?? ch10p3_pixelshader.cpp
字號:
/*
#############################################################################
Ch10p3_PixelShader.cpp: a program that demonstrates how to create and
use pixel shaders in DirectX 8.0.
#############################################################################
*/
// include files ////////////////////////////////////////////////////////////
#include <d3dx8.h>
#include <mmsystem.h>
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D8 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER8 g_pVB = NULL; // Buffer to hold vertices
LPDIRECT3DTEXTURE8 g_pTexture = NULL; // Our texture
DWORD g_dwVertexShader = 0;
DWORD g_dwPixelShader = 0;
D3DXMATRIX g_matProj;
D3DXMATRIX g_matView;
D3DXMATRIX g_matWorld;
// A structure for our custom vertex type. We added texture coordinates
struct CUSTOMVERTEX
{
D3DXVECTOR3 position; // The position
D3DXVECTOR3 norm; // normal
D3DCOLOR color; // The color
FLOAT tu, tv; // The texture coordinates
};
// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_DIFFUSE|D3DFVF_TEX1)
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object.
if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
return E_FAIL;
// Get the current desktop display mode, so we can set up a back
// buffer of the same format
D3DDISPLAYMODE d3ddm;
if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
return E_FAIL;
// Set up the structure used to create the D3DDevice. Since we are now
// using more complex geometry, we will create a device with a zbuffer.
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
// go for reference device
if( FAILED( g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_REF, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
// Turn off culling
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
// Turn off D3D lighting
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
// Turn on the zbuffer
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Create the textures and vertex buffers
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
HRESULT hr;
// Use D3DX to create a texture from a file based image
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "Ch10p3_brick.bmp",
&g_pTexture ) ) )
return E_FAIL;
// Create the vertex buffer.
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 6*2*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB ) ) )
{
return E_FAIL;
}
// Fill the vertex buffer. We are setting the tu and tv texture
// coordinates, which range from 0.0 to 1.0
CUSTOMVERTEX* pVertices;
if( FAILED( g_pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 ) ) )
return E_FAIL;
// first triangle
pVertices[0].position = D3DXVECTOR3(-2.0f, -2.0f, 0.0f);
pVertices[0].norm = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
pVertices[0].color = D3DCOLOR_ARGB(255, 255, 0, 0);
pVertices[0].tu = 0.0f;
pVertices[0].tv = 0.0f;
pVertices[1].position = D3DXVECTOR3(2.0f, -2.0f, 0.0f);
pVertices[1].norm = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
pVertices[1].color = D3DCOLOR_ARGB(255, 0, 255, 0);
pVertices[1].tu = 1.0f;
pVertices[1].tv = 0.0f;
pVertices[2].position = D3DXVECTOR3(2.0f, 2.0f, 0.0f);
pVertices[2].norm = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
pVertices[2].color = D3DCOLOR_ARGB(255, 0, 0, 255);
pVertices[2].tu = 1.0f;
pVertices[2].tv = 1.0f;
// second triangle
pVertices[3].position = D3DXVECTOR3(2.0f, 2.0f, 0.0f);
pVertices[3].norm = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
pVertices[3].color = D3DCOLOR_ARGB(255, 0, 255, 255);
pVertices[3].tu = 1.0f;
pVertices[3].tv = 1.0f;
pVertices[4].position = D3DXVECTOR3(-2.0f, 2.0f, 0.0f);
pVertices[4].norm = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
pVertices[4].color = D3DCOLOR_ARGB(255, 255, 255, 0);
pVertices[4].tu = 0.0f;
pVertices[4].tv = 1.0f;
pVertices[5].position = D3DXVECTOR3(-2.0f, -2.0f, 0.0f);
pVertices[5].norm = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
pVertices[5].color = D3DCOLOR_ARGB(255, 255, 0, 255);
pVertices[5].tu = 0.0f;
pVertices[5].tv = 0.0f;
g_pVB->Unlock();
// Create vertex shader
{
LPD3DXBUFFER pCode;
DWORD dwDecl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_FLOAT3),
D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR),
D3DVSD_REG(D3DVSDE_TEXCOORD0, D3DVSDT_FLOAT2),
D3DVSD_END()
};
// Assemble the vertex shader from the file
if( FAILED( hr = D3DXAssembleShaderFromFile( "Ch10p3_VertexShader.vsh",
0, NULL, &pCode, NULL ) ) )
return hr;
// Create the vertex shader
