Пример #1
0
//--------------------------------------------------------------------------------------
// When the user changes scene, recreate these components as they are scene 
// dependent.
//--------------------------------------------------------------------------------------
HRESULT CreateD3DComponents( ID3D11Device* pd3dDevice)
{
  HRESULT hr;
  
  auto pd3dImmediateContext = DXUTGetD3D11DeviceContext();
  V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice( pd3dDevice, pd3dImmediateContext ) );
  V_RETURN( g_D3DSettingsDlg.OnD3D11CreateDevice( pd3dDevice ) );
  g_pTxtHelper  = new CDXUTTextHelper( pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 15 );
  
  static const XMVECTORF32 s_vecEye    = { 105.0f,  14.0f, -3.0f, 0.f };
  static const XMVECTORF32 s_vecLookAt = {   0.0f,  -7.5f,  0.0f, 0.f };
  XMFLOAT3                 vMin        = XMFLOAT3( -1000.0f, -1000.0f, -1000.0f );
  XMFLOAT3                 vMax        = XMFLOAT3( 1000.0f, 1000.0f, 1000.0f );
  
  g_ViewerCamera.SetViewParams( s_vecEye, s_vecLookAt );
  g_ViewerCamera.SetRotateButtons( true, false, false);
  g_ViewerCamera.SetScalers( 0.01f, 10.0f );
  g_ViewerCamera.SetDrag( true );
  g_ViewerCamera.SetEnableYAxisMovement( true );
  g_ViewerCamera.SetClipToBoundary( true, &vMin, &vMax );
  g_ViewerCamera.FrameMove( 0 );
  
  static const XMVECTORF32 s_lightEye = { -320.0f, 300.0f, -220.3f, 0.f };
  g_LightCamera.SetViewParams( s_lightEye, g_XMZero );
  g_LightCamera.SetRotateButtons( true, false, false );
  g_LightCamera.SetScalers( 0.01f, 50.0f );
  g_LightCamera.SetDrag( true );
  g_LightCamera.SetEnableYAxisMovement( true );
  g_LightCamera.SetClipToBoundary( true, &vMin, &vMax );
  g_LightCamera.SetProjParams( XM_PI / 4, 1.0f, 0.1f , 1000.0f);

  g_LightCamera.FrameMove( 0 );
         
  // Get the final sizes
  uint32_t width  = DXUTGetDXGIBackBufferSurfaceDesc()->Width; 
  uint32_t height = DXUTGetDXGIBackBufferSurfaceDesc()->Height;

  g_Scene.Init( pd3dDevice, pd3dImmediateContext, &g_MeshPowerPlant, width, height);
  
  return S_OK;
}
//--------------------------------------------------------------------------------------
// When the user changes scene, recreate these components as they are scene 
// dependent.
//--------------------------------------------------------------------------------------
HRESULT CreateD3DComponents(ID3D11Device* 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);


    XMVECTOR vecEye = XMVectorSet(100.0f, 5.0f, 5.0f, 0);
    XMVECTOR vecAt = XMVectorSet(0.0f, 0.0f, 0.0f, 0);
    XMFLOAT3 vMin = XMFLOAT3(-1000.0f, -1000.0f, -1000.0f);
    XMFLOAT3 vMax = XMFLOAT3(1000.0f, 1000.0f, 1000.0f);

    g_ViewerCamera.SetViewParams(vecEye, vecAt);
    g_ViewerCamera.SetRotateButtons(TRUE, FALSE, FALSE);
    g_ViewerCamera.SetScalers(0.01f, 10.0f);
    g_ViewerCamera.SetDrag(true);
    g_ViewerCamera.SetEnableYAxisMovement(true);
    g_ViewerCamera.SetClipToBoundary(TRUE, &vMin, &vMax);
    g_ViewerCamera.FrameMove(0);

    vecEye = XMVectorSet(-320.0f, 300.0f, -220.3f, 0);
    vecAt = XMVectorSet(0.0f, 0.0f, 0.0f, 0);

    g_LightCamera.SetViewParams(vecEye, vecAt);
    g_LightCamera.SetRotateButtons(TRUE, FALSE, FALSE);
    g_LightCamera.SetScalers(0.01f, 50.0f);
    g_LightCamera.SetDrag(true);
    g_LightCamera.SetEnableYAxisMovement(true);
    g_LightCamera.SetClipToBoundary(TRUE, &vMin, &vMax);
    g_LightCamera.SetProjParams(XM_PI / 4, 1.0f, 0.1f, 1000.0f);
    g_LightCamera.FrameMove(0);

    g_CascadedShadow.Init(pd3dDevice, pd3dImmediateContext,
        g_pSelectedMesh, &g_ViewerCamera, &g_LightCamera, &g_CascadeConfig);

    return S_OK;
}
//--------------------------------------------------------------------------------------
// Create any D3D11 resources that depend on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain,
                                          const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );
    V_RETURN( g_D3DSettingsDlg.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) );

