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2026-11-07 13:30:45 +07:00

1099 lines
47 KiB
C++

//--------------------------------------------------------------------------------------
// File: ShadowMap.cpp
//
// Starting point for new Direct3D applications
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "stdafx.h"
#include "dxstdafx.h"
#include "dxutmesh.h"
#include "resource.h"
#include "VideoTest.h"
#include "dxsdkver.h"
#if ( _DXSDK_PRODUCT_MAJOR > 9 || _DXSDK_BUILD_MAJOR > 1350 )
#error The installed DXSDK is not compatible version.
#endif
//#define DEBUG_VS // Uncomment this line to debug vertex shaders
//#define DEBUG_PS // Uncomment this line to debug pixel shaders
#pragma comment(lib, "dxerr9.lib")
#pragma comment(lib, "dxguid.lib")
#pragma comment(lib, "d3dx9.lib")
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "winmm.lib")
#pragma comment(lib, "comctl32.lib")
#pragma comment(lib, "dsound.lib")
CVideoTest* g_videoTest = NULL;
#define SHADOWMAP_SIZE 512
#define HELPTEXTCOLOR D3DXCOLOR( 0.0f, 1.0f, 0.3f, 1.0f )
LPCWSTR g_aszMeshFile[] =
{
L"data\\room.x",
L"data\\airplane.x",
L"data\\car.x",
L"data\\sphere.x",
L"data\\arrow.x",
L"data\\arrow.x",
L"data\\arrow.x",
L"data\\arrow.x",
L"data\\arrow.x",
L"data\\arrow.x",
L"data\\arrow.x",
L"data\\arrow.x",
L"data\\ring.x",
L"data\\ring.x",
L"data\\picture.x",
};
#define NUM_OBJ (sizeof(g_aszMeshFile)/sizeof(g_aszMeshFile[0]))
D3DXMATRIXA16 g_amInitObjWorld[NUM_OBJ] =
{
D3DXMATRIXA16( 3.5f, 0.0f, 0.0f, 0.0f, 0.0f, 3.0f, 0.0f, 0.0f, 0.0f, 0.0f, 3.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f ),
D3DXMATRIXA16( 0.43301f, 0.25f, 0.0f, 0.0f, -0.25f, 0.43301f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 5.0f, 1.33975f, 0.0f, 1.0f ),
D3DXMATRIXA16( 0.8f, 0.0f, 0.0f, 0.0f, 0.0f, 0.8f, 0.0f, 0.0f, 0.0f, 0.0f, 0.8f, 0.0f, -14.5f, -7.1f, 0.0f, 1.0f ),
D3DXMATRIXA16( 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, 0.0f, 0.0f, -7.0f, 0.0f, 1.0f ),
D3DXMATRIXA16( 5.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 5.5f, 0.0f, 0.0f, -9.0f, 0.0f, 0.0f, 5.0f, 0.2f, 5.0f, 1.0f ),
D3DXMATRIXA16( 5.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 5.5f, 0.0f, 0.0f, -9.0f, 0.0f, 0.0f, 5.0f, 0.2f, -5.0f, 1.0f ),
D3DXMATRIXA16( 5.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 5.5f, 0.0f, 0.0f, -9.0f, 0.0f, 0.0f, -5.0f, 0.2f, 5.0f, 1.0f ),
D3DXMATRIXA16( 5.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 5.5f, 0.0f, 0.0f, -9.0f, 0.0f, 0.0f, -5.0f, 0.2f, -5.0f, 1.0f ),
D3DXMATRIXA16( 5.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 5.5f, 0.0f, 0.0f, -9.0f, 0.0f, 0.0f, 14.0f, 0.2f, 14.0f, 1.0f ),
D3DXMATRIXA16( 5.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 5.5f, 0.0f, 0.0f, -9.0f, 0.0f, 0.0f, 14.0f, 0.2f, -14.0f, 1.0f ),
D3DXMATRIXA16( 5.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 5.5f, 0.0f, 0.0f, -9.0f, 0.0f, 0.0f, -14.0f, 0.2f, 14.0f, 1.0f ),
D3DXMATRIXA16( 5.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 5.5f, 0.0f, 0.0f, -9.0f, 0.0f, 0.0f, -14.0f, 0.2f, -14.0f, 1.0f ),
D3DXMATRIXA16( 0.9f, 0.0f, 0.0f, 0.0f, 0.0f, 0.9f, 0.0f, 0.0f, 0.0f, 0.0f, 0.9f, 0.0f, -14.5f, -9.0f, 0.0f, 1.0f ),
D3DXMATRIXA16( 0.9f, 0.0f, 0.0f, 0.0f, 0.0f, 0.9f, 0.0f, 0.0f, 0.0f, 0.0f, 0.9f, 0.0f, 14.5f, -9.0f, 0.0f, 1.0f ),
D3DXMATRIXA16( 12.5f, 0.0f, 0.0f, 0.0f, 0.0f, 12.0f, 0.0f, 0.0f, 0.0f, 0.0f, 12.5f, 0.0f, 0.0f, 0.0f, 15.0f,1.0f ),
};
D3DVERTEXELEMENT9 g_aVertDecl[] =
{
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
{ 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
D3DDECL_END()
};
//-----------------------------------------------------------------------------
// Name: class CObj
// Desc: Encapsulates a mesh object in the scene by grouping its world matrix
// with the mesh.
//-----------------------------------------------------------------------------
struct CObj
{
CDXUTMesh m_Mesh;
D3DXMATRIXA16 m_mWorld;
};
//-----------------------------------------------------------------------------
// Name: class CViewCamera
// Desc: A camera class derived from CFirstPersonCamera. The arrow keys and
// numpad keys are disabled for this type of camera.
