectRadius );
- pMeshVB->Unlock();
- }
- pMeshVB->Release();
- } else
- goto End;
-
- // remember if there were normals in the file, before possible clone operation
- bool bNormalsInFile = ( pMeshSysMem->GetFVF() & D3DFVF_NORMAL ) != 0;
-
- // if using 32byte vertices, check fvf
- if( g_bForce32ByteFVF )
- {
- // force 32 byte vertices
- if( pMeshSysMem->GetFVF() != (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1) )
- {
- hr = pMeshSysMem->CloneMeshFVF( pMeshSysMem->GetOptions(), D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1,
- pd3dDevice, &pMeshTemp );
- if( FAILED(hr) )
- goto End;
-
- pMeshSysMem->Release();
- pMeshSysMem = pMeshTemp;
- }
- }
- // otherwise, just make sure that there are normals in mesh
- else if ( !(pMeshSysMem->GetFVF() & D3DFVF_NORMAL) )
- {
- hr = pMeshSysMem->CloneMeshFVF( pMeshSysMem->GetOptions(), pMeshSysMem->GetFVF() | D3DFVF_NORMAL,
- pd3dDevice, &pMeshTemp );
- if (FAILED(hr))
- goto End;
-
- pMeshSysMem->Release();
- pMeshSysMem = pMeshTemp;
- }
-
- // Compute normals for the mesh, if not present
- if( !bNormalsInFile )
- D3DXComputeNormals( pMeshSysMem, NULL );
-
- *pMeshSysMemLoaded = pMeshSysMem;
- pMeshSysMem = NULL;
-
- End:
- SAFE_RELEASE( pMeshSysMem );
-
- return hr;
- }
-
-
- HRESULT OptimizeMeshData( LPD3DXMESH pMeshSysMem, LPD3DXBUFFER pAdjacencyBuffer, DWORD dwOptFlags, SMeshData *pMeshData )
- {
- HRESULT hr = S_OK;
- LPD3DXBUFFER pbufTemp = NULL;
-
- // Attribute sort - the un-optimized mesh option
- // remember the adjacency for the vertex cache optimization
- hr = pMeshSysMem->Optimize( dwOptFlags | D3DXMESH_SYSTEMMEM,
- (DWORD*)pAdjacencyBuffer->GetBufferPointer(),
- NULL, NULL, NULL, &pMeshData->m_pMeshSysMem );
- if( FAILED(hr) )
- goto End;
-
- pMeshData->m_cStripDatas = g_dwNumMaterials;
- pMeshData->m_rgStripData = new SStripData[ pMeshData->m_cStripDatas ];
- if( pMeshData->m_rgStripData == NULL )
- {
- hr = E_OUTOFMEMORY;
- goto End;
- }
-
- g_bCantDoSingleStrip = false;
- for( DWORD iMaterial = 0; iMaterial < g_dwNumMaterials; iMaterial++ )
- {
- hr = D3DXConvertMeshSubsetToSingleStrip( pMeshData->m_pMeshSysMem, iMaterial,
- D3DXMESH_IB_MANAGED, &pMeshData->m_rgStripData[iMaterial].m_pStrips,
- &pMeshData->m_rgStripData[iMaterial].m_cStripIndices);
- if( FAILED(hr) )
- goto End;
-
- UINT primCount = pMeshData->m_rgStripData[iMaterial].m_cStripIndices - 2;
-
- IDirect3DDevice9 *pd3dDevice;
- D3DCAPS9 d3dCaps;
- pMeshSysMem->GetDevice( &pd3dDevice );
- pd3dDevice->GetDeviceCaps( &d3dCaps );
- SAFE_RELEASE( pd3dDevice );
- if( primCount > d3dCaps.MaxPrimitiveCount )
- {
- g_bCantDoSingleStrip = true;
- }
-
- hr = D3DXConvertMeshSubsetToStrips( pMeshData->m_pMeshSysMem, iMaterial,
- D3DXMESH_IB_MANAGED, &pMeshData->m_rgStripData[iMaterial].m_pStripsMany,
- NULL, &pbufTemp, &pMeshData->m_rgStripData[iMaterial].m_cStrips);
- if( FAILED(hr) )
- goto End;
-
- pMeshData->m_rgStripData[iMaterial].m_rgcStripLengths = new DWORD[pMeshData->m_rgStripData[iMaterial].m_cStrips];
- if( pMeshData->m_rgStripData[iMaterial].m_rgcStripLengths == NULL )
- {
- hr = E_OUTOFMEMORY;
- goto End;
- }
- memcpy( pMeshData->m_rgStripData[iMaterial].m_rgcStripLengths,
- pbufTemp->GetBufferPointer(),
- sizeof(DWORD) * pMeshData->m_rgStripData[iMaterial].m_cStrips );
