//--------------------------------------------------------------------------------------
// Create any D3D9 resources that will live through a device reset (D3DPOOL_MANAGED)
// and aren't tied to the back buffer size
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D9CreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
	g_SettingsDlg.Init( &g_DialogResourceManager );
	g_HUD.Init( &g_DialogResourceManager );
	g_SampleUI.Init( &g_DialogResourceManager );

	g_DialogResourceManager.OnD3D9CreateDevice( pd3dDevice );
	g_SettingsDlg.OnD3D9CreateDevice( pd3dDevice );


	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, VK_F3 );
	g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 35, iY += 24, 125, 22, VK_F2 );

	g_SampleUI.SetCallback( OnGUIEvent );

	iY = 10;
	g_SampleUI.AddCheckBox( IDC_DISABLEALBEDO, L"Disable albedo", 35, iY += 24, 160, 22, g_DisableAlbedo );
	g_SampleUI.AddCheckBox( IDC_PAUSEANIMATION, L"Pause animation", 35, iY += 24, 160, 22, g_PauseAnimation );
	g_SampleUI.AddCheckBox( IDC_DISABLESKINING, L"Disable skining", 35, iY += 24, 160, 22, g_DisableSkining );
	g_SampleUI.AddCheckBox( IDC_SHOWNORMALS, L"Show normals", 35, iY += 24, 160, 22, g_ShowNormals );


	CDXUTComboBox* pCombo;
	g_SampleUI.AddComboBox( IDC_TECHNIQUECOMBO, 35, iY += 30, 160, 22, 0, false, &pCombo );
	if( pCombo )
	{
		pCombo->SetDropHeight( 100 );
		pCombo->AddItem( L"Unpacked TBN", ( LPVOID )0x0 );
		pCombo->AddItem( L"Packed TBN", ( LPVOID )0x1 );
		pCombo->AddItem( L"Unpacked Quaternion", ( LPVOID )0x2 );
		pCombo->AddItem( L"Packed Quaternion", ( LPVOID )0x3 );
		pCombo->SetSelectedByIndex(g_TechniqueIndex);
	}

	iY = 10;

	D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_pFont9 );

	d3dAnimation.Create(pd3dDevice);
	d3dMesh.Create(pd3dDevice);
	d3dFloor.Create(pd3dDevice);

	FBXImporter importer;
	const char* fbxFileName = ".\\data\\MilitaryMechanic.fbx";
	importer.Import(fbxFileName, &d3dMesh, &d3dAnimation);

	return S_OK;
}
예제 #2
0
void FillProfiles(BOOL DX11Available)
{
	CDXUTComboBox *comboBox = gSampleUI.GetComboBox(IDC_PROFILE);
	if (DX11Available)
	{		
        comboBox->AddItem(L"BC6H veryfast", (void *)(CompressImageBC6H_veryfast));
        comboBox->AddItem(L"BC6H fast", (void *)(CompressImageBC6H_fast));
        comboBox->AddItem(L"BC6H basic", (void *)(CompressImageBC6H_basic));
        comboBox->AddItem(L"BC6H slow", (void *)(CompressImageBC6H_slow));
        comboBox->AddItem(L"BC6H veryslow", (void *)(CompressImageBC6H_veryslow));

		comboBox->SetDropHeight((12-1)*17);
	}

	comboBox->SetSelectedByData((void *)(gCompressionFunc));
}
//--------------------------------------------------------------------------------------
// Update the MSAA sample count combo box for this format
//--------------------------------------------------------------------------------------
void UpdateMSAASampleCounts( ID3D10Device* pd3dDevice, DXGI_FORMAT fmt )
{
    CDXUTComboBox* pComboBox = NULL;
    bool bResetSampleCount = false;
    UINT iHighestSampleCount = 0;

    pComboBox = g_SampleUI.GetComboBox( IDC_SAMPLE_COUNT );
    if( !pComboBox )
        return;

    pComboBox->RemoveAllItems();

    WCHAR val[10];
    for( UINT i = 1; i <= D3D10_MAX_MULTISAMPLE_SAMPLE_COUNT; i++ )
    {
        UINT Quality;
        if( SUCCEEDED( pd3dDevice->CheckMultisampleQualityLevels( fmt, i, &Quality ) ) &&
            Quality > 0 )
        {
            swprintf_s( val, 10, L"%d", i );
            pComboBox->AddItem( val, IntToPtr( i ) );
            iHighestSampleCount = i;
        }
        else if( g_MSAASampleCount == i )
        {
            bResetSampleCount = true;
        }
    }

    if( bResetSampleCount )
        g_MSAASampleCount = iHighestSampleCount;

    pComboBox->SetSelectedByData( IntToPtr( g_MSAASampleCount ) );

}
//--------------------------------------------------------------------------------------
//
//--------------------------------------------------------------------------------------
void InitGUI()
{
    // Initialize dialogs
    g_SettingsDlg.Init(&g_DialogResourceManager);
    g_HUD.Init(&g_DialogResourceManager);
    g_HUD.SetCallback(OnGUIEvent);
    g_TextRenderer.Init(&g_DialogResourceManager);
    
    int iY = 10; 
    g_HUD.AddButton  (IDC_TOGGLEFULLSCREEN,   L"Toggle full screen" ,   35, iY, 160, 22);
    g_HUD.AddButton  (IDC_TOGGLEREF,          L"Toggle REF (F3)"    ,   35, iY += 24, 160, 22, VK_F3);
    g_HUD.AddButton  (IDC_CHANGEDEVICE,       L"Change device (F2)" ,   35, iY += 24, 160, 22, VK_F2);
    iY += 20;

    g_HUD.AddCheckBox(IDC_DEINTERLEAVE,     L"Deinterleaved Texturing", 35, iY += 28, 125, 22, g_UseDeinterleavedTexturing);
    g_HUD.AddCheckBox(IDC_RANDOMIZE,        L"Randomize Samples",       35, iY += 28, 125, 22, g_RandomizeSamples);
    g_HUD.AddCheckBox(IDC_BLUR_AO,          L"Blur AO",                 35, iY += 28, 125, 22, g_BlurAO);
    iY += 24;

