Exemplo n.º 1
0
//--------------------------------------------------------------------------------------
// Create any D3D11 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc,
                                      void* pUserContext )
{
	
    g_pd3dDevice = pd3dDevice;
 
    HRESULT hr;

    ID3D11DeviceContext* pd3dImmediateContext = DXUTGetD3D11DeviceContext();

    V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice( pd3dDevice, pd3dImmediateContext ) );
    V_RETURN( g_D3DSettingsDlg.OnD3D11CreateDevice( pd3dDevice ) );
    g_pTxtHelper = new CDXUTTextHelper( pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 15 );

    D3DXVECTOR3 vCenter( 0.25767413f, -28.503521f, 111.00689f);
    FLOAT fObjectRadius = 378.15607f;

    D3DXMatrixTranslation( &g_mCenterMesh, -vCenter.x, -vCenter.y, -vCenter.z );
    D3DXMATRIXA16 m;
    D3DXMatrixRotationY( &m, D3DX_PI );
    g_mCenterMesh *= m;
    D3DXMatrixRotationX( &m, D3DX_PI / 2.0f );
    g_mCenterMesh *= m;

    // Compile the shaders to a model based on the feature level we acquired
    ID3DBlob* pVertexShaderBuffer = NULL;
	ID3DBlob* pGeometryShaderBuffer = NULL;
    ID3DBlob* pPixelShaderBuffer = NULL;
  
    switch( DXUTGetD3D11DeviceFeatureLevel() )
    {
        case D3D_FEATURE_LEVEL_11_0:
            V_RETURN( CompileShaderFromFile( L"cloth_renderer_VS.hlsl", "VSMain", "vs_5_0" , &pVertexShaderBuffer ) );
			V_RETURN( CompileShaderFromFile( L"cloth_renderer_PS.hlsl", "GSMain", "gs_5_0" , &pGeometryShaderBuffer ) );
            V_RETURN( CompileShaderFromFile( L"cloth_renderer_PS.hlsl", "PSMain", "ps_5_0" , &pPixelShaderBuffer ) );
            break;        
    }

    // Create the shaders
    V_RETURN( pd3dDevice->CreateVertexShader( pVertexShaderBuffer->GetBufferPointer(),
                                              pVertexShaderBuffer->GetBufferSize(), NULL, &g_pVertexShader ) );


	V_RETURN( pd3dDevice->CreateGeometryShader( pGeometryShaderBuffer->GetBufferPointer(),
                                              pGeometryShaderBuffer->GetBufferSize(), NULL, &g_pGeometryShader ) );
    

    V_RETURN( pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(),
                                             pPixelShaderBuffer->GetBufferSize(), NULL, &g_pPixelShader ) );

    

    V_RETURN( pd3dDevice->CreateInputLayout( layout, ARRAYSIZE( layout ), pVertexShaderBuffer->GetBufferPointer(),
                                             pVertexShaderBuffer->GetBufferSize(), &g_pVertexLayout11 ) );

    SAFE_RELEASE( pVertexShaderBuffer );
    SAFE_RELEASE( pPixelShaderBuffer );
	SAFE_RELEASE( pGeometryShaderBuffer );


    // Load the mesh
    V_RETURN( g_Mesh11.Create( pd3dDevice, L"tiny\\tiny.sdkmesh", true ) );


    

    // Create a sampler state
    D3D11_SAMPLER_DESC SamDesc;
    SamDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
    SamDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
    SamDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
    SamDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
    SamDesc.MipLODBias = 0.0f;
    SamDesc.MaxAnisotropy = 1;
    SamDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
    SamDesc.BorderColor[0] = SamDesc.BorderColor[1] = SamDesc.BorderColor[2] = SamDesc.BorderColor[3] = 0;
    SamDesc.MinLOD = 0;
    SamDesc.MaxLOD = D3D11_FLOAT32_MAX;
    V_RETURN( pd3dDevice->CreateSamplerState( &SamDesc, &g_pSamLinear ) );


	

    // Setup constant buffers
    D3D11_BUFFER_DESC Desc;
    Desc.Usage = D3D11_USAGE_DYNAMIC;
    Desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    Desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    Desc.MiscFlags = 0;

    Desc.ByteWidth = sizeof( CB_VS_PER_OBJECT );
    V_RETURN( pd3dDevice->CreateBuffer( &Desc, NULL, &g_pcbVSPerObject ) );

    Desc.ByteWidth = sizeof( CB_PS_PER_OBJECT );
    V_RETURN( pd3dDevice->CreateBuffer( &Desc, NULL, &g_pcbPSPerObject ) );

    Desc.ByteWidth = sizeof( CB_PS_PER_FRAME );
    V_RETURN( pd3dDevice->CreateBuffer( &Desc, NULL, &g_pcbPSPerFrame ) );

    // Setup the camera's view parameters
    
	
	D3DXVECTOR3 vecEye( 30.0f, 30.0f, -80.0f );
    D3DXVECTOR3 vecAt ( 10.0f, 20.0f, -0.0f );
    

	g_Camera.SetViewParams( &vecEye, &vecAt );

	cloths.resize(numFlags);

	for( int flagIndex =  0; flagIndex < numFlags; ++flagIndex )
	{
		cloths[flagIndex].create_buffers(clothWidth, clothHeight);
	}

	initBullet();

std::wstring flagTexsName[] = {
		L"atiFlag.bmp",
		L"amdFlag.bmp",
	};
	int numFlagTexs = 2;



	WCHAR flagTexs[2][MAX_PATH];

	HRESULT res = DXUTFindDXSDKMediaFileCch(flagTexs[0],MAX_PATH, flagTexsName[0].c_str());
	res = DXUTFindDXSDKMediaFileCch(flagTexs[1],MAX_PATH, flagTexsName[1].c_str());
	

	for( int flagIndex =  0; flagIndex < numFlags; ++flagIndex )
	{
		cloths[flagIndex].create_texture(flagTexs[flagIndex % numFlagTexs]);
		cloths[flagIndex].x_offset = 0; 
		cloths[flagIndex].y_offset = 0; 
		cloths[flagIndex].z_offset = 0;
	}

	

	my_capsule.create_buffers(50,40);
	my_capsule.create_texture();

	//Turn off backface culling
	D3D11_RASTERIZER_DESC rsDesc;
	ZeroMemory(&rsDesc,sizeof(D3D11_RASTERIZER_DESC) );
	rsDesc.CullMode = D3D11_CULL_NONE;
	rsDesc.FillMode = D3D11_FILL_SOLID;
	
	hr = pd3dDevice->CreateRasterizerState(&rsDesc, &g_pRasterizerState);	
	
	rsDesc.FillMode = D3D11_FILL_WIREFRAME;
	hr = pd3dDevice->CreateRasterizerState(&rsDesc, &g_pRasterizerStateWF);
	
	SAFE_RELEASE(pd3dImmediateContext);


	
    return S_OK;
}
Exemplo n.º 2
0
//--------------------------------------------------------------------------------------
// Release D3D9 resources created in the OnD3D9ResetDevice callback 
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9LostDevice( void* pUserContext )
{
    g_DialogResourceManager.OnD3D9LostDevice();
    g_SettingsDlg.OnD3D9LostDevice();

}
Exemplo n.º 3
0
//--------------------------------------------------------------------------------------
// Create any D3D9 resources that will live through a device reset (D3DPOOL_MANAGED)
// and aren't tied to the back buffer size
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
                                 void* pUserContext )
{
    HRESULT hr;

    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 ) );

    // Load the mesh
    V_RETURN( g_Mesh.Create( pd3dDevice, L"dwarf\\dwarf.x" ) );

    // Find the mesh's center, then generate a centering matrix.
    IDirect3DVertexBuffer9* pVB = NULL;
    V_RETURN( g_Mesh.m_pMesh->GetVertexBuffer( &pVB ) );

    void* pVertices = NULL;
    hr = pVB->Lock( 0, 0, &pVertices, 0 );
    if( FAILED( hr ) )
    {
        SAFE_RELEASE( pVB );
        return hr;
    }

    hr = D3DXComputeBoundingSphere( ( D3DXVECTOR3* )pVertices, g_Mesh.m_pMesh->GetNumVertices(),
                                    D3DXGetFVFVertexSize( g_Mesh.m_pMesh->GetFVF() ), &g_vObjectCenter,
                                    &g_fObjectRadius );

    pVB->Unlock();
    SAFE_RELEASE( pVB );

    if( FAILED( hr ) )
        return hr;

    D3DXMatrixTranslation( &g_mCenterWorld, -g_vObjectCenter.x, -g_vObjectCenter.y, -g_vObjectCenter.z );

    // Read the D3DX effect file
    TCHAR str[MAX_PATH];
    hr = DXUTFindDXSDKMediaFileCch( str, MAX_PATH, TEXT( "CompiledEffect.fxo" ) );
    if( FAILED( hr ) )
    {
        MessageBox( DXUTGetHWND(), TEXT( "Could not locate \"CompiledEffect.fxo\".\n\n" )
                                   TEXT( "This file is created as part of the project build process,\n" )
                                   TEXT( "so the associated project must be compiled inside Visual\n" )
                                   TEXT( "Studio before attempting to run this sample.\n\n" )
                                   TEXT( "If receiving this error even after compiling the project,\n" )
                                   TEXT( "it's likely there was a problem compiling the effect file.\n" )
                                   TEXT( "Check the build log to verify the custom build step was\n" )
                                   TEXT( "run and to look for possible fxc compile errors." ),
                                   TEXT( "File Not Found" ), MB_OK );
        return E_FAIL;
    }

    // Since we are loading a binary file here and this effect has already been compiled,
    // you can not pass compiler flags here (for example to debug the shaders). 
    // To debug the shaders, you must pass these flags to the compiler that generated the
    // binary (for example fxc.exe).  In this sample, there are 2 extra Visual Studio configurations
    // called "Debug Shaders" and "Unicode Debug Shaders" that pass the debug shader flags to fxc.exe.
    V_RETURN( D3DXCreateEffectFromFile( pd3dDevice, str, NULL, NULL, D3DXFX_NOT_CLONEABLE, NULL, &g_pEffect, NULL ) );

    // Setup the camera's view parameters
    D3DXVECTOR3 vecEye( 0.0f, 0.0f, -5.0f );
    D3DXVECTOR3 vecAt ( 0.0f, 0.0f, -0.0f );
    g_Camera.SetViewParams( &vecEye, &vecAt );

    return S_OK;
}
Exemplo n.º 4
0
//--------------------------------------------------------------------------------------
// Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT) 
// or that are tied to the back buffer size 
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice,
                                    const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
#ifdef CONSOLE
	std::cout << "OnD3D9ResetDevice" << std::endl;
#endif

    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() );
    V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() );

    if( g_pFont9 ) V_RETURN( g_pFont9->OnResetDevice() );
    if( g_pEffect9 ) V_RETURN( g_pEffect9->OnResetDevice() );

    V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pSprite9 ) );
    g_pTxtHelper = new CDXUTTextHelper( g_pFont9, g_pSprite9, NULL, NULL, 15 );

    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
    g_HUD.SetSize( 170, 170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350 );
    g_SampleUI.SetSize( 170, 300 );

	pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
    pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
    pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
    pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );

    pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
    //pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
    pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, TRUE );
    pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
    pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x80808080 );
	D3DLIGHT9 light;
    D3DXVECTOR3 vecLightDirUnnormalized( 10.0f, -10.0f, 10.0f );
    ZeroMemory( &light, sizeof( D3DLIGHT9 ) );
    light.Type = D3DLIGHT_DIRECTIONAL;
    light.Diffuse.r = 1.0f;
    light.Diffuse.g = 1.0f;
    light.Diffuse.b = 1.0f;
    D3DXVec3Normalize( ( D3DXVECTOR3* )&light.Direction, &vecLightDirUnnormalized );
    light.Position.x = 10.0f;
    light.Position.y = -10.0f;
    light.Position.z = 10.0f;
    light.Range = 1000.0f;
    pd3dDevice->SetLight( 0, &light );
    pd3dDevice->LightEnable( 0, TRUE );

	// Set the transform matrices
    D3DXMATRIXA16 matWorld;
    D3DXMatrixIdentity( &matWorld );
    pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

    // Setup the camera with view & projection matrix
    D3DXVECTOR3 vecEye( 0.0f, 0.0f, -5.0f );
    D3DXVECTOR3 vecAt ( 0.0f, 0.0f, 0.0f );
    g_Camera.SetViewParams( &vecEye, &vecAt );
    float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
    g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 1.0f, 1000.0f );

    return S_OK;
}
//--------------------------------------------------------------------------------------
// Render the scene using the D3D10 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10FrameRender(ID3D10Device* pd3dDevice, double fTime,
								 float fElapsedTime,
								 void* pUserContext)
{
	HRESULT hr;
	g_device->ClearRenderTargetView(g_vsObj->m_TextureTV, D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f));
	g_device->ClearRenderTargetView(g_vsObj->m_diffuseTextureTV[0], D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f));
	g_device->ClearRenderTargetView(g_vsObj->m_diffuseTextureTV[1], D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f));
	g_device->ClearRenderTargetView(g_vsObj->m_otherTextureTV, D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f));
	g_device->ClearRenderTargetView(g_vsObj->m_distDirTextureTV, D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f));
	// If the settings dialog is being shown, then render it instead of rendering the app's scene
	if (g_D3DSettingsDlg.IsActive())
	{
		g_D3DSettingsDlg.OnRender(fElapsedTime);
		return;
	}

	if (g_Camera.m_nMouseWheelDelta && g_Camera.m_nZoomButtonMask == MOUSE_WHEEL)
	{
		g_vsObj->m_pan /= g_vsObj->m_scale;
		g_vsObj->m_scale += g_vsObj->m_scale * g_Camera.m_nMouseWheelDelta * 0.2;
		g_vsObj->m_pan *= g_vsObj->m_scale;
		g_Camera.m_nMouseWheelDelta = 0;
		g_vsObj->m_scale = max(0.01, g_vsObj->m_scale);
	}

	if ((!g_Camera.IsMouseRButtonDown()) && (g_mouseLButtonDown == true))
	{
		g_mouseLButtonDown = false;
	}
	else if (g_Camera.IsMouseRButtonDown())
	{
		g_mouseLButtonDown = true;
	}
	else
	{
		g_mouseLButtonDown = false;
	}

	if (g_Camera.IsBeingDragged())
	{
		float ff = 1.0f;

		if (g_Camera.IsMouseRButtonDown())
		{
			ff = 0.127f;
		}

		float xFac = ff * 4.0f / g_vsObj->m_sizeX;
		float yFac = ff * 4.0f / g_vsObj->m_sizeY;
		g_vsObj->m_pan += D3DXVECTOR2(xFac * g_Camera.m_vMouseDelta.x,
									  -yFac * g_Camera.m_vMouseDelta.y);
		g_Camera.m_vMouseDelta.x = 0;
		g_Camera.m_vMouseDelta.y = 0;
	}

	//g_vsObj->m_polySize = 0.1; //render each polygon in full screen size
	g_vsObj->RenderDiffusion(pd3dDevice);
	g_vsObj->Render(pd3dDevice);

	if (g_showMenue)
	{
		DXUT_BeginPerfEvent(DXUT_PERFEVENTCOLOR, L"HUD / Stats");
		g_HUD.OnRender(fElapsedTime);
		g_SampleUI.OnRender(fElapsedTime);
		RenderText();
		DXUT_EndPerfEvent();
	}
}
Exemplo n.º 6
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 );
	}