hr = g_pd3dDevice->CreateVertexShader( dwDecl,
(DWORD*)pCode->GetBufferPointer(), &g_dwVertexShader, 0 );
pCode->Release();
if( FAILED(hr) ) return hr;
// Assemble the pixel shader from the file
if( FAILED( hr = D3DXAssembleShaderFromFile( "Ch10p3_PixelShader.psh",
0, NULL, &pCode, NULL ) ) )
return hr;
// Create the pixel shader
hr = g_pd3dDevice->CreatePixelShader((DWORD*)pCode->GetBufferPointer(),
&g_dwPixelShader);
pCode->Release();
if( FAILED(hr) ) return hr;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if (g_dwVertexShader != 0) g_pd3dDevice->DeleteVertexShader(g_dwVertexShader);
if (g_dwPixelShader != 0) g_pd3dDevice->DeletePixelShader(g_dwPixelShader);
if( g_pTexture != NULL ) g_pTexture->Release();
if( g_pVB != NULL ) g_pVB->Release();
if( g_pd3dDevice != NULL ) g_pd3dDevice->Release();
if( g_pD3D != NULL ) g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
// For our world matrix, we will just leave it as the identity
D3DXMatrixIdentity( &g_matWorld );
D3DXMatrixRotationYawPitchRoll( &g_matWorld, timeGetTime()/1000.0f,
timeGetTime()/700.0f, timeGetTime()/850.0f );
// Set up our view matrix. A view matrix can be defined given an eye point,
// a point to lookat, and a direction for which way is up. Here, we set the
// eye five units back along the z-axis and up three units, look at the
// origin, and define "up" to be in the y-direction.
D3DXMatrixLookAtLH( &g_matView, &D3DXVECTOR3( 0.0f, 3.0f,-5.0f ),
&D3DXVECTOR3( 0.0f, 0.0f, 0.0f ),
&D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) );
// For the projection matrix, we set up a perspective transform (which
// transforms geometry from 3D view space to 2D viewport space, with
// a perspective divide making objects smaller in the distance). To build
// a perpsective transform, we need the field of view (1/4 pi is common),
// the aspect ratio, and the near and far clipping planes (which define at
// what distances geometry should be no longer be rendered).
D3DXMatrixPerspectiveFovLH( &g_matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
// Setup the world, view, and projection matrices
SetupMatrices();
// Clear the backbuffer and the zbuffer
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
// Begin the scene
g_pd3dDevice->BeginScene();
// Setup our texture. Using textures introduces the texture stage states,
// which govern how textures get blended together (in the case of multiple
// textures) and lighting information. In this case, we are modulating
// (blending) our texture with the diffuse color of the vertices.
g_pd3dDevice->SetTexture( 0, g_pTexture );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
// Render the vertex buffer contents
g_pd3dDevice->SetStreamSource(0, g_pVB, sizeof(CUSTOMVERTEX));
g_pd3dDevice->SetVertexShader(g_dwVertexShader); // set our vertex shader active
g_pd3dDevice->SetPixelShader(g_dwPixelShader);
// Set up the vertex shader constants
{
D3DXMATRIX mat, matinv;
D3DXMatrixMultiply( &mat, &g_matWorld, &g_matView );
D3DXMatrixMultiply( &mat, &mat, &g_matProj );
D3DXMatrixTranspose( &mat, &mat );
g_pd3dDevice->SetVertexShaderConstant(0, &mat, 4);
// set up the light
D3DXMatrixInverse(&matinv, NULL, &g_matWorld);
D3DXVECTOR3 vLight(0.0f, 0.0f, 1.0f);
D3DXVec3TransformNormal(&vLight, &vLight, &matinv);
D3DXVec3Normalize((D3DXVECTOR3*)&vLight, (D3DXVECTOR3*)&vLight);
vLight = -vLight;
g_pd3dDevice->SetVertexShaderConstant(4, &vLight, 1);
}
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 2 );
// End the scene
g_pd3dDevice->EndScene();
// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
PostQuitMessage( 0 );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"Ch10p3_PixelShader", NULL };
RegisterClassEx( &wc );
// Create the application's window
HWND hWnd = CreateWindow( "Ch10p3_PixelShader", "Ch10p3_PixelShader",
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
// Initialize Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
// Create the scene geometry
if( SUCCEEDED( InitGeometry() ) )
{
// Show the window
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
// Enter the message loop
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) ) {
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else Render();
}
}
}
// Clean up everything and exit the app
Cleanup();
UnregisterClass("Ch10p3_PixelShader", wc.hInstance );
return 0;
}
?? 快捷鍵說明
復制代碼
Ctrl + C
搜索代碼
Ctrl + F
全屏模式
F11
切換主題
Ctrl + Shift + D
顯示快捷鍵
?
增大字號
Ctrl + =
減小字號
Ctrl + -