    CDXUTComboBox *pComboBox;
    g_HUD.AddComboBox(IDC_CHANGESCENE,    35, iY += 24, 160, 22, 'M', false, &pComboBox);
    for (int i = 0; i < ARRAYSIZE(g_MeshDesc); i++)
    {
        pComboBox->AddItem(g_MeshDesc[i].Name, NULL);
    }
    iY += 24;

    WCHAR sz[100];
    int dy = 20;
    StringCchPrintf(sz, 100, UI_RADIUS_MULT L"%0.2f", g_AOParams.Radius); 
    g_HUD.AddStatic(IDC_RADIUS_STATIC, sz, 35, iY += dy, 125, 22);
    g_HUD.AddSlider(IDC_RADIUS_SLIDER, 50, iY += dy, 100, 22, 0, 100, int(g_AOParams.Radius / MAX_RADIUS_MULT * 100));

    StringCchPrintf(sz, 100, UI_AO_BIAS L"%g", g_AOParams.Bias); 
    g_HUD.AddStatic(IDC_BIAS_STATIC, sz, 35, iY += dy, 125, 22);
    g_HUD.AddSlider(IDC_BIAS_SLIDER, 50, iY += dy, 100, 22, 0, 500, int(g_AOParams.Bias * 1000));

    StringCchPrintf(sz, 100, UI_POW_EXPONENT L"%0.2f", g_AOParams.PowerExponent); 
    g_HUD.AddStatic(IDC_EXPONENT_STATIC, sz, 35, iY += dy, 125, 22);
    g_HUD.AddSlider(IDC_EXPONENT_SLIDER, 50, iY += dy, 100, 22, 0, 400, (int)(100.0f*g_AOParams.PowerExponent));

    StringCchPrintf(sz, 100, UI_BLUR_SHARPNESS L"%0.2f", g_AOParams.Blur.Sharpness); 
    g_HUD.AddStatic(IDC_BLUR_SHARPNESS_STATIC, sz, 35, iY += dy, 125, 22);
    g_HUD.AddSlider(IDC_BLUR_SHARPNESS_SLIDER, 50, iY += dy, 100, 22, 0, 1600, (int)(100.0f*g_AOParams.Blur.Sharpness));

    UINT ButtonGroup = 0;
    iY += 24;
    g_HUD.AddRadioButton( IDC_1xMSAA,       ButtonGroup, L"1X MSAA",                35, iY += 24, 125, 22,  (g_MSAACurrentSettings == MSAA_MODE_1X) );
    g_HUD.AddRadioButton( IDC_2xMSAA,       ButtonGroup, L"2X MSAA",                35, iY += 24, 125, 22,  (g_MSAACurrentSettings == MSAA_MODE_2X) );
    g_HUD.AddRadioButton( IDC_4xMSAA,       ButtonGroup, L"4X MSAA",                35, iY += 24, 125, 22,  (g_MSAACurrentSettings == MSAA_MODE_4X) );
    g_HUD.AddRadioButton( IDC_8xMSAA,       ButtonGroup, L"8X MSAA",                35, iY += 24, 125, 22,  (g_MSAACurrentSettings == MSAA_MODE_8X) );

    ++ButtonGroup;
    iY += 24;
    g_HUD.AddRadioButton( IDC_PER_PIXEL_AO,   ButtonGroup, L"PER_PIXEL_AO",         35, iY += 24, 125, 22,  (g_AOParams.Output.MSAAMode == GFSDK_SSAO_PER_PIXEL_AO) );
    g_HUD.AddRadioButton( IDC_PER_SAMPLE_AO,  ButtonGroup, L"PER_SAMPLE_AO",        35, iY += 24, 125, 22,  (g_AOParams.Output.MSAAMode == GFSDK_SSAO_PER_SAMPLE_AO) );
}
예제 #5
0
// Initialize the app 
void InitApp()
{
	// Initialize dialogs
	gD3DSettingsDlg.Init(&gDialogResourceManager);
	gHUD.Init(&gDialogResourceManager);
	gSampleUI.Init(&gDialogResourceManager);

	gHUD.SetCallback(OnGUIEvent);
	int x = 0;
	int y = 10;
	gHUD.AddButton(IDC_TOGGLEFULLSCREEN, L"Toggle full screen", x, y, 170, 23);
	gHUD.AddButton(IDC_TOGGLEREF, L"Toggle REF (F3)", x, y += 26, 170, 23, VK_F3);
	gHUD.AddButton(IDC_CHANGEDEVICE, L"Change device (F2)", x, y += 26, 170, 23, VK_F2);
	gHUD.SetSize( 170, 170 );
	
	gSampleUI.SetCallback(OnGUIEvent);
	x = 0;
	y = 0;
    gSampleUI.AddStatic(IDC_TEXT, L"", x, y, 1, 1); y += 5*22;
	gSampleUI.AddComboBox(IDC_PROFILE, x, y, 226, 22); y += 26;
	gSampleUI.AddCheckBox(IDC_MT, L"Multithreaded", x, y, 125, 22, gMultithreaded);
	gSampleUI.AddButton(IDC_RECOMPRESS, L"Recompress", x + 131, y, 125, 22); y += 26;
	gSampleUI.AddComboBox(IDC_IMAGEVIEW, x, y, 145, 22);
    gSampleUI.AddCheckBox(IDC_ALPHA, L"Show Alpha", x + 151, y, 105, 22); y += 26;
    gSampleUI.AddSlider(IDC_EXPOSURE, x, y, 250, 22); y += 26;
	gSampleUI.AddButton(IDC_LOAD_TEXTURE, L"Load Texture", x, y, 125, 22);
	gSampleUI.AddButton(IDC_SAVE_TEXTURE, L"Save Texture", x + 131, y, 125, 22); y += 26;

	gSampleUI.SetSize( 276, y+150 );