}
Exemplo n.º 7
0
//--------------------------------------------------------------------------------------
// Create any D3D10 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10CreateDevice(ID3D10Device* pDev10, const DXGI_SURFACE_DESC *pBackBufferSurfaceDesc, void* pUserContext)
{
	HRESULT hr;

	g_pSkyBox    = new S3UTSkybox();
	//g_pEnvMap    = new HDRCubeTexture;

    V_RETURN(DXUTSetMediaSearchPath(L"..\\Source\\SoftShadows"));
    V_RETURN(g_DialogResourceManager.OnD3D10CreateDevice(pDev10));
    V_RETURN(g_D3DSettingsDlg.OnD3D10CreateDevice(pDev10));
    V_RETURN(D3DX10CreateFont(pDev10, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_pFont10));

    g_SampleUI.GetSlider(IDC_LIGHT_SIZE)->SetValue((int)(g_fFilterSize * 200.0));
	g_SampleUI.GetComboBox(IDC_SHADOW_ALGORITHM)->SetSelectedByIndex(ssmap.bAccurateShadow == true ? 0 : 1);

    switch( ShadowAlgorithm )
    {
    case    STANDARD_BP:
        	g_ABP.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
            break;
    case    BP_MSSM_KERNEL:
	        g_BPMSSMKernel.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
            break;
    case    STD_VSM:
	        g_StdVSM.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
            break;
    case    MIP_VSM:
	        g_MipVSM.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
            break;
    case    HIR_BP:
        	g_HBP.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
            break;
    case    BP_GI:
        	g_BPGI.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
            break;
    case    STD_PCSS:
        	g_PCSS.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
            break;
    default:
            break;
    }

	g_NoShadow.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
	g_Final.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
	g_GBuffer.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
	g_ScrQuadRender.OnD3D10CreateDevice(g_ABP.m_pEffect,pDev10,pBackBufferSurfaceDesc,pUserContext);
	ssmap.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);

	g_Widget.OnD3D10CreateDevice( pDev10,pBackBufferSurfaceDesc,pUserContext );
	g_Blender.OnD3D10CreateDevice( pDev10,pBackBufferSurfaceDesc,pUserContext );

    V_RETURN(D3DX10CreateSprite(pDev10, 512, &g_pSprite10));
	{//must be after g_ABP create a device,because they uses the members of g_ABP
		static const D3D10_INPUT_ELEMENT_DESC scenemeshlayout[] =
		{
			{ "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 },
		};
		if (g_MeshLight.Create(pDev10, L"arrow.x", (D3D10_INPUT_ELEMENT_DESC*)scenemeshlayout, 3) != S_OK)
		{
			MessageBox(DXUTGetHWND(), L"Could not load geometry from arrow.x", L"Error", MB_OK);
			exit(0);
		}
		D3D10_PASS_DESC PassDesc;
		V_RETURN(g_NoShadow.m_pEffect->GetTechniqueByName("RenderAcc")->GetPassByIndex(0)->GetDesc(&PassDesc));
		V_RETURN(pDev10->CreateInputLayout(scenemeshlayout, 3, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pMaxLayout));
	}

    LoadNewModel();

	//V_RETURN( DXUTFindDXSDKMediaFileCch( g_EnvMapFilePath, MAX_PATH_STR, g_DefaultEnvMapName[0] ) );
    //g_pEnvMap->OnCreateDevice(pDev10, g_EnvMapFilePath, DXGI_FORMAT_R8G8B8A8_UNORM);
	g_pSkyBox->OnCreateDevice( pDev10 );
   // g_pSkyBox->SetTexture( g_pEnvMap->m_TextureRV );

	g_pFloatBufferSurfaceDesc.SampleDesc.Count   = pBackBufferSurfaceDesc->SampleDesc.Count;
    g_pFloatBufferSurfaceDesc.SampleDesc.Quality = pBackBufferSurfaceDesc->SampleDesc.Quality;



    D3DXVECTOR3 vTmp = D3DXVECTOR3(1, 2, 3);
    D3DXVec3Normalize(&g_vLightDir, &vTmp);

    SAFE_RELEASE(g_pRenderState);
    D3D10_RASTERIZER_DESC RasterizerState;
    RasterizerState.FillMode = D3D10_FILL_SOLID;
    RasterizerState.CullMode = D3D10_CULL_FRONT;
    RasterizerState.FrontCounterClockwise = true;
    RasterizerState.DepthBias = false;
    RasterizerState.DepthBiasClamp = 0.1;
    RasterizerState.SlopeScaledDepthBias = 0;
    RasterizerState.DepthClipEnable = true;
    RasterizerState.ScissorEnable = false;
    RasterizerState.MultisampleEnable = false;
    RasterizerState.AntialiasedLineEnable = false;
    V(pDev10->CreateRasterizerState(&RasterizerState, &g_pRenderState));

    SAFE_RELEASE(g_pDSState);
    D3D10_DEPTH_STENCIL_DESC DSState;
    ZeroMemory(&DSState, sizeof(DSState));
    DSState.DepthEnable = true;
    DSState.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
    DSState.DepthFunc = D3D10_COMPARISON_LESS_EQUAL;
    V(pDev10->CreateDepthStencilState(&DSState, &g_pDSState));


	//light management
	for( int light_idx = 0; light_idx < NUM_LIGHT; ++light_idx )
	{
		g_pLightLumiBuffer[light_idx] = new RenderObject( "RenderScreenPixelPos" );
		g_pLightLumiBuffer[light_idx] ->OnD3D10CreateDevice( NULL,pDev10, pBackBufferSurfaceDesc, pUserContext);
	}

		g_pBlendBuffer = new RenderObject( "RenderScreenPixelPos" );
		g_pBlendBuffer->OnD3D10CreateDevice( NULL,pDev10, pBackBufferSurfaceDesc, pUserContext);
		g_pWidgetBuffer = new RenderObject( "RenderScreenPixelPos" );//fake tech name,we dont want to use it. We only want to utilize its buffers
		g_pWidgetBuffer->OnD3D10CreateDevice( NULL,pDev10, pBackBufferSurfaceDesc, pUserContext);
//--------------------------------------------------------------------------------------------------------

    return S_OK;
}
Exemplo n.º 8
0
// Create any D3D11 resources that aren't dependent on the back buffer
HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc,
                                      void* pUserContext )
{
    HRESULT hr;

    ID3D11DeviceContext* pd3dImmediateContext = DXUTGetD3D11DeviceContext();
    V_RETURN(gDialogResourceManager.OnD3D11CreateDevice(pd3dDevice, pd3dImmediateContext));
    V_RETURN(gD3DSettingsDlg.OnD3D11CreateDevice(pd3dDevice));
    gTxtHelper = new CDXUTTextHelper(pd3dDevice, pd3dImmediateContext, &gDialogResourceManager, 15);

    // Create a vertex shader.
    ID3DBlob* vertexShaderBuffer = NULL;
    V_RETURN(CompileShaderFromFile(L"shaders.hlsl", "PassThroughVS", "vs_4_0", &vertexShaderBuffer));
    V_RETURN(pd3dDevice->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &gVertexShader));

	// Create a pixel shader that renders the composite frame.
    ID3DBlob* pixelShaderBuffer = NULL;
    V_RETURN(CompileShaderFromFile(L"shaders.hlsl", "RenderFramePS", "ps_4_0", &pixelShaderBuffer));
    V_RETURN(pd3dDevice->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &gRenderFramePS));

	// Create a pixel shader that renders the error texture.
    V_RETURN(CompileShaderFromFile(L"shaders.hlsl", "RenderTexturePS", "ps_4_0", &pixelShaderBuffer));
    V_RETURN(pd3dDevice->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &gRenderTexturePS));

	// Create a pixel shader that shows alpha
    V_RETURN(CompileShaderFromFile(L"shaders.hlsl", "RenderAlphaPS", "ps_4_0", &pixelShaderBuffer));
    V_RETURN(pd3dDevice->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &gRenderAlphaPS));

    // Create our vertex input layout
    const D3D11_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION",  0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,  D3D11_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD",  0, DXGI_FORMAT_R32G32_FLOAT,    0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }
    };

    V_RETURN(pd3dDevice->CreateInputLayout(layout, ARRAYSIZE(layout), vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), &gVertexLayout));

    SAFE_RELEASE(vertexShaderBuffer);
    SAFE_RELEASE(pixelShaderBuffer);

	// Create a vertex buffer for three textured quads.
	D3DXVECTOR2 quadSize(0.32f, 0.32f);
	D3DXVECTOR2 quadOrigin(-0.66f, -0.0f);
    Vertex tripleQuadVertices[18];
	ZeroMemory(tripleQuadVertices, sizeof(tripleQuadVertices));
	for(int i = 0; i < 18; i += 6)
	{
		tripleQuadVertices[i].position = D3DXVECTOR3(quadOrigin.x - quadSize.x, quadOrigin.y + quadSize.y, 0.0f);
		tripleQuadVertices[i].texCoord = D3DXVECTOR2(0.0f, 0.0f);

		tripleQuadVertices[i + 1].position = D3DXVECTOR3(quadOrigin.x + quadSize.x, quadOrigin.y + quadSize.y, 0.0f);
		tripleQuadVertices[i + 1].texCoord = D3DXVECTOR2(1.0f, 0.0f);

		tripleQuadVertices[i + 2].position = D3DXVECTOR3(quadOrigin.x + quadSize.x, quadOrigin.y - quadSize.y, 0.0f);
		tripleQuadVertices[i + 2].texCoord = D3DXVECTOR2(1.0f, 1.0f);

		tripleQuadVertices[i + 3].position = D3DXVECTOR3(quadOrigin.x + quadSize.x, quadOrigin.y - quadSize.y, 0.0f);
		tripleQuadVertices[i + 3].texCoord = D3DXVECTOR2(1.0f, 1.0f);

		tripleQuadVertices[i + 4].position = D3DXVECTOR3(quadOrigin.x - quadSize.x, quadOrigin.y - quadSize.y, 0.0f);
		tripleQuadVertices[i + 4].texCoord = D3DXVECTOR2(0.0f, 1.0f);

		tripleQuadVertices[i + 5].position = D3DXVECTOR3(quadOrigin.x - quadSize.x, quadOrigin.y + quadSize.y, 0.0f);
		tripleQuadVertices[i + 5].texCoord = D3DXVECTOR2(0.0f, 0.0f);

		quadOrigin.x += 0.66f;
	}

    D3D11_BUFFER_DESC bufDesc;
	ZeroMemory(&bufDesc, sizeof(bufDesc));
    bufDesc.Usage = D3D11_USAGE_DEFAULT;
    bufDesc.ByteWidth = sizeof(tripleQuadVertices);
    bufDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	bufDesc.CPUAccessFlags = 0;
    D3D11_SUBRESOURCE_DATA data;
	ZeroMemory(&data, sizeof(data));
    data.pSysMem = tripleQuadVertices;
    V_RETURN(pd3dDevice->CreateBuffer(&bufDesc, &data, &gVertexBuffer));

	// Create a vertex buffer for a single textured quad.
	quadSize = D3DXVECTOR2(1.0f, 1.0f);
	quadOrigin = D3DXVECTOR2(0.0f, 0.0f);
	Vertex singleQuadVertices[6];
	singleQuadVertices[0].position = D3DXVECTOR3(quadOrigin.x - quadSize.x, quadOrigin.y + quadSize.y, 0.0f);
	singleQuadVertices[0].texCoord = D3DXVECTOR2(0.0f, 0.0f);
	singleQuadVertices[1].position = D3DXVECTOR3(quadOrigin.x + quadSize.x, quadOrigin.y + quadSize.y, 0.0f);
	singleQuadVertices[1].texCoord = D3DXVECTOR2(1.0f, 0.0f);
	singleQuadVertices[2].position = D3DXVECTOR3(quadOrigin.x + quadSize.x, quadOrigin.y - quadSize.y, 0.0f);
	singleQuadVertices[2].texCoord = D3DXVECTOR2(1.0f, 1.0f);
	singleQuadVertices[3].position = D3DXVECTOR3(quadOrigin.x + quadSize.x, quadOrigin.y - quadSize.y, 0.0f);
	singleQuadVertices[3].texCoord = D3DXVECTOR2(1.0f, 1.0f);
	singleQuadVertices[4].position = D3DXVECTOR3(quadOrigin.x - quadSize.x, quadOrigin.y - quadSize.y, 0.0f);
	singleQuadVertices[4].texCoord = D3DXVECTOR2(0.0f, 1.0f);
	singleQuadVertices[5].position = D3DXVECTOR3(quadOrigin.x - quadSize.x, quadOrigin.y + quadSize.y, 0.0f);
	singleQuadVertices[5].texCoord = D3DXVECTOR2(0.0f, 0.0f);

	ZeroMemory(&bufDesc, sizeof(bufDesc));
    bufDesc.Usage = D3D11_USAGE_DEFAULT;
    bufDesc.ByteWidth = sizeof(singleQuadVertices);
    bufDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	bufDesc.CPUAccessFlags = 0;
	ZeroMemory(&data, sizeof(data));
    data.pSysMem = singleQuadVertices;
    V_RETURN(pd3dDevice->CreateBuffer(&bufDesc, &data, &gQuadVB));

    // Create a constant buffer
    ZeroMemory(&bufDesc, sizeof(bufDesc));
    bufDesc.ByteWidth = sizeof( VS_CONSTANT_BUFFER );
    bufDesc.Usage = D3D11_USAGE_DYNAMIC;
    bufDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    bufDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    V_RETURN(pd3dDevice->CreateBuffer(&bufDesc, NULL, &gConstantBuffer));

    // Create a sampler state
    D3D11_SAMPLER_DESC SamDesc;
    SamDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
    SamDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
    SamDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
    SamDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
    SamDesc.MipLODBias = 0.0f;
    SamDesc.MaxAnisotropy = 1;
    SamDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
    SamDesc.BorderColor[0] = SamDesc.BorderColor[1] = SamDesc.BorderColor[2] = SamDesc.BorderColor[3] = 0;
    SamDesc.MinLOD = 0;
    SamDesc.MaxLOD = D3D11_FLOAT32_MAX;
    V_RETURN(pd3dDevice->CreateSamplerState(&SamDesc, &gSamPoint));

	// Load and initialize the textures.
    WCHAR path[MAX_PATH];
    V_RETURN(DXUTFindDXSDKMediaFileCch(path, MAX_PATH, L"Images\\Desk_21_hdr.dds"));
    V_RETURN(CreateTextures(path));

	// Update the UI's texture width and height.
	gSampleUI.SendEvent(IDC_TEXT, true, gSampleUI.GetStatic(IDC_TEXT));

    return S_OK;
}
Exemplo n.º 9
0
// Render the scene using the D3D11 device
void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime,
                                  float fElapsedTime, void* pUserContext )
{
	// Recompress the texture gFrameDelay frames after the app has started.  This produces more accurate timing of the
	// compression algorithm.
	if(gFrameNum == gFrameDelay)
	{
		RecompressTexture();
		gSampleUI.SendEvent(IDC_TEXT, true, gSampleUI.GetStatic(IDC_TEXT));
		gFrameNum++;
	}
	else if(gFrameNum < gFrameDelay)
	{
		gFrameNum++;
	}

    // If the settings dialog is being shown, then render it instead of rendering the app's scene
    if( gD3DSettingsDlg.IsActive() )
    {
        gD3DSettingsDlg.OnRender( fElapsedTime );
        return;
    }

    // Clear the render target and depth stencil
    float ClearColor[4] = { 0.02f, 0.02f, 0.02f, 1.0f };
    ID3D11RenderTargetView* pRTV = DXUTGetD3D11RenderTargetView();
    pd3dImmediateContext->ClearRenderTargetView( pRTV, ClearColor );
    ID3D11DepthStencilView* pDSV = DXUTGetD3D11DepthStencilView();
    pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 );