- }
-
- End:
- SAFE_RELEASE( pbufTemp );
-
- return hr;
- }
-
-
- HRESULT UpdateLocalMeshes( IDirect3DDevice9 *pd3dDevice, SMeshData *pMeshData )
- {
- HRESULT hr = S_OK;
-
- // if a mesh was loaded, update the local meshes
- if( pMeshData->m_pMeshSysMem != NULL )
- {
- hr = pMeshData->m_pMeshSysMem->CloneMeshFVF( g_dwMemoryOptions | D3DXMESH_VB_WRITEONLY, pMeshData->m_pMeshSysMem->GetFVF(),
- pd3dDevice, &pMeshData->m_pMesh );
- if( FAILED(hr) )
- return hr;
-
- hr = pMeshData->m_pMesh->GetVertexBuffer( &pMeshData->m_pVertexBuffer );
- if( FAILED(hr) )
- return hr;
- }
-
- return hr;
- }
-
-
- HRESULT DrawMeshData( IDirect3DDevice9 *pd3dDevice, ID3DXEffect *pEffect, SMeshData *pMeshData )
- {
- HRESULT hr;
- DWORD iCurFace;
-
- V( pEffect->SetTechnique( "RenderScene" ) );
- UINT cPasses;
- V( pEffect->Begin( &cPasses, 0 ) );
- for( UINT p = 0; p < cPasses; ++p )
- {
- V( pEffect->BeginPass( p ) );
-
- // Set and draw each of the materials in the mesh
- for( DWORD iMaterial = 0; iMaterial < g_dwNumMaterials; iMaterial++ )
- {
- V( pEffect->SetVector( "g_vDiffuse", (D3DXVECTOR4*)&g_pMeshMaterials[iMaterial].Diffuse ) );
- V( pEffect->SetTexture( "g_txScene", g_ppMeshTextures[iMaterial] ) );
- V( pEffect->CommitChanges() );
- // V( pd3dDevice->SetMaterial( &g_pMeshMaterials[iMaterial] ) );
- // V( pd3dDevice->SetTexture( 0, g_ppMeshTextures[iMaterial] ) );
-
- if( !g_bShowStrips && !g_bShowSingleStrip )
- {
- V( pMeshData->m_pMesh->DrawSubset( iMaterial ) );
- }
- else // drawing strips
- {
- DWORD dwFVF;
- DWORD cBytesPerVertex;
- DWORD iStrip;
-
- dwFVF = pMeshData->m_pMesh->GetFVF();
- cBytesPerVertex = D3DXGetFVFVertexSize( dwFVF );
-
- V( pd3dDevice->SetFVF( dwFVF ) );
- V( pd3dDevice->SetStreamSource( 0, pMeshData->m_pVertexBuffer, 0, cBytesPerVertex ) );
-
- if( g_bShowSingleStrip )
- {
- if( !g_bCantDoSingleStrip )
- {
- V( pd3dDevice->SetIndices( pMeshData->m_rgStripData[iMaterial].m_pStrips ) );
-
- V( pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLESTRIP, 0,
- 0, pMeshData->m_pMesh->GetNumVertices(),
- 0, pMeshData->m_rgStripData[iMaterial].m_cStripIndices - 2 ) );
- }
- }
- else
- {
- V( pd3dDevice->SetIndices( pMeshData->m_rgStripData[iMaterial].m_pStripsMany ) );
-
- iCurFace = 0;
- for( iStrip = 0; iStrip < pMeshData->m_rgStripData[iMaterial].m_cStrips; iStrip++ )
- {
- V( pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLESTRIP, 0,
- 0, pMeshData->m_pMesh->GetNumVertices(),
- iCurFace, pMeshData->m_rgStripData[iMaterial].m_rgcStripLengths[iStrip] ) );
-
- iCurFace += 2 + pMeshData->m_rgStripData[iMaterial].m_rgcStripLengths[iStrip];
- }
- }
- }
- }
- V( pEffect->EndPass() );
- }
- V( pEffect->End() );
-
- return S_OK;
- }
-
-
- //--------------------------------------------------------------------------------------
- // 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;
-
- // Create the 1x1 white default texture
- V_RETURN( pd3dDevice->CreateTexture( 1, 1, 1, 0, D3DFMT_A8R8G8B8,
- D3DPOOL_MANAGED, &g_pDefaultTex, NULL ) );
- D3DLOCKED_RECT lr;
- V_RETURN( g_pDefaultTex->LockRect( 0, &lr, NULL, 0 ) );
- *(LPDWORD)lr.pBits = D3DCOLOR_RGBA( 255, 255, 255, 255 );
- V_RETURN( g_pDefaultTex->UnlockRect( 0 ) );
-
- // 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.