//-----------------------------------------------------------------------------
class CViewCamera : public CFirstPersonCamera
{
protected:
virtual D3DUtil_CameraKeys MapKey( UINT nKey )
{
// Provide custom mapping here.
// Same as default mapping but disable arrow keys.
switch( nKey )
{
case 'A': return CAM_STRAFE_LEFT;
case 'D': return CAM_STRAFE_RIGHT;
case 'W': return CAM_MOVE_FORWARD;
case 'S': return CAM_MOVE_BACKWARD;
case 'Q': return CAM_MOVE_DOWN;
case 'E': return CAM_MOVE_UP;
case VK_HOME: return CAM_RESET;
}
return CAM_UNKNOWN;
}
};
//-----------------------------------------------------------------------------
// Name: class CLightCamera
// Desc: A camera class derived from CFirstPersonCamera. The letter keys
// are disabled for this type of camera. This class is intended for use
// by the spot light.
//-----------------------------------------------------------------------------
class CLightCamera : public CFirstPersonCamera
{
protected:
virtual D3DUtil_CameraKeys MapKey( UINT nKey )
{
// Provide custom mapping here.
// Same as default mapping but disable arrow keys.
switch( nKey )
{
case VK_LEFT: return CAM_STRAFE_LEFT;
case VK_RIGHT: return CAM_STRAFE_RIGHT;
case VK_UP: return CAM_MOVE_FORWARD;
case VK_DOWN: return CAM_MOVE_BACKWARD;
case VK_PRIOR: return CAM_MOVE_UP; // pgup
case VK_NEXT: return CAM_MOVE_DOWN; // pgdn
case VK_NUMPAD4: return CAM_STRAFE_LEFT;
case VK_NUMPAD6: return CAM_STRAFE_RIGHT;
case VK_NUMPAD8: return CAM_MOVE_FORWARD;
case VK_NUMPAD2: return CAM_MOVE_BACKWARD;
case VK_NUMPAD9: return CAM_MOVE_UP;
case VK_NUMPAD3: return CAM_MOVE_DOWN;
case VK_HOME: return CAM_RESET;
}
return CAM_UNKNOWN;
}
};
//--------------------------------------------------------------------------------------
// Global variables
//--------------------------------------------------------------------------------------
ID3DXFont* g_pFont = NULL; // Font for drawing text
ID3DXFont* g_pFontSmall = NULL; // Font for drawing text
ID3DXSprite* g_pTextSprite = NULL; // Sprite for batching draw text calls
ID3DXEffect* g_pEffect = NULL; // D3DX effect interface
bool g_bShowHelp = true; // If true, it renders the UI control text
CDXUTDialog g_HUD; // dialog for standard controls
CFirstPersonCamera g_VCamera; // View camera
CFirstPersonCamera g_LCamera; // Camera obj to help adjust light
CObj g_Obj[NUM_OBJ]; // Scene object meshes
LPDIRECT3DVERTEXDECLARATION9 g_pVertDecl = NULL;// Vertex decl for the sample
LPDIRECT3DTEXTURE9 g_pTexDef = NULL; // Default texture for objects
D3DLIGHT9 g_Light; // The spot light in the scene
CDXUTMesh g_LightMesh;
LPDIRECT3DTEXTURE9 g_pShadowMap = NULL; // Texture to which the shadow map is rendered
LPDIRECT3DSURFACE9 g_pDSShadow = NULL; // Depth-stencil buffer for rendering to shadow map
float g_fLightFov; // FOV of the spot light (in radian)
D3DXMATRIXA16 g_mShadowProj; // Projection matrix for shadow map
bool g_bRightMouseDown = false;// Indicates whether right mouse button is held
bool g_bCameraPerspective // Indicates whether we should render view from
= true; // the camera's or the light's perspective
bool g_bFreeLight = true; // Whether the light is freely moveable.
//--------------------------------------------------------------------------------------
// UI control IDs
//--------------------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN 1
#define IDC_TOGGLEREF 3
#define IDC_CHANGEDEVICE 4
#define IDC_CHECKBOX 5
#define IDC_LIGHTPERSPECTIVE 6
#define IDC_ATTACHLIGHTTOCAR 7
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
void InitializeDialogs();
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed );
void CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps );
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc );
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc );
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime );
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime );
void RenderText();
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing );
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown );
void CALLBACK MouseProc( bool bLeftButtonDown, bool bRightButtonDown, bool bMiddleButtonDown, bool bSideButton1Down, bool bSideButton2Down, int nMouseWheelDelta, int xPos, int yPos );
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl );
void CALLBACK OnLostDevice();
void CALLBACK OnDestroyDevice();
void RenderScene( IDirect3DDevice9* pd3dDevice, bool bRenderShadow, float fElapsedTime, const D3DXMATRIX *pmView, const D3DXMATRIX *pmProj );
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInstance, HINSTANCE, LPSTR, int )
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
// Initialize the camera
g_VCamera.SetScalers( 0.01f, 15.0f );
g_LCamera.SetScalers( 0.01f, 8.0f );
g_VCamera.SetRotateButtons( true, false, false );
g_LCamera.SetRotateButtons( false, false, true );
// Set up the view parameters for the camera
D3DXVECTOR3 vFromPt = D3DXVECTOR3( 0.0f, 5.0f, -18.0f );
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, -1.0f, 0.0f );
g_VCamera.SetViewParams( &vFromPt, &vLookatPt );
vFromPt = D3DXVECTOR3( 0.0f, 0.0f, -12.0f );
vLookatPt = D3DXVECTOR3( 0.0f, -2.0f, 1.0f );
g_LCamera.SetViewParams( &vFromPt, &vLookatPt );
// Initialize the spot light
g_fLightFov = D3DX_PI / 2.0f;
g_Light.Diffuse.r = 1.0f;
g_Light.Diffuse.g = 1.0f;
g_Light.Diffuse.b = 1.0f;
g_Light.Diffuse.a = 1.0f;
g_Light.Position = D3DXVECTOR3( -8.0f, -8.0f, 0.0f );
g_Light.Direction = D3DXVECTOR3( 1.0f, -1.0f, 0.0f );
D3DXVec3Normalize( (D3DXVECTOR3*)&g_Light.Direction, (D3DXVECTOR3*)&g_Light.Direction );
g_Light.Range = 10.0f;
g_Light.Theta = g_fLightFov / 2.0f;
g_Light.Phi = g_fLightFov / 2.0f;
// Set the callback functions. These functions allow the sample framework to notify
// the application about device changes, user input, and windows messages. The
// callbacks are optional so you need only set callbacks for events you're interested
// in. However, if you don't handle the device reset/lost callbacks then the sample
// framework won't be able to reset your device since the application must first
// release all device resources before resetting. Likewise, if you don't handle the
// device created/destroyed callbacks then the sample framework won't be able to
// recreate your device resources.