	{
		CDXUTComboBox *comboBox = gSampleUI.GetComboBox(IDC_IMAGEVIEW);
		comboBox->AddItem(L"Uncompressed", (void *)(eImageView_Uncompressed));
		comboBox->AddItem(L"Compressed", (void *)(eImageView_Compressed));
		//comboBox->AddItem(L"Error", (void *)(eImageView_Error));
		//comboBox->AddItem(L"All", (void *)(eImageView_All));
		comboBox->SetSelectedByData((void *)(gImageView));
	}

	gSampleUI.SendEvent(IDC_TEXT, true, gSampleUI.GetStatic(IDC_TEXT));
}
예제 #6
0
//--------------------------------------------------------------------------------------
// 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,
                                 void* pUserContext )
{
    HRESULT hr;
    WCHAR str[MAX_PATH];

    V_RETURN( g_DialogResourceManager.OnD3D9CreateDevice( pd3dDevice ) );
    V_RETURN( g_SettingsDlg.OnD3D9CreateDevice( pd3dDevice ) );

    // 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 ) );

    // Create the mesh and load it with data already gathered from a file
    V_RETURN( g_MeshLoader.Create( pd3dDevice, L"media\\cup.obj" ) );

    // Add the identified material subsets to the UI
    CDXUTComboBox* pComboBox = g_SampleUI.GetComboBox( IDC_SUBSET );
    pComboBox->RemoveAllItems();
    pComboBox->AddItem( L"All", ( void* )( INT_PTR )-1 );

    for( UINT i = 0; i < g_MeshLoader.GetNumMaterials(); i++ )
    {
        Material* pMaterial = g_MeshLoader.GetMaterial( i );
        pComboBox->AddItem( pMaterial->strName, ( void* )( INT_PTR )i );
    }

    // 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 = D3DXFX_NOT_CLONEABLE;

#if defined( DEBUG ) || defined( _DEBUG )
    // Set the D3DXSHADER_DEBUG flag to embed debug information in the shaders.
    // Setting this flag improves the shader debugging experience, but still allows 
    // the shaders to be optimized and to run exactly the way they will run in 
    // the release configuration of this program.
    dwShaderFlags |= D3DXSHADER_DEBUG;
    #endif

#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
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"MeshFromOBJ.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 ) );

    // Cache the effect handles
    g_hAmbient = g_pEffect->GetParameterBySemantic( 0, "Ambient" );
    g_hDiffuse = g_pEffect->GetParameterBySemantic( 0, "Diffuse" );
    g_hSpecular = g_pEffect->GetParameterBySemantic( 0, "Specular" );
    g_hOpacity = g_pEffect->GetParameterBySemantic( 0, "Opacity" );
    g_hSpecularPower = g_pEffect->GetParameterBySemantic( 0, "SpecularPower" );
    g_hLightColor = g_pEffect->GetParameterBySemantic( 0, "LightColor" );
    g_hLightPosition = g_pEffect->GetParameterBySemantic( 0, "LightPosition" );
    g_hCameraPosition = g_pEffect->GetParameterBySemantic( 0, "CameraPosition" );
    g_hTexture = g_pEffect->GetParameterBySemantic( 0, "Texture" );
    g_hTime = g_pEffect->GetParameterBySemantic( 0, "Time" );
    g_hWorld = g_pEffect->GetParameterBySemantic( 0, "World" );
    g_hWorldViewProjection = g_pEffect->GetParameterBySemantic( 0, "WorldViewProjection" );

    // Setup the camera's view parameters
    D3DXVECTOR3 vecEye( 2.0f, 1.0f, 0.0f );
    D3DXVECTOR3 vecAt ( 0.0f, 0.0f, -0.0f );
    g_Camera.SetViewParams( &vecEye, &vecAt );

    return S_OK;
}
예제 #7
0
static void InitApp()
{
	g_pCamManager = new S3UTCameraManager();
	g_pCamManager->ConfigCameras("Cameras.txt");
	g_pCamManager->DumpCameraStatus("DumpResult.txt");


    g_D3DSettingsDlg.Init( &g_DialogResourceManager );
    g_HUD.Init( &g_DialogResourceManager );
    g_SampleUI.Init( &g_DialogResourceManager );

    g_HUD.SetCallback( OnGUIEvent ); int iY = 10; 
    g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 35, iY, 125, 22, VK_F2 );

    g_SampleUI.EnableKeyboardInput( true );
    g_SampleUI.SetCallback( OnGUIEvent );
    
    iY = 10;
    g_SampleUI.AddStatic( IDC_SHADOW_ALGORITHM_LABEL, L"Shadow algorithm:", 35, iY, 125, 22 );
    CDXUTComboBox *pComboBox;
    g_SampleUI.AddComboBox( IDC_SHADOW_ALGORITHM, 35, iY += 20, 125, 30, 0, false, &pComboBox);
    pComboBox->AddItem(L"StandardBP", NULL);
    pComboBox->AddItem(L"BP_MSSM_KERNEL", NULL);
    pComboBox->AddItem(L"STD_VSM", NULL);
    pComboBox->AddItem(L"MipVSM", NULL);
    pComboBox->AddItem(L"HirBP", NULL);
    pComboBox->AddItem(L"BPGI", NULL);
    pComboBox->AddItem(L"NoShadows", NULL);
    pComboBox->AddItem(L"SingleLight", NULL);
    pComboBox->AddItem(L"PCSS", NULL);