- DWORD dwShaderFlags = 0;
- #ifdef DEBUG_VS
- dwShaderFlags |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT;
- #endif
- #ifdef DEBUG_PS
- dwShaderFlags |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT;
- #endif
-
- // Read the D3DX effect file
- WCHAR str[MAX_PATH];
- V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"OptimizedMesh.fx" ) );
-
- // If this fails, there should be debug output as to
- // they the .fx file failed to compile
- V_RETURN( D3DXCreateEffectFromFile( pd3dDevice, str, NULL, NULL, dwShaderFlags,
- NULL, &g_pEffect, NULL ) );
-
- // Load mesh
- LPD3DXMESH pMeshSysMem = NULL;
- LPD3DXBUFFER pAdjacencyBuffer = NULL;
-
- hr = LoadMeshData( pd3dDevice, MESHFILENAME, &pMeshSysMem, &pAdjacencyBuffer );
- if( SUCCEEDED(hr) )
- {
- hr = OptimizeMeshData( pMeshSysMem, pAdjacencyBuffer, D3DXMESHOPT_ATTRSORT, &g_MeshAttrSorted );
- if( SUCCEEDED(hr) )
- hr = OptimizeMeshData( pMeshSysMem, pAdjacencyBuffer, D3DXMESHOPT_STRIPREORDER, &g_MeshStripReordered );
-
- if( SUCCEEDED(hr) )
- hr = OptimizeMeshData( pMeshSysMem, pAdjacencyBuffer, D3DXMESHOPT_VERTEXCACHE, &g_MeshVertexCacheOptimized );
-
- SAFE_RELEASE( pMeshSysMem );
- SAFE_RELEASE( pAdjacencyBuffer );
- } else
- // ignore load errors, just draw blank screen if mesh is invalid
- hr = S_OK;
-
- D3DXMatrixTranslation( &g_matWorld, -g_vObjectCenter.x,
- -g_vObjectCenter.y,
- -g_vObjectCenter.z );
-
- // Setup the camera's view parameters
- D3DXVECTOR3 vecEye(0.0f, 0.0f, -5.0f);
- D3DXVECTOR3 vecAt (0.0f, 0.0f, -0.0f);
- g_Camera.SetViewParams( &vecEye, &vecAt );
-
- 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() );
-
- // 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 );
-
- // update the local copies of the meshes
- UpdateLocalMeshes( pd3dDevice, &g_MeshAttrSorted );
- UpdateLocalMeshes( pd3dDevice, &g_MeshStripReordered );
- UpdateLocalMeshes( pd3dDevice, &g_MeshVertexCacheOptimized );
-
- g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-170, 0 );
- g_HUD.SetSize( 170, 170 );
- g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width-200, pBackBufferSurfaceDesc->Height-350 );
- g_SampleUI.SetSize( 200, 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 )
- {
- // Update the camera's position based on user input
- g_Camera.FrameMove( fElapsedTime );
- }
-
-
- //--------------------------------------------------------------------------------------
- // 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;
- D3DXMATRIXA16 mWorld;
- D3DXMATRIXA16 mView;
- D3DXMATRIXA16 mProj;
- D3DXMATRIXA16 mWorldViewProjection;
-
- // Clear the render target and the zbuffer
- V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 66, 75, 121), 1.0f, 0) );
-
- // Render the scene
- if( SUCCEEDED( pd3dDevice->BeginScene() ) )
- {
- // Get the projection & view matrix from the camera class
- // mWorld = *g_Camera.GetWorldMatrix();
- mProj = *g_Camera.GetProjMatrix();
- mView = *g_Camera.GetViewMatrix();
-
- DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"Draw mesh" );
-
- for( int xOffset = 0; xOffset < g_cObjectsPerSide; xOffset++ )
- {
- for( int yOffset = 0; yOffset < g_cObjectsPerSide; yOffset++ )
- {
- D3DXMatrixTranslation( &mWorld, g_fObjectRadius * ( xOffset * 2 - g_cObjectsPerSide + 1 ),
- g_fObjectRadius * ( yOffset * 2 - g_cObjectsPerSide + 1 ),
- 0 );