DXUTSetCallbackDeviceCreated( OnCreateDevice );
DXUTSetCallbackDeviceReset( OnResetDevice );
DXUTSetCallbackDeviceLost( OnLostDevice );
DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackKeyboard( KeyboardProc );
DXUTSetCallbackMouse( MouseProc );
DXUTSetCallbackFrameRender( OnFrameRender );
DXUTSetCallbackFrameMove( OnFrameMove );
g_videoTest = new CVideoTest();
InitializeDialogs();
// Show the cursor and clip it when in full screen
DXUTSetCursorSettings( true, true );
// Initialize the sample framework and create the desired Win32 window and Direct3D
// device for the application. Calling each of these functions is optional, but they
// allow you to set several options which control the behavior of the framework.
DXUTInit( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
#if _WIN64
DXUTCreateWindow( L"BandiVidSample (64bit)" );
#else
DXUTCreateWindow( L"BandiVidSample" );
#endif
int screenw = ::GetSystemMetrics(SM_CXSCREEN);
int width, height;
if(screenw>=2560)
{
width = 1920;
height = 1080;
width = 1024;
height = 768;
}
else
{
width = 1024;
height = 768;
}
DXUTCreateDevice( D3DADAPTER_DEFAULT, true, width, height, IsDeviceAcceptable, ModifyDeviceSettings );
// init capture main
g_videoTest->Init(hInstance, DXUTGetHWND());
// Pass control to the sample framework for handling the message pump and
// dispatching render calls. The sample framework will call your FrameMove
// and FrameRender callback when there is idle time between handling window messages.
DXUTMainLoop();
// Perform any application-level cleanup here. Direct3D device resources are released within the
// appropriate callback functions and therefore don't require any cleanup code here.
int ret = DXUTGetExitCode();
g_videoTest->Close();
delete g_videoTest;
g_videoTest = NULL;
_ASSERTE( _CrtCheckMemory( ) );
return ret;
}
//--------------------------------------------------------------------------------------
// Sets up the dialogs
//--------------------------------------------------------------------------------------
void InitializeDialogs()
{
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 );
g_HUD.AddCheckBox( IDC_CHECKBOX, L"Display help text", 35, iY += 24, 125, 22, true, VK_F1 );
g_HUD.AddCheckBox( IDC_LIGHTPERSPECTIVE, L"View from light's perspective", 0, iY += 24, 160, 22, false, L'V' );
g_HUD.AddCheckBox( IDC_ATTACHLIGHTTOCAR, L"Attach light to car", 0, iY += 24, 160, 22, false, L'F' );
if(g_videoTest)
g_videoTest->InitializeDialogs(iY);
}
//--------------------------------------------------------------------------------------
// Called during device initialization, this code checks the device for some
// minimum set of capabilities, and rejects those that don't pass by returning false.
//--------------------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
D3DFORMAT BackBufferFormat, bool bWindowed )
{
// Skip backbuffer formats that don't support alpha blending
IDirect3D9* pD3D = DXUTGetD3DObject();
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
return false;
// Must support pixel shader 2.0
if( pCaps->PixelShaderVersion < D3DPS_VERSION( 2, 0 ) )
return false;
// need to support D3DFMT_R32F render target
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
AdapterFormat, D3DUSAGE_RENDERTARGET,
D3DRTYPE_CUBETEXTURE, D3DFMT_R32F ) ) )
return false;
// need to support D3DFMT_A8R8G8B8 render target
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
AdapterFormat, D3DUSAGE_RENDERTARGET,
D3DRTYPE_CUBETEXTURE, D3DFMT_A8R8G8B8 ) ) )
return false;
return true;
}
//--------------------------------------------------------------------------------------
// This callback function is called immediately before a device is created to allow the
// application to modify the device settings. The supplied pDeviceSettings parameter
// contains the settings that the framework has selected for the new device, and the
// application can make any desired changes directly to this structure. Note however that
// the sample framework will not correct invalid device settings so care must be taken
// to return valid device settings, otherwise IDirect3D9::CreateDevice() will fail.
