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- //-----------------------------------------------------------------------------
- // File: EmptyProject.cs
- //
- // Starting point for new Direct3D applications
- //
- // Copyright (c) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
-
-
- //#define DEBUG_VS // Uncomment this line to debug vertex shaders
- //#define DEBUG_PS // Uncomment this line to debug pixel shaders
-
- using System;
- using Microsoft.DirectX;
- using Microsoft.DirectX.Direct3D;
- using Microsoft.Samples.DirectX.UtilityToolkit;
-
- namespace EmptyProjectSample
- {
- /// <summary>EmptyProject Sample Class</summary>
- public class EmptyProject : IFrameworkCallback, IDeviceCreation
- {
- #region Creation
- /// <summary>Create a new instance of the class</summary>
- public EmptyProject(Framework f)
- {
- // Store framework
- sampleFramework = f;
- // Create dialogs
- hud = new Dialog(sampleFramework);
- sampleUi = new Dialog(sampleFramework);
- }
- #endregion
-
- // Variables
- private Framework sampleFramework = null; // Framework for samples
- private Font statsFont = null; // Font for drawing text
- private Sprite textSprite = null; // Sprite for batching text calls
- private Effect effect = null; // D3DX Effect Interface
- private ModelViewerCamera camera = new ModelViewerCamera(); // A model viewing camera
- private bool isHelpShowing = true; // If true, renders the UI help text
- private Dialog hud = null; // dialog for standard controls
- private Dialog sampleUi = null; // dialog for sample specific controls
-
- // HUD Ui Control constants
- private const int ToggleFullscreen = 1;
- private const int ToggleReference = 3;
- private const int ChangeDevice = 4;
-
- /// <summary>
- /// 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.
- /// </summary>
- public bool IsDeviceAcceptable(Caps caps, Format adapterFormat, Format backBufferFormat, bool windowed)
- {
- // Skip back buffer formats that don't support alpha blending
- if (!Manager.CheckDeviceFormat(caps.AdapterOrdinal, caps.DeviceType, adapterFormat,
- Usage.QueryPostPixelShaderBlending, ResourceType.Textures, backBufferFormat))
- return false;
-
- return true;
- }
-
- /// <summary>
- /// This callback function is called immediately before a device is created to allow the
- /// application to modify the device settings. The supplied settings 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 creating the Device will fail.
- /// </summary>
- public void ModifyDeviceSettings(DeviceSettings settings, Caps caps)
- {
- // If device doesn't support HW T&L or doesn't support 1.1 vertex shaders in HW
- // then switch to SWVP.
- if ( (!caps.DeviceCaps.SupportsHardwareTransformAndLight) ||
- (caps.VertexShaderVersion < new Version(1,1)) )
- {
- settings.BehaviorFlags = CreateFlags.SoftwareVertexProcessing;
- }
- else
- {
- settings.BehaviorFlags = CreateFlags.HardwareVertexProcessing;
- }
-
- // This application is designed to work on a pure device by not using
- // any get methods, so create a pure device if supported and using HWVP.
- if ( (caps.DeviceCaps.SupportsPureDevice) &&
- ((settings.BehaviorFlags & CreateFlags.HardwareVertexProcessing) != 0 ) )
- settings.BehaviorFlags |= CreateFlags.PureDevice;
-
- // Debugging vertex shaders requires either REF or software vertex processing
- // and debugging pixel shaders requires REF.
- #if(DEBUG_VS)
- if (settings.DeviceType != DeviceType.Reference )
- {
- settings.BehaviorFlags &= ~CreateFlags.HardwareVertexProcessing;
- settings.BehaviorFlags |= CreateFlags.SoftwareVertexProcessing;
- }
- #endif
- #if(DEBUG_PS)
- settings.DeviceType = DeviceType.Reference;
- #endif
-
- }
-
- /// <summary>
- /// This event will be fired 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 Pool.Managed resources since these
- /// resources need to be reloaded whenever the device is destroyed. Resources created
- /// here should be released in the Disposing event.