    // Set the input layout.
    pd3dImmediateContext->IASetInputLayout( gVertexLayout );

    // Set the vertex buffer.
    UINT stride = sizeof( Vertex );
    UINT offset = 0;
	if (gImageView == eImageView_All)
	{
		pd3dImmediateContext->IASetVertexBuffers( 0, 1, &gVertexBuffer, &stride, &offset );
	}
	else
	{
		pd3dImmediateContext->IASetVertexBuffers( 0, 1, &gQuadVB, &stride, &offset );
	}
	
    // Set the primitive topology
    pd3dImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

	// Update the Constant Buffer
	D3D11_MAPPED_SUBRESOURCE MappedResource;
    pd3dImmediateContext->Map( gConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource );
    VS_CONSTANT_BUFFER* pConstData = ( VS_CONSTANT_BUFFER* )MappedResource.pData;
	ZeroMemory(pConstData, sizeof(VS_CONSTANT_BUFFER));
	SetView(&pConstData->mView);
    pConstData->exposure = powf(2.0, gLog2Exposure);
	pd3dImmediateContext->Unmap( gConstantBuffer, 0 );

    // Set the shaders
	ID3D11Buffer* pBuffers[1] = { gConstantBuffer };
	pd3dImmediateContext->VSSetConstantBuffers( 0, 1, pBuffers );
    pd3dImmediateContext->VSSetShader( gVertexShader, NULL, 0 );

	if (gSampleUI.GetCheckBox(IDC_ALPHA)->GetChecked())
	{
		pd3dImmediateContext->PSSetShader( gRenderAlphaPS, NULL, 0 );
	}
	else
	{
		pd3dImmediateContext->PSSetShader( gRenderFramePS, NULL, 0 );
	}
    
    pd3dImmediateContext->PSSetConstantBuffers(0, 1, pBuffers );

	// Set the texture sampler.
    pd3dImmediateContext->PSSetSamplers( 0, 1, &gSamPoint );

	// Render the textures.

	if (gImageView == eImageView_Uncompressed || gImageView == eImageView_All )
	{
		pd3dImmediateContext->PSSetShaderResources( 0, 1, &gUncompressedSRV );
	}
	else if (gImageView == eImageView_Compressed)
	{
		pd3dImmediateContext->PSSetShaderResources( 0, 1, &gCompressedSRV );
	}
	else if (gImageView == eImageView_Error)
	{
		pd3dImmediateContext->PSSetShaderResources( 0, 1, &gErrorSRV );
    }

    pd3dImmediateContext->Draw( 6, 0 );

	if (gImageView == eImageView_All)
	{
		pd3dImmediateContext->PSSetShaderResources( 0, 1, &gCompressedSRV );
		pd3dImmediateContext->Draw( 6, 6 );

		pd3dImmediateContext->PSSetShaderResources( 0, 1, &gErrorSRV );
		pd3dImmediateContext->Draw( 6, 12 );
	}	

    DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
    HRESULT hr;
    V(gHUD.OnRender( fElapsedTime ));
    V(gSampleUI.OnRender( fElapsedTime ));
    RenderText();
    DXUT_EndPerfEvent();
}
Exemplo n.º 10
0
//--------------------------------------------------------------------------------------
// Create any D3D11 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc,
                                      void* pUserContext )
{
    HRESULT hr = S_OK;

    auto pd3dImmediateContext = DXUTGetD3D11DeviceContext();
    V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice( pd3dDevice, pd3dImmediateContext ) );
    V_RETURN( g_SettingsDlg.OnD3D11CreateDevice( pd3dDevice ) );
    g_pTxtHelper = new CDXUTTextHelper( pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 15 );

    DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#ifdef _DEBUG
    // Set the D3DCOMPILE_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 |= D3DCOMPILE_DEBUG;

    // Disable optimizations to further improve shader debugging
    dwShaderFlags |= D3DCOMPILE_SKIP_OPTIMIZATION;
#endif

#if D3D_COMPILER_VERSION >= 46

    // Read the D3DX effect file
    WCHAR str[MAX_PATH];
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"Tutorial11.fx" ) );

    V_RETURN( D3DX11CompileEffectFromFile( str, nullptr, D3D_COMPILE_STANDARD_FILE_INCLUDE, dwShaderFlags, 0, pd3dDevice, &g_pEffect, nullptr) );

#else

    ID3DBlob* pEffectBuffer = nullptr;
    V_RETURN( DXUTCompileFromFile( L"Tutorial11.fx", nullptr, "none", "fx_5_0", dwShaderFlags, 0, &pEffectBuffer ) );
    hr = D3DX11CreateEffectFromMemory( pEffectBuffer->GetBufferPointer(), pEffectBuffer->GetBufferSize(), 0, pd3dDevice, &g_pEffect );
    SAFE_RELEASE( pEffectBuffer );
    if ( FAILED(hr) )
        return hr;
    
#endif

    // Obtain the technique
    g_pTechnique = g_pEffect->GetTechniqueByName( "Render" );

    // Obtain the variables
    g_ptxDiffuseVariable = g_pEffect->GetVariableByName( "g_txDiffuse" )->AsShaderResource();
    g_pWorldVariable = g_pEffect->GetVariableByName( "World" )->AsMatrix();
    g_pViewVariable = g_pEffect->GetVariableByName( "View" )->AsMatrix();
    g_pProjectionVariable = g_pEffect->GetVariableByName( "Projection" )->AsMatrix();
    g_pWavinessVariable = g_pEffect->GetVariableByName( "Waviness" )->AsScalar();
    g_pTimeVariable = g_pEffect->GetVariableByName( "Time" )->AsScalar();

    // Set Waviness
    g_pWavinessVariable->SetFloat( g_fModelWaviness );

    // Define the input layout
    D3D11_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
        { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    };
    UINT numElements = ARRAYSIZE( layout );

    // Create the input layout
    D3DX11_PASS_DESC PassDesc;
    V_RETURN( g_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc ) );
    V_RETURN( pd3dDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature,
                                             PassDesc.IAInputSignatureSize, &g_pVertexLayout ) );

    // Set the input layout
    pd3dImmediateContext->IASetInputLayout( g_pVertexLayout );

    // Load the mesh
    V_RETURN( g_Mesh.Create( pd3dDevice, L"Tiny\\tiny.sdkmesh" ) );

    // Initialize the world matrices
    g_World = XMMatrixIdentity();

    // Setup the camera's view parameters
    static const XMVECTORF32 s_Eye = { 0.0f, 3.0f, -800.0f, 0.f };
    static const XMVECTORF32 s_At = { 0.0f, 1.0f, 0.0f, 0.f };
    g_Camera.SetViewParams( s_Eye, s_At );

    return S_OK;
}
Exemplo n.º 11
0
// Handles the GUI events
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
{
    switch( nControlID )
    {
        case IDC_TOGGLEFULLSCREEN:
		{
            DXUTToggleFullScreen();
			break;
		}
        case IDC_TOGGLEREF:
		{
            DXUTToggleREF();
			break;
		}
        case IDC_CHANGEDEVICE:
		{
            gD3DSettingsDlg.SetActive( !gD3DSettingsDlg.IsActive() );
			break;
		}
        case IDC_TEXT:
        case IDC_EXPOSURE:
        {
            gLog2Exposure = (gSampleUI.GetSlider(IDC_EXPOSURE)->GetValue() / 100.0f - 0.5f) * 33.33333;
			WCHAR wstr[MAX_PATH];
			swprintf_s(wstr, MAX_PATH, 
				L"Texture Size: %d x %d\n" 
                L"logRGB L1: %.2f%%\n"
                //L"logRGB RMSE: %.4f\n"
                //L"Relative error: %.2f%%\n"
                //L"mPSNR: %.2f%%\n"
                L"Exposure: %.2f\n"
				L"Compression Time: %0.2f ms\n"
				L"Compression Rate: %0.2f Mp/s\n", 
				gTexWidth, gTexHeight,
                gError, gLog2Exposure,
				gCompTime, gCompRate);
			gSampleUI.GetStatic(IDC_TEXT)->SetText(wstr);
			break;
		}
		case IDC_MT:
		{
			// Shut down all previous threading abilities.
			DestroyThreads();
			
			gMultithreaded = gSampleUI.GetCheckBox(IDC_MT)->GetChecked();
					
			if (gMultithreaded)
			{
				InitWin32Threads();
			}

			// Recompress the texture.
			RecompressTexture();
			gSampleUI.SendEvent(IDC_TEXT, true, gSampleUI.GetStatic(IDC_TEXT));

			break;
		}
		case IDC_PROFILE:
		{ 
			gCompressionFunc = (CompressionFunc*)gSampleUI.GetComboBox(IDC_PROFILE)->GetSelectedData();

			// Recompress the texture.
			RecompressTexture();
			gSampleUI.SendEvent(IDC_TEXT, true, gSampleUI.GetStatic(IDC_TEXT));

			break;
		}
		case IDC_LOAD_TEXTURE:
		{
			// Store the current working directory.
			TCHAR workingDirectory[MAX_PATH];
			GetCurrentDirectory(MAX_PATH, workingDirectory);

			// Open a file dialog.
			OPENFILENAME openFileName;
			WCHAR file[MAX_PATH];
			file[0] = 0;
			ZeroMemory(&openFileName, sizeof(OPENFILENAME));
			openFileName.lStructSize = sizeof(OPENFILENAME);
			openFileName.lpstrFile = file;
			openFileName.nMaxFile = MAX_PATH;
			openFileName.lpstrFilter = L"DDS\0*.dds\0\0";
			openFileName.nFilterIndex = 1;
			openFileName.lpstrInitialDir = NULL;
			openFileName.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
			if(GetOpenFileName(&openFileName))
			{
				//CreateTextures(openFileName.lpstrFile);
                SAFE_RELEASE(gUncompressedSRV);
                LoadTexture(openFileName.lpstrFile);
			}

			// Restore the working directory. GetOpenFileName changes the current working directory which causes problems with relative paths to assets.
			SetCurrentDirectory(workingDirectory);

            RecompressTexture();
			gSampleUI.SendEvent(IDC_TEXT, true, gSampleUI.GetStatic(IDC_TEXT));
			
			break;
		}
		case IDC_RECOMPRESS:
		{
			// Recompress the texture.
			RecompressTexture();
			gSampleUI.SendEvent(IDC_TEXT, true, gSampleUI.GetStatic(IDC_TEXT));

			break;
		}
		case IDC_SAVE_TEXTURE:
		{
			// Store the current working directory.
			TCHAR workingDirectory[MAX_PATH];
			GetCurrentDirectory(MAX_PATH, workingDirectory);

			// Open a file dialog.
			OPENFILENAME openFileName;
			WCHAR file[MAX_PATH];
			file[0] = 0;
			ZeroMemory(&openFileName, sizeof(OPENFILENAME));
			openFileName.lStructSize = sizeof(OPENFILENAME);
			openFileName.lpstrFile = file;
			openFileName.nMaxFile = MAX_PATH;
			openFileName.lpstrFilter = L"DDS\0*.dds\0\0";
			openFileName.lpstrDefExt = L"dds";
			openFileName.nFilterIndex = 1;
			openFileName.lpstrInitialDir = NULL;
			openFileName.Flags = OFN_PATHMUSTEXIST;
            
			if(GetSaveFileName(&openFileName))
			{
				SaveTexture(gCompressedSRV,openFileName.lpstrFile);
			}

			// Restore the working directory. GetOpenFileName changes the current working directory which causes problems with relative paths to assets.
			SetCurrentDirectory(workingDirectory);

			break;
		}
		case IDC_IMAGEVIEW:
		{
			gImageView = (EImageView)(INT_PTR)gSampleUI.GetComboBox(IDC_IMAGEVIEW)->GetSelectedData();

			break;
		}
	}
}
Exemplo n.º 12
0
//--------------------------------------------------------------------------------------
// Render the scene using the D3D11 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext,
                                  double fTime, float fElapsedTime, void* pUserContext )
{
    // If the settings dialog is being shown, then render it instead of rendering the app's scene
    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }

    //
    // Clear the back buffer
    //
    auto pRTV = DXUTGetD3D11RenderTargetView();
    pd3dImmediateContext->ClearRenderTargetView( pRTV, Colors::MidnightBlue );

    //
    // Clear the depth stencil
    //
    auto pDSV = DXUTGetD3D11DepthStencilView();
    pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 );

    XMMATRIX mView = g_Camera.GetViewMatrix();
    XMMATRIX mProj = g_Camera.GetProjMatrix();
    XMMATRIX mWorldViewProjection = g_World * mView * mProj;

    //
    // Update variables that change once per frame
    //
    g_pProjectionVariable->SetMatrix( ( float* )&mProj );
    g_pViewVariable->SetMatrix( ( float* )&mView );
    g_pWorldVariable->SetMatrix( ( float* )&g_World );
    g_pTimeVariable->SetFloat( ( float )fTime );

    //
    // Set the Vertex Layout
    //
    pd3dImmediateContext->IASetInputLayout( g_pVertexLayout );

    //
    // Render the mesh
    //
    UINT Strides[1];
    UINT Offsets[1];
    ID3D11Buffer* pVB[1];
    pVB[0] = g_Mesh.GetVB11( 0, 0 );
    Strides[0] = ( UINT )g_Mesh.GetVertexStride( 0, 0 );
    Offsets[0] = 0;
    pd3dImmediateContext->IASetVertexBuffers( 0, 1, pVB, Strides, Offsets );
    pd3dImmediateContext->IASetIndexBuffer( g_Mesh.GetIB11( 0 ), g_Mesh.GetIBFormat11( 0 ), 0 );

    D3DX11_TECHNIQUE_DESC techDesc;
    HRESULT hr;
    V( g_pTechnique->GetDesc( &techDesc ) );

    for( UINT p = 0; p < techDesc.Passes; ++p )
    {
        for( UINT subset = 0; subset < g_Mesh.GetNumSubsets( 0 ); ++subset )
        {
            auto pSubset = g_Mesh.GetSubset( 0, subset );

            auto PrimType = g_Mesh.GetPrimitiveType11( ( SDKMESH_PRIMITIVE_TYPE )pSubset->PrimitiveType );
            pd3dImmediateContext->IASetPrimitiveTopology( PrimType );

            auto pDiffuseRV = g_Mesh.GetMaterial( pSubset->MaterialID )->pDiffuseRV11;
            g_ptxDiffuseVariable->SetResource( pDiffuseRV );

            g_pTechnique->GetPassByIndex( p )->Apply( 0, pd3dImmediateContext );
            pd3dImmediateContext->DrawIndexed( ( UINT )pSubset->IndexCount, 0, ( UINT )pSubset->VertexStart );
        }
    }

    //
    // Render the UI
    //
    g_HUD.OnRender( fElapsedTime );
    g_SampleUI.OnRender( fElapsedTime );
    RenderText();
}
Exemplo n.º 13
0
//--------------------------------------------------------------------------------------
// Render the scene using the D3D11 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime,
                                 float fElapsedTime, void* pUserContext )
{
    // If the settings dialog is being shown, then render it instead of rendering the app's scene
    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }       

    auto pRTV = DXUTGetD3D11RenderTargetView();
    pd3dImmediateContext->ClearRenderTargetView( pRTV, Colors::MidnightBlue );

    // Clear the depth stencil
    auto pDSV = DXUTGetD3D11DepthStencilView();
    pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 );

    // Get the projection & view matrix from the camera class
    XMMATRIX mWorld = g_Camera.GetWorldMatrix();
    XMMATRIX mView = g_Camera.GetViewMatrix();
    XMMATRIX mProj = g_Camera.GetProjMatrix();
    XMMATRIX mWorldViewProjection = mWorld * mView * mProj;

    // Set the constant buffers
    HRESULT hr;
    D3D11_MAPPED_SUBRESOURCE MappedResource;
    V( pd3dImmediateContext->Map( g_pcbVSPerFrame11, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) );
    auto pVSPerFrame = reinterpret_cast<CB_VS_PER_FRAME*>( MappedResource.pData );
    pVSPerFrame->m_vLightDir = XMFLOAT3( 0,0.707f,-0.707f );
    pVSPerFrame->m_fTime = (float)fTime;
    pVSPerFrame->m_LightDiffuse = XMFLOAT4( 1.f, 1.f, 1.f, 1.f );
    pd3dImmediateContext->Unmap( g_pcbVSPerFrame11, 0 );
    pd3dImmediateContext->VSSetConstantBuffers( 1, 1, &g_pcbVSPerFrame11 );

    V( pd3dImmediateContext->Map( g_pcbVSPerObject11, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) );
    auto pVSPerObject = reinterpret_cast<CB_VS_PER_OBJECT*>( MappedResource.pData );
    XMStoreFloat4x4( &pVSPerObject->m_mWorldViewProjection, XMMatrixTranspose( mWorldViewProjection ) );
    XMStoreFloat4x4( &pVSPerObject->m_mWorld,  XMMatrixTranspose( mWorld ) );
    pVSPerObject->m_MaterialAmbientColor = XMFLOAT4( 0.3f, 0.3f, 0.3f, 1.0f );
    pVSPerObject->m_MaterialDiffuseColor = XMFLOAT4( 0.7f, 0.7f, 0.7f, 1.0f );
    pd3dImmediateContext->Unmap( g_pcbVSPerObject11, 0 );
    pd3dImmediateContext->VSSetConstantBuffers( 0, 1, &g_pcbVSPerObject11 );

    // Set render resources
    pd3dImmediateContext->IASetInputLayout( g_pLayout11 );
    pd3dImmediateContext->VSSetShader( g_pVertexShader11, nullptr, 0 );
    pd3dImmediateContext->PSSetShader( g_pPixelShader11, nullptr, 0 );
    pd3dImmediateContext->PSSetSamplers( 0, 1, &g_pSamLinear );

    // Render objects here...

    DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
    g_HUD.OnRender( fElapsedTime );
    g_SampleUI.OnRender( fElapsedTime );
    RenderText();
    DXUT_EndPerfEvent();

    static ULONGLONG timefirst = GetTickCount64();
    if ( GetTickCount64() - timefirst > 5000 )
    {    
        OutputDebugString( DXUTGetFrameStats( DXUTIsVsyncEnabled() ) );
        OutputDebugString( L"\n" );
        timefirst = GetTickCount64();
    }
}
Exemplo n.º 14
0
//--------------------------------------------------------------------------------------
// Create any D3D11 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc,
                                     void* pUserContext )
{
    HRESULT hr;

    auto pd3dImmediateContext = DXUTGetD3D11DeviceContext();
    V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice( pd3dDevice, pd3dImmediateContext ) );
    V_RETURN( g_SettingsDlg.OnD3D11CreateDevice( pd3dDevice ) );
    g_pTxtHelper = new CDXUTTextHelper( pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 15 );

    // Read the HLSL file
    // You should use the lowest possible shader profile for your shader to enable various feature levels. These
    // shaders are simple enough to work well within the lowest possible profile, and will run on all feature levels

    DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#ifdef _DEBUG
    // Disable optimizations to further improve shader debugging
    dwShaderFlags |= D3DCOMPILE_SKIP_OPTIMIZATION;
#endif

    ID3DBlob* pVertexShaderBuffer = nullptr;
    V_RETURN( DXUTCompileFromFile( L"SimpleSample.hlsl", nullptr, "RenderSceneVS", "vs_4_0_level_9_1", dwShaderFlags, 0,
                                   &pVertexShaderBuffer ) );

    ID3DBlob* pPixelShaderBuffer = nullptr;
    V_RETURN( DXUTCompileFromFile( L"SimpleSample.hlsl", nullptr, "RenderScenePS", "ps_4_0_level_9_1", dwShaderFlags, 0, 
                                   &pPixelShaderBuffer ) );

    // Create the shaders
    V_RETURN( pd3dDevice->CreateVertexShader( pVertexShaderBuffer->GetBufferPointer(),
                                              pVertexShaderBuffer->GetBufferSize(), nullptr, &g_pVertexShader11 ) );
    DXUT_SetDebugName( g_pVertexShader11, "RenderSceneVS" );

    V_RETURN( pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(),
                                             pPixelShaderBuffer->GetBufferSize(), nullptr, &g_pPixelShader11 ) );
    DXUT_SetDebugName( g_pPixelShader11, "RenderScenePS" );

    // Create a layout for the object data
    const D3D11_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0,  0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
        { "NORMAL",   0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,    0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    };

    V_RETURN( pd3dDevice->CreateInputLayout( layout, ARRAYSIZE( layout ), pVertexShaderBuffer->GetBufferPointer(),
                                             pVertexShaderBuffer->GetBufferSize(), &g_pLayout11 ) );
    DXUT_SetDebugName( g_pLayout11, "Primary" );

    // No longer need the shader blobs
    SAFE_RELEASE( pVertexShaderBuffer );
    SAFE_RELEASE( pPixelShaderBuffer );

    // Create state objects
    D3D11_SAMPLER_DESC samDesc = {};
    samDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
    samDesc.AddressU = samDesc.AddressV = samDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
    samDesc.MaxAnisotropy = 1;
    samDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
    samDesc.MaxLOD = D3D11_FLOAT32_MAX;
    V_RETURN( pd3dDevice->CreateSamplerState( &samDesc, &g_pSamLinear ) );
    DXUT_SetDebugName( g_pSamLinear, "Linear" );

    // Create constant buffers
    D3D11_BUFFER_DESC cbDesc = {};
    cbDesc.Usage = D3D11_USAGE_DYNAMIC;
    cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;

    cbDesc.ByteWidth = sizeof( CB_VS_PER_OBJECT );
    V_RETURN( pd3dDevice->CreateBuffer( &cbDesc, nullptr, &g_pcbVSPerObject11 ) );
    DXUT_SetDebugName( g_pcbVSPerObject11, "CB_VS_PER_OBJECT" );

    cbDesc.ByteWidth = sizeof( CB_VS_PER_FRAME );
    V_RETURN( pd3dDevice->CreateBuffer( &cbDesc, nullptr, &g_pcbVSPerFrame11 ) );
    DXUT_SetDebugName( g_pcbVSPerFrame11, "CB_VS_PER_FRAME" );

    // Create other render resources here

    // Setup the camera's view parameters
    static const XMVECTORF32 s_vecEye = { 0.0f, 0.0f, -5.0f, 0.f };
    g_Camera.SetViewParams( s_vecEye, g_XMZero );

    g_HUD.GetButton( IDC_TOGGLEWARP )->SetEnabled( true );

    return S_OK;
}
Exemplo n.º 15
0
//--------------------------------------------------------------------------------------
// Initialize the app 
//--------------------------------------------------------------------------------------
void InitApp()
{
    g_SettingsDlg.Init( &g_DialogResourceManager );
}
Exemplo n.º 16
0
//--------------------------------------------------------------------------------------
// Create any D3D11 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc,
                                     void* pUserContext )
{
    HRESULT hr; 

    static bool bFirstOnCreateDevice = true;

    // Warn the user that in order to support CS4x, a non-hardware device has been created, continue or quit?
    if ( DXUTGetDeviceSettings().d3d11.DriverType != D3D_DRIVER_TYPE_HARDWARE && bFirstOnCreateDevice )
    {
        if ( MessageBox( 0, L"CS4x capability is missing. "\
                            L"In order to continue, a non-hardware device has been created, "\
                            L"it will be very slow, continue?", L"Warning", MB_ICONEXCLAMATION | MB_YESNO ) != IDYES )
            return E_FAIL;
    }

    bFirstOnCreateDevice = false;

    ID3D11DeviceContext* pd3dImmediateContext = DXUTGetD3D11DeviceContext();
    V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice( pd3dDevice, pd3dImmediateContext ) );
    V_RETURN( g_D3DSettingsDlg.OnD3D11CreateDevice( pd3dDevice ) );
    V_RETURN( g_Tessellator.OnD3D11CreateDevice( pd3dDevice ) );
    g_pTxtHelper = new CDXUTTextHelper( pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 15 );

    // find the file
    WCHAR str[MAX_PATH];
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"BaseMesh.obj" ) );

    std::wifstream ifs( str );
    WCHAR line[256] = {0};
    CGrowableArray<D3DXVECTOR4> initdata;

    // Parse the .obj file. Both triangle faces and quad faces are supported.
    // Only v and f tags are processed, other tags like vn, vt etc are ignored.
    {
        CGrowableArray<D3DXVECTOR4> v;

        while ( ifs >> line )
        {
            if ( 0 == wcscmp( line, L"#" ) ) 
                ifs.getline( line, 255 );
            else
            if ( 0 == wcscmp( line, L"v" ) )
            {
                D3DXVECTOR4 pos;
                ifs >> pos.x >> pos.y >> pos.z;
                pos.w = 1;
                v.Add( pos );
            }
        }

        ifs.clear( 0 );
        ifs.seekg( 0 );
        while ( ifs >> line )
        {
            if ( 0 == wcscmp( line, L"#" ) ) 
                ifs.getline( line, 255 );
            else
            if ( 0 == wcscmp( line, L"f" ) )
            {
                ifs.getline( line, 255 );
                std::wstringstream ss(line);
                int idx[4], i = 0;
                while ( ss >> line )
                {
                    std::wstringstream ss(line);
                    ss >> idx[i++];
                }
                
                initdata.Add( v[idx[0]-1] ); initdata.Add( v[idx[1]-1] ); initdata.Add( v[idx[2]-1] );
                if ( i >= 4 ) // quad face?
                {
                    initdata.Add( v[idx[2]-1] ); initdata.Add( v[idx[3]-1] ); initdata.Add( v[idx[0]-1] );
                }
            }
        }        
Exemplo n.º 17
0
//--------------------------------------------------------------------------------------
// Release D3D9 resources created in the OnD3D9CreateDevice callback 
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9DestroyDevice( void* pUserContext )
{
	SAFE_DELETE( g_pMain );
    g_DialogResourceManager.OnD3D9DestroyDevice();
    g_SettingsDlg.OnD3D9DestroyDevice();
}
Exemplo n.º 18
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;
}
Exemplo n.º 19
0
//--------------------------------------------------------------------------------------
// Handles the GUI events
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent(UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext)
{
    switch( nControlID )
    {
    case IDC_CHANGEDEVICE:
        g_D3DSettingsDlg.SetActive( !g_D3DSettingsDlg.IsActive() );
        break;
    case IDC_LIGHT_SIZE:
        break;
    case IDC_SHADOW_ALGORITHM:
        OldShadowAlgorithm = ShadowAlgorithm;
        ShadowAlgorithm = ((CDXUTComboBox*)pControl)->GetSelectedIndex();
        break;
	case IDC_LIGHT_ZN:
        //g_Widget.SetLightZn( (float)g_SampleUI.GetSlider(IDC_LIGHT_ZN)->GetValue()/2 );
		break;
	case IDC_LIGHT_ZF:
        //g_Widget.SetLightZf( (float)g_SampleUI.GetSlider(IDC_LIGHT_ZF)->GetValue()+30 );
		break;
	case IDC_LIGHT_FOV:
        //g_Widget.SetLightFov((float)g_SampleUI.GetSlider(IDC_LIGHT_FOV)->GetValue()/10);
		break;
	case IDC_fDefaultDepthBias:
		g_fDefaultDepthBias = (float)g_SampleUI.GetSlider(IDC_fDefaultDepthBias)->GetValue()/100;
		break;
	case IDC_fDepthBiasHammer:
		g_fDepthBiasHammer = (float)g_SampleUI.GetSlider(IDC_fDepthBiasHammer)->GetValue()/4000.0;
		break;
	case IDC_fDepthBiasLeftForearm:
		g_fDepthBiasLeftForearm = (float)g_SampleUI.GetSlider(IDC_fDepthBiasLeftForearm)->GetValue()/4000.0;
		break;
	case IDC_fDepthBiasRightForearm:
		g_fDepthBiasRightForearm = (float)g_SampleUI.GetSlider(IDC_fDepthBiasRightForearm)->GetValue()/4000.0;
		break;
	case IDC_fDepthBiasLeftShoulder:
		g_fDepthBiasLeftShoulder = (float)g_SampleUI.GetSlider(IDC_fDepthBiasLeftShoulder)->GetValue()/4000.0;
		break;
	case IDC_fDepthBiasRightShoulder:
		g_fDepthBiasRightShoulder = (float)g_SampleUI.GetSlider(IDC_fDepthBiasRightShoulder)->GetValue()/4000.0;
		break;
	case IDC_fDepthBiasBlackPlate:
		g_fDepthBiasBlackPlate = (float)g_SampleUI.GetSlider(IDC_fDepthBiasBlackPlate)->GetValue()/4000.0;
		break;
	case IDC_fDepthBiasHelmet:
		g_fDepthBiasHelmet = (float)g_SampleUI.GetSlider(IDC_fDepthBiasHelmet)->GetValue()/4000.0;
		break;
	case IDC_fDepthBiasEyes:
		g_fDepthBiasEyes = (float)g_SampleUI.GetSlider(IDC_fDepthBiasEyes)->GetValue()/4000.0;
		break;
	case IDC_fDepthBiasBelt:
		g_fDepthBiasBelt = (float)g_SampleUI.GetSlider(IDC_fDepthBiasBelt)->GetValue()/4000.0;
		break;
	case IDC_fDepthBiasLeftThigh:
		g_fDepthBiasLeftThigh = (float)g_SampleUI.GetSlider(IDC_fDepthBiasLeftThigh)->GetValue()/4000.0;
		break;
	case IDC_fDepthBiasRightThigh:
		g_fDepthBiasRightThigh = (float)g_SampleUI.GetSlider(IDC_fDepthBiasRightThigh)->GetValue()/4000.0;
		break;
	case IDC_fDepthBiasLeftShin:
		g_fDepthBiasLeftShin = (float)g_SampleUI.GetSlider(IDC_fDepthBiasLeftShin)->GetValue()/4000.0;
		break;
	case IDC_fDepthBiasRightShin:
		g_fDepthBiasRightShin = (float)g_SampleUI.GetSlider(IDC_fDepthBiasRightShin)->GetValue()/4000.0;
		break;
	case IDC_fDepthBiasObject0:
		g_fDepthBiasObject0 = (float)g_SampleUI.GetSlider(IDC_fDepthBiasObject0)->GetValue()/4000.0;
		break;
	case IDC_NUM_LIGHT_SAMPLE:
		g_nNumLightSample = 2*(int)g_SampleUI.GetSlider(IDC_NUM_LIGHT_SAMPLE)->GetValue();
		break;
	case IDC_BIAS_3RD_DEPTH:
		g_f3rdDepthDelta = (float)g_SampleUI.GetSlider(IDC_BIAS_3RD_DEPTH)->GetValue()/100;
		break;
	case IDC_BIAS_1ST_DEPTH:
		g_f1stDepthDelta = (float)g_SampleUI.GetSlider(IDC_BIAS_3RD_DEPTH)->GetValue()/500;
		break;
    }    
}
Exemplo n.º 20
0
//--------------------------------------------------------------------------------------
// Render the scene using the D3D10 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10FrameRender( ID3D10Device* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    // If the settings dialog is being shown, then
    // render it instead of rendering the app's scene
    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }
    
