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- //--------------------------------------------------------------------------------------
- // File: ProgressiveMesh.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"dwarf\\dwarf.x"
-
-
- //--------------------------------------------------------------------------------------
- // 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
- 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
- ID3DXPMesh** g_ppPMeshes = NULL;
- ID3DXPMesh* g_pPMeshFull = NULL;
- DWORD g_cPMeshes = 0;
- DWORD g_iPMeshCur;
- D3DMATERIAL9* g_mtrlMeshMaterials = NULL;
- LPDIRECT3DTEXTURE9* g_ppMeshTextures = NULL;// Array of textures, entries are NULL if no texture specified
- DWORD g_dwNumMaterials = 0; // Number of materials
- D3DXMATRIXA16 g_mWorldCenter;
- D3DXVECTOR3 g_vObjectCenter; // Center of bounding sphere of object
- FLOAT g_fObjectRadius; // Radius of bounding sphere of object
- BOOL g_bShowOptimized = true;
-
-
- //--------------------------------------------------------------------------------------
- // UI control IDs
- //--------------------------------------------------------------------------------------
- #define IDC_TOGGLEFULLSCREEN 1
- #define IDC_TOGGLEREF 3
- #define IDC_CHANGEDEVICE 4
- #define IDC_DETAIL 5
- #define IDC_DETAILLABEL 6
- #define IDC_USEOPTIMIZED 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();
- void RenderText();
- void SetNumVertices( DWORD dwNumVertices );
-
-
- //--------------------------------------------------------------------------------------
- // 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"ProgressiveMesh: Using Progressive Meshes in Direct3D" );
- 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.EnableKeyboardInput( true );
- g_SampleUI.SetCallback( OnGUIEvent ); iY = 10;
- g_SampleUI.AddStatic( IDC_DETAILLABEL, L"Level of Detail:", 0, iY, 200, 16 );
- g_SampleUI.AddCheckBox( IDC_USEOPTIMIZED, L"Use optimized mesh", 50, iY, 200, 20, true );
- g_SampleUI.AddSlider( IDC_DETAIL, 10, iY += 16, 200, 16, 4, 4, 4 );
-
- 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;
-
- // Must support pixel shader 1.1
- if( pCaps->PixelShaderVersion < D3DPS_VERSION( 1, 1 ) )
- 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
- }
-
-
- void SetNumVertices( DWORD dwNumVertices )
- {
- g_pPMeshFull->SetNumVertices( dwNumVertices );
-
- // If current pm valid for desired value, then set the number of vertices directly
- if( ( dwNumVertices >= g_ppPMeshes[g_iPMeshCur]->GetMinVertices() ) &&
- ( dwNumVertices <= g_ppPMeshes[g_iPMeshCur]->GetMaxVertices() ) )
- {
- g_ppPMeshes[g_iPMeshCur]->SetNumVertices( dwNumVertices );
- }
- else // Search for the right one
- {
- g_iPMeshCur = g_cPMeshes - 1;
-
- // Look for the correct "bin"
- while( g_iPMeshCur > 0 )
- {
- // If number of vertices is less than current max then we found one to fit
- if( dwNumVertices >= g_ppPMeshes[g_iPMeshCur]->GetMinVertices() )
- break;
-
- g_iPMeshCur -= 1;
- }
-
- // Set the vertices on the newly selected mesh
- g_ppPMeshes[g_iPMeshCur]->SetNumVertices( dwNumVertices );
- }
- }
-
-
- //--------------------------------------------------------------------------------------
- // 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;
-
- // 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"ProgressiveMesh.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 ) );
-
- V_RETURN( g_pEffect->SetTechnique( "RenderScene" ) );
-
- // Load the mesh
- LPD3DXBUFFER pAdjacencyBuffer = NULL;
- LPD3DXBUFFER pD3DXMtrlBuffer = NULL;
- D3DXMATERIAL* d3dxMaterials;
- DWORD dw32BitFlag;
- LPD3DXMESH pMesh = NULL;
- LPD3DXPMESH pPMesh = NULL;
-
- V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, MESHFILENAME ) );
- V_RETURN( D3DXLoadMeshFromX( str, D3DXMESH_MANAGED, pd3dDevice,
- &pAdjacencyBuffer, &pD3DXMtrlBuffer, NULL,
- &g_dwNumMaterials, &pMesh ) );
-
- // Change the current directory to the mesh's directory so we can
- // find the textures.