- /// </summary>
- private void OnCreateDevice(object sender, DeviceEventArgs e)
- {
- // Initialize the stats font
- statsFont = ResourceCache.GetGlobalInstance().CreateFont(e.Device, 15, 0, FontWeight.Bold, 1, false, CharacterSet.Default,
- Precision.Default, FontQuality.Default, PitchAndFamily.FamilyDoNotCare | PitchAndFamily.DefaultPitch
- , "Arial");
-
- // 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
- // ShaderFlags.Force*SoftwareNoOptimizations 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.
- ShaderFlags shaderFlags = ShaderFlags.None;
- #if(DEBUG_VS)
- shaderFlags |= ShaderFlags.ForceVertexShaderSoftwareNoOptimizations;
- #endif
- #if(DEBUG_PS)
- shaderFlags |= ShaderFlags.ForcePixelShaderSoftwareNoOptimizations;
- #endif
- // Read the D3DX effect file
- string path = Utility.FindMediaFile("EmptyProject.fx");
- effect = ResourceCache.GetGlobalInstance().CreateEffectFromFile(e.Device,
- path, null, null, shaderFlags, null);
-
- // Setup the camera's view parameters
- camera.SetViewParameters(new Vector3(0.0f, 0.0f, -5.0f), Vector3.Empty);
- }
-
- /// <summary>
- /// This event will be fired immediately after the Direct3D device has been
- /// reset, which will happen after a lost device scenario. This is the best location to
- /// create Pool.Default resources since these resources need to be reloaded whenever
- /// the device is lost. Resources created here should be released in the OnLostDevice
- /// event.
- /// </summary>
- private void OnResetDevice(object sender, DeviceEventArgs e)
- {
- SurfaceDescription desc = e.BackBufferDescription;
- // Create a sprite to help batch calls when drawing many lines of text
- textSprite = new Sprite(e.Device);
-
- // Setup the camera's projection parameters
- float aspectRatio = (float)desc.Width / (float)desc.Height;
- camera.SetProjectionParameters((float)Math.PI / 4, aspectRatio, 0.1f, 1000.0f);
- camera.SetWindow(desc.Width, desc.Height);
-
- // Setup UI locations
- hud.SetLocation(desc.Width-170, 0);
- hud.SetSize(170,170);
- sampleUi.SetLocation(desc.Width - 170, desc.Height - 350);
- sampleUi.SetSize(170,300);
- }
-
- /// <summary>
- /// This event function will be called fired after the Direct3D device has
- /// entered a lost state and before Device.Reset() is called. Resources created
- /// in the OnResetDevice callback should be released here, which generally includes all
- /// Pool.Default resources. See the "Lost Devices" section of the documentation for
- /// information about lost devices.
- /// </summary>
- private void OnLostDevice(object sender, EventArgs e)
- {
- if (textSprite != null)
- {
- textSprite.Dispose();
- textSprite = null;
- }
- }
-
- /// <summary>
- /// 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 Pool.Managed resources.
- /// </summary>
- private void OnDestroyDevice(object sender, EventArgs e)
- {
- }
-
- /// <summary>
- /// 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.
- /// </summary>
- public void OnFrameMove(Device device, double appTime, float elapsedTime)
- {
- // Update the camera's position based on user input
- camera.FrameMove(elapsedTime);
- }
-
- /// <summary>
- /// 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
- /// Device.Present to display the contents of the next buffer in the swap chain
- /// </summary>
- public void OnFrameRender(Device device, double appTime, float elapsedTime)
- {
- bool beginSceneCalled = false;
-
- // Clear the render target and the zbuffer
- device.Clear(ClearFlags.ZBuffer | ClearFlags.Target, 0x002D32AA, 1.0f, 0);
- try
- {
- device.BeginScene();
- beginSceneCalled = true;
-
- // Update the effect's variables. Instead of using strings, it would
- // be more efficient to cache a handle to the parameter by calling
- // Effect.GetParameter
- effect.SetValue("worldViewProjection", camera.WorldMatrix * camera.ViewMatrix * camera.ProjectionMatrix);
- effect.SetValue("worldMatrix", camera.WorldMatrix);
- effect.SetValue("appTime", (float)appTime);
-
- // Show frame rate
- RenderText();
-
- // Show UI
- hud.OnRender(elapsedTime);
- sampleUi.OnRender(elapsedTime);
- }
- finally
- {
- if (beginSceneCalled)
- device.EndScene();
- }
- }
-
- /// <summary>
- /// Render the help and statistics text. This function uses the Font object for
- /// efficient text rendering.