    //
    // Clear the back buffer
    //
    float ClearColor[4] = { .0f, 0.0f, 0.0f, 1.0f } ; // red, green, blue, alpha
    ID3D10RenderTargetView* pRTV = DXUTGetD3D10RenderTargetView();
    pd3dDevice->ClearRenderTargetView( pRTV, ClearColor );

    //
    // Clear the depth stencil
    //
    ID3D10DepthStencilView* pDSV = DXUTGetD3D10DepthStencilView();
    pd3dDevice->ClearDepthStencilView( pDSV, D3D10_CLEAR_DEPTH, 1.0, 0 );

	//
    // Update the Cull Mode (non-FX method)  setup the render state
    //
    pd3dDevice->RSSetState( g_pRasterStates[ 0 ] );

    HRESULT hr;
    D3DXMATRIXA16 mWorld;
    D3DXMATRIXA16 mView;
    D3DXMATRIXA16 mProj;
    D3DXMATRIXA16 mWorldViewProjection;

    // Get the projection & view matrix from the camera class
    mWorld = *g_Camera.GetWorldMatrix();
    mView = *g_Camera.GetViewMatrix();
    mProj = *g_Camera.GetProjMatrix();

    mWorldViewProjection = mWorld * mView * mProj;

    // Update the effect's variables. 
    V( g_pWorldViewProjection->SetMatrix( (float*)&mWorldViewProjection ) );
    V( g_pWorld->SetMatrix( (float*)&mWorld ) );
    V( g_pTime->SetFloat( (float)fTime ) );
    V( g_pCameraPosition->SetFloatVector( (float*)g_Camera.GetEyePt() ) );   


	// Blend
	pd3dDevice->OMSetDepthStencilState(0, 0);
	float blendFactor[] = {0.0f, 0.0f, 0.0f, 0.0f};
	pd3dDevice->OMSetBlendState(0, blendFactor, 0xffffffff);


    //
    // Set the Vertex Layout
    //
    pd3dDevice->IASetInputLayout( g_pVertexLayout );

    UINT iCurSubset = ( UINT )( INT_PTR )g_SampleUI.GetComboBox( IDC_SUBSET )->GetSelectedData();

    //
    // Render the mesh
    //
	// Stop render the loader mesh
	bool drawLoaderMesh = true;
	if (drawLoaderMesh) {
		if ( iCurSubset == -1 )
		{
			for ( UINT iSubset = 0; iSubset < g_MeshLoader.GetNumSubsets(); ++iSubset )
			{
				RenderSubset( iSubset );
			}
		} else
		{
			RenderSubset( iCurSubset );
		}
	}

	// 
	// Render the Cube
	//
	//UINT cubeAttributCount;
	// This is not efficiency this procedure will always call to the GPU
	// To get the number of suset.
	//g_TrialCube->GetAttributeTable(NULL, &cubeAttributCount);
	//for (UINT iSubset = 0; iSubset < cubeAttributCount; iSubset++)
	//{
	//	g_TrialCube->DrawSubset(iSubset);
	//}
	//g_TrialCube->DrawSubset(0);

	pd3dDevice->RSSetState( g_pRasterStates[ g_eSceneRasterizerMode ] );

	pd3dDevice->OMSetBlendState(g_TransparentBS, blendFactor, 0xffffffff);
	//g_pBox->draw();
	bool drawAABBLevel=false;
	if (drawAABBLevel){
		g_AABBConstructor->DrawLevel(g_CurrentAABBLevel);
	}

	// g_FunctionDraw->DrawFunction();
	 g_ParabolaDis->Draw();
	//g_UVFileDisp->Draw();
	//g_AABBConstructor->DrawAllAABBDetial();

	//
    // Reset our Cull Mode (non-FX method)
    //
    pd3dDevice->RSSetState( g_pRasterStates[ 0 ] );

    DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
    RenderText();
    g_HUD.OnRender( fElapsedTime );
    g_SampleUI.OnRender( fElapsedTime );    
    DXUT_EndPerfEvent();


}
Exemplo n.º 21
0
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10FrameRender(ID3D10Device* pDev10, double fTime, float fElapsedTime, void* pUserContext)
{
    HRESULT hr;
	g_pCamManager->SyncToCameraUI(g_CameraUI);
    //dont delete, used no only here
   	const DXGI_SURFACE_DESC *pBackBufferSurfaceDesc = DXUTGetDXGIBackBufferSurfaceDesc();

    if( ShadowAlgorithm != OldShadowAlgorithm )
    {
        OldShadowAlgorithm = ShadowAlgorithm;
        switch( ShadowAlgorithm )
        {
        case    STANDARD_BP:
                g_ABP.OnD3D10DestroyDevice();
                break;
        case    BP_MSSM_KERNEL:
	            g_BPMSSMKernel.OnD3D10DestroyDevice();
                break;
        case    STD_VSM:
	            g_StdVSM.OnD3D10DestroyDevice();
                break;
        case    MIP_VSM:
	            g_MipVSM.OnD3D10DestroyDevice();
                break;
        case    HIR_BP:
                g_HBP.OnD3D10DestroyDevice();
                break;
        case    BP_GI:
                g_BPGI.OnD3D10DestroyDevice();
                break;
        case    STD_PCSS:
                g_PCSS.OnD3D10DestroyDevice();
                break;
        default:
                break;
        };
		switch( ShadowAlgorithm )
        {
        case    STANDARD_BP:
                g_ABP.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
                g_ABP.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext );
                break;
        case    BP_MSSM_KERNEL:
	            g_BPMSSMKernel.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
                g_BPMSSMKernel.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext );
                break;
        case    STD_VSM:
	            g_StdVSM.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
                g_StdVSM.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext );
                break;
        case    MIP_VSM:
	            g_MipVSM.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
                g_MipVSM.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext );
                break;
        case    HIR_BP:
                g_HBP.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
                g_HBP.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext );
                break;
        case    BP_GI:
                g_BPGI.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
                g_BPGI.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext );
                break;
        case    STD_PCSS:
                g_PCSS.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
                g_PCSS.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext );
                break;
        default:
                break;
        };
    }

	//begin  light and view pos management
	{		
		static double old_fTime = 0.001;
		fTime = old_fTime;
		old_fTime += 0.02;
		static double oldTime = 0;
		static unsigned old_iSta = 0;
		static double stop_time = 0;
		static double total_stop_time = 0;
		double tmp = fTime;
		unsigned iSta = g_SampleUI.GetCheckBox(IDC_STATIC)->GetChecked();
		if( 0 == old_iSta  && 1 == iSta )//turn to be static
		{
			stop_time = fTime - total_stop_time;
		}
		if( 1 == iSta )
		{
			total_stop_time += ( fTime - oldTime );
			fTime = stop_time;
		}
		if( 0 == iSta )
		{
			fTime -= total_stop_time;
		}
		old_iSta = iSta;
		oldTime = tmp;
	}//end light and view pos management
	S3UTCamera& g_CameraRef = *(g_pCamManager->ActiveEye());

	// compute view matrix
	D3DXMATRIX mTmp, mWorldView, mWorldViewProj, mWorldViewInv;
	D3DXMatrixInverse(&mTmp, NULL, g_CameraRef.GetWorldMatrix());
	D3DXMatrixMultiply(&mWorldView, &mTmp, g_CameraRef.GetViewMatrix());

	// correct near/far clip planes according to camera location
	D3DXVECTOR3 vBox[2];
	float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;

	// clear depth and color
	ID3D10DepthStencilView* pDSV = DXUTGetD3D10DepthStencilView();
	pDev10->ClearDepthStencilView( pDSV, D3D10_CLEAR_DEPTH, 1.0, 0);
	ID3D10RenderTargetView* pRTV = DXUTGetD3D10RenderTargetView();

	if( g_D3DSettingsDlg.IsActive() )
	{
		g_D3DSettingsDlg.OnRender( fElapsedTime );
		return;
	}


	Parameters para;
	para.fLightZn				=	g_fCtrledLightZn;				

	float biases[15];
	biases[0]	=	g_fDepthBiasObject0;
	biases[1]	=	g_fDefaultDepthBias;		
	biases[2]	=	g_fDepthBiasHammer;
	biases[3]	=	g_fDepthBiasLeftForearm;
	biases[4]	=	g_fDepthBiasRightForearm;
	biases[5]	=	g_fDepthBiasLeftShoulder;
	biases[6]	=	g_fDepthBiasRightShoulder;
	biases[7]	=	g_fDepthBiasBlackPlate;
	biases[8]	=	g_fDepthBiasHelmet;
	biases[9]	=	g_fDepthBiasEyes;
	biases[10]	=	g_fDepthBiasBelt;
	biases[11]	=	g_fDepthBiasLeftThigh;
	biases[12]	=	g_fDepthBiasRightThigh;
	biases[13]	=	g_fDepthBiasLeftShin;
	biases[14]	=	g_fDepthBiasRightShin;
	g_MeshScene.set_biases(biases,15);
	
	float light_size[NUM_LIGHT] = LIGHT_SIZE;
	float light_ZNS[NUM_LIGHT] = LIGHT_ZNS;
	float light_view_angle[NUM_LIGHT] = LIGHT_VIEW_ANGLES;

	D3DXVECTOR4 light_color[NUM_LIGHT] = LIGHT_COLOR;

	bool render_ogre = g_SampleUI.GetCheckBox( IDC_ANIMATE )->GetChecked();
	bool render_scene = g_SampleUI.GetCheckBox( IDC_SCENE )->GetChecked();
	bool render_fan = g_SampleUI.GetCheckBox( IDC_FAN )->GetChecked();

	float ClearColor[4] = { 0, 0, 0, 1 };

	pDev10->ClearRenderTargetView(g_pBlendBuffer->m_pRTView, ClearColor);

	//use alpha val 1 to represent untouched pixels
	pDev10->ClearRenderTargetView(g_pWidgetBuffer->m_pRTView, ClearColor);

	//light management
	ID3D10RenderTargetView *p_RTV;
	ID3D10ShaderResourceView *p_SRV;

	static float light_scale_factor = 0.2;
	static float ls_incre = 0.04;
	
	if( g_LightVary == true || g_fFilterSize < g_fFilterSizeCtrl )
	{
		g_fFilterSize -= ls_incre;
		if( g_fFilterSize < 0.1 || g_fFilterSize > g_fFilterSizeCtrl )
			ls_incre = -ls_incre;
	}
	else
	{
		g_fFilterSize = g_fFilterSizeCtrl;
	}
	g_fFilterSize = g_fFilterSizeCtrl;
	
	//light pos is not modified here. this light pos stored in 3DWidget is only synced with light camera after rendering of the light
	//if you try to modify light pos here, light would be freezed, of course, this is a bug introduced by bad design
	D3DXVECTOR3 vTmp;

	// render GBuffer
	pDev10->OMSetDepthStencilState(g_pDSState,0);
	g_GBuffer.OnD3D10FrameRender(	true, true, g_SampleUI, 
									g_MeshScene, g_CameraRef, 
									pDev10, fTime, fElapsedTime, pUserContext );
	
	g_Blender.OriginalSampleMask = 0;
	pDev10->OMGetBlendState( &g_Blender.pOriginalBlendState, g_Blender.OriginalBlendFactor, &g_Blender.OriginalSampleMask );

	float BlendBufferClearColor[4] = { 1, 1, 0, 1 };
	bool isFirstPass = true;
	for( int cam_idx = 0; cam_idx < g_pCamManager->CameraCount(); ++cam_idx )
	{
	// rendering a subdivided light
		if( g_pCamManager->Camera(cam_idx)->GetCamType() == S3UTCamera::eLight&&
			g_pCamManager->Camera(cam_idx)->IsActive() )
		{
			float scaled_half_light_size = (g_pCamManager->Camera(cam_idx)->GetLightSize()*LIGHT_SCALE_FACTOR);
			float fStartPt = -scaled_half_light_size;
			float fInterval = 2 * scaled_half_light_size / g_nNumLightSample;
			float fSubLightSize = g_pCamManager->Camera(cam_idx)->GetLightSize();
			if( g_nNumLightSample > 0 )
			{
				fSubLightSize = fSubLightSize / g_nNumLightSample;
			}
			if( g_nNumLightSample == 0 )
			{
				g_nNumLightSample = 1;
			}

			static float total_light_x_incre = 0;
			static int light_mov_dir = 0;
			float shadow_factor = 0.8/(g_nNumLightSample * g_nNumLightSample);
			for( int ix = 0; ix < g_nNumLightSample; ++ix )
			{
				for( int iy = 0; iy < g_nNumLightSample; ++iy )
				{
					D3DXVECTOR3 vLight = *g_pCamManager->Camera(cam_idx)->GetEyePt();

					S3UTCamera  local_cam = *g_pCamManager->Camera(cam_idx);

					D3DXVECTOR3 vTrans( fStartPt+(ix+0.5)*fInterval,fStartPt+(iy+0.5)*fInterval,0 );
					if( g_nNumLightSample == 1 )
					{
						vTrans = D3DXVECTOR3(0,0,0);
					}
					D3DXMATRIX mInvLightView;
					D3DXVECTOR4 tmp_light_pos;
					D3DXMatrixInverse(&mInvLightView, NULL, local_cam.GetViewMatrix());
					D3DXVec3Transform(&tmp_light_pos, &vTrans, &mInvLightView );
					D3DXVECTOR3 tmp_light_pos_3(tmp_light_pos.x,tmp_light_pos.y,tmp_light_pos.z);
					D3DXVECTOR3 vLookAt = *local_cam.GetLookAtPt();

					local_cam.SetViewParams( &tmp_light_pos_3, &vLookAt );
					
					g_MeshScene.set_parameters( render_ogre, render_scene, render_fan, false );
					D3DXMATRIX mLightView;
					// here we compute light viewprojection so that light oversees the whole scene
					D3DXMATRIX mTranslate;

					D3DXMatrixInverse(&mTranslate, NULL, local_cam.GetWorldMatrix());
					D3DXMatrixMultiply(&mLightView, &mTranslate, local_cam.GetViewMatrix());
			
					unsigned iTmp = g_SampleUI.GetCheckBox(IDC_BDUMP_SHADOWMAP)->GetChecked();
					ssmap.Render(pDev10, &g_MeshScene, local_cam,fTime,fElapsedTime,iTmp);
					
					pDev10->RSSetState(g_pRenderState);

					p_RTV = g_pBlendBuffer->m_pRTView;
			
					float NewBlendFactor[4] = {0,0,0,0};

