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一个简单例子表示fixed functional VS/Assemble VS/HLSI VS的例子

发表于2004/2/12 12:33:00  654人阅读

// 改写了dx9 SDK中的tutorial 2 的文件使得可以采用fixed functional VS/Assemble VS/HLSI VS来渲染一个Triangle.

-----------------------------------------------------------------------------
// File: Matrices.cpp
//
// Desc: Now that we know how to create a device and render some 2D vertices,
//       this tutorial goes the next step and renders 3D geometry. To deal with
//       3D geometry we need to introduce the use of 4x4 matrices to transform
//       the geometry with translations, rotations, scaling, and setting up our
//       camera.
//
//       Geometry is defined in model space. We can move it (translation),
//       rotate it (rotation), or stretch it (scaling) using a world transform.
//       The geometry is then said to be in world space. Next, we need to
//       position the camera, or eye point, somewhere to look at the geometry.
//       Another transform, via the view matrix, is used, to position and
//       rotate our view. With the geometry then in view space, our last
//       transform is the projection transform, which "projects" the 3D scene
//       into our 2D viewport.
//
//       Note that in this tutorial, we are introducing the use of D3DX, which
//       is a set of helper utilities for D3D. In this case, we are using some
//       of D3DX's useful matrix initialization functions. To use D3DX, simply
//       include <d3dx9.h> and link with d3dx9.lib.
//
// Copyright (c) Microsoft Corporation. All rights reserved.

//  修改者: Nigo.zhou  <zzh1234567@163.com>

//  目的: 原有的固定流水线程序扩展成可以使用
//    1 固定功能流水线进行顶点处理 或者使用
//    2 汇编级的可编程流水线进行顶点处理 或者使用
//    3 HLSI的可编程流水线进行顶点处理
//-----------------------------------------------------------------------------
#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>

#define VS_TYPE 2 // 0; for fixed VS; 1: for Assemble VS; 2: for HLSL


#define SAFE_RELEASE(x) {if(x) x->Release();};

//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9             g_pD3D       = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER9 g_pVB        = NULL; // Buffer to hold vertices

// A structure for our custom vertex type
struct CUSTOMVERTEX
{
    FLOAT x, y, z;      // The untransformed, 3D position for the vertex
    DWORD color;        // The vertex color
};

// 我使用dx9引入的vertex declartiaon代替FVF
LPDIRECT3DVERTEXDECLARATION9 g_pVertexDeclaration;

// Our custom FVF, which describes our custom vertex structure
//#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)

// vertex declaration
D3DVERTEXELEMENT9 decl[] =
{
 //for Position
 { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT,D3DDECLUSAGE_POSITION, 0 },

 // for color
 { 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT,D3DDECLUSAGE_COLOR, 0 },

 D3DDECL_END()
};


#if VS_TYPE == 1

// shader declaration
const char* strVertexShader = 

"vs_3_0 // version instruction/n"

// input register declaration
"dcl_position v0 // define position data in register v0/n"
"dcl_color v1 // define color/n"

// output  register declaration
"dcl_position0   o7 // /n"
"dcl_color o3 // output color/n"

// ALU(Shader function/function declaration)
"m4x4 o7, v0, c0 // transform vertices by world/view/projection matrix/n"
"mov o3, v1 ///n"
";///n"
"";

LPDIRECT3DVERTEXSHADER9 g_pVS = NULL;

#endif

#if VS_TYPE == 2

const char* strVertexShader = // vertex shader declaration

"float4x4 WorldViewProj : WORLDVIEWPROJ;/n"
"struct VS_OUTPUT/n"
"{/n"
"float4 Pos : POSITION;/n"
"float4 Diff : COLOR0;/n"
"};/n"
"/n"
"VS_OUTPUT VS_Matrices(float4 inPos : POSITION,float4 inDiff : COLOR0)/n"
"{/n"
"VS_OUTPUT Out = (VS_OUTPUT)0;/n"
"/n"
" Out.Pos = mul(inPos, WorldViewProj);/n"
" Out.Diff = inDiff;/n"
" return Out;/n"
"}/n"
"";

LPDIRECT3DVERTEXSHADER9 g_pVS = NULL;

#endif

//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    // Create the D3D object.
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        return E_FAIL;

    // Set up the structure used to create the D3DDevice
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory( &d3dpp, sizeof(d3dpp) );
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

    // Create the D3DDevice
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      &d3dpp, &g_pd3dDevice ) ) )
    {
        return E_FAIL;
    }

    // Turn off culling, so we see the front and back of the triangle
    g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

    // Turn off D3D lighting, since we are providing our own vertex colors
    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );

    return S_OK;
}

 


//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
    // For our world matrix, we will just rotate the object about the y-axis.
    D3DXMATRIXA16 matWorld;

    // Set up the rotation matrix to generate 1 full rotation (2*PI radians)
    // every 1000 ms. To avoid the loss of precision inherent in very high
    // floating point numbers, the system time is modulated by the rotation
    // period before conversion to a radian angle.
    UINT  iTime  = timeGetTime() % 1000;
    FLOAT fAngle = iTime * (2.0f * D3DX_PI) / 1000.0f;
    D3DXMatrixRotationY( &matWorld, fAngle );

