void CALLBACK MouseProc( bool bLeftButtonDown, bool bRightButtonDown, bool bMiddleButtonDown, bool bSideButton1Down, bool bSideButton2Down, int nMouseWheelDelta, int xPos, int yPos, void* pUserContext ) { bool bOldLeftButtonDown = g_bLeftButtonDown; bool bOldRightButtonDown = g_bRightButtonDown; bool bOldMiddleButtonDown = g_bMiddleButtonDown; g_bLeftButtonDown = bLeftButtonDown; g_bMiddleButtonDown = bMiddleButtonDown; g_bRightButtonDown = bRightButtonDown; //* if( bOldLeftButtonDown && !g_bLeftButtonDown ) { // Disable movement g_Camera.SetEnablePositionMovement( false ); } else if( !bOldLeftButtonDown && g_bLeftButtonDown ) { // Enable movement g_Camera.SetEnablePositionMovement( true ); } else if( !bOldRightButtonDown && g_bRightButtonDown ) { // Enable movement g_Camera.SetEnablePositionMovement( false ); } else if( !bOldMiddleButtonDown && g_bMiddleButtonDown ) { // Enable movement g_Camera.SetEnablePositionMovement( false ); } // If no mouse button is down at all, enable camera movement. if( !g_bLeftButtonDown && !g_bRightButtonDown && !g_bMiddleButtonDown ) g_Camera.SetEnablePositionMovement( true ); //*/ /* if( bRightButtonDown ) { float dx = (xPos - g_ptSourisPosition.x)/5.f; float dy = (yPos - g_ptSourisPosition.y)/5.f; g_ptSourisPosition.x = xPos; g_ptSourisPosition.y = yPos; //if ( g_bSourisDroite ) { g_pCamera->m_fAngleH += -dx; g_pCamera->m_fAngleV += dy; } } //*/ }
//-------------------------------------------------------------------------------------- // Handle mouse buttons //-------------------------------------------------------------------------------------- void CALLBACK MouseProc( bool bLeftButtonDown, bool bRightButtonDown, bool bMiddleButtonDown, bool bSideButton1Down, bool bSideButton2Down, int nMouseWheelDelta, int xPos, int yPos, void* pUserContext ) { bool bOldLeftButtonDown = g_bLeftButtonDown; bool bOldRightButtonDown = g_bRightButtonDown; bool bOldMiddleButtonDown = g_bMiddleButtonDown; g_bLeftButtonDown = bLeftButtonDown; g_bMiddleButtonDown = bMiddleButtonDown; g_bRightButtonDown = bRightButtonDown; if( bOldLeftButtonDown && !g_bLeftButtonDown ) g_Camera.SetEnablePositionMovement( false ); else if( !bOldLeftButtonDown && g_bLeftButtonDown ) g_Camera.SetEnablePositionMovement( true ); if( !bOldRightButtonDown && g_bRightButtonDown ) { g_Camera.SetEnablePositionMovement( false ); } if( bOldMiddleButtonDown && !g_bMiddleButtonDown ) { g_LCamera.SetEnablePositionMovement( false ); } else if( !bOldMiddleButtonDown && g_bMiddleButtonDown ) { g_LCamera.SetEnablePositionMovement( true ); g_Camera.SetEnablePositionMovement( false ); } // If no mouse button is down at all, enable camera movement. if( !g_bLeftButtonDown && !g_bRightButtonDown && !g_bMiddleButtonDown ) g_Camera.SetEnablePositionMovement( true ); }
//-------------------------------------------------------------------------------------- // 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; DXUTTRACE(L"OnD3D11CreateDevice called\n"); SetCursor(LoadCursor(0, IDC_ARROW)); ID3D11DeviceContext* pd3dImmediateContext = DXUTGetD3D11DeviceContext(); // does not addref V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice(pd3dDevice, pd3dImmediateContext) ); V_RETURN( g_SettingsDlg.OnD3D11CreateDevice(pd3dDevice) ); g_pTxtHelper = new CDXUTTextHelper(pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, g_TextLineHeight); // Setup orbital camera D3DXVECTOR3 vecEye(0.0f, 2.0f, 0.0f); D3DXVECTOR3 vecAt (0.0f, 0.0f, 0.0f); g_OrbitalCamera.SetViewParams(&vecEye, &vecAt); g_OrbitalCamera.SetRadius(1.5f, 0.01f); // Setup first-person camera D3DXVECTOR3 sibenikVecEye(0.0960150138f, 0.0273544509f, -0.0185411610f); D3DXVECTOR3 sibenikVecAt (-0.623801112f, -0.649074197f, -0.174454257f); g_FirstPersonCamera.SetViewParams(&sibenikVecEye, &sibenikVecAt); g_FirstPersonCamera.SetEnablePositionMovement(1); g_FirstPersonCamera.SetScalers(0.001f, 0.05f); // Load Scene3D.fx g_pSceneRenderer.OnCreateDevice(pd3dDevice); // Load meshes and bin files LoadScenes(pd3dDevice); GFSDK_SSAO_Status status; status = g_AORenderer.Create(pd3dDevice); assert(status == GFSDK_SSAO_OK); return S_OK; }