//--------------------------------------------------------------------------------------
void CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps )
{
// If device doesn't support HW T&L or doesn't support 1.1 vertex shaders in HW
// then switch to SWVP.
if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 ||
pCaps->VertexShaderVersion < D3DVS_VERSION(1,1) )
{
pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
else
{
pDeviceSettings->BehaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
}
// This application is designed to work on a pure device by not using
// IDirect3D9::Get*() methods, so create a pure device if supported and using HWVP.
if ((pCaps->DevCaps & D3DDEVCAPS_PUREDEVICE) != 0 &&
(pDeviceSettings->BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING) != 0 )
pDeviceSettings->BehaviorFlags |= D3DCREATE_PUREDEVICE;
// Debugging vertex shaders requires either REF or software vertex processing
// and debugging pixel shaders requires REF.
#ifdef DEBUG_VS
if( pDeviceSettings->DeviceType != D3DDEVTYPE_REF )
{
pDeviceSettings->BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
pDeviceSettings->BehaviorFlags &= ~D3DCREATE_PUREDEVICE;
pDeviceSettings->BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
#endif
#ifdef DEBUG_PS
pDeviceSettings->DeviceType = D3DDEVTYPE_REF;
#endif
pDeviceSettings->pp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
pDeviceSettings->pp.Flags |= D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;
pDeviceSettings->AdapterFormat;
}
//--------------------------------------------------------------------------------------
// This callback function will be called immediately after the Direct3D device has been
// created, which will happen during application initialization and windowed/full screen
// toggles. This is the best location to create D3DPOOL_MANAGED resources since these
// resources need to be reloaded whenever the device is destroyed. Resources created
// here should be released in the OnDestroyDevice callback.
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc )
{
HRESULT hr;
// 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 ) );
V_RETURN( D3DXCreateFont( pd3dDevice, 12, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
L"Arial", &g_pFontSmall ) );
// Define DEBUG_VS and/or DEBUG_PS to debug vertex and/or pixel shaders with the
// shader debugger. Debugging vertex shaders requires either REF or software vertex
// processing, and debugging pixel shaders requires REF. The
// D3DXSHADER_FORCE_*_SOFTWARE_NOOPT flag improves the debug experience in the
// shader debugger. It enables source level debugging, prevents instruction
// reordering, prevents dead code elimination, and forces the compiler to compile
// against the next higher available software target, which ensures that the
// unoptimized shaders do not exceed the shader model limitations. Setting these
// flags will cause slower rendering since the shaders will be unoptimized and
// forced into software. See the DirectX documentation for more information about
// using the shader debugger.
DWORD dwShaderFlags = 0;
#ifdef DEBUG_VS
dwShaderFlags |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT;
#endif
#ifdef DEBUG_PS
dwShaderFlags |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT;
#endif
// Read the D3DX effect file
WCHAR str[MAX_PATH];
V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"data\\ShadowMap.fx" ) );
// If this fails, there should be debug output as to
// they the .fx file failed to compile
/*
V_RETURN( D3DXCreateEffectFromFile( pd3dDevice, str, NULL, NULL, dwShaderFlags,
NULL, &g_pEffect, NULL ) );
*/
// DX10SDK ���� ������ �����ϵ��� ����
if(FAILED(D3DXCreateEffectFromFile( pd3dDevice, str, NULL, NULL, dwShaderFlags, NULL, &g_pEffect, NULL ) ))
{
V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"data\\ShadowMap2.fx" ) );
V_RETURN( D3DXCreateEffectFromFile( pd3dDevice, str, NULL, NULL, dwShaderFlags,
NULL, &g_pEffect, NULL ) );
}
// Create vertex declaration
V_RETURN( pd3dDevice->CreateVertexDeclaration( g_aVertDecl, &g_pVertDecl ) );
// Initialize the meshes
for( int i = 0; i < NUM_OBJ; ++i )
{
V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, g_aszMeshFile[i] ) );
if( FAILED( g_Obj[i].m_Mesh.Create( pd3dDevice, str ) ) )
return DXUTERR_MEDIANOTFOUND;
V_RETURN( g_Obj[i].m_Mesh.SetVertexDecl( pd3dDevice, g_aVertDecl ) );
g_Obj[i].m_mWorld = g_amInitObjWorld[i];
}
// Initialize the light mesh
V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"data\\spotlight.x" ) );
if( FAILED( g_LightMesh.Create( pd3dDevice, str ) ) )
return DXUTERR_MEDIANOTFOUND;
V_RETURN( g_LightMesh.SetVertexDecl( pd3dDevice, g_aVertDecl ) );
// World transform to identity
D3DXMATRIXA16 mIdent;
D3DXMatrixIdentity( &mIdent );
V_RETURN( pd3dDevice->SetTransform( D3DTS_WORLD, &mIdent ) );
if(g_videoTest)
g_videoTest->OnD3D9CreateDevice(pd3dDevice, pBackBufferSurfaceDesc);
return S_OK;
}
//--------------------------------------------------------------------------------------
// This callback function will be called immediately after the Direct3D device has been
// reset, which will happen after a lost device scenario. This is the best location to
// create D3DPOOL_DEFAULT resources since these resources need to be reloaded whenever
// the device is lost. Resources created here should be released in the OnLostDevice
// callback.