    // 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.
    D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
    D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
    D3DXMATRIXA16 matView;
    D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
   

    // 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).
    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );

#if VS_TYPE == 0
 g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
 g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
    g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
#else
 D3DXMATRIXA16 compMat;
 D3DXMatrixMultiply(&compMat, &matWorld, &matView);
 D3DXMatrixMultiply(&compMat, &compMat, &matProj);
 D3DXMatrixTranspose( &compMat, &compMat );
 g_pd3dDevice->SetVertexShaderConstantF( 0, (float*)&compMat, 4 );
#endif

}

//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Creates the scene geometry
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
 HRESULT hr;

    // Initialize three vertices for rendering a triangle
    CUSTOMVERTEX g_Vertices[] =
    {
        { -1.0f,-1.0f, 0.0f, 0xffff0000, },
        {  1.0f,-1.0f, 0.0f, 0xff0000ff, },
        {  0.0f, 1.0f, 0.0f, 0xffffffff, },
    };

    // Create the vertex buffer.
 // 我们使用vertex declartion
    //if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
      //                                            0, D3DFVF_CUSTOMVERTEX,
        //                                          D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
 if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
                                                  0, 0,
                                                  D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
    {
        return E_FAIL;
    }

    // Fill the vertex buffer.
    VOID* pVertices;
    if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (void**)&pVertices, 0 ) ) )
        return E_FAIL;
    memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
    g_pVB->Unlock();

 if( FAILED( hr = g_pd3dDevice->CreateVertexDeclaration( decl,
     &g_pVertexDeclaration ) ) )
 {
  SAFE_RELEASE(g_pVertexDeclaration);
  return hr;
 }

#if VS_TYPE == 1

 // Compile and create the vertex shader
 LPD3DXBUFFER pShader = NULL;
 hr = D3DXAssembleShader(
  strVertexShader,
  (UINT)strlen(strVertexShader),
  NULL,
  NULL,
  D3DXSHADER_DEBUG,
  &pShader,
  NULL // error messages
 );
 if( FAILED(hr) )
 {
  SAFE_RELEASE(pShader);
  return hr;
 }

 // Create the vertex shader
 hr = g_pd3dDevice->CreateVertexShader(
   (DWORD*)pShader->GetBufferPointer(), &g_pVS );
 if( FAILED(hr) )
 {
  SAFE_RELEASE(pShader);
  SAFE_RELEASE(g_pVS);
  return hr;
 }
 SAFE_RELEASE(pShader);

#endif

#if VS_TYPE == 2

 // Compile and create the vertex shader
 LPD3DXBUFFER pShader = NULL;
 hr = D3DXCompileShader(
  strVertexShader,
  (UINT)strlen(strVertexShader),
  NULL,
  NULL,
  "VS_Matrices",
  "vs_2_0",
  D3DXSHADER_DEBUG,
  &pShader,
  NULL, // error messages
  NULL
 );
 if( FAILED(hr) )
 {
  SAFE_RELEASE(pShader);
  return hr;
 }

 // Create the vertex shader
 hr = g_pd3dDevice->CreateVertexShader(
   (DWORD*)pShader->GetBufferPointer(), &g_pVS );
 if( FAILED(hr) )
 {
  SAFE_RELEASE(pShader);
  SAFE_RELEASE(g_pVS);
  return hr;
 }
 SAFE_RELEASE(pShader);

#endif

    return S_OK;
}

 

 

//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    // Clear the backbuffer to a black color
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );

    // Begin the scene
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
        // Setup the world, view, and projection matrices
        SetupMatrices();

        // Render the vertex buffer contents
        g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );

  // 我们使用vertex declaration
  g_pd3dDevice->SetVertexDeclaration( g_pVertexDeclaration);

#if VS_TYPE != 0
  g_pd3dDevice->SetVertexShader(g_pVS);
#endif

        //g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
        g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 1 );

#if VS_TYPE != 0
  g_pd3dDevice->SetVertexShader(NULL);
#endif

        // End the scene
        g_pd3dDevice->EndScene();
    }

    // Present the backbuffer contents to the display
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}

 

//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{

    SAFE_RELEASE(g_pVertexDeclaration);
    SAFE_RELEASE(g_pVS);


    if( g_pVB != NULL )
        g_pVB->Release();

    if( g_pd3dDevice != NULL )
        g_pd3dDevice->Release();

    if( g_pD3D != NULL )
        g_pD3D->Release();
}

//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
        case WM_DESTROY:
            Cleanup();
            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,
                      "D3D Tutorial", NULL };
    RegisterClassEx( &wc );

    // Create the application's window
    HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 03: Matrices",
                              WS_OVERLAPPEDWINDOW, 100, 100, 256, 256,
                              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();
            }
        }
    }

    UnregisterClass( "D3D Tutorial", wc.hInstance );
    return 0;
}

 

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