- /// </summary>
- private void RenderText()
- {
- TextHelper txtHelper = new TextHelper(statsFont, textSprite, 15);
-
- // Output statistics
- txtHelper.Begin();
- txtHelper.SetInsertionPoint(5,5);
- txtHelper.SetForegroundColor(System.Drawing.Color.Yellow);
- txtHelper.DrawTextLine(sampleFramework.FrameStats);
- txtHelper.DrawTextLine(sampleFramework.DeviceStats);
-
- txtHelper.SetForegroundColor(System.Drawing.Color.White);
- txtHelper.DrawTextLine("Put some status text here.");
-
- // Draw help
- if (isHelpShowing)
- {
- txtHelper.SetInsertionPoint(10, sampleFramework.BackBufferSurfaceDescription.Height-15*6);
- txtHelper.SetForegroundColor(System.Drawing.Color.DarkOrange);
- txtHelper.DrawTextLine("Controls (F1 to hide):");
-
- txtHelper.SetInsertionPoint(40, sampleFramework.BackBufferSurfaceDescription.Height-15*5);
- txtHelper.DrawTextLine("Help Item Misc: X");
- txtHelper.DrawTextLine("Quit: Esc");
- txtHelper.DrawTextLine("Hide help: F1");
- }
- else
- {
- txtHelper.SetInsertionPoint(10, sampleFramework.BackBufferSurfaceDescription.Height-15*2);
- txtHelper.SetForegroundColor(System.Drawing.Color.White);
- txtHelper.DrawTextLine("Press F1 for help");
- }
-
- txtHelper.End();
- }
-
- /// <summary>
- /// 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.
- /// </summary>
- private void OnKeyEvent(System.Windows.Forms.Keys key, bool isKeyDown, bool isKeyUp)
- {
- if (isKeyDown)
- {
- switch(key)
- {
- case System.Windows.Forms.Keys.F1:
- isHelpShowing = !isHelpShowing;
- break;
- }
- }
- }
-
- /// <summary>
- /// Before handling window messages, the sample framework passes incoming windows
- /// messages to the application through this callback function. If the application sets
- /// noFurtherProcessing to true, the sample framework will not process the message
- /// </summary>
- public IntPtr OnMsgProc(IntPtr hWnd, NativeMethods.WindowMessage msg, IntPtr wParam, IntPtr lParam, ref bool noFurtherProcessing)
- {
- // Give the dialog a chance to handle the message first
- noFurtherProcessing = hud.MessageProc(hWnd, msg, wParam, lParam);
- if (noFurtherProcessing)
- return IntPtr.Zero;
-
- noFurtherProcessing = sampleUi.MessageProc(hWnd, msg, wParam, lParam);
- if (noFurtherProcessing)
- return IntPtr.Zero;
-
- // Pass all remaining windows messages to camera so it can respond to user input
- camera.HandleMessages(hWnd, msg, wParam, lParam);
-
- return IntPtr.Zero;
- }
-
- /// <summary>
- /// Initializes the application
- /// </summary>
- public void InitializeApplication()
- {
- int y = 10;
- // Initialize the HUD
- Button fullScreen = hud.AddButton(ToggleFullscreen,"Toggle full screen", 35, y, 125,22);
- Button toggleRef = hud.AddButton(ToggleReference,"Toggle reference (F3)", 35, y += 24, 125,22);
- Button changeDevice = hud.AddButton(ChangeDevice,"Change Device (F2)", 35, y += 24, 125,22);
- // Hook the button events for when these items are clicked
- fullScreen.Click += new EventHandler(OnFullscreenClicked);
- toggleRef.Click += new EventHandler(OnRefClicked);
- changeDevice.Click += new EventHandler(OnChangeDevicClicked);
-
- // Now add the sample specific UI
- y = 10;
- const int ComboBox1 = ChangeDevice + 1;
- const int CheckBox1 = ChangeDevice + 2;
- const int CheckBox2 = ChangeDevice + 3;
- const int Radiobutton1 = ChangeDevice + 4;
- const int Radiobutton2 = ChangeDevice + 5;
- const int Radiobutton3 = ChangeDevice + 6;
- const int Button1 = ChangeDevice + 7;
- const int Button2 = ChangeDevice + 8;
- const int Radiobutton4 = ChangeDevice + 9;
- const int Radiobutton5 = ChangeDevice + 10;
- const int SliderControl = ChangeDevice + 11;