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc )
{
HRESULT hr;
if( g_pFont )
V_RETURN( g_pFont->OnResetDevice() );
if( g_pFontSmall )
V_RETURN( g_pFontSmall->OnResetDevice() );
if( g_pEffect )
V_RETURN( g_pEffect->OnResetDevice() );
// Create a sprite to help batch calls when drawing many lines of text
V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );
// Setup the camera's projection parameters
float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
g_VCamera.SetProjParams( D3DX_PI/4, fAspectRatio, 0.1f, 100.0f );
g_LCamera.SetProjParams( D3DX_PI/4, fAspectRatio, 0.1f, 100.0f );
// Create the default texture (used when a triangle does not use a texture)
V_RETURN( pd3dDevice->CreateTexture( 1, 1, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_pTexDef, NULL ) );
D3DLOCKED_RECT lr;
V_RETURN( g_pTexDef->LockRect( 0, &lr, NULL, 0 ) );
*(LPDWORD)lr.pBits = D3DCOLOR_RGBA( 255, 255, 255, 255 );
V_RETURN( g_pTexDef->UnlockRect( 0 ) );
// Restore the scene objects
for( int i = 0; i < NUM_OBJ; ++i )
V_RETURN( g_Obj[i].m_Mesh.RestoreDeviceObjects( pd3dDevice ) );
V_RETURN( g_LightMesh.RestoreDeviceObjects( pd3dDevice ) );
// Restore the effect variables
V_RETURN( g_pEffect->SetVector( "g_vLightDiffuse", (D3DXVECTOR4 *)&g_Light.Diffuse ) );
V_RETURN( g_pEffect->SetFloat( "g_fCosTheta", cosf( g_Light.Theta ) ) );
// Create the shadow map texture
V_RETURN( pd3dDevice->CreateTexture( SHADOWMAP_SIZE, SHADOWMAP_SIZE,
1, D3DUSAGE_RENDERTARGET,
D3DFMT_R32F,
D3DPOOL_DEFAULT,
&g_pShadowMap,
NULL ) );
// Create the depth-stencil buffer to be used with the shadow map
// We do this to ensure that the depth-stencil buffer is large
// enough and has correct multisample type/quality when rendering
// the shadow map. The default depth-stencil buffer created during
// device creation will not be large enough if the user resizes the
// window to a very small size. Furthermore, if the device is created
// with multisampling, the default depth-stencil buffer will not
// work with the shadow map texture because texture render targets
// do not support multisample.
DXUTDeviceSettings d3dSettings = DXUTGetDeviceSettings();
V_RETURN( pd3dDevice->CreateDepthStencilSurface( SHADOWMAP_SIZE,
SHADOWMAP_SIZE,
d3dSettings.pp.AutoDepthStencilFormat,
D3DMULTISAMPLE_NONE,
0,
TRUE,
&g_pDSShadow,
NULL ) );
// Initialize the shadow projection matrix
D3DXMatrixPerspectiveFovLH( &g_mShadowProj, g_fLightFov, 1, 0.01f, 100.0f);
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-170, 0 );
g_HUD.SetSize( 170, pBackBufferSurfaceDesc->Height );
CDXUTControl *pControl = g_HUD.GetControl( IDC_LIGHTPERSPECTIVE );
if( pControl )
pControl->SetLocation( 0, pBackBufferSurfaceDesc->Height - 50 );
pControl = g_HUD.GetControl( IDC_ATTACHLIGHTTOCAR );
if( pControl )
pControl->SetLocation( 0, pBackBufferSurfaceDesc->Height - 25 );
if(g_videoTest)
g_videoTest->OnD3D9ResetDevice(pd3dDevice, pBackBufferSurfaceDesc);
return S_OK;
}
//--------------------------------------------------------------------------------------
// This callback function will be called once at the beginning of every frame. This is the
// best location for your application to handle updates to the scene, but is not
// intended to contain actual rendering calls, which should instead be placed in the
// OnFrameRender callback.
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime )
{
// Update the camera's position based on user input
g_VCamera.FrameMove( fElapsedTime );
g_LCamera.FrameMove( fElapsedTime );
// Animate the plane, car and sphere meshes
D3DXMATRIXA16 m;
D3DXMatrixRotationY( &m, D3DX_PI * fElapsedTime / 4.0f );
D3DXMatrixMultiply( &g_Obj[1].m_mWorld, &g_Obj[1].m_mWorld, &m );
D3DXMatrixRotationY( &m, -D3DX_PI * fElapsedTime / 4.0f );
D3DXMatrixMultiply( &g_Obj[2].m_mWorld, &g_Obj[2].m_mWorld, &m );
D3DXVECTOR3 vR( 0.1f, 1.0f, -0.2f );
D3DXMatrixRotationAxis( &m, &vR, -D3DX_PI * fElapsedTime / 6.0f );
D3DXMatrixMultiply( &g_Obj[3].m_mWorld, &m, &g_Obj[3].m_mWorld );
if(g_videoTest)
g_videoTest->OnFrameMove(fTime, fElapsedTime );
}
//--------------------------------------------------------------------------------------
// Renders the scene onto the current render target using the current
// technique in the effect.
//--------------------------------------------------------------------------------------
void RenderScene( IDirect3DDevice9* pd3dDevice, bool bRenderShadow, float fElapsedTime, const D3DXMATRIX *pmView, const D3DXMATRIX *pmProj )
{
HRESULT hr;
// Set the projection matrix
V( g_pEffect->SetMatrix( "g_mProj", pmProj ) );
// Update the light parameters in the effect
if( g_bFreeLight )
{
// Freely moveable light. Get light parameter
// from the light camera.