    // Setup the camera's projection parameters
    float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
    g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 2.0f, 4000.0f );
	//    g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
	//    g_Camera.SetButtonMasks( MOUSE_MIDDLE_BUTTON, MOUSE_WHEEL, MOUSE_LEFT_BUTTON );


	D3DXVECTOR3 vMin = D3DXVECTOR3( -1000.0f, -1000.0f, -1000.0f );
    D3DXVECTOR3 vMax = D3DXVECTOR3( 1000.0f, 1000.0f, 1000.0f );
    g_Camera.SetRotateButtons(TRUE, FALSE, FALSE);
	
	
    g_Camera.SetScalers( 0.01f, 30.0f );
    g_Camera.SetDrag( true );
    g_Camera.SetEnableYAxisMovement( true );
    g_Camera.SetClipToBoundary( TRUE, &vMin, &vMax );
    g_Camera.FrameMove( 0 );


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

	//Turn off backface culling
	D3D11_RASTERIZER_DESC rsDesc;
	ZeroMemory(&rsDesc,sizeof(D3D11_RASTERIZER_DESC) );
	rsDesc.CullMode = D3D11_CULL_NONE;
	rsDesc.FillMode = D3D11_FILL_SOLID;
	//rsDesc.FillMode = D3D11_FILL_WIREFRAME;
	
	
	ID3D11RasterizerState *pRasterizerState = NULL;
	pd3dDevice->CreateRasterizerState(&rsDesc, &pRasterizerState);
	
	DXUTGetD3D11DeviceContext()->RSSetState(pRasterizerState);

	SAFE_RELEASE(pRasterizerState);

    return S_OK;
}
Пример #4
0
//--------------------------------------------------------------------------------------
// Initialize the app 
//--------------------------------------------------------------------------------------
void InitApp()
{
    // Initialize dialogs
    g_D3DSettingsDlg.Init( &g_DialogResourceManager );
    g_HUD.Init( &g_DialogResourceManager );
    g_SampleUI.Init( &g_DialogResourceManager );

    g_HUD.SetCallback( OnGUIEvent ); int iY = 20;
    g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 0, iY, 170, 22 );
    g_HUD.AddButton( IDC_TOGGLEREF, L"Toggle REF (F3)", 0, iY += 26, 170, 22, VK_F3 );
    g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 0, iY += 26, 170, 22, VK_F2 );

    g_SampleUI.SetCallback( OnGUIEvent ); iY = 10;

    WCHAR sz[100];
    iY += 24;
    swprintf_s( sz, L"Patch Divisions: %2.1f", g_fSubdivs );
    g_SampleUI.AddStatic( IDC_PATCH_SUBDIVS_STATIC, sz, 10, iY += 26, 150, 22 );
    g_SampleUI.AddSlider( IDC_PATCH_SUBDIVS, 10, iY += 24, 150, 22, 10 * MIN_DIVS, 10 * MAX_DIVS, (int)(g_fSubdivs * 10) );

    iY += 24;
    g_SampleUI.AddCheckBox( IDC_TOGGLE_LINES, L"Toggle Wires", 20, iY += 26, 150, 22, g_bDrawWires );

    iY += 24;
    g_SampleUI.AddRadioButton( IDC_PARTITION_INTEGER, IDC_PARTITION_MODE, L"Integer", 20, iY += 26, 170, 22 );
    g_SampleUI.AddRadioButton( IDC_PARTITION_FRAC_EVEN, IDC_PARTITION_MODE, L"Fractional Even", 20, iY += 26, 170, 22 );
    g_SampleUI.AddRadioButton( IDC_PARTITION_FRAC_ODD, IDC_PARTITION_MODE, L"Fractional Odd", 20, iY += 26, 170, 22 );
    g_SampleUI.GetRadioButton( IDC_PARTITION_INTEGER )->SetChecked( true );

    // Setup the camera's view parameters
    static const XMVECTORF32 s_vecEye = { 5.0f, 3.0f, -10.0f, 0.f };
    static const XMVECTORF32 s_vecAt = { 5.0f, 0.0f, 0.0f, 0.f };
    g_Camera.SetViewParams( s_vecEye, s_vecAt );
    g_Camera.SetEnablePositionMovement(true);
    g_Camera.SetEnableYAxisMovement(true);

}