source: GTP/branches/IllumWPdeliver2008dec/IlluminationWP/demos/Standalone/Explosion [DirectX]/Main.cpp @ 3255

Revision 3255, 21.7 KB checked in by szirmay, 15 years ago (diff)
Line 
1//--------------------------------------------------------------------------------------
2// Main.cpp:
3// - DirectX initialization
4// - create resources (textures)
5//--------------------------------------------------------------------------------------
6
7#include "dxstdafx.h"
8#include "resource.h"
9#include <math.h>
10#include <stdio.h>
11
12//#define DEBUG_VS   // Uncomment this line to debug vertex shaders
13//#define DEBUG_PS   // Uncomment this line to debug pixel shaders 
14
15#include "Mesh.h"
16#include "Parameters.h"
17#include "Explosion.h"
18
19const int WIDTH = 512;
20const int HEIGHT = WIDTH;
21const int CHARBUFFER_SIZE = 200;
22
23//--------------------------------------------------------------------------------------
24// Global variables
25//--------------------------------------------------------------------------------------
26unsigned int currentMethod=8;
27int methodCount=14;
28bool showUI=true;
29
30Explosion explosion;
31
32IDirect3DDevice9*                       g_pd3dDevice = NULL;
33ID3DXEffect*                            g_pEffect = NULL;
34
35CDXUTDialogResourceManager      g_DialogResourceManager;        // manager for shared resources of dialogs
36CD3DSettingsDlg                         g_SettingsDlg;                          // Device settings dialog
37CDXUTDialog                                     g_HUD;                                          // Dialog for sample specific controls
38
39ID3DXFont*                                      g_pFont = NULL;                         // Font for drawing text
40ID3DXSprite*                            g_pTextSprite = NULL;           // Sprite for batching draw text calls
41
42IDirect3DSurface9*                      g_pSaveSurface;                         // screenshot capturing support
43bool                                            bSavingScreenshot = false;
44int                                                     counter = 0;
45
46D3DXVECTOR3 LightPosition;
47HRESULT hr;
48
49Parameters pp;                                                  // managing parameters of the algorithm
50
51CModelViewerCamera camera;                              // camera
52
53
54//--------------------------------------------------------------------------------------
55// Forward declarations (CALLBACK)
56//--------------------------------------------------------------------------------------
57bool    CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext );
58bool    CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext );
59HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* g_pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
60HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* g_pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
61void    CALLBACK OnFrameMove( IDirect3DDevice9* g_pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
62void    CALLBACK OnFrameRender( IDirect3DDevice9* g_pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
63LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext );
64void    CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext );
65void    CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext );
66void    CALLBACK OnLostDevice( void* pUserContext );
67void    CALLBACK OnDestroyDevice( void* pUserContext );
68void    InitApp();
69void    RenderText();
70
71//--------------------------------------------------------------------------------------
72// Forward declarations
73//--------------------------------------------------------------------------------------
74
75void SaveCameraPosition( char* fileName );
76void LoadCameraPosition( char* fileName );
77int GenerateNewFileName( int& counter );
78
79//--------------------------------------------------------------------------------------
80// Entry point to the program. Initializes everything and goes into a message processing
81// loop. Idle time is used to render the scene.
82//--------------------------------------------------------------------------------------
83INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
84{
85    // Enable run-time memory check for debug builds.