D3DXVECTOR3 v = *g_LCamera.GetEyePt();
D3DXVECTOR4 v4;
D3DXVec3Transform( &v4, &v, pmView );
V( g_pEffect->SetVector( "g_vLightPos", &v4 ) );
*(D3DXVECTOR3*)&v4 = *g_LCamera.GetWorldAhead();
v4.w = 0.0f; // Set w 0 so that the translation part doesn't come to play
D3DXVec4Transform( &v4, &v4, pmView ); // Direction in view space
D3DXVec3Normalize( (D3DXVECTOR3*)&v4, (D3DXVECTOR3*)&v4 );
V( g_pEffect->SetVector( "g_vLightDir", &v4 ) );
} else
{
// Light attached to car. Get the car's world position and direction.
D3DXMATRIXA16 m = g_Obj[2].m_mWorld;
D3DXVECTOR3 v( m._41, m._42, m._43 );
D3DXVECTOR4 vPos;
D3DXVec3Transform( &vPos, &v, pmView );
D3DXVECTOR4 v4( 0.0f, 0.0f, -1.0f, 1.0f ); // In object space, car is facing -Z
m._41 = m._42 = m._43 = 0.0f; // Remove the translation
D3DXVec4Transform( &v4, &v4, &m ); // Obtain direction in world space
v4.w = 0.0f; // Set w 0 so that the translation part doesn't come to play
D3DXVec4Transform( &v4, &v4, pmView ); // Direction in view space
D3DXVec3Normalize( (D3DXVECTOR3*)&v4, (D3DXVECTOR3*)&v4 );
V( g_pEffect->SetVector( "g_vLightDir", &v4 ) );
vPos += v4 * 4.0f; // Offset the center by 3 so that it's closer to the headlight.
V( g_pEffect->SetVector( "g_vLightPos", &vPos ) );
}
// Clear the render buffers
V( pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
0x000000ff, 1.0f, 0L ) );
if( bRenderShadow )
V( g_pEffect->SetTechnique( "RenderShadow" ) );
// Begin the scene
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
if( !bRenderShadow )
V( g_pEffect->SetTechnique( "RenderScene" ) );
// Render the objects
for( int obj = 0; obj < NUM_OBJ; ++obj )
{
D3DXMATRIXA16 mWorldView = g_Obj[obj].m_mWorld;
D3DXMatrixMultiply( &mWorldView, &mWorldView, pmView );
V( g_pEffect->SetMatrix( "g_mWorldView", &mWorldView ) );
LPD3DXMESH pMesh = g_Obj[obj].m_Mesh.GetLocalMesh();
UINT cPass;
V( g_pEffect->Begin( &cPass, 0 ) );
for( UINT p = 0; p < cPass; ++p )
{
V( g_pEffect->BeginPass( p ) );
for( DWORD i = 0; i < g_Obj[obj].m_Mesh.m_dwNumMaterials; ++i )
{
D3DXVECTOR4 vDif( g_Obj[obj].m_Mesh.m_pMaterials[i].Diffuse.r,
g_Obj[obj].m_Mesh.m_pMaterials[i].Diffuse.g,
g_Obj[obj].m_Mesh.m_pMaterials[i].Diffuse.b,
g_Obj[obj].m_Mesh.m_pMaterials[i].Diffuse.a );
V( g_pEffect->SetVector( "g_vMaterial", &vDif ) );
if( g_Obj[obj].m_Mesh.m_pTextures[i] )
{
if( (obj==NUM_OBJ-1) && (i==2) && g_videoTest )
{
LPDIRECT3DTEXTURE9 texture = g_videoTest->GetVideoTexture();
V( g_pEffect->SetTexture( "g_txScene", texture ? texture : g_pTexDef ) )
}
else
{
V( g_pEffect->SetTexture( "g_txScene", g_Obj[obj].m_Mesh.m_pTextures[i] ) )
}
}
else
V( g_pEffect->SetTexture( "g_txScene", g_pTexDef ) )
V( g_pEffect->CommitChanges() );
V( pMesh->DrawSubset( i ) );
}
V( g_pEffect->EndPass() );
}
V( g_pEffect->End() );
}
// Render light
if( !bRenderShadow )
V( g_pEffect->SetTechnique( "RenderLight" ) );
D3DXMATRIXA16 mWorldView = *g_LCamera.GetWorldMatrix();
D3DXMatrixMultiply( &mWorldView, &mWorldView, pmView );
V( g_pEffect->SetMatrix( "g_mWorldView", &mWorldView ) );
UINT cPass;
LPD3DXMESH pMesh = g_LightMesh.GetLocalMesh();
V( g_pEffect->Begin( &cPass, 0 ) );
for( UINT p = 0; p < cPass; ++p )
{
V( g_pEffect->BeginPass( p ) );
for( DWORD i = 0; i < g_LightMesh.m_dwNumMaterials; ++i )
{
D3DXVECTOR4 vDif( g_LightMesh.m_pMaterials[i].Diffuse.r,
g_LightMesh.m_pMaterials[i].Diffuse.g,
g_LightMesh.m_pMaterials[i].Diffuse.b,
g_LightMesh.m_pMaterials[i].Diffuse.a );
V( g_pEffect->SetVector( "g_vMaterial", &vDif ) );
V( g_pEffect->SetTexture( "g_txScene", g_LightMesh.m_pTextures[i] ) );
V( g_pEffect->CommitChanges() );
V( pMesh->DrawSubset( i ) );
}
V( g_pEffect->EndPass() );
}
V( g_pEffect->End() );
if( !bRenderShadow )
// Render stats and help text
RenderText();
// Render the UI elements
if( !bRenderShadow )
g_HUD.OnRender( fElapsedTime );
V( pd3dDevice->EndScene() );
}
}
//--------------------------------------------------------------------------------------
// This callback function will be called at the end of every frame to perform all the
// rendering calls for the scene, and it will also be called if the window needs to be
// repainted. After this function has returned, the sample framework will call
// IDirect3DDevice9::Present to display the contents of the next buffer in the swap chain
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime )
{
HRESULT hr;
//
// Compute the view matrix for the light
// This changes depending on the light mode
// (free movement or attached)
//
D3DXMATRIXA16 mLightView;
if( g_bFreeLight )
mLightView = *g_LCamera.GetViewMatrix();
else
{
// Light attached to car.