    
	g_SampleUI.AddStatic( IDC_COMMON_LABEL, L"Light Zn", 35, iY += 25, 125, 22 );
    g_SampleUI.AddSlider( IDC_LIGHT_ZN, 160, iY, 124, 22, 0, 100, g_fCtrledLightZn*5 );
	g_SampleUI.AddStatic( IDC_COMMON_LABEL, L"Light Zf", 35, iY += 25, 125, 22 );
    g_SampleUI.AddSlider( IDC_LIGHT_ZF, 160, iY, 124, 22, 0, 100, g_fCtrledLightZf - 10 );
	g_SampleUI.AddStatic( IDC_COMMON_LABEL, L"Light FOV", 35, iY += 25, 125, 22 );
    g_SampleUI.AddSlider( IDC_LIGHT_FOV, 160, iY, 124, 22, 0, 100, g_fCtrledLightFov * 100 );
    g_SampleUI.AddStatic( IDC_LIGHT_SIZE_LABEL, L"Light source size:", 35, iY += 25, 125, 22 );
    g_SampleUI.AddSlider( IDC_LIGHT_SIZE, 160, iY, 124, 22, 0, 100, 0 );


	g_SampleUI.AddStatic(IDC_COMMON_LABEL, L"NumLightSample", 35, iY += 25, 125, 22 );
	g_SampleUI.AddSlider(IDC_NUM_LIGHT_SAMPLE, 160, iY, 124, 22, 0, 16, 0 );

	g_SampleUI.AddStatic(IDC_COMMON_LABEL, L"fDefaultDepthBias", 35, iY += 25, 125, 22 );
	g_SampleUI.AddSlider(IDC_fDefaultDepthBias, 160, iY, 124, 22, 0, 100, 40 );
	
	g_SampleUI.AddStatic(IDC_COMMON_LABEL, L"3rd depth delta", 35, iY += 25, 125, 22 );
	g_SampleUI.AddSlider(IDC_BIAS_3RD_DEPTH, 160, iY, 124, 22, 0, 100, 40 );

	g_SampleUI.AddStatic(IDC_COMMON_LABEL, L"1st depth delta", 35, iY += 25, 125, 22 );
	g_SampleUI.AddSlider(IDC_BIAS_1ST_DEPTH, 160, iY, 124, 22, 0, 100, 40 );

    g_SampleUI.AddCheckBox( IDC_BTEXTURED, L"Enable Texturing", 15, iY += 25, 124, 22, false);
	g_SampleUI.AddCheckBox( IDC_SHOW_3DWIDGET, L"Show 3D Widget", 150, iY, 124, 22, true);
    g_SampleUI.AddCheckBox( IDC_BMOVECAMERA, L"Move Camera", 15, iY += 25, 124, 22, true);
	g_SampleUI.AddCheckBox( IDC_FRAME_DUMP, L"Dump Frame", 150, iY, 124, 22, false);
    g_SampleUI.AddCheckBox( IDC_BDUMP_SHADOWMAP, L"Dump Shadow Map", 15, iY+=25, 124, 22, false);
    g_SampleUI.AddCheckBox( IDC_BDUMP_LIGHT_PAR, L"Dump Light Para", 150, iY, 124, 22, false);
    g_SampleUI.AddCheckBox( IDC_STATIC, L"Freeze Model", 15, iY += 25, 124, 22, false);
    g_SampleUI.AddCheckBox( IDC_ANIMATE, L"Show Animated Model", 150, iY, 124, 22, false);
    g_SampleUI.AddCheckBox( IDC_SCENE, L"Show scene", 15, iY += 25, 124, 22, true);
	g_SampleUI.AddCheckBox( IDC_FAN, L"Show Fan", 150, iY, 124, 22, false);

	g_CameraUI.Init( &g_DialogResourceManager );
	g_CameraUI.EnableKeyboardInput( true );
	g_CameraUI.SetCallback( OnGUIEvent );
	{
		g_pCamManager->SetupCameraUI( g_CameraUI );
	}


}
예제 #8
0
파일: CustomUI.cpp 프로젝트: KNeal/Oculus
//--------------------------------------------------------------------------------------
// Initialize the app 
//--------------------------------------------------------------------------------------
void InitApp()
{
    // Initialize dialogs
    g_SettingsDlg.Init( &g_DialogResourceManager );
    g_HUD.Init( &g_DialogResourceManager );
    g_SampleUI.Init( &g_DialogResourceManager );

    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, VK_F2 );

    g_SampleUI.SetCallback( OnGUIEvent );

    g_SampleUI.SetFont( 1, L"Comic Sans MS", 24, FW_NORMAL );
    g_SampleUI.SetFont( 2, L"Courier New", 16, FW_NORMAL );

    // Static
    g_SampleUI.AddStatic( IDC_STATIC, L"This is a static control.", 0, 0, 200, 30 );
    g_SampleUI.AddStatic( IDC_OUTPUT,
                          L"This static control provides feedback for your action.  It will change as you interact with the UI controls.", 20, 50, 620, 300 );
    g_SampleUI.GetStatic( IDC_OUTPUT )->SetTextColor( D3DCOLOR_ARGB( 255, 255, 0, 0 ) ); // Change color to red
    g_SampleUI.GetStatic( IDC_STATIC )->SetTextColor( D3DCOLOR_ARGB( 255, 0, 255, 0 ) ); // Change color to green
    g_SampleUI.GetControl( IDC_OUTPUT )->GetElement( 0 )->dwTextFormat = DT_LEFT | DT_TOP | DT_WORDBREAK;
    g_SampleUI.GetControl( IDC_OUTPUT )->GetElement( 0 )->iFont = 2;
    g_SampleUI.GetControl( IDC_STATIC )->GetElement( 0 )->dwTextFormat = DT_CENTER | DT_VCENTER | DT_WORDBREAK;