- WCHAR* pLastSlash = wcsrchr( str, L'\\' );
- if( pLastSlash )
- *(pLastSlash + 1) = 0;
- WCHAR strCWD[MAX_PATH];
- GetCurrentDirectory( MAX_PATH, strCWD );
- SetCurrentDirectory( str );
-
- dw32BitFlag = ( pMesh->GetOptions() & D3DXMESH_32BIT );
-
- // Perform simple cleansing operations on mesh
- LPD3DXMESH pTempMesh;
- if( FAILED( hr = D3DXCleanMesh( D3DXCLEAN_SIMPLIFICATION, pMesh, (DWORD*)pAdjacencyBuffer->GetBufferPointer(), &pTempMesh,
- (DWORD*)pAdjacencyBuffer->GetBufferPointer(), NULL ) ) )
- {
- g_dwNumMaterials = 0;
- goto End;
- }
- SAFE_RELEASE( pMesh );
- pMesh = pTempMesh;
-
- // Perform a weld to try and remove excess vertices.
- // Weld the mesh using all epsilons of 0.0f. A small epsilon like 1e-6 works well too
- D3DXWELDEPSILONS Epsilons;
- ZeroMemory( &Epsilons, sizeof(D3DXWELDEPSILONS) );
- if( FAILED( hr = D3DXWeldVertices( pMesh, 0, &Epsilons,
- (DWORD*)pAdjacencyBuffer->GetBufferPointer(),
- (DWORD*)pAdjacencyBuffer->GetBufferPointer(), NULL, NULL ) ) )
- {
- g_dwNumMaterials = 0;
- goto End;
- }
-
- // Verify validity of mesh for simplification
- if( FAILED( hr = D3DXValidMesh( pMesh, (DWORD*)pAdjacencyBuffer->GetBufferPointer(), NULL ) ) )
- {
- g_dwNumMaterials = 0;
- goto End;
- }
-
- // Allocate a material/texture arrays
- d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
- g_mtrlMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];
- g_ppMeshTextures = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];
-
- // Copy the materials and load the textures
- for( UINT i = 0; i < g_dwNumMaterials; i++ )
- {
- g_mtrlMeshMaterials[i] = d3dxMaterials[i].MatD3D;
- g_mtrlMeshMaterials[i].Ambient = g_mtrlMeshMaterials[i].Diffuse;
-
- // Find the path to the texture and create that texture
- MultiByteToWideChar( CP_ACP, 0, d3dxMaterials[i].pTextureFilename, -1, str, MAX_PATH );
- str[MAX_PATH - 1] = L'\0';
- if( FAILED( D3DXCreateTextureFromFile( pd3dDevice, str, &g_ppMeshTextures[i] ) ) )
- g_ppMeshTextures[i] = NULL;
- }
- SAFE_RELEASE( pD3DXMtrlBuffer );
-
- // Restore the current directory
- SetCurrentDirectory( strCWD );
-
- // Lock the vertex buffer, to generate a simple bounding sphere
- LPDIRECT3DVERTEXBUFFER9 pVertexBuffer = NULL;
- void* pVertices;
- hr = pMesh->GetVertexBuffer( &pVertexBuffer );
- if( FAILED(hr) )
- goto End;
-
- hr = pVertexBuffer->Lock( 0, 0, &pVertices, D3DLOCK_NOSYSLOCK );
- if( FAILED(hr) )
- goto End;
-
- hr = D3DXComputeBoundingSphere( (D3DXVECTOR3*)pVertices, pMesh->GetNumVertices(),
- D3DXGetFVFVertexSize(pMesh->GetFVF()),
- &g_vObjectCenter, &g_fObjectRadius );
- pVertexBuffer->Unlock();
- SAFE_RELEASE( pVertexBuffer );
-
- if( FAILED(hr) )
- goto End;
-
- {
- D3DXMatrixTranslation( &g_mWorldCenter, -g_vObjectCenter.x,
- -g_vObjectCenter.y,
- -g_vObjectCenter.z );
- D3DXMATRIXA16 m;
- D3DXMatrixScaling( &m, 2.0f / g_fObjectRadius,
- 2.0f / g_fObjectRadius,
- 2.0f / g_fObjectRadius );
- D3DXMatrixMultiply( &g_mWorldCenter, &g_mWorldCenter, &m );
- }
-
- // If the mesh is missing normals, generate them.