					//alpha blending initial;
					if( isFirstPass )
					{		
						isFirstPass = false;
						pDev10->OMSetBlendState( g_Blender.m_pSceneBlendStateInitial, NewBlendFactor, 0xffffffff );					
					}		
					else
					{
						pDev10->OMSetBlendState( g_Blender.m_pSceneBlendStateOn, NewBlendFactor, 0xffffffff );											
					}
					if( ShadowAlgorithm == BP_GI )
					{
						V(g_BPGI.m_pEffect->GetVariableByName("g_fLumiFactor")->AsScalar()->SetFloat( shadow_factor ));

						g_BPGI.set_parameters( para,p_RTV,&light_color[0] );
						g_BPGI.set_input_buffer( &g_GBuffer );
						g_BPGI.OnD3D10FrameRender(render_ogre,render_scene,g_SampleUI,g_MeshScene,fSubLightSize,ssmap,g_CameraRef,local_cam,pDev10,fTime,fElapsedTime,pUserContext);
					}
					else if( ShadowAlgorithm == STANDARD_BP )
					{
						V(g_ABP.m_pEffect->GetVariableByName("fLumiFactor")->AsScalar()->SetFloat( shadow_factor ));

						g_ABP.set_parameters( para,p_RTV,&light_color[0] );
						g_ABP.set_input_buffer( &g_GBuffer );
						g_ABP.OnD3D10FrameRender(render_ogre,render_scene,g_SampleUI,g_MeshScene,fSubLightSize,ssmap,g_CameraRef,local_cam,pDev10,fTime,fElapsedTime,pUserContext);
					}
					else if( ShadowAlgorithm == BP_MSSM_KERNEL )
					{
						V(g_BPMSSMKernel.m_pEffect->GetVariableByName("fLumiFactor")->AsScalar()->SetFloat( shadow_factor ));

						g_BPMSSMKernel.set_parameters( para,p_RTV,&light_color[0] );
						g_BPMSSMKernel.set_input_buffer( &g_GBuffer );
						g_BPMSSMKernel.OnD3D10FrameRender(render_ogre,render_scene,g_SampleUI,g_MeshScene,fSubLightSize,ssmap,g_CameraRef,local_cam,pDev10,fTime,fElapsedTime,pUserContext);
					}
					else if( ShadowAlgorithm == STD_VSM )
					{
						V(g_StdVSM.m_pEffect->GetVariableByName("fLumiFactor")->AsScalar()->SetFloat( shadow_factor ));

						g_StdVSM.set_bias( g_fDefaultDepthBias,g_f3rdDepthDelta, g_f1stDepthDelta );
						g_StdVSM.set_parameters( para,p_RTV,&light_color[0] );
						g_StdVSM.set_input_buffer( &g_GBuffer );
						g_StdVSM.OnD3D10FrameRender(render_ogre,render_scene,g_SampleUI,g_MeshScene,fSubLightSize,ssmap,g_CameraRef,local_cam,pDev10,fTime,fElapsedTime,pUserContext);
					}
					else if( ShadowAlgorithm == MIP_VSM )
					{
						V(g_MipVSM.m_pEffect->GetVariableByName("fLumiFactor")->AsScalar()->SetFloat( shadow_factor ));

						g_MipVSM.set_parameters( para,p_RTV,&light_color[0] );
						g_MipVSM.set_input_buffer( &g_GBuffer );
						g_MipVSM.OnD3D10FrameRender(render_ogre,render_scene,g_SampleUI,g_MeshScene,fSubLightSize,ssmap,g_CameraRef,local_cam,pDev10,fTime,fElapsedTime,pUserContext);
					}
					else if( ShadowAlgorithm == STD_PCSS )
					{
						V(g_PCSS.m_pEffect->GetVariableByName("fLumiFactor")->AsScalar()->SetFloat( shadow_factor ));

						g_PCSS.set_parameters( para,p_RTV,&light_color[0] );
						g_PCSS.set_input_buffer( &g_GBuffer );
						g_PCSS.OnD3D10FrameRender(render_ogre,render_scene,g_SampleUI,g_MeshScene,fSubLightSize,ssmap,g_CameraRef,local_cam,pDev10,fTime,fElapsedTime,pUserContext);
					}
					//alpha blending restore			
					pDev10->OMSetBlendState( g_Blender.pOriginalBlendState, g_Blender.OriginalBlendFactor, g_Blender.OriginalSampleMask );
					if( g_SampleUI.GetCheckBox( IDC_SHOW_3DWIDGET )->GetChecked() )
					{
						if( g_pCamManager->Camera(cam_idx)->GetCamType() == S3UTCamera::eLight&&
							g_pCamManager->Camera(cam_idx)->IsActive() )
						{
							pDev10->OMSetRenderTargets(1, &(g_pWidgetBuffer->m_pRTView), g_GBuffer.m_pDepthBuffer->m_pDSView);
							g_Widget.m_pSsmap = &ssmap;
							g_Widget.OnD3D10FrameRender(pDev10,g_CameraRef,local_cam);
						}
					}
				}
			}

		}
	}
	//-----------------------------------------------------------------------------------

	D3DXMATRIX mMatrixScale;
	D3DXMATRIX mMatrixScaleWVP;
	D3DXMatrixScaling( &mMatrixScale,(FLOAT)5,(FLOAT)5,(FLOAT)5 );
	D3DXMatrixMultiply( &mMatrixScaleWVP, &mMatrixScale, &mWorldViewProj );
	ID3D10RenderTargetView* pOrigRTV = DXUTGetD3D10RenderTargetView();
	pDev10->OMSetRenderTargets(1,&pOrigRTV,NULL);
	
	float FinalClearColor[4] = { 1, 0, 0, 1 };
	pDev10->ClearRenderTargetView(pOrigRTV, FinalClearColor);
	
	g_MeshScene.set_parameters( render_ogre,render_scene, render_fan );
	g_Final.set_parameters( para, pOrigRTV, NULL, g_pBlendBuffer->m_pSRView, g_pWidgetBuffer->m_pSRView );
	S3UTCamera& g_LCameraRef = g_LCamera[0];
	g_Final.set_input_buffer( &g_GBuffer );
	g_pSkyBox->OnFrameRender( mMatrixScaleWVP );
	g_Final.OnD3D10FrameRender(g_SampleUI,g_MeshScene,g_fFilterSize,ssmap,g_CameraRef,g_LCameraRef,pDev10,fTime,fElapsedTime,pUserContext);

	g_LCameraRef.SetProjParams(g_fCtrledLightFov, 1.0, g_fCtrledLightZn, g_fCtrledLightZf);
	
	//if( g_SampleUI.GetCheckBox( IDC_SHOW_3DWIDGET )->GetChecked() )
	//{
	//		for( int cam_idx = 0; cam_idx < g_pCamManager->CameraCount(); ++cam_idx )
	//		{
	//		// rendering a subdivided light
	//			if( g_pCamManager->Camera(cam_idx)->GetCamType() == S3UTCamera::eLight&&
	//				g_pCamManager->Camera(cam_idx)->IsActive() )
	//			{
	//				g_Widget.m_pSsmap = &ssmap;
	//				g_Widget.OnD3D10FrameRender(pDev10,g_CameraRef,*(g_pCamManager->Camera(cam_idx)));
	//			}
	//		}
	//}

    // render UI
    if (g_bShowUI)
    {
		RenderText();
        g_SampleUI.OnRender(fElapsedTime);
        //g_HUD.OnRender(fElapsedTime);
    }
	if( g_bShowLightUI )
	{
		g_CameraUI.OnRender(fElapsedTime);
	}

	if( g_SampleUI.GetCheckBox( IDC_FRAME_DUMP )->GetChecked() )
	{
	  static int g_Frame = 0;
	  IDXGISwapChain* pSwapChain = DXUTGetDXGISwapChain();
	  ID3D10Texture2D* pRT;
	  pSwapChain->GetBuffer(0, __uuidof(pRT), reinterpret_cast<void**>(&pRT));
	  WCHAR filename[32];
	  StringCchPrintf(filename, 100, L"DumpedImages\\screenshot%.3d.jpg", g_Frame); 
	  D3DX10SaveTextureToFile(pRT, D3DX10_IFF_JPG, filename);
	  SAFE_RELEASE(pRT);
	  ++g_Frame;
	}
}
Exemplo n.º 22
0
//--------------------------------------------------------------------------------------
// 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 );
    }
}
Exemplo n.º 23
0
//--------------------------------------------------------------------------------------
// Render the scene using the D3D9 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    HRESULT hr;
    D3DXMATRIXA16 mWorld;
    D3DXMATRIXA16 mView;
    D3DXMATRIXA16 mProj;
    D3DXMATRIXA16 mWorldViewProjection;

    // If the settings dialog is being shown, then render it instead of rendering the app's scene
    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }

    // Clear the render target and the zbuffer 
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 0, 0, 0 ), 1.0f, 0 ) );
	//V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_COLORVALUE( 0.0f, 0.0f, 0.0f, 1.0f ), 1.0f, 0 ) );

    // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        // Get the projection & view matrix from the camera class
        //mWorld = *g_Camera.GetWorldMatrix();
        mProj = *g_Camera.GetProjMatrix();
        mView = *g_Camera.GetViewMatrix();
		D3DXMatrixIdentity(&mWorld);

        //mWorldViewProjection = mWorld * mView * mProj;

		//*
		pd3dDevice->SetTransform(D3DTS_WORLD, &mWorld);
		pd3dDevice->SetTransform(D3DTS_VIEW, &mView);
		pd3dDevice->SetTransform(D3DTS_PROJECTION, &mProj);
		//*/
		/*
		pd3dDevice->SetTransform(D3DTS_PROJECTION, &g_pCamera->m_mProj);
		pd3dDevice->SetTransform(D3DTS_VIEW, &g_pCamera->m_mView);
		pd3dDevice->SetTransform(D3DTS_WORLD, &mWorld);
		//*/

        // Update the effect's variables.  Instead of using strings, it would 
        // be more efficient to cache a handle to the parameter by calling 
        // ID3DXEffect::GetParameterByName
		/*
        V( g_pEffect9->SetMatrix( "g_mWorldViewProjection", &mWorldViewProjection ) );
        V( g_pEffect9->SetMatrix( "g_mWorld", &mWorld ) );
        V( g_pEffect9->SetFloat( "g_fTime", ( float )fTime ) );
		*/

		pd3dDevice->SetRenderState( D3DRS_AMBIENT, D3DCOLOR_COLORVALUE( 0.8f, 0.8f, 0.8f, 1.0f ));
		pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, false );
		pd3dDevice->SetRenderState( D3DRS_COLORVERTEX, true );

		DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"Draw scene" );
		particleSystem.render();
		DXUT_EndPerfEvent();

        DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); // These events are to help PIX identify what the code is doing
        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );
        DXUT_EndPerfEvent();

        V( pd3dDevice->EndScene() );
    }
}
Exemplo n.º 24
0
//--------------------------------------------------------------------------------------
// Handles the GUI events
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
{
    WCHAR wszOutput[1024];

    switch( nControlID )
    {
        case IDC_TOGGLEFULLSCREEN:
            DXUTToggleFullScreen(); break;
        case IDC_TOGGLEREF:
            DXUTToggleREF(); break;
        case IDC_CHANGEDEVICE:
            g_SettingsDlg.SetActive( !g_SettingsDlg.IsActive() ); break;
        case IDC_ENABLEIME:
            CDXUTIMEEditBox::SetImeEnableFlag( true );
            g_SampleUI.GetStatic( IDC_OUTPUT )->SetText(
                L"You clicked the 'Enable IME' button.\nIME text input is enabled for IME-capable edit controls." );
            break;
        case IDC_DISABLEIME:
            CDXUTIMEEditBox::SetImeEnableFlag( false );
            g_SampleUI.GetStatic( IDC_OUTPUT )->SetText(
                L"You clicked the 'Disable IME' button.\nIME text input is disabled for IME-capable edit controls." );
            break;
        case IDC_EDITBOX1:
        case IDC_EDITBOX2:
            switch( nEvent )
            {
                case EVENT_EDITBOX_STRING:
                {
                    swprintf_s( wszOutput, 1024,
                                     L"You have pressed Enter in edit control (ID %u).\nThe content of the edit control is:\n\"%s\"",
                                     nControlID, ( ( CDXUTEditBox* )pControl )->GetText() );
                    g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput );

                    // Clear the text if needed
                    if( g_SampleUI.GetCheckBox( IDC_CLEAREDIT )->GetChecked() )
                        ( ( CDXUTEditBox* )pControl )->SetText( L"" );
                    break;
                }

                case EVENT_EDITBOX_CHANGE:
                {
                    swprintf_s( wszOutput, 1024,
                                     L"You have changed the content of an edit control (ID %u).\nIt is now:\n\"%s\"",
                                     nControlID, ( ( CDXUTEditBox* )pControl )->GetText() );
                    g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput );

                    break;
                }
            }
            break;
        case IDC_SLIDER:
            swprintf_s( wszOutput, 1024, L"You adjusted the slider control.\nThe new value reported is %d",
                             ( ( CDXUTSlider* )pControl )->GetValue() );
            g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput );
            break;
        case IDC_CHECKBOX:
            swprintf_s( wszOutput, 1024, L"You %s the upper check box.",
                             ( ( CDXUTCheckBox* )pControl )->GetChecked() ? L"checked" : L"cleared" );
            g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput );
            break;
        case IDC_CLEAREDIT:
            swprintf_s( wszOutput, 1024, L"You %s the lower check box.\nNow edit controls will %s",
                             ( ( CDXUTCheckBox* )pControl )->GetChecked() ? L"checked" : L"cleared",
                             ( ( CDXUTCheckBox* )pControl )->GetChecked() ?
                             L"be cleared when you press Enter to send the text" :
                             L"retain the text context when you press Enter to send the text" );
            g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput );
            break;
        case IDC_COMBOBOX:
        {
            DXUTComboBoxItem* pItem = ( ( CDXUTComboBox* )pControl )->GetSelectedItem();
            if( pItem )
            {
                swprintf_s( wszOutput, 1024,
                                 L"You selected a new item in the combobox.\nThe new item is \"%s\" and the associated data value is 0x%p",
                                 pItem->strText, pItem->pData );
                g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput );
            }
            break;
        }
        case IDC_RADIO1A:
        case IDC_RADIO1B:
        case IDC_RADIO1C:
            swprintf_s( wszOutput, 1024,
                             L"You selected a new radio button in the UPPER radio group.\nThe new button is \"%s\"",
                             ( ( CDXUTRadioButton* )pControl )->GetText() );
            g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput );
            break;
        case IDC_RADIO2A:
        case IDC_RADIO2B:
        case IDC_RADIO2C:
            swprintf_s( wszOutput, 1024,
                             L"You selected a new radio button in the LOWER radio group.\nThe new button is \"%s\"",
                             ( ( CDXUTRadioButton* )pControl )->GetText() );
            g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput );
            break;

        case IDC_LISTBOX:
            switch( nEvent )
            {
                case EVENT_LISTBOX_ITEM_DBLCLK:
                {
                    DXUTListBoxItem* pItem = ( ( CDXUTListBox* )pControl )->GetItem(
                        ( ( CDXUTListBox* )pControl )->GetSelectedIndex( -1 ) );

                    swprintf_s( wszOutput, 1024,
                                     L"You double clicked an item in the left list box.  The item is\n\"%s\"",
                                     pItem ? pItem->strText : L"" );
                    g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput );
                    break;
                }

                case EVENT_LISTBOX_SELECTION:
                {
                    swprintf_s( wszOutput, 1024,
                                     L"You changed the selection in the left list box.  The selected item is %d",
                                     ( ( CDXUTListBox* )pControl )->GetSelectedIndex() );
                    g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput );
                    break;
                }
            }
            break;

        case IDC_LISTBOXM:
            switch( nEvent )
            {
                case EVENT_LISTBOX_ITEM_DBLCLK:
                {
                    DXUTListBoxItem* pItem = ( ( CDXUTListBox* )pControl )->GetItem(
                        ( ( CDXUTListBox* )pControl )->GetSelectedIndex( -1 ) );

                    swprintf_s( wszOutput, 1024,
                                     L"You double clicked an item in the right list box.  The item is\n\"%s\"",
                                     pItem ? pItem->strText : L"" );
                    g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput );
                    break;
                }

                case EVENT_LISTBOX_SELECTION:
                {
                    swprintf_s( wszOutput, 1024,
                                     L"You changed the selection in the right list box.  The selected item(s) are\n" );
                    int nSelected = -1;
                    while( ( nSelected = ( ( CDXUTListBox* )pControl )->GetSelectedIndex( nSelected ) ) != -1 )
                    {
                        swprintf_s( wszOutput + lstrlenW( wszOutput ), 1024 - lstrlenW( wszOutput ), L"%d,",
                                         nSelected );
                    }
                    // Remove the trailing comma if one exists.
                    if( wszOutput[lstrlenW( wszOutput ) - 1] == L',' )
                        wszOutput[lstrlenW( wszOutput ) - 1] = L'\0';
                    g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput );
                    break;
                }
            }
            break;
    }
}
Exemplo n.º 25
0
//--------------------------------------------------------------------------------------
// Create any D3D10 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10CreateDevice( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc,
                                      void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( g_D3DSettingsDlg.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, MAX_SPRITES, &g_pSprite10 ) );