    // Buttons
    g_SampleUI.AddButton( IDC_ENABLEIME, L"Enable (I)ME", 30, 390, 80, 35, L'I' );
    g_SampleUI.AddButton( IDC_DISABLEIME, L"Disable I(M)E", 30, 430, 80, 35, L'M' );

    // Edit box
    g_SampleUI.AddEditBox( IDC_EDITBOX1, L"Edit control with default styles. Type text here and press Enter", 20, 440,
                           600, 32 );

    // IME-enabled edit box
    CDXUTIMEEditBox* pIMEEdit;
    CDXUTIMEEditBox::InitDefaultElements( &g_SampleUI );
    if( SUCCEEDED( CDXUTIMEEditBox::CreateIMEEditBox( &g_SampleUI, IDC_EDITBOX2,
                                                      L"IME-capable edit control with custom styles. Type and press Enter", 20, 390, 600, 45, false, &pIMEEdit ) ) )
    {
        g_SampleUI.AddControl( pIMEEdit );
        pIMEEdit->GetElement( 0 )->iFont = 1;
        pIMEEdit->GetElement( 1 )->iFont = 1;
        pIMEEdit->GetElement( 9 )->iFont = 1;
        pIMEEdit->GetElement( 0 )->TextureColor.Init( D3DCOLOR_ARGB( 128, 255, 255, 255 ) );  // Transparent center
        pIMEEdit->SetBorderWidth( 7 );
        pIMEEdit->SetTextColor( D3DCOLOR_ARGB( 255, 64, 64, 64 ) );
        pIMEEdit->SetCaretColor( D3DCOLOR_ARGB( 255, 64, 64, 64 ) );
        pIMEEdit->SetSelectedTextColor( D3DCOLOR_ARGB( 255, 255, 255, 255 ) );
        pIMEEdit->SetSelectedBackColor( D3DCOLOR_ARGB( 255, 40, 72, 72 ) );
    }

    // Slider
    g_SampleUI.AddSlider( IDC_SLIDER, 200, 450, 200, 24, 0, 100, 50, false );

    // Checkbox
    g_SampleUI.AddCheckBox( IDC_CHECKBOX, L"This is a checkbox with hotkey. Press 'C' to toggle the check state.",
                            170, 450, 350, 24, false, L'C', false );
    g_SampleUI.AddCheckBox( IDC_CLEAREDIT,
                            L"This checkbox controls whether edit control text is cleared when Enter is pressed. (T)",
                            170, 460, 450, 24, false, L'T', false );

    // Combobox
    CDXUTComboBox* pCombo;
    g_SampleUI.AddComboBox( IDC_COMBOBOX, 0, 0, 200, 24, L'O', false, &pCombo );
    if( pCombo )
    {
        pCombo->SetDropHeight( 100 );
        pCombo->AddItem( L"Combobox item (O)", ( LPVOID )0x11111111 );
        pCombo->AddItem( L"Placeholder (O)", ( LPVOID )0x12121212 );
        pCombo->AddItem( L"One more (O)", ( LPVOID )0x13131313 );
        pCombo->AddItem( L"I can't get enough (O)", ( LPVOID )0x14141414 );
        pCombo->AddItem( L"Ok, last one, I promise (O)", ( LPVOID )0x15151515 );
    }

    // Radio buttons
    g_SampleUI.AddRadioButton( IDC_RADIO1A, 1, L"Radio group 1 Amy (1)", 0, 50, 220, 24, false, L'1' );
    g_SampleUI.AddRadioButton( IDC_RADIO1B, 1, L"Radio group 1 Brian (2)", 0, 50, 220, 24, false, L'2' );
    g_SampleUI.AddRadioButton( IDC_RADIO1C, 1, L"Radio group 1 Clark (3)", 0, 50, 220, 24, false, L'3' );

    g_SampleUI.AddRadioButton( IDC_RADIO2A, 2, L"Single (4)", 0, 50, 90, 24, false, L'4' );
    g_SampleUI.AddRadioButton( IDC_RADIO2B, 2, L"Double (5)", 0, 50, 90, 24, false, L'5' );
    g_SampleUI.AddRadioButton( IDC_RADIO2C, 2, L"Triple (6)", 0, 50, 90, 24, false, L'6' );

    // List box
    g_SampleUI.AddListBox( IDC_LISTBOX, 30, 400, 200, 150, 0 );
    for( int i = 0; i < 15; ++i )
    {
        WCHAR wszText[50];
        swprintf_s( wszText, 50, L"Single-selection listbox item %d", i );
        g_SampleUI.GetListBox( IDC_LISTBOX )->AddItem( wszText, ( LPVOID )( size_t )i );
    }
    g_SampleUI.AddListBox( IDC_LISTBOXM, 30, 400, 200, 150, CDXUTListBox::MULTISELECTION );
    for( int i = 0; i < 30; ++i )
    {
        WCHAR wszText[50];
        swprintf_s( wszText, 50, L"Multi-selection listbox item %d", i );
        g_SampleUI.GetListBox( IDC_LISTBOXM )->AddItem( wszText, ( LPVOID )( size_t )i );
    }
}
예제 #9
0
//--------------------------------------------------------------------------------------
// Create any D3D10 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10CreateDevice( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBufferSurfaceDesc,
                                     void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( g_SettingsDlg.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( D3DX10CreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
                                OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
                                L"Arial", &g_pFont10 ) );
    V_RETURN( D3DX10CreateSprite( pd3dDevice, 512, &g_pSprite10 ) );
    g_pTxtHelper = new CDXUTTextHelper( NULL, NULL, g_pFont10, g_pSprite10, 15 );