- if ( !( pMesh->GetFVF() & D3DFVF_NORMAL ) )
- {
- hr = pMesh->CloneMeshFVF( dw32BitFlag | D3DXMESH_MANAGED, pMesh->GetFVF() | D3DFVF_NORMAL,
- pd3dDevice, &pTempMesh );
- if( FAILED(hr) )
- goto End;
-
- D3DXComputeNormals( pTempMesh, NULL );
-
- pMesh->Release();
- pMesh = pTempMesh;
- }
-
- // Generate progressive meshes
-
- hr = D3DXGeneratePMesh( pMesh, (DWORD*)pAdjacencyBuffer->GetBufferPointer(),
- NULL, NULL, 1, D3DXMESHSIMP_VERTEX, &pPMesh );
- if( FAILED(hr) )
- goto End;
-
- DWORD cVerticesMin = pPMesh->GetMinVertices();
- DWORD cVerticesMax = pPMesh->GetMaxVertices();
-
- DWORD cVerticesPerMesh = ( cVerticesMax - cVerticesMin + 10 ) / 10;
-
- g_cPMeshes = max( 1, (DWORD)ceil( (cVerticesMax - cVerticesMin + 1) / (float)cVerticesPerMesh ) );
- g_ppPMeshes = new LPD3DXPMESH[g_cPMeshes];
- if( g_ppPMeshes == NULL )
- {
- hr = E_OUTOFMEMORY;
- goto End;
- }
- ZeroMemory( g_ppPMeshes, sizeof(LPD3DXPMESH) * g_cPMeshes );
-
- // Clone full size pmesh
- hr = pPMesh->ClonePMeshFVF( D3DXMESH_MANAGED | D3DXMESH_VB_SHARE, pPMesh->GetFVF(), pd3dDevice, &g_pPMeshFull );
- if( FAILED(hr) )
- goto End;
-
- // Clone all the separate pmeshes
- for( UINT iPMesh = 0; iPMesh < g_cPMeshes; iPMesh++ )
- {
- hr = pPMesh->ClonePMeshFVF( D3DXMESH_MANAGED | D3DXMESH_VB_SHARE, pPMesh->GetFVF(), pd3dDevice, &g_ppPMeshes[iPMesh] );
- if( FAILED(hr) )
- goto End;
-
- // Trim to appropriate space
- hr = g_ppPMeshes[iPMesh]->TrimByVertices( cVerticesMin + cVerticesPerMesh * iPMesh, cVerticesMin + cVerticesPerMesh * (iPMesh+1), NULL, NULL);
- if( FAILED(hr) )
- goto End;
-
- hr = g_ppPMeshes[iPMesh]->OptimizeBaseLOD( D3DXMESHOPT_VERTEXCACHE, NULL );
- if( FAILED(hr) )
- goto End;
- }
-
- // Set current to be maximum number of vertices
- g_iPMeshCur = g_cPMeshes - 1;
- hr = g_ppPMeshes[g_iPMeshCur]->SetNumVertices( cVerticesMax );
- if( FAILED(hr) )
- goto End;
-
- hr = g_pPMeshFull->SetNumVertices( cVerticesMax );
- if( FAILED(hr) )
- goto End;
-
- // Set up the slider to reflect the vertices range the mesh has
- g_SampleUI.GetSlider( IDC_DETAIL )->SetRange( g_ppPMeshes[0]->GetMinVertices(), g_ppPMeshes[g_cPMeshes-1]->GetMaxVertices() );
- g_SampleUI.GetSlider( IDC_DETAIL )->SetValue( g_ppPMeshes[g_iPMeshCur]->GetNumVertices() );
-
- // 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 );
- }
-
- End:
- SAFE_RELEASE( pAdjacencyBuffer );
- SAFE_RELEASE( pD3DXMtrlBuffer );
- SAFE_RELEASE( pMesh );
- SAFE_RELEASE( pPMesh );
-
- if( FAILED(hr) )
- {
- for( UINT iPMesh = 0; iPMesh < g_cPMeshes; iPMesh++ )
- SAFE_RELEASE( g_ppPMeshes[iPMesh] );
-
- delete[] g_ppPMeshes;
- g_cPMeshes = 0;
- g_ppPMeshes = NULL;
- SAFE_RELEASE( g_pPMeshFull )
- }
-
- return hr;
- }
-
-
- //--------------------------------------------------------------------------------------
- // 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 );
-
- g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-170, 0 );
- g_HUD.SetSize( 170, 170 );
- g_SampleUI.SetLocation( 0, pBackBufferSurfaceDesc->Height-50 );
- g_SampleUI.SetSize( pBackBufferSurfaceDesc->Width, 50 );
- g_SampleUI.GetControl( IDC_DETAILLABEL )->SetLocation( ( pBackBufferSurfaceDesc->Width - 200 ) / 2, 10 );