    V_RETURN( CDXUTDirectionWidget::StaticOnD3D10CreateDevice( pd3dDevice ) );

    // Read the D3DX effect file
    WCHAR str[MAX_PATH];
    DWORD dwShaderFlags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY;
#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( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"Exercise06.fx" ) );
    V_RETURN( D3DX10CreateEffectFromFile( str, NULL, NULL, "fx_4_0", dwShaderFlags, 0, pd3dDevice, NULL,
                                          NULL, &g_pEffect10, NULL, NULL ) );

    // Obtain the technique handles
    g_pRenderTextured = g_pEffect10->GetTechniqueByName( "RenderTextured" );
    g_pGrowBranches = g_pEffect10->GetTechniqueByName( "GrowBranches" );

    // Obtain the parameter handles
    g_pmWorldViewProj = g_pEffect10->GetVariableByName( "g_mWorldViewProj" )->AsMatrix();
    g_pmWorld = g_pEffect10->GetVariableByName( "g_mWorld" )->AsMatrix();
    g_pmWorldView = g_pEffect10->GetVariableByName( "g_mWorldView" )->AsMatrix();
    g_pViewSpaceLightDir = g_pEffect10->GetVariableByName( "g_ViewSpaceLightDir" )->AsVector();
    g_pLengthModifier = g_pEffect10->GetVariableByName( "LengthModifier" )->AsScalar();
    g_pSpreadModifier = g_pEffect10->GetVariableByName( "SpreadModifier" )->AsScalar();
    g_pShrinkModifier = g_pEffect10->GetVariableByName( "ShrinkModifier" )->AsScalar();
    g_pExtinctionRate = g_pEffect10->GetVariableByName( "ExtinctionRate" )->AsScalar();
    g_pDiffuseTex = g_pEffect10->GetVariableByName( "g_txDiffuse" )->AsShaderResource();
    g_pRandomBuf = g_pEffect10->GetVariableByName( "g_RandomBuffer" )->AsShaderResource();

    // Define our vertex data layout
    const D3D10_INPUT_ELEMENT_DESC layout[] =
    {
        { "POS", 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 },
        { "GROWAMT", 0, DXGI_FORMAT_R32_FLOAT, 0, 32, D3D10_INPUT_PER_VERTEX_DATA, 0 },
    };
    D3D10_PASS_DESC PassDesc;
    UINT numElements = sizeof( layout ) / sizeof( D3D10_INPUT_ELEMENT_DESC );
    g_pRenderTextured->GetPassByIndex( 0 )->GetDesc( &PassDesc );
    V_RETURN( pd3dDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature,
                                             PassDesc.IAInputSignatureSize, &g_pVertexLayout ) );

    // Load our IB and VB with mesh data
    V_RETURN( LoadMesh( pd3dDevice ) );

    // Create our StreamTo and DrawFrom buffers
    const UINT MaxVertices = 300000;
    D3D10_BUFFER_DESC bd;
    bd.Usage = D3D10_USAGE_DEFAULT;
    bd.ByteWidth = MaxVertices * g_VertStride;
    bd.BindFlags = D3D10_BIND_VERTEX_BUFFER | D3D10_BIND_STREAM_OUTPUT;
    bd.CPUAccessFlags = 0;
    bd.MiscFlags = 0;
    V_RETURN( pd3dDevice->CreateBuffer( &bd, NULL, &g_pStreamTo ) );
    V_RETURN( pd3dDevice->CreateBuffer( &bd, NULL, &g_pDrawFrom ) );

    // Setup the camera's view parameters
    D3DXVECTOR3 vecEye( 0.0f, 0.0f, -15.0f );
    D3DXVECTOR3 vecAt( 0.0f,0.0f,0.0f );
    g_Camera.SetViewParams( &vecEye, &vecAt );

    g_pLengthModifier->SetFloat( g_LengthModifier );
    g_pSpreadModifier->SetFloat( g_SpreadModifier );
    g_pShrinkModifier->SetFloat( g_ShrinkModifier );
    g_pExtinctionRate->SetFloat( g_ExtinctionRate );


    //-----------------------------------------------------------------------------------------
    // o/__   <-- Create a buffer full of random vectors.  These will be indexed by our
    // |  (\      tree generation algorithm to give the tree a more natural look.
    //-----------------------------------------------------------------------------------------
    int iNumRandValues = 1024;
    srand( 200 );
    //create the data
    D3D10_SUBRESOURCE_DATA InitData;
    InitData.pSysMem = new float[iNumRandValues * 4];
    if( !InitData.pSysMem )
        return E_OUTOFMEMORY;
    for( int i = 0; i < iNumRandValues * 3; i++ )
    {
        ( ( float* )InitData.pSysMem )[i] = float( ( rand() % 10000 ) - 5000 ) / 5000.0f;
    }

    D3D10_BUFFER_DESC bufferDesc;
    bufferDesc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
    bufferDesc.ByteWidth = 1024 * 4 * sizeof( float );
    bufferDesc.CPUAccessFlags = 0;
    bufferDesc.MiscFlags = 0;
    bufferDesc.Usage = D3D10_USAGE_DEFAULT;
    V_RETURN( pd3dDevice->CreateBuffer( &bufferDesc, &InitData, &g_pRandomBuffer ) );
    D3D10_SHADER_RESOURCE_VIEW_DESC SRVDesc;
    ZeroMemory( &SRVDesc, sizeof( SRVDesc ) );
    SRVDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
    SRVDesc.ViewDimension = D3D10_SRV_DIMENSION_BUFFER;
    SRVDesc.Buffer.ElementOffset = 0;
    SRVDesc.Buffer.ElementWidth = 1024;
    V_RETURN( pd3dDevice->CreateShaderResourceView( g_pRandomBuffer, &SRVDesc, &g_pRandomBufferRV ) );

    SAFE_DELETE_ARRAY( InitData.pSysMem );

    return S_OK;
}
Exemplo n.º 26
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_D3DSettingsDlg.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_pFont ) );
    V_RETURN( D3DX10CreateSprite( pd3dDevice, 512, &g_pSprite ) );
    g_pTxtHelper = new CDXUTTextHelper( NULL, NULL, g_pFont, g_pSprite, 15 );


    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

    // Read the D3DX effect file
    WCHAR str[MAX_PATH];
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"Tutorial13.fx" ) );
    V_RETURN( D3DX10CreateEffectFromFile( str, NULL, NULL, "fx_4_0", dwShaderFlags, 0, pd3dDevice, NULL,
                                          NULL, &g_pEffect, NULL, NULL ) );

    // Obtain the technique
    g_pTechnique = g_pEffect->GetTechniqueByName( "Render" );

    // Obtain the variables
    g_ptxDiffuseVariable = g_pEffect->GetVariableByName( "g_txDiffuse" )->AsShaderResource();
    g_pWorldVariable = g_pEffect->GetVariableByName( "World" )->AsMatrix();
    g_pViewVariable = g_pEffect->GetVariableByName( "View" )->AsMatrix();
    g_pProjectionVariable = g_pEffect->GetVariableByName( "Projection" )->AsMatrix();
    g_pExplodeVariable = g_pEffect->GetVariableByName( "Explode" )->AsScalar();

    // Set Waviness
    g_pExplodeVariable->SetFloat( g_fExplode );

    // 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 ) );

    // Set the input layout
    pd3dDevice->IASetInputLayout( g_pVertexLayout );

    // Load the mesh
    V_RETURN( g_Mesh.Create( pd3dDevice, L"Tiny\\tiny.sdkmesh", true ) );

    // Initialize the world matrices
    D3DXMatrixIdentity( &g_World );

    // Initialize the camera
    D3DXVECTOR3 Eye( 0.0f, 0.0f, -800.0f );
    D3DXVECTOR3 At( 0.0f, 0.0f, 0.0f );
    g_Camera.SetViewParams( &Eye, &At );

    return S_OK;
}
Exemplo n.º 27
0
//--------------------------------------------------------------------------------------
// Initialize the app 
//--------------------------------------------------------------------------------------
void InitApp()
{
	camera = new CCamera;
	manipulator = new CManipulator;


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



	//g_HUD
    g_HUD.SetCallback( OnGUIEvent );

    g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 5, 10, 125, 22, VK_F12 );

	//fonts
	g_HUD.SetFont( 1, L"Arial", 20, FW_BOLD );
	g_HUD.SetFont( 2, L"Arial", 16, FW_NORMAL );

	g_HUD.AddEditBox( IDC_NEWFILE, L"testconfig.ini", 150, 10, 120, 30 );
	g_HUD.AddButton( IDC_NEWFILE_BTN, L"New", 280, 15, 60, 20);
	g_HUD.AddEditBox( IDC_LOADFILE, L"testconfig.ini", 150, 40, 120, 30 );
	g_HUD.AddButton( IDC_LOADFILE_BTN, L"Load", 280, 45, 60, 20);
	g_HUD.AddEditBox( IDC_SAVEFILE, L"testconfig.ini", 150, 70, 120, 30 );
	g_HUD.AddButton( IDC_SAVEFILE_BTN, L"Save", 280, 75, 60, 20);

	g_HUD.AddEditBox( IDC_CMD, L"", 5, 5, 300, 30 );
	g_HUD.AddStatic( IDC_STATIC7, L"status", 5, 5, 300, 30 );
	g_HUD.GetStatic( IDC_STATIC7 )->GetElement( 0 )->dwTextFormat = DT_LEFT;
	g_HUD.GetStatic( IDC_STATIC7 )->SetTextColor( D3DCOLOR_ARGB( 255, 220, 220, 220 ) );
	g_HUD.GetStatic( IDC_STATIC7 )->GetElement(0)->iFont = 2;

	//g_SampleUI
    g_SampleUI.SetCallback( OnGUIEvent ); int iY = 10;
	g_SampleUI.SetVisible(false);
	
	//fonts
	g_SampleUI.SetFont( 1, L"Arial", 20, FW_BOLD );
	g_SampleUI.SetFont( 2, L"Arial", 16, FW_NORMAL );
	
	g_SampleUI.AddStatic( IDC_OBJNAME, L"Pick object", 0, 0, 200, 30 );
	g_SampleUI.GetStatic( IDC_OBJNAME )->GetElement( 0 )->dwTextFormat = DT_LEFT;
	g_SampleUI.GetStatic( IDC_OBJNAME )->SetTextColor( D3DCOLOR_ARGB( 255, 220, 220, 220 ) );
	g_SampleUI.GetStatic( IDC_OBJNAME )->GetElement(0)->iFont = 1;

	g_SampleUI.AddStatic( IDC_STATIC7, L"angleX:",210,0,50,30 );
	g_SampleUI.GetStatic( IDC_STATIC7 )->GetElement( 0 )->dwTextFormat = DT_LEFT;
	g_SampleUI.GetStatic( IDC_STATIC7 )->SetTextColor( D3DCOLOR_ARGB( 255, 220, 220, 220 ) );
	g_SampleUI.GetStatic( IDC_STATIC7 )->GetElement(0)->iFont = 2;

	g_SampleUI.AddStatic( IDC_STATIC8, L"angleY:",260,0,50,30 );
	g_SampleUI.GetStatic( IDC_STATIC8 )->GetElement( 0 )->dwTextFormat = DT_LEFT;
	g_SampleUI.GetStatic( IDC_STATIC8 )->SetTextColor( D3DCOLOR_ARGB( 255, 220, 220, 220 ) );
	g_SampleUI.GetStatic( IDC_STATIC8 )->GetElement(0)->iFont = 2;

	//width edit box
	g_SampleUI.AddStatic( IDC_STATIC1, L"Width", 0, 50, 200, 30 );
	g_SampleUI.GetStatic( IDC_STATIC1 )->GetElement( 0 )->dwTextFormat = DT_LEFT;
	g_SampleUI.GetStatic( IDC_STATIC1 )->SetTextColor( D3DCOLOR_ARGB( 255, 220, 220, 220 ) );
	g_SampleUI.GetStatic( IDC_STATIC1 )->GetElement(0)->iFont = 2;
    g_SampleUI.AddEditBox( IDC_WIDTH, L"", 70, 45, 120, 30 );
	g_SampleUI.AddSlider( IDC_WIDTH_SLIDER, 200, 50, 150, 24, 1, 75, 20, false );

	//length edit box
	g_SampleUI.AddStatic( IDC_STATIC2, L"Length", 0, 80, 200, 30 );
	g_SampleUI.GetStatic( IDC_STATIC2 )->GetElement( 0 )->dwTextFormat = DT_LEFT;
	g_SampleUI.GetStatic( IDC_STATIC2 )->SetTextColor( D3DCOLOR_ARGB( 255, 220, 220, 220 ) );
	g_SampleUI.GetStatic( IDC_STATIC2 )->GetElement(0)->iFont = 2;
    g_SampleUI.AddEditBox( IDC_LENGTH, L"", 70, 75, 120, 30 );
	g_SampleUI.AddSlider( IDC_LENGTH_SLIDER, 200, 80, 150, 24, 1, 400, 100, false );

	//angle restrictions
	g_SampleUI.AddStatic( IDC_STATIC3, L"Angles restrictions", 0, 110, 200, 30 );
	g_SampleUI.GetStatic( IDC_STATIC3 )->GetElement( 0 )->dwTextFormat = DT_LEFT | DT_TOP;
	g_SampleUI.GetStatic( IDC_STATIC3 )->SetTextColor( D3DCOLOR_ARGB( 255, 220, 220, 220 ) );
	g_SampleUI.GetStatic( IDC_STATIC3 )->GetElement(0)->iFont = 2;
	g_SampleUI.AddStatic( IDC_STATIC4, L"X", 20, 130, 200, 30 );
	g_SampleUI.GetStatic( IDC_STATIC4 )->GetElement( 0 )->dwTextFormat = DT_LEFT | DT_TOP;
	g_SampleUI.GetStatic( IDC_STATIC4 )->SetTextColor( D3DCOLOR_ARGB( 255, 220, 220, 220 ) );
	g_SampleUI.GetStatic( IDC_STATIC4 )->GetElement(0)->iFont = 2;
	g_SampleUI.AddStatic( IDC_STATIC5, L"Y", 20, 160, 200, 30 );
	g_SampleUI.GetStatic( IDC_STATIC5 )->GetElement( 0 )->dwTextFormat = DT_LEFT | DT_TOP;
	g_SampleUI.GetStatic( IDC_STATIC5 )->SetTextColor( D3DCOLOR_ARGB( 255, 220, 220, 220 ) );
	g_SampleUI.GetStatic( IDC_STATIC5 )->GetElement(0)->iFont = 2;
	g_SampleUI.AddEditBox( IDC_ANGLE_RESTRICT_XL, L"", 70, 125, 100, 30 );
	g_SampleUI.AddButton( IDC_ANGLE_RESTRICT_XL_BTN, L"A", 170, 130, 22, 22 );
	g_SampleUI.AddEditBox( IDC_ANGLE_RESTRICT_XU, L"", 220, 125, 100, 30 );
	g_SampleUI.AddButton( IDC_ANGLE_RESTRICT_XU_BTN, L"A", 320, 130, 22, 22 );
	g_SampleUI.AddEditBox( IDC_ANGLE_RESTRICT_YL, L"", 70, 155, 100, 30 );
	g_SampleUI.AddButton( IDC_ANGLE_RESTRICT_YL_BTN, L"A", 170, 160, 22, 22 );
	g_SampleUI.AddEditBox( IDC_ANGLE_RESTRICT_YU, L"", 220, 155, 100, 30 );
	g_SampleUI.AddButton( IDC_ANGLE_RESTRICT_YU_BTN, L"A", 320, 160, 22, 22 );