    // Read the D3DX effect file
    WCHAR str[MAX_PATH];
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"MeshFromOBJ10.fx" ) );
    DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
    // Set the D3D10_SHADER_DEBUG flag to embed debug information in the shaders.
    // Setting this flag improves the shader debugging experience, but still allows
    // the shaders to be optimized and to run exactly the way they will run in
    // the release configuration of this program.
    dwShaderFlags |= D3D10_SHADER_DEBUG;
#endif
    V_RETURN( D3DX10CreateEffectFromFile( str, NULL, NULL, "fx_4_0", dwShaderFlags, 0, pd3dDevice, NULL,
                                              NULL, &g_pEffect10, NULL, NULL ) );

    // Obtain the technique
    g_pTechnique = g_pEffect10->GetTechniqueByName( "NoSpecular" );
    g_ptxDiffuseVariable = g_pEffect10->GetVariableByName( "g_MeshTexture" )->AsShaderResource();    
    
    g_pAmbient = g_pEffect10->GetVariableByName( "g_vMaterialAmbient" )->AsVector();
    g_pDiffuse = g_pEffect10->GetVariableByName( "g_vMaterialDiffuse" )->AsVector();
    g_pSpecular = g_pEffect10->GetVariableByName( "g_vMaterialSpecular" )->AsVector();
    g_pOpacity = g_pEffect10->GetVariableByName( "g_fMaterialAlpha" )->AsScalar();
    g_pSpecularPower = g_pEffect10->GetVariableByName( "g_nMaterialShininess" )->AsScalar();
    g_pLightColor = g_pEffect10->GetVariableByName( "g_vLightColor" )->AsVector();
    g_pLightPosition = g_pEffect10->GetVariableByName( "g_vLightPosition" )->AsVector();
    g_pCameraPosition = g_pEffect10->GetVariableByName( "g_vCameraPosition" )->AsVector();
    g_pTime = g_pEffect10->GetVariableByName( "g_fTime" )->AsScalar();
    g_pWorld = g_pEffect10->GetVariableByName( "g_mWorld" )->AsMatrix();
    g_pWorldViewProjection = g_pEffect10->GetVariableByName( "g_mWorldViewProjection" )->AsMatrix();


    // Define the input layout
    const D3D10_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 },
    } ;
    UINT numElements = sizeof( layout ) / sizeof( layout[0] );

    // Create the input layout
    D3D10_PASS_DESC PassDesc;
    g_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc );
    V_RETURN( pd3dDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature,
                                             PassDesc.IAInputSignatureSize, &g_pVertexLayout ) );

    pd3dDevice->IASetInputLayout( g_pVertexLayout );

    // Load the mesh
    V_RETURN( g_MeshLoader.Create( pd3dDevice, MESHFILEPATH ) );

    // Add the identified subsets to the UI
    CDXUTComboBox* pComboBox = g_SampleUI.GetComboBox( IDC_SUBSET );
    pComboBox->RemoveAllItems();
    pComboBox->AddItem( L"All", ( void* )( INT_PTR )-1 );

    for ( UINT subset = 0; subset < g_MeshLoader.GetNumSubsets(); ++subset )
    {
        Material* pMaterial = g_MeshLoader.GetSubsetMaterial( subset );
        pComboBox->AddItem( pMaterial->strName, ( void* )( INT_PTR )subset );
    }    

    // Store the correct technique for each material
    for ( UINT i = 0; i < g_MeshLoader.GetNumMaterials(); ++i )
    {
        Material* pMaterial = g_MeshLoader.GetMaterial( i );

        const char* strTechnique = "";

        if( pMaterial->pTextureRV10 && pMaterial->bSpecular )
            strTechnique = "TexturedSpecular";
        else if( pMaterial->pTextureRV10 && !pMaterial->bSpecular )
            strTechnique = "TexturedNoSpecular";
        else if( !pMaterial->pTextureRV10 && pMaterial->bSpecular )
            strTechnique = "Specular";
        else if( !pMaterial->pTextureRV10 && !pMaterial->bSpecular )
            strTechnique = "NoSpecular";

        pMaterial->pTechnique = g_pEffect10->GetTechniqueByName( strTechnique );
    }

	LoadRasterizerStates(pd3dDevice);

	// Load the mesh into dump
	g_DumpMesh = new DumpMesh(pd3dDevice, g_MeshLoader.GetMesh());
	g_DumpMesh->DumpVertices();
	g_DumpMesh->DumpIndices();

	// Construct the mesh 
	g_AABBConstructor = new txAABBConstructor(pd3dDevice,g_DumpMesh->GetVertexCache(),g_DumpMesh->GetIndexCache());

	g_FunctionDraw = new txFunctionMeshDisplay(pd3dDevice);
	// Create a cube
	//CreateCube(pd3dDevice);
	//g_pBox = new Box();
	//g_pBox->init(pd3dDevice, 1.0f);
	//g_pBox->customizeInit(pd3dDevice, D3DXVECTOR3(0.0f,0.0f,0.0f),D3DXVECTOR3(1.0f,1.0f,1.0f));

	g_Parabola = new txFunctionUVBase(-2.0,2.0,-2.0,2.0,2,2);
	g_Parabola->Discrete(txUVFunctionZoo::Parabola);
	g_ParabolaDis = new txFunctionDrawor(g_Parabola->GetVList(), g_Parabola->M(), g_Parabola->N(),pd3dDevice);

