//-------------------------------------------------------------------------------------- // 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; }
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) ); }
// 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)); }
//-------------------------------------------------------------------------------------- // 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; }
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 ); } }
//-------------------------------------------------------------------------------------- // 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 ); } }
//-------------------------------------------------------------------------------------- // 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; }
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 }
//-------------------------------------------------------------------------------------- // 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; }