	//add button
	g_SampleUI.AddButton( IDC_ADDCHAIN, L"Add", 15, 200, 100, 22 );
	g_SampleUI.AddButton( IDC_REMOVECHAIN, L"Remove", 115, 200, 100, 22 );

	//offset
	g_SampleUI.AddStatic( IDC_STATIC6, L"Offset", 0, 230, 70, 30 );
	g_SampleUI.GetStatic( IDC_STATIC6 )->GetElement( 0 )->dwTextFormat = DT_LEFT;
	g_SampleUI.GetStatic( IDC_STATIC6 )->SetTextColor( D3DCOLOR_ARGB( 255, 220, 220, 220 ) );
	g_SampleUI.GetStatic( IDC_STATIC6 )->GetElement(0)->iFont = 2;
	g_SampleUI.AddEditBox( IDC_OFFSET_X, L"", 70, 225, 80, 30 );
	g_SampleUI.AddEditBox( IDC_OFFSET_Y, L"", 160, 225, 80, 30 );
	g_SampleUI.AddEditBox( IDC_OFFSET_Z, L"", 250, 225, 80, 30 );

	//physical stuff
	g_SampleUI.AddStatic( IDC_STATIC6, L"Displace", 0, 265, 70, 30 );
	g_SampleUI.GetStatic( IDC_STATIC6 )->GetElement( 0 )->dwTextFormat = DT_LEFT;
	g_SampleUI.GetStatic( IDC_STATIC6 )->SetTextColor( D3DCOLOR_ARGB( 255, 220, 220, 220 ) );
	g_SampleUI.GetStatic( IDC_STATIC6 )->GetElement(0)->iFont = 2;
	g_SampleUI.AddEditBox(IDC_DISPLACE, L"", 70, 265, 80, 30);

	g_SampleUI.AddStatic( IDC_STATIC6, L"Direction", 0, 305, 70, 30 );
	g_SampleUI.GetStatic( IDC_STATIC6 )->GetElement( 0 )->dwTextFormat = DT_LEFT;
	g_SampleUI.GetStatic( IDC_STATIC6 )->SetTextColor( D3DCOLOR_ARGB( 255, 220, 220, 220 ) );
	g_SampleUI.GetStatic( IDC_STATIC6 )->GetElement(0)->iFont = 2;
	g_SampleUI.AddEditBox(IDC_DIRECTION, L"", 70, 305, 80, 30);

	g_SampleUI.AddStatic( IDC_STATIC6, L"Coefficient", 0, 345, 70, 30 );
	g_SampleUI.GetStatic( IDC_STATIC6 )->GetElement( 0 )->dwTextFormat = DT_LEFT;
	g_SampleUI.GetStatic( IDC_STATIC6 )->SetTextColor( D3DCOLOR_ARGB( 255, 220, 220, 220 ) );
	g_SampleUI.GetStatic( IDC_STATIC6 )->GetElement(0)->iFont = 2;
	g_SampleUI.AddEditBox(IDC_COEFFICIENT, L"", 70, 345, 80, 30);

	g_SampleUI.AddStatic( IDC_STATIC6, L"Mass", 0, 385, 70, 30 );
	g_SampleUI.GetStatic( IDC_STATIC6 )->GetElement( 0 )->dwTextFormat = DT_LEFT;
	g_SampleUI.GetStatic( IDC_STATIC6 )->SetTextColor( D3DCOLOR_ARGB( 255, 220, 220, 220 ) );
	g_SampleUI.GetStatic( IDC_STATIC6 )->GetElement(0)->iFont = 2;
	g_SampleUI.AddEditBox(IDC_MASS, L"", 70, 385, 80, 30);

	g_SampleUI.AddStatic( IDC_STATIC6, L"Tilt", 0, 425, 70, 30 );
	g_SampleUI.GetStatic( IDC_STATIC6 )->GetElement( 0 )->dwTextFormat = DT_LEFT;
	g_SampleUI.GetStatic( IDC_STATIC6 )->SetTextColor( D3DCOLOR_ARGB( 255, 220, 220, 220 ) );
	g_SampleUI.GetStatic( IDC_STATIC6 )->GetElement(0)->iFont = 2;
	g_SampleUI.AddCheckBox( IDC_TILT, L"", 60, 425, 30, 30 );

	g_SampleUI.AddStatic( IDC_STATIC6, L"Pressure", 100, 425, 70, 30 );
	g_SampleUI.GetStatic( IDC_STATIC6 )->GetElement( 0 )->dwTextFormat = DT_LEFT;
	g_SampleUI.GetStatic( IDC_STATIC6 )->SetTextColor( D3DCOLOR_ARGB( 255, 220, 220, 220 ) );
	g_SampleUI.GetStatic( IDC_STATIC6 )->GetElement(0)->iFont = 2;
	g_SampleUI.AddCheckBox( IDC_PRESSURE, L"", 160, 425, 30, 30 );

	g_SampleUI.AddStatic( IDC_STATIC6, L"Laser", 200, 425, 70, 30 );
	g_SampleUI.GetStatic( IDC_STATIC6 )->GetElement( 0 )->dwTextFormat = DT_LEFT;
	g_SampleUI.GetStatic( IDC_STATIC6 )->SetTextColor( D3DCOLOR_ARGB( 255, 220, 220, 220 ) );
	g_SampleUI.GetStatic( IDC_STATIC6 )->GetElement(0)->iFont = 2;
	g_SampleUI.AddCheckBox( IDC_LASER, L"", 260, 425, 30, 30 );
}
Exemplo n.º 28
0
//--------------------------------------------------------------------------------------
// Render the scene using the D3D10 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10FrameRender( ID3D10Device* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    // If the settings dialog is being shown, then render it instead of rendering the app's scene
    if( g_D3DSettingsDlg.IsActive() )
    {
        g_D3DSettingsDlg.OnRender( fElapsedTime );
        return;
    }

    //
    // Clear the back buffer
    //
    float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; // red, green, blue, alpha
    ID3D10RenderTargetView* pRTV = DXUTGetD3D10RenderTargetView();
    pd3dDevice->ClearRenderTargetView( pRTV, ClearColor );

    //
    // Clear the depth stencil
    //
    ID3D10DepthStencilView* pDSV = DXUTGetD3D10DepthStencilView();
    pd3dDevice->ClearDepthStencilView( pDSV, D3D10_CLEAR_DEPTH, 1.0, 0 );

    //
    // Update variables that change once per frame
    //
    g_pProjectionVariable->SetMatrix( ( float* )g_Camera.GetProjMatrix() );
    g_pViewVariable->SetMatrix( ( float* )g_Camera.GetViewMatrix() );
    g_pWorldVariable->SetMatrix( ( float* )&g_World );

    //
    // Set the Vertex Layout
    //
    pd3dDevice->IASetInputLayout( g_pVertexLayout );

    //
    // Render the mesh
    //
    UINT Strides[1];
    UINT Offsets[1];
    ID3D10Buffer* pVB[1];
    pVB[0] = g_Mesh.GetVB10( 0, 0 );
    Strides[0] = ( UINT )g_Mesh.GetVertexStride( 0, 0 );
    Offsets[0] = 0;
    pd3dDevice->IASetVertexBuffers( 0, 1, pVB, Strides, Offsets );
    pd3dDevice->IASetIndexBuffer( g_Mesh.GetIB10( 0 ), g_Mesh.GetIBFormat10( 0 ), 0 );

    D3D10_TECHNIQUE_DESC techDesc;
    g_pTechnique->GetDesc( &techDesc );
    SDKMESH_SUBSET* pSubset = NULL;
    ID3D10ShaderResourceView* pDiffuseRV = NULL;
    D3D10_PRIMITIVE_TOPOLOGY PrimType;

    for( UINT p = 0; p < techDesc.Passes; ++p )
    {
        for( UINT subset = 0; subset < g_Mesh.GetNumSubsets( 0 ); ++subset )
        {
            pSubset = g_Mesh.GetSubset( 0, subset );

            PrimType = g_Mesh.GetPrimitiveType10( ( SDKMESH_PRIMITIVE_TYPE )pSubset->PrimitiveType );
            pd3dDevice->IASetPrimitiveTopology( PrimType );

            pDiffuseRV = g_Mesh.GetMaterial( pSubset->MaterialID )->pDiffuseRV10;
            g_ptxDiffuseVariable->SetResource( pDiffuseRV );

            g_pTechnique->GetPassByIndex( p )->Apply( 0 );
            pd3dDevice->DrawIndexed( ( UINT )pSubset->IndexCount, 0, ( UINT )pSubset->VertexStart );
        }
    }

    //the mesh class also had a render method that allows rendering the mesh with the most common options
    //g_Mesh.Render( pd3dDevice, g_pTechnique, g_ptxDiffuseVariable );

    //
    // Render the UI
    //
    g_HUD.OnRender( fElapsedTime );
    g_SampleUI.OnRender( fElapsedTime );

    RenderText();
}
Exemplo n.º 29
0
//--------------------------------------------------------------------------------------
// Render the scene using the D3D9 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    // If the settings dialog is being shown, then render it instead of rendering the app's scene
    if( g_D3DSettingsDlg.IsActive() )
    {
        g_D3DSettingsDlg.OnRender( fElapsedTime );
        return;
    }

    HRESULT hr;
    D3DXMATRIXA16 mWorldViewProjection;
    D3DXVECTOR3 vLightDir[MAX_LIGHTS];
    D3DXCOLOR vLightDiffuse[MAX_LIGHTS];
    UINT iPass, cPasses;
    D3DXMATRIXA16 mWorld;
    D3DXMATRIXA16 mView;
    D3DXMATRIXA16 mProj;

    // Clear the render target and the zbuffer 
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DXCOLOR( 0.0f, 0.25f, 0.25f, 0.55f ), 1.0f,
                          0 ) );

    // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        // Get the projection & view matrix from the camera class
        mWorld = g_mCenterMesh * *g_Camera.GetWorldMatrix();
        mProj = *g_Camera.GetProjMatrix();
        mView = *g_Camera.GetViewMatrix();

        mWorldViewProjection = mWorld * mView * mProj;

        // Render the light arrow so the user can visually see the light dir
        for( int i = 0; i < g_nNumActiveLights; i++ )
        {
            D3DXCOLOR arrowColor = ( i == g_nActiveLight ) ? D3DXCOLOR( 1, 1, 0, 1 ) : D3DXCOLOR( 1, 1, 1, 1 );
            V( g_LightControl[i].OnRender9( arrowColor, &mView, &mProj, g_Camera.GetEyePt() ) );
            vLightDir[i] = g_LightControl[i].GetLightDirection();
            vLightDiffuse[i] = g_fLightScale * D3DXCOLOR( 1, 1, 1, 1 );
        }

        V( g_pEffect9->SetValue( g_hLightDir, vLightDir, sizeof( D3DXVECTOR3 ) * MAX_LIGHTS ) );
        V( g_pEffect9->SetValue( g_hLightDiffuse, vLightDiffuse, sizeof( D3DXVECTOR4 ) * MAX_LIGHTS ) );

        // Update the effect's variables.  Instead of using strings, it would 
        // be more efficient to cache a handle to the parameter by calling 
        // ID3DXEffect::GetParameterByName
        V( g_pEffect9->SetMatrix( g_hmWorldViewProjection, &mWorldViewProjection ) );
        V( g_pEffect9->SetMatrix( g_hmWorld, &mWorld ) );

        D3DXCOLOR vWhite = D3DXCOLOR( 1, 1, 1, 1 );
        V( g_pEffect9->SetValue( g_hMaterialDiffuseColor, &vWhite, sizeof( D3DXCOLOR ) ) );
        V( g_pEffect9->SetFloat( g_hfTime, ( float )fTime ) );
        V( g_pEffect9->SetInt( g_hnNumLights, g_nNumActiveLights ) );

        // Render the scene with this technique as defined in the .fx file
        switch( g_nNumActiveLights )
        {
            case 1:
                V( g_pEffect9->SetTechnique( g_hRenderSceneWithTexture1Light ) ); break;
            case 2:
                V( g_pEffect9->SetTechnique( g_hRenderSceneWithTexture2Light ) ); break;
            case 3:
                V( g_pEffect9->SetTechnique( g_hRenderSceneWithTexture3Light ) ); break;
        }

        // Apply the technique contained in the effect and render the mesh
        V( g_pEffect9->Begin( &cPasses, 0 ) );
        for( iPass = 0; iPass < cPasses; iPass++ )
        {
            V( g_pEffect9->BeginPass( iPass ) );
            V( g_pMesh9->DrawSubset( 0 ) );
            V( g_pEffect9->EndPass() );
        }
        V( g_pEffect9->End() );

        g_HUD.OnRender( fElapsedTime );
        g_SampleUI.OnRender( fElapsedTime );

        RenderText();

        V( pd3dDevice->EndScene() );
    }
}
Exemplo n.º 30
0
//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11CreateDevice 
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice( void* pUserContext )
{
    g_DialogResourceManager.OnD3D11DestroyDevice();
    g_D3DSettingsDlg.OnD3D11DestroyDevice();
    DXUTGetGlobalResourceCache().OnDestroyDevice();
    SAFE_DELETE( g_pTxtHelper );

    g_Mesh11.Destroy();
                

	SAFE_RELEASE(g_pGeometryShader);
    SAFE_RELEASE( g_pVertexLayout11 );
    SAFE_RELEASE( g_pVertexBuffer );
    SAFE_RELEASE( g_pVertexShader );
    SAFE_RELEASE( g_pPixelShader );
    SAFE_RELEASE( g_pSamLinear );

    SAFE_RELEASE( g_pcbVSPerObject );
    SAFE_RELEASE( g_pcbPSPerObject );
    SAFE_RELEASE( g_pcbPSPerFrame );
	
	SAFE_RELEASE( g_pRasterizerState );
	SAFE_RELEASE( g_pRasterizerStateWF );


	for( int flagIndex =  0; flagIndex < numFlags; ++flagIndex )
	{
		cloths[flagIndex].destroy();
	}

	my_capsule.destroy();

	// Shouldn't need to delete this as it's just a soft body and will be deleted later by the collision object cleanup.
	//for( int flagIndex = 0; flagIndex < m_flags.size(); ++flagIndex )
	//{	
		//delete m_flags[flagIndex];
	//}

	//cleanup in the reverse order of creation/initialization
	if( g_defaultSolver )
		delete g_defaultSolver;
	if( g_cpuSolver )
		delete g_cpuSolver;
	if( g_dx11Solver )
		delete g_dx11Solver;
	if( g_dx11SIMDSolver )
		delete g_dx11SIMDSolver;
	if( g_softBodyOutput )
		delete g_softBodyOutput;
	

	for(int i=0; i< m_collisionShapes.size(); i++)
		delete m_collisionShapes[i];

	//remove the rigidbodies from the dynamics world and delete them
	int i;
	for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
	{
		btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
		btRigidBody* body = btRigidBody::upcast(obj);
		if (body && body->getMotionState())
		{
			delete body->getMotionState();
		}
		m_dynamicsWorld->removeCollisionObject( obj );
		delete obj;
	}

	delete m_dynamicsWorld;	
	delete m_solver;	
	delete m_broadphase;	
	delete m_dispatcher;
	delete m_collisionConfiguration;

		
}