- g_SampleUI.GetControl( IDC_USEOPTIMIZED )->SetLocation( pBackBufferSurfaceDesc->Width - 130, 5 );
- g_SampleUI.GetControl( IDC_DETAIL )->SetSize( pBackBufferSurfaceDesc->Width - 20, 16 );
-
- 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_mWorldCenter * *g_Camera.GetWorldMatrix();
- mProj = *g_Camera.GetProjMatrix();
- mView = *g_Camera.GetViewMatrix();
-
- mWorldViewProjection = mWorld * mView * mProj;
-
- if( g_ppPMeshes )
- {
- // 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 ) );
- // Set and draw each of the materials in the mesh
- for( DWORD i = 0; i < g_dwNumMaterials; i++ )
- {
- V( g_pEffect->SetVector( "g_vDiffuse", (D3DXVECTOR4*)&g_mtrlMeshMaterials[i] ) );
- V( g_pEffect->SetTexture( "g_txScene", g_ppMeshTextures[i] ) );
- UINT cPasses;
- V( g_pEffect->Begin( &cPasses, 0 ) );
- for( UINT p = 0; p < cPasses; ++p )
- {
- V( g_pEffect->BeginPass( p ) );
- if( g_bShowOptimized )
- {
- V( g_ppPMeshes[g_iPMeshCur]->DrawSubset( i ) );
- }
- else
- {
- V( g_pPMeshFull->DrawSubset( i ) );
- }
- 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.
- const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
- 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.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
- if( g_bShowOptimized )
- txtHelper.DrawFormattedTextLine( L"Using optimized mesh %d of %d\n"
- L"Current mesh vertices range: %u / %u\n"
- L"Absolute vertices range: %u / %u\n"
- L"Current vertices: %d\n",
- g_iPMeshCur + 1, g_cPMeshes,
- g_ppPMeshes[g_iPMeshCur]->GetMinVertices(),
- g_ppPMeshes[g_iPMeshCur]->GetMaxVertices(),
- g_ppPMeshes[0]->GetMinVertices(),
- g_ppPMeshes[g_cPMeshes-1]->GetMaxVertices(),
- g_ppPMeshes[g_iPMeshCur]->GetNumVertices() );
- else
- txtHelper.DrawFormattedTextLine( L"Using unoptimized mesh\n"
- L"Mesh vertices range: %u / %u\n"
- L"Current vertices: %d\n",
- g_pPMeshFull->GetMinVertices(),
- g_pPMeshFull->GetMaxVertices(),
- g_pPMeshFull->GetNumVertices() );
-
- // Draw help
- if( g_bShowHelp )
- {
- txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*7 );
- txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 0.75f, 0.0f, 1.0f ) );
- txtHelper.DrawTextLine( L"Controls (F1 to hide):" );
-
- txtHelper.SetInsertionPos( 40, pd3dsdBackBuffer->Height-15*6 );
- txtHelper.DrawTextLine( L"Rotate mesh: Left click drag\n"
- L"Zoom: mouse wheel\n"
- L"Quit: ESC" );
- }
- else
- {
- txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*4 );
- txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 0.75f, 0.0f, 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_DETAIL:
- SetNumVertices( ((CDXUTSlider*)pControl)->GetValue() );
- break;
- case IDC_USEOPTIMIZED:
- g_bShowOptimized = ((CDXUTCheckBox*)pControl)->GetChecked();
- 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);
- }
-
-
- //--------------------------------------------------------------------------------------
- // 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_RELEASE( g_pPMeshFull );
- for( UINT i = 0; i < g_cPMeshes; i++ )
- SAFE_RELEASE( g_ppPMeshes[i] );
-
- g_cPMeshes = 0;
- delete[] g_ppPMeshes;
-
- SAFE_DELETE_ARRAY( g_mtrlMeshMaterials );
- g_dwNumMaterials = 0;
- }
-