//-------------------------------------------------------------------------------------- // 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); }
//-------------------------------------------------------------------------------------- // 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; 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; lightpos = D3DXVECTOR3(300,300,-200); //test = new testing(); hr = test.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext); hr = tessplane.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext); hr = tesscube.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,80,D3DXVECTOR3(300,50,-200));//D3DXVECTOR3(300,50,-200 hr = lightsphere.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,10,lightpos); hr = fuse.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext); hr = board1.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,D3DXVECTOR3(300,-300,-1000)); hr = deboard.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,D3DXVECTOR3(-300,-300,-1000)); hr = geo_alien.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext); hr = FirePart.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,80,0); //0 = fire hr = sky.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,D3DXVECTOR3(0,0,0)); hr = buildings.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext); hr = MissilePart.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,20,1); g_LightControl.SetRadius( 2000 ); // Setup the camera's view parameters D3DXVECTOR3 vecEye( 0.0f, 50.0f, -1000.0f ); D3DXVECTOR3 vecAt ( 0.0f, 0.0f, -0.0f ); g_Camera.SetRotateButtons(true,false,false); g_Camera.SetViewParams( &vecEye, &vecAt ); g_Camera.SetEnablePositionMovement( true ); g_Camera.SetScalers( 0.005f, 500.0f ); D3D11_DEPTH_STENCIL_DESC descDS; ZeroMemory(&descDS, sizeof(descDS)); descDS.DepthEnable = false; descDS.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; descDS.DepthFunc = D3D11_COMPARISON_LESS; descDS.StencilEnable = FALSE; hr = pd3dDevice->CreateDepthStencilState( &descDS, &g_DepthState); //setup stuff for post process ID3DBlob* pVertexShaderBuffer = NULL; V_RETURN( CompileShaderFromFile( L"PP1.hlsl", "VS", "vs_4_0", &pVertexShaderBuffer ) ); ID3DBlob* pPixelShaderBuffer = NULL; V_RETURN( CompileShaderFromFile( L"PP1.hlsl", "PS", "ps_4_0", &pPixelShaderBuffer ) ); V_RETURN( pd3dDevice->CreateVertexShader( pVertexShaderBuffer->GetBufferPointer(), pVertexShaderBuffer->GetBufferSize(), NULL, &VSPPFirstPass ) ); DXUT_SetDebugName( VSPPFirstPass, "VSPost1" ); V_RETURN( pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(), pPixelShaderBuffer->GetBufferSize(), NULL, &PSPPFirstPass ) ); DXUT_SetDebugName( PSPPFirstPass, "PSPost1" ); pVertexShaderBuffer = NULL; V_RETURN( CompileShaderFromFile( L"Gaussblur.hlsl", "VS", "vs_4_0", &pVertexShaderBuffer ) ); pPixelShaderBuffer = NULL; V_RETURN( CompileShaderFromFile( L"Gaussblur.hlsl", "PS", "ps_4_0", &pPixelShaderBuffer ) ); V_RETURN( pd3dDevice->CreateVertexShader( pVertexShaderBuffer->GetBufferPointer(), pVertexShaderBuffer->GetBufferSize(), NULL, &VSPPBlur ) ); DXUT_SetDebugName( VSPPBlur, "VSBlur" ); V_RETURN( pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(), pPixelShaderBuffer->GetBufferSize(), NULL, &PSPPBlur ) ); DXUT_SetDebugName( PSPPBlur, "PSBlur" ); pVertexShaderBuffer = NULL; V_RETURN( CompileShaderFromFile( L"bloom_combine.hlsl", "VS", "vs_4_0", &pVertexShaderBuffer ) ); pPixelShaderBuffer = NULL; V_RETURN( CompileShaderFromFile( L"bloom_combine.hlsl", "PS", "ps_4_0", &pPixelShaderBuffer ) ); V_RETURN( pd3dDevice->CreateVertexShader( pVertexShaderBuffer->GetBufferPointer(), pVertexShaderBuffer->GetBufferSize(), NULL, &VSPPComb ) ); DXUT_SetDebugName( VSPPComb, "VSComb" ); V_RETURN( pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(), pPixelShaderBuffer->GetBufferSize(), NULL, &PSPPComb ) ); DXUT_SetDebugName( PSPPComb, "PSComb" ); 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( blur_cbuffer ); V_RETURN( pd3dDevice->CreateBuffer( &Desc, NULL, &blur_cb_buffer ) ); DXUT_SetDebugName( blur_cb_buffer, "blur_cb" ); //g_Camera.SetRadius( fObjectRadius * 3.0f, fObjectRadius * 0.5f, fObjectRadius * 10.0f ); return S_OK; }