-
- ComboBox cb1 = sampleUi.AddComboBox(ComboBox1, 35, y +=24, 125, 22);
- for (int i = 0; i < 50; i++) cb1.AddItem("Item#" + i.ToString(), null);
- sampleUi.AddCheckBox(CheckBox1, "Checkbox1", 35, y+=24, 125,22, false);
- sampleUi.AddCheckBox(CheckBox2, "Checkbox2", 35, y+=24, 125,22, false);
- sampleUi.AddRadioButton(Radiobutton1, 1, "Radio1G1", 35, y+=24, 125, 22, true);
- sampleUi.AddRadioButton(Radiobutton2, 1, "Radio2G1", 35, y+=24, 125, 22, false);
- sampleUi.AddRadioButton(Radiobutton3, 1, "Radio3G1", 35, y+=24, 125, 22, false);
- sampleUi.AddButton(Button1, "Button1", 35, y+=24, 125, 22);
- sampleUi.AddButton(Button2, "Button2", 35, y+=24, 125, 22);
- sampleUi.AddRadioButton(Radiobutton4, 2, "Radio1G2", 35, y+=24, 125, 22, true);
- sampleUi.AddRadioButton(Radiobutton5, 2, "Radio2G2", 35, y+=24, 125, 22, false);
- sampleUi.AddSlider(SliderControl, 50,y+=24, 100, 22);
-
- // If you wanted to respond to any of these you would need to add an event hook here
- }
-
- /// <summary>Called when the change device button is clicked</summary>
- private void OnChangeDevicClicked(object sender, EventArgs e)
- {
- sampleFramework.ShowSettingsDialog(!sampleFramework.IsD3DSettingsDialogShowing);
- }
-
- /// <summary>Called when the full screen button is clicked</summary>
- private void OnFullscreenClicked(object sender, EventArgs e)
- {
- sampleFramework.ToggleFullscreen();
- }
-
- /// <summary>Called when the ref button is clicked</summary>
- private void OnRefClicked(object sender, EventArgs e)
- {
- sampleFramework.ToggleReference();
- }
-
- /// <summary>
- /// Entry point to the program. Initializes everything and goes into a message processing
- /// loop. Idle time is used to render the scene.
- /// </summary>
- static int Main()
- {
- using(Framework sampleFramework = new Framework())
- {
- EmptyProject sample = new EmptyProject(sampleFramework);
- // 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.
- sampleFramework.Disposing += new EventHandler(sample.OnDestroyDevice);
- sampleFramework.DeviceLost += new EventHandler(sample.OnLostDevice);
- sampleFramework.DeviceCreated += new DeviceEventHandler(sample.OnCreateDevice);
- sampleFramework.DeviceReset += new DeviceEventHandler(sample.OnResetDevice);
-
- sampleFramework.SetKeyboardCallback(new KeyboardCallback(sample.OnKeyEvent));
- sampleFramework.SetWndProcCallback(new WndProcCallback(sample.OnMsgProc));
-
- sampleFramework.SetCallbackInterface(sample);
- try
- {
-
- // Show the cursor and clip it when in full screen
- sampleFramework.SetCursorSettings(true, true);
-
- // Initialize
- sample.InitializeApplication();
-
- // Initialize the sample framework and create the desired 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 sampleFramework.
- sampleFramework.Initialize( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
- sampleFramework.CreateWindow("EmptyProject");
- sampleFramework.CreateDevice( 0, true, Framework.DefaultSizeWidth, Framework.DefaultSizeHeight,
- sample);
-
- // 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.
- sampleFramework.MainLoop();
-
- }
- #if(DEBUG)
- catch (Exception e)
- {
- // In debug mode show this error (maybe - depending on settings)
- sampleFramework.DisplayErrorMessage(e);
- #else
- catch
- {
- // In release mode fail silently
- #endif
- // Ignore any exceptions here, they would have been handled by other areas
- return (sampleFramework.ExitCode == 0) ? 1 : sampleFramework.ExitCode; // Return an error code here
- }
-
- // 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 sampleFramework.ExitCode;
- }
- }
- }
- }
-