- D3DXMatrixMultiply( &mWorld, g_Camera.GetWorldMatrix(), &mWorld );
- D3DXMatrixMultiply( &mWorld, &g_matWorld, &mWorld );
-
- 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 ) );
-
- if( g_bShowVertexCacheOptimized )
- DrawMeshData( pd3dDevice, g_pEffect, &g_MeshVertexCacheOptimized );
- else if( g_bShowStripReordered )
- DrawMeshData( pd3dDevice, g_pEffect, &g_MeshStripReordered );
- else
- DrawMeshData( pd3dDevice, g_pEffect, &g_MeshAttrSorted );
- }
- }
-
- DXUT_EndPerfEvent(); // end of drawing code
-
- {
- CDXUTPerfEventGenerator g( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
- 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 );
-
- WCHAR *wszOptString;
- DWORD cTriangles = 0;
- // Calculate and show triangles per sec, a reasonable throughput number
- if( g_MeshAttrSorted.m_pMesh != NULL )
- cTriangles = g_MeshAttrSorted.m_pMesh->GetNumFaces() * g_cObjectsPerSide * g_cObjectsPerSide;
- else
- cTriangles = 0;
-
- float fTrisPerSec = DXUTGetFPS() * cTriangles;
-
- if( g_bShowVertexCacheOptimized )
- wszOptString = L"VCache Optimized";
- else if( g_bShowStripReordered )
- wszOptString = L"Strip Reordered";
- else
- wszOptString = L"Unoptimized";
-
- // 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.DrawFormattedTextLine( L"%s, %ld tris per sec, %ld triangles",
- wszOptString, (DWORD)fTrisPerSec, cTriangles );
-
- if( g_bShowSingleStrip && g_bCantDoSingleStrip )
- txtHelper.DrawTextLine( L"Couldn't draw to single strip -- too many primitives" );
-
- // 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 (F1 to hide):" );
-
- txtHelper.SetInsertionPos( 40, pd3dsdBackBuffer->Height-15*5 );
- txtHelper.DrawTextLine( L"Rotate mesh: Left click drag\n"
- L"Zoom: mouse wheel\n"
- L"Quit: ESC" );
- }
- 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_MESHTYPE:
- switch( (size_t)((CDXUTComboBox*)pControl)->GetSelectedData() )
- {
- case 0:
- g_bShowVertexCacheOptimized = true;
- g_bShowStripReordered = false;
- break;
- case 1:
- g_bShowVertexCacheOptimized = false;
- g_bShowStripReordered = true;
- break;
- case 2:
- g_bShowVertexCacheOptimized = false;
- g_bShowStripReordered = false;
- break;
- }
- break;
-
- case IDC_PRIMTYPE:
- switch( (size_t)((CDXUTComboBox*)pControl)->GetSelectedData() )
- {
- case 0:
- g_bShowStrips = false;
- g_bShowSingleStrip = false;
- break;
- case 1:
- g_bShowStrips = false;
- g_bShowSingleStrip = true;
- break;
- case 2:
- g_bShowStrips = true;
- g_bShowSingleStrip = false;
- break;
- }
- break;
-
- case IDC_GRIDSIZE:
- g_cObjectsPerSide = (int)(size_t)((CDXUTComboBox*)pControl)->GetSelectedData();
- 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();
- SAFE_RELEASE( g_pTextSprite );
-
- g_MeshAttrSorted.ReleaseLocalMeshes();
- g_MeshStripReordered.ReleaseLocalMeshes();
- g_MeshVertexCacheOptimized.ReleaseLocalMeshes();
- }
-
-
- //--------------------------------------------------------------------------------------
- // 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);
-
- for( UINT i = 0; i<g_dwNumMaterials; i++ )
- SAFE_RELEASE( g_ppMeshTextures[i] );
- SAFE_DELETE_ARRAY( g_ppMeshTextures );
- SAFE_DELETE_ARRAY( g_pMeshMaterials );
- SAFE_RELEASE( g_pDefaultTex );
-
- g_MeshAttrSorted.ReleaseAll();
- g_MeshStripReordered.ReleaseAll();
- g_MeshVertexCacheOptimized.ReleaseAll();
-
- g_dwNumMaterials = 0;
- }
-
-
-
-