mLightView = g_Obj[2].m_mWorld;
D3DXVECTOR3 vPos( mLightView._41, mLightView._42, mLightView._43 ); // Offset z by -2 so that it's closer to headlight
D3DXVECTOR4 vDir = D3DXVECTOR4( 0.0f, 0.0f, -1.0f, 1.0f ); // In object space, car is facing -Z
mLightView._41 = mLightView._42 = mLightView._43 = 0.0f; // Remove the translation
D3DXVec4Transform( &vDir, &vDir, &mLightView ); // Obtain direction in world space
vDir.w = 0.0f; // Set w 0 so that the translation part below doesn't come to play
D3DXVec4Normalize( &vDir, &vDir );
vPos.x += vDir.x * 4.0f; // Offset the center by 4 so that it's closer to the headlight
vPos.y += vDir.y * 4.0f;
vPos.z += vDir.z * 4.0f;
vDir.x += vPos.x; // vDir denotes the look-at point
vDir.y += vPos.y;
vDir.z += vPos.z;
D3DXVECTOR3 vUp( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH( &mLightView, &vPos, (D3DXVECTOR3*)&vDir, &vUp );
}
//
// Render the shadow map
//
LPDIRECT3DSURFACE9 pOldRT = NULL;
V( pd3dDevice->GetRenderTarget( 0, &pOldRT ) );
LPDIRECT3DSURFACE9 pShadowSurf;
if( SUCCEEDED( g_pShadowMap->GetSurfaceLevel( 0, &pShadowSurf ) ) )
{
pd3dDevice->SetRenderTarget( 0, pShadowSurf );
SAFE_RELEASE( pShadowSurf );
}
LPDIRECT3DSURFACE9 pOldDS = NULL;
if( SUCCEEDED( pd3dDevice->GetDepthStencilSurface( &pOldDS ) ) )
pd3dDevice->SetDepthStencilSurface( g_pDSShadow );
{
CDXUTPerfEventGenerator g( DXUT_PERFEVENTCOLOR, L"Shadow Map" );
RenderScene( pd3dDevice, true, fElapsedTime, &mLightView, &g_mShadowProj );
}
if( pOldDS )
{
pd3dDevice->SetDepthStencilSurface( pOldDS );
pOldDS->Release();
}
pd3dDevice->SetRenderTarget( 0, pOldRT );
SAFE_RELEASE( pOldRT );
//
// Now that we have the shadow map, render the scene.
//
const D3DXMATRIX *pmView = g_bCameraPerspective ? g_VCamera.GetViewMatrix() :
&mLightView;
// Initialize required parameter
V( g_pEffect->SetTexture( "g_txShadow", g_pShadowMap ) );
// Compute the matrix to transform from view space to
// light projection space. This consists of
// the inverse of view matrix * view matrix of light * light projection matrix
D3DXMATRIXA16 mViewToLightProj;
mViewToLightProj = *pmView;
D3DXMatrixInverse( &mViewToLightProj, NULL, &mViewToLightProj );
D3DXMatrixMultiply( &mViewToLightProj, &mViewToLightProj, &mLightView );
D3DXMatrixMultiply( &mViewToLightProj, &mViewToLightProj, &g_mShadowProj );
V( g_pEffect->SetMatrix( "g_mViewToLightProj", &mViewToLightProj ) );
{
CDXUTPerfEventGenerator g( DXUT_PERFEVENTCOLOR, L"Scene" );
RenderScene( pd3dDevice, false, fElapsedTime, pmView, g_VCamera.GetProjMatrix() );
}
g_pEffect->SetTexture( "g_txShadow", NULL );
// Begin the scene
if( g_videoTest && SUCCEEDED( pd3dDevice->BeginScene() ) )
{
g_videoTest->RenderScene(pd3dDevice);
V( pd3dDevice->EndScene() );
}
}
//--------------------------------------------------------------------------------------
// Render the help and statistics text. This function uses the ID3DXFont interface for
// efficient text rendering.
//--------------------------------------------------------------------------------------
void RenderText()
{
// The helper object simply helps keep track of text position, and color
// and then it calls pFont->DrawText( m_pSprite, strMsg, -1, &rc, DT_NOCLIP, m_clr );
// If NULL is passed in as the sprite object, then it will work however the
// pFont->DrawText() will not be batched together. Batching calls will improves performance.
CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );
// Output statistics
txtHelper.Begin();
txtHelper.SetInsertionPos( 5, 5 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( DXUTGetFrameStats() );
txtHelper.DrawTextLine( DXUTGetDeviceStats() );
g_videoTest->RenderText(txtHelper);
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
// Draw help
if( g_bShowHelp )
{
const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*10 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 0.75f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Controls:" );
txtHelper.SetInsertionPos( 15, pd3dsdBackBuffer->Height-15*9 );
txtHelper.DrawFormattedTextLine(
L"Rotate camera\nMove camera\n"
L"Rotate light\nMove light\n"
L"Change light mode (Current: %s)\nChange view reference (Current: %s)\n"
L"Hidehelp\nQuit",
g_bFreeLight ? L"Free" : L"Car-attached",
g_bCameraPerspective ? L"Camera" : L"Light" );
txtHelper.SetInsertionPos( 265, pd3dsdBackBuffer->Height-15*9 );
txtHelper.DrawTextLine(
L"Left drag mouse\nW,S,A,D,Q,E\n"
L"Right drag mouse\nW,S,A,D,Q,E while holding right mouse\n"
L"F\nV\nF1\nESC" );
}
else
{
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Press F1 for help" );
}
txtHelper.End();
}
//--------------------------------------------------------------------------------------
// Before handling window messages, the sample framework passes incoming windows
// messages to the application through this callback function. If the application sets
// *pbNoFurtherProcessing to TRUE, then the sample framework will not process this message.
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing )
{
*pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
// Pass all windows messages to camera and dialogs so they can respond to user input
if( WM_KEYDOWN != uMsg || g_bRightMouseDown )
g_LCamera.HandleMessages( hWnd, uMsg, wParam, lParam );
if( WM_KEYDOWN != uMsg || !g_bRightMouseDown )
{
if( g_bCameraPerspective )
g_VCamera.HandleMessages( hWnd, uMsg, wParam, lParam );
else
g_LCamera.HandleMessages( hWnd, uMsg, wParam, lParam );
}
if(g_videoTest)
g_videoTest->MsgProc(hWnd, uMsg, wParam, lParam,pbNoFurtherProcessing);
return 0;
}
//--------------------------------------------------------------------------------------
// As a convenience, the sample framework inspects the incoming windows messages for
// keystroke messages and decodes the message parameters to pass relevant keyboard
// messages to the application. The framework does not remove the underlying keystroke
// messages, which are still passed to the application's MsgProc callback.
//--------------------------------------------------------------------------------------
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown )
{
}
void CALLBACK MouseProc( bool bLeftButtonDown, bool bRightButtonDown, bool bMiddleButtonDown, bool bSideButton1Down, bool bSideButton2Down, int nMouseWheelDelta, int xPos, int yPos )
{
g_bRightMouseDown = bRightButtonDown;
}
//--------------------------------------------------------------------------------------
// Handles the GUI events
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl )
{
switch( nControlID )
{
case IDC_TOGGLEFULLSCREEN: DXUTToggleFullScreen(); break;
case IDC_TOGGLEREF: DXUTToggleREF(); break;
case IDC_CHANGEDEVICE: DXUTSetShowSettingsDialog( !DXUTGetShowSettingsDialog() ); break;
case IDC_CHECKBOX:
{
CDXUTCheckBox *pCheck = (CDXUTCheckBox *)pControl;
g_bShowHelp = pCheck->GetChecked();
break;
}
case IDC_LIGHTPERSPECTIVE:
{
CDXUTCheckBox *pCheck = (CDXUTCheckBox *)pControl;
g_bCameraPerspective = !pCheck->GetChecked();
if( g_bCameraPerspective )
{
g_VCamera.SetRotateButtons( true, false, false );
g_LCamera.SetRotateButtons( false, false, true );
} else
{
g_VCamera.SetRotateButtons( false, false, false );
g_LCamera.SetRotateButtons( true, false, true );
}
break;
}
case IDC_ATTACHLIGHTTOCAR:
{
CDXUTCheckBox *pCheck = (CDXUTCheckBox *)pControl;
g_bFreeLight = !pCheck->GetChecked();
break;
}
default :
if(g_videoTest)
g_videoTest->OnGUIEvent(nEvent, nControlID, pControl);
break;
}
}
//--------------------------------------------------------------------------------------
// This callback function will be called immediately after the Direct3D device has
// entered a lost state and before IDirect3DDevice9::Reset is called. Resources created
// in the OnResetDevice callback should be released here, which generally includes all
// D3DPOOL_DEFAULT resources. See the "Lost Devices" section of the documentation for
// information about lost devices.
//--------------------------------------------------------------------------------------
void CALLBACK OnLostDevice()
{
if( g_pFont )
g_pFont->OnLostDevice();
if( g_pFontSmall )
g_pFontSmall->OnLostDevice();
if( g_pEffect )
g_pEffect->OnLostDevice();
SAFE_RELEASE(g_pTextSprite);
SAFE_RELEASE( g_pDSShadow );
SAFE_RELEASE( g_pShadowMap );
SAFE_RELEASE( g_pTexDef );
for( int i = 0; i < NUM_OBJ; ++i )
g_Obj[i].m_Mesh.InvalidateDeviceObjects();
g_LightMesh.InvalidateDeviceObjects();
if(g_videoTest)
g_videoTest->OnD3D9LostDevice();
}
//--------------------------------------------------------------------------------------
// This callback function will be called immediately after the Direct3D device has
// been destroyed, which generally happens as a result of application termination or
// windowed/full screen toggles. Resources created in the OnCreateDevice callback
// should be released here, which generally includes all D3DPOOL_MANAGED resources.
//--------------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice()
{
SAFE_RELEASE( g_pEffect );
SAFE_RELEASE( g_pFont );
SAFE_RELEASE( g_pFontSmall );
SAFE_RELEASE( g_pVertDecl );
SAFE_RELEASE( g_pEffect );
for( int i = 0; i < NUM_OBJ; ++i )
g_Obj[i].m_Mesh.Destroy();
g_LightMesh.Destroy();
if(g_videoTest)
g_videoTest->OnD3D9DestroyDevice();
}