	//g_UVImport = new txUVSurfaceImport();
	//g_UVImport->ConstructSurfaceFromFile("D:\\data\\screwsurface.xyz");
	//g_UVFileDisp = new txFunctionDrawor(g_UVImport->GetVList(), g_UVImport->M(), g_UVImport->N(),pd3dDevice);

	std::vector<txVec3> temv;
	D3DXVECTOR32txVec3(g_Parabola->GetVList(),temv);

	txSurface surface(temv, g_Parabola->M(), g_Parabola->N());

	txICollisionshapeMesh meshmodel(surface);
	meshmodel.Build();

	txPlane plane0(0,0,1,10);
	std::vector<txPlane> planes;
	planes.push_back(plane0);

	txPlaneCollisionShape  planecoll(planes);

	planecoll.Collide(meshmodel);

	const size_t AABBLevelCount = g_AABBConstructor->GetAABBLevelCount();
	// Add the AABB Levels
    CDXUTComboBox* pLevelComboBox = g_SampleUI.GetComboBox( IDC_AABBSUBLEVEL );
    pLevelComboBox->RemoveAllItems();

	wchar_t sz[32];
	for (size_t i=0; i<AABBLevelCount-1; i++){
		//itoa(i,temp,10);
		swprintf(sz,31,L"%d",i); 
		pLevelComboBox->AddItem( sz, ( void* )( UINT64 )i );
	}
    

    // Setup the camera's view parameters
    D3DXVECTOR3 vecEye( 2.0f, 1.0f, 0.0f );
    D3DXVECTOR3 vecAt ( 0.0f, 0.0f, -0.0f );
    g_Camera.SetViewParams( &vecEye, &vecAt );

	D3D10_BLEND_DESC blendDesc = {0};
	blendDesc.AlphaToCoverageEnable = false;
	blendDesc.BlendEnable[0] = true;
	blendDesc.SrcBlend       = D3D10_BLEND_SRC_ALPHA;
	blendDesc.DestBlend      = D3D10_BLEND_INV_SRC_ALPHA;
	blendDesc.BlendOp        = D3D10_BLEND_OP_ADD;
	blendDesc.SrcBlendAlpha  = D3D10_BLEND_ONE;
	blendDesc.DestBlendAlpha = D3D10_BLEND_ZERO;
	blendDesc.BlendOpAlpha   = D3D10_BLEND_OP_ADD;
	blendDesc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;

	HR(pd3dDevice->CreateBlendState(&blendDesc, &g_TransparentBS));


    return S_OK;
}
예제 #10
0
void AMD::InitApp( ShaderCache& r_ShaderCache, HUD& r_HUD, int& iY, const bool i_bAdvancedShaderCacheGUI_VisibleByDefault )
{
#if !AMD_SDK_PREBUILT_RELEASE_EXE
	g_bAdvancedShaderCacheGUI_IsVisible = i_bAdvancedShaderCacheGUI_VisibleByDefault;

	const int i_old_iY = iY;

	g_pHUD = &r_HUD;
	g_pShaderCache = &r_ShaderCache;

	{
		r_HUD.m_GUI.AddButton( GetEnum(AMD_IDC_BUTTON_SHOW_SHADERCACHE_UI),			L"ShaderCache HUD (F9)", AMD::HUD::iElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight, VK_F9 );

		iY = 0;
		static const int iSCElementOffset =  AMD::HUD::iElementOffset - 256;

		r_HUD.m_GUI.AddButton( GetEnum(AMD_IDC_BUTTON_RECOMPILESHADERS_CHANGED),	L"Recompile shaders (F5)", iSCElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight, VK_F5 );

#if AMD_SDK_INTERNAL_BUILD
		if( r_ShaderCache.GenerateISAGPRPressure() )
		{
			r_HUD.m_GUI.AddButton( GetEnum(AMD_IDC_BUTTON_RECREATE_SHADERS),		L"Gen |ISA| shaders (F6)", iSCElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight, VK_F6 );
		}
#endif

		r_HUD.m_GUI.AddButton( GetEnum(AMD_IDC_BUTTON_RECOMPILESHADERS_GLOBAL),		L"Build ALL shaders (F7)", iSCElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight, VK_F7 );

		r_HUD.m_GUI.AddCheckBox( GetEnum(AMD_IDC_CHECKBOX_AUTORECOMPILE_SHADERS),	L"Auto Recompile Shaders", iSCElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight, r_ShaderCache.RecompileTouchedShaders() );
		if( r_ShaderCache.ShaderErrorDisplayType() == ShaderCache::ERROR_DISPLAY_ON_SCREEN )
		{
			r_HUD.m_GUI.AddCheckBox( GetEnum(AMD_IDC_CHECKBOX_SHOW_SHADER_ERRORS),		L"Show Compiler Errors", iSCElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight, r_ShaderCache.ShowShaderErrors() );
		}

#if AMD_SDK_INTERNAL_BUILD
		if( r_ShaderCache.GenerateISAGPRPressure() )
		{
			r_HUD.m_GUI.AddCheckBox( GetEnum(AMD_IDC_CHECKBOX_SHOW_ISA_GPR_PRESSURE), L"Show ISA GPR Pressure", iSCElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight, r_ShaderCache.ShowISAGPRPressure() );
			r_HUD.m_GUI.AddStatic( GetEnum(AMD_IDC_STATIC_TARGET_ISA), L"Target ISA:", iSCElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight );

			CDXUTComboBox *pCombo;
			r_HUD.m_GUI.AddComboBox( GetEnum(AMD_IDC_COMBOBOX_TARGET_ISA), iSCElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight, 0, true, &pCombo );

			if( pCombo )
			{
				pCombo->SetDropHeight( 300 );
				for( int i = AMD::FIRST_ISA_TARGET; i < AMD::NUM_ISA_TARGETS; ++i )
				{
					pCombo->AddItem( AMD::AmdTargetInfo[ i ].m_Name, NULL );
				}
				pCombo->SetSelectedByIndex( AMD::DEFAULT_ISA_TARGET );
			}
			r_HUD.m_GUI.AddStatic( GetEnum(AMD_IDC_STATIC_TARGET_ISA_INFO), L"Press (F6) to add New ISA", iSCElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight );
		}
#endif
	}

	SetHUDVisibility( r_HUD, i_bAdvancedShaderCacheGUI_VisibleByDefault );

	iY = i_old_iY + AMD::HUD::iElementDelta;
#endif
}
예제 #11
0
//--------------------------------------------------------------------------------------
// Create any D3D10 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10CreateDevice( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBufferSurfaceDesc,
                                     void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( g_SettingsDlg.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( D3DX10CreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
                                OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
                                L"Arial", &g_pFont10 ) );
    V_RETURN( D3DX10CreateSprite( pd3dDevice, 512, &g_pSprite10 ) );
    g_pTxtHelper = new CDXUTTextHelper( NULL, NULL, g_pFont10, g_pSprite10, 15 );


    // Read the D3DX effect file
    WCHAR str[MAX_PATH];
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"MeshFromOBJ10.fx" ) );
    DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
    // Set the D3D10_SHADER_DEBUG flag to embed debug information in the shaders.
    // Setting this flag improves the shader debugging experience, but still allows
    // the shaders to be optimized and to run exactly the way they will run in
    // the release configuration of this program.
    dwShaderFlags |= D3D10_SHADER_DEBUG;
#endif
    V_RETURN( D3DX10CreateEffectFromFile( str, NULL, NULL, "fx_4_0", dwShaderFlags, 0, pd3dDevice, NULL,
                                              NULL, &g_pEffect10, NULL, NULL ) );

    // Obtain the technique
    g_pTechnique = g_pEffect10->GetTechniqueByName( "NoSpecular" );
    g_ptxDiffuseVariable = g_pEffect10->GetVariableByName( "g_MeshTexture" )->AsShaderResource();    
    
    g_pAmbient = g_pEffect10->GetVariableByName( "g_vMaterialAmbient" )->AsVector();
    g_pDiffuse = g_pEffect10->GetVariableByName( "g_vMaterialDiffuse" )->AsVector();
    g_pSpecular = g_pEffect10->GetVariableByName( "g_vMaterialSpecular" )->AsVector();
    g_pOpacity = g_pEffect10->GetVariableByName( "g_fMaterialAlpha" )->AsScalar();
    g_pSpecularPower = g_pEffect10->GetVariableByName( "g_nMaterialShininess" )->AsScalar();
    g_pLightColor = g_pEffect10->GetVariableByName( "g_vLightColor" )->AsVector();
    g_pLightPosition = g_pEffect10->GetVariableByName( "g_vLightPosition" )->AsVector();
    g_pCameraPosition = g_pEffect10->GetVariableByName( "g_vCameraPosition" )->AsVector();
    g_pTime = g_pEffect10->GetVariableByName( "g_fTime" )->AsScalar();
    g_pWorld = g_pEffect10->GetVariableByName( "g_mWorld" )->AsMatrix();
    g_pWorldViewProjection = g_pEffect10->GetVariableByName( "g_mWorldViewProjection" )->AsMatrix();


    // Define the input layout
    const D3D10_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 },
    } ;
    UINT numElements = sizeof( layout ) / sizeof( layout[0] );

    // Create the input layout
    D3D10_PASS_DESC PassDesc;
    g_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc );
    V_RETURN( pd3dDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature,
                                             PassDesc.IAInputSignatureSize, &g_pVertexLayout ) );

    pd3dDevice->IASetInputLayout( g_pVertexLayout );

    // Load the mesh
    V_RETURN( g_MeshLoader.Create( pd3dDevice, L"media\\cup.obj" ) );

    // Add the identified subsets to the UI
    CDXUTComboBox* pComboBox = g_SampleUI.GetComboBox( IDC_SUBSET );
    pComboBox->RemoveAllItems();
    pComboBox->AddItem( L"All", ( void* )( INT_PTR )-1 );

    for ( UINT subset = 0; subset < g_MeshLoader.GetNumSubsets(); ++subset )
    {
        Material* pMaterial = g_MeshLoader.GetSubsetMaterial( subset );
        pComboBox->AddItem( pMaterial->strName, ( void* )( INT_PTR )subset );
    }    

    // Store the correct technique for each material
    for ( UINT i = 0; i < g_MeshLoader.GetNumMaterials(); ++i )
    {
        Material* pMaterial = g_MeshLoader.GetMaterial( i );

        const char* strTechnique = "";

        if( pMaterial->pTextureRV10 && pMaterial->bSpecular )
            strTechnique = "TexturedSpecular";
        else if( pMaterial->pTextureRV10 && !pMaterial->bSpecular )
            strTechnique = "TexturedNoSpecular";
        else if( !pMaterial->pTextureRV10 && pMaterial->bSpecular )
            strTechnique = "Specular";
        else if( !pMaterial->pTextureRV10 && !pMaterial->bSpecular )
            strTechnique = "NoSpecular";

        pMaterial->pTechnique = g_pEffect10->GetTechniqueByName( strTechnique );
    }

    // Setup the camera's view parameters
    D3DXVECTOR3 vecEye( 2.0f, 1.0f, 0.0f );
    D3DXVECTOR3 vecAt ( 0.0f, 0.0f, -0.0f );
    g_Camera.SetViewParams( &vecEye, &vecAt );

    return S_OK;
}