第十章 DiffusePyramid核心代码

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DiffusePyramid.cpp

 

//=============================================================================// DiffusePyramidDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.//// Demonstrates diffuse lighting and manually specifying the vertex// and vertex normal data for a pyramid.//// Controls: Use mouse to orbit and zoom; use the 'W' and 'S' keys to //           alter the height of the camera.//=============================================================================#include "d3dApp.h"#include "DirectInput.h"#include <crtdbg.h>#include "GfxStats.h"#include <list>#include "Vertex.h"class DiffusePyramidDemo : public D3DApp{public:DiffusePyramidDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);~DiffusePyramidDemo();bool checkDeviceCaps();void onLostDevice();void onResetDevice();void updateScene(float dt);void drawScene();// Helper methodsvoid buildVertexBuffer();void buildFX();void buildViewMtx();void buildProjMtx();private:GfxStats* mGfxStats;IDirect3DVertexBuffer9* mVB;ID3DXEffect*            mFX;D3DXHANDLE              mhTech;D3DXHANDLE              mhWVP;D3DXHANDLE              mhWorldInverseTranspose;D3DXHANDLE              mhLightVecW;D3DXHANDLE              mhDiffuseMtrl;D3DXHANDLE              mhDiffuseLight;D3DXVECTOR3 mLightVecW;D3DXCOLOR   mDiffuseMtrl;D3DXCOLOR   mDiffuseLight;float mCameraRotationY;float mCameraRadius;float mCameraHeight;D3DXMATRIX mWorld;D3DXMATRIX mView;D3DXMATRIX mProj;};int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance,   PSTR cmdLine, int showCmd){// Enable run-time memory check for debug builds.#if defined(DEBUG) | defined(_DEBUG)_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );#endifDiffusePyramidDemo app(hInstance, "Diffuse Pyramid Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING);gd3dApp = &app;DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);gDInput = &di;    return gd3dApp->run();}DiffusePyramidDemo::DiffusePyramidDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP): D3DApp(hInstance, winCaption, devType, requestedVP){if(!checkDeviceCaps()){MessageBox(0, "checkDeviceCaps() Failed", 0, 0);PostQuitMessage(0);}mGfxStats = new GfxStats();mCameraRadius    = 10.0f;mCameraRotationY = 1.2 * D3DX_PI;mCameraHeight    = 5.0f;mLightVecW    = D3DXVECTOR3(0.0, 1.0f, -1.0f);mDiffuseMtrl  = D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f);mDiffuseLight = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);D3DXMatrixIdentity(&mWorld);buildVertexBuffer();buildFX();onResetDevice();InitAllVertexDeclarations();}DiffusePyramidDemo::~DiffusePyramidDemo(){delete mGfxStats;ReleaseCOM(mVB);ReleaseCOM(mFX);DestroyAllVertexDeclarations();}bool DiffusePyramidDemo::checkDeviceCaps(){D3DCAPS9 caps;HR(gd3dDevice->GetDeviceCaps(&caps));// Check for vertex shader version 2.0 support.if( caps.VertexShaderVersion < D3DVS_VERSION(2, 0) )return false;// Check for pixel shader version 2.0 support.if( caps.PixelShaderVersion < D3DPS_VERSION(2, 0) )return false;return true;}void DiffusePyramidDemo::onLostDevice(){mGfxStats->onLostDevice();HR(mFX->OnLostDevice());}void DiffusePyramidDemo::onResetDevice(){mGfxStats->onResetDevice();HR(mFX->OnResetDevice());// The aspect ratio depends on the backbuffer dimensions, which can // possibly change after a reset.  So rebuild the projection matrix.buildProjMtx();}void DiffusePyramidDemo::updateScene(float dt){mGfxStats->setVertexCount(12);mGfxStats->setTriCount(4);mGfxStats->update(dt);// Get snapshot of input devices.gDInput->poll();// Check input.if( gDInput->keyDown(DIK_W) ) mCameraHeight   += 25.0f * dt;if( gDInput->keyDown(DIK_S) ) mCameraHeight   -= 25.0f * dt;// Divide by 50 to make mouse less sensitive. mCameraRotationY += gDInput->mouseDX() / 100.0f;mCameraRadius    += gDInput->mouseDY() / 25.0f;// If we rotate over 360 degrees, just roll back to 0if( fabsf(mCameraRotationY) >= 2.0f * D3DX_PI ) mCameraRotationY = 0.0f;// Don't let radius get too small.if( mCameraRadius < 5.0f )mCameraRadius = 5.0f;// The camera position/orientation relative to world space can // change every frame based on input, so we need to rebuild the// view matrix every frame with the latest changes.buildViewMtx();}void DiffusePyramidDemo::drawScene(){// Clear the backbuffer and depth buffer.HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffeeeeee, 1.0f, 0));HR(gd3dDevice->BeginScene());// Let Direct3D know the vertex buffer, index buffer and vertex // declaration we are using.HR(gd3dDevice->SetStreamSource(0, mVB, 0, sizeof(VertexPN)));HR(gd3dDevice->SetVertexDeclaration(VertexPN::Decl));// Setup the rendering FXHR(mFX->SetTechnique(mhTech));HR(mFX->SetMatrix(mhWVP, &(mWorld*mView*mProj)));D3DXMATRIX worldInverseTranspose;D3DXMatrixInverse(&worldInverseTranspose, 0, &mWorld);D3DXMatrixTranspose(&worldInverseTranspose, &worldInverseTranspose);HR(mFX->SetMatrix(mhWorldInverseTranspose, &worldInverseTranspose));HR(mFX->SetValue(mhLightVecW, &mLightVecW, sizeof(D3DXVECTOR3)));HR(mFX->SetValue(mhDiffuseMtrl, &mDiffuseMtrl, sizeof(D3DXCOLOR)));HR(mFX->SetValue(mhDiffuseLight, &mDiffuseLight, sizeof(D3DXCOLOR)));// Begin passes.UINT numPasses = 0;HR(mFX->Begin(&numPasses, 0));for(UINT i = 0; i < numPasses; ++i){HR(mFX->BeginPass(i));HR(gd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 4));HR(mFX->EndPass());}HR(mFX->End());mGfxStats->display();HR(gd3dDevice->EndScene());// Present the backbuffer.HR(gd3dDevice->Present(0, 0, 0, 0));}void DiffusePyramidDemo::buildVertexBuffer(){// Obtain a pointer to a new vertex buffer.HR(gd3dDevice->CreateVertexBuffer(12 * sizeof(VertexPN), D3DUSAGE_WRITEONLY,0, D3DPOOL_MANAGED, &mVB, 0));// Now lock it to obtain a pointer to its internal data, and write the// cube's vertex data.  Note also that in this demo we don't use an index// buffer.VertexPN* v = 0;HR(mVB->Lock(0, 0, (void**)&v, 0));// front facev[0] = VertexPN(-1.0f, 0.0f, -1.0f, 0.0f, 0.707f, -0.707f);v[1] = VertexPN( 0.0f, 1.0f,  0.0f, 0.0f, 0.707f, -0.707f);v[2] = VertexPN( 1.0f, 0.0f, -1.0f, 0.0f, 0.707f, -0.707f);// left facev[3] = VertexPN(-1.0f, 0.0f,  1.0f, -0.707f, 0.707f, 0.0f);v[4] = VertexPN( 0.0f, 1.0f,  0.0f, -0.707f, 0.707f, 0.0f);v[5] = VertexPN(-1.0f, 0.0f, -1.0f, -0.707f, 0.707f, 0.0f);// right facev[6] = VertexPN( 1.0f, 0.0f, -1.0f, 0.707f, 0.707f, 0.0f);v[7] = VertexPN( 0.0f, 1.0f,  0.0f, 0.707f, 0.707f, 0.0f);v[8] = VertexPN( 1.0f, 0.0f,  1.0f, 0.707f, 0.707f, 0.0f);// back facev[9]  = VertexPN( 1.0f, 0.0f,  1.0f, 0.0f, 0.707f, 0.707f);v[10] = VertexPN( 0.0f, 1.0f,  0.0f, 0.0f, 0.707f, 0.707f);v[11] = VertexPN(-1.0f, 0.0f,  1.0f, 0.0f, 0.707f, 0.707f);HR(mVB->Unlock());}void DiffusePyramidDemo::buildFX(){// Create the FX from a .fx file.ID3DXBuffer* errors = 0;HR(D3DXCreateEffectFromFile(gd3dDevice, "diffuse.fx", 0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors));if( errors )MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);// Obtain handles.mhTech                  = mFX->GetTechniqueByName("DiffuseTech");mhWVP                   = mFX->GetParameterByName(0, "gWVP");mhWorldInverseTranspose = mFX->GetParameterByName(0, "gWorldInverseTranspose");mhLightVecW             = mFX->GetParameterByName(0, "gLightVecW");mhDiffuseMtrl           = mFX->GetParameterByName(0, "gDiffuseMtrl");mhDiffuseLight          = mFX->GetParameterByName(0, "gDiffuseLight");}void DiffusePyramidDemo::buildViewMtx(){float x = mCameraRadius * cosf(mCameraRotationY);float z = mCameraRadius * sinf(mCameraRotationY);D3DXVECTOR3 pos(x, mCameraHeight, z);D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);D3DXMatrixLookAtLH(&mView, &pos, &target, &up);}void DiffusePyramidDemo::buildProjMtx(){float w = (float)md3dPP.BackBufferWidth;float h = (float)md3dPP.BackBufferHeight;D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.25f, w/h, 1.0f, 5000.0f);}

 

 

 


diffuse.fx

 

//=============================================================================// diffuse.fx by Frank Luna (C) 2004 All Rights Reserved.//// Does basic diffuse lighting.//=============================================================================uniform extern float4x4 gWorldInverseTranspose;uniform extern float4x4 gWVP;uniform extern float4 gDiffuseMtrl;uniform extern float4 gDiffuseLight;uniform extern float3 gLightVecW; struct OutputVS{    float4 posH  : POSITION0;    float4 color : COLOR0;};OutputVS DiffuseVS(float3 posL : POSITION0, float3 normalL : NORMAL0){    // Zero out our output.OutputVS outVS = (OutputVS)0;// Transform normal to world space.float3 normalW = mul(float4(normalL, 0.0f), gWorldInverseTranspose).xyz;normalW = normalize(normalW);// Compute the color: Equation 10.1.float s = max(dot(gLightVecW, normalW), 0.0f);outVS.color.rgb = s*(gDiffuseMtrl*gDiffuseLight).rgb;outVS.color.a   = gDiffuseMtrl.a;// Transform to homogeneous clip space.outVS.posH = mul(float4(posL, 1.0f), gWVP);// Done--return the output.    return outVS;}float4 DiffusePS(float4 c : COLOR0) : COLOR{    return c;}technique DiffuseTech{    pass P0    {        // Specify the vertex and pixel shader associated with this pass.        vertexShader = compile vs_2_0 DiffuseVS();        pixelShader  = compile ps_2_0 DiffusePS();    }}


 

 

 

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