86#if defined(DEBUG) | defined(_DEBUG)
87    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
88#endif
89
90    DXUTSetCallbackDeviceCreated( OnCreateDevice );
91    DXUTSetCallbackDeviceReset( OnResetDevice );
92    DXUTSetCallbackDeviceLost( OnLostDevice );
93    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
94    DXUTSetCallbackMsgProc( MsgProc );
95    DXUTSetCallbackKeyboard( KeyboardProc );
96    DXUTSetCallbackFrameRender( OnFrameRender );
97    DXUTSetCallbackFrameMove( OnFrameMove );
98
99        InitApp();
100
101        // Show the cursor and clip it when in full screen
102    DXUTSetCursorSettings( true, true );
103
104        DXUTInit( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
105    DXUTCreateWindow( L"Displacement Demo" );
106    DXUTCreateDevice( D3DADAPTER_DEFAULT, true, WIDTH, HEIGHT, IsDeviceAcceptable, ModifyDeviceSettings );
107
108       
109        camera.SetButtonMasks( 0, MOUSE_WHEEL, MOUSE_LEFT_BUTTON );
110
111    DXUTMainLoop();
112
113    return DXUTGetExitCode();
114}
115
116void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
117{
118        pp.UpdateFromHUD( nControlID );
119        explosion.slidersChanged();
120}
121
122void OnLoad() {
123        LoadCameraPosition( ".matrix" );
124}
125
126void OnSave() {
127        SaveCameraPosition( ".matrix" );
128        bSavingScreenshot = true;
129}
130
131void OnReset()
132{
133        LightPosition.x=0;
134        LightPosition.y=2;     
135        LightPosition.z=0;
136}
137
138void InitApp()
139{
140        g_SettingsDlg.Init( &g_DialogResourceManager );
141        g_HUD.Init( &g_DialogResourceManager );
142        g_HUD.SetCallback( OnGUIEvent );        // Event handling
143
144        pp.Setup( &g_HUD, OnReset, OnSave, OnLoad);     // you can add callbacks to these actions
145       
146        pp.Add( bShowHelp, "Show Help", VK_F1 );
147        pp.Add( bObjectOn, "Show Scene", 'O');
148        pp.Add( bPaused, "Pause", 'P');
149       
150       
151        explosion.addUiParams(pp);     
152       
153        pp.UpdateFromHUD( IDC_RESET_BUTTON );   // do a reset
154        pp.SetBool(bObjectOn, true);
155        pp.SetFloat(fTexRatio, 0.5);
156}
157
158//--------------------------------------------------------------------------------------
159// Rejects any devices that aren't acceptable by returning false
160//--------------------------------------------------------------------------------------
161bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
162                                  D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext )
163{
164    // Skip backbuffer formats that don't support alpha blending
165    IDirect3D9* pD3D = DXUTGetD3DObject();
166    if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
167                    AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
168                    D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
169        return false;
170
171    return true;
172}
173
174//--------------------------------------------------------------------------------------
175// Before a device is created, modify the device settings as needed
176//--------------------------------------------------------------------------------------
177bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )
178{
179        // VSync off
180        pDeviceSettings->pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
181
182    // If device doesn't support HW T&L or doesn't support 1.1 vertex shaders in HW
183    // then switch to SWVP.
184    if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 ||
185         pCaps->VertexShaderVersion < D3DVS_VERSION(1,1) )
186                pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
187    else
188                pDeviceSettings->BehaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
189
190    // This application is designed to work on a pure device by not using
191    // IDirect3D9::Get*() methods, so create a pure device if supported and using HWVP.
192    if ((pCaps->DevCaps & D3DDEVCAPS_PUREDEVICE) != 0 &&
193        (pDeviceSettings->BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING) != 0 )
194        pDeviceSettings->BehaviorFlags |= D3DCREATE_PUREDEVICE;
195
196    // Debugging vertex shaders requires either REF or software vertex processing
197    // and debugging pixel shaders requires REF. 
198#ifdef DEBUG_VS
199    if( pDeviceSettings->DeviceType != D3DDEVTYPE_REF )
200    {
201        pDeviceSettings->BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
202        pDeviceSettings->BehaviorFlags &= ~D3DCREATE_PUREDEVICE;                           
203        pDeviceSettings->BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
204    }
205#endif
206#ifdef DEBUG_PS
207    pDeviceSettings->DeviceType = D3DDEVTYPE_REF;
208#endif
209
210        // For the first device created if its a REF device, optionally display a warning dialog box
211    static bool s_bFirstTime = true;
212    if( s_bFirstTime )
213    {
214        s_bFirstTime = false;
215        if( pDeviceSettings->DeviceType == D3DDEVTYPE_REF )
216            DXUTDisplaySwitchingToREFWarning();
217    }
218        return true;
219}
220
221//--------------------------------------------------------------------------------------
222// Create any D3DPOOL_MANAGED resources here
223//--------------------------------------------------------------------------------------
224HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
225{
226        ::g_pd3dDevice = pd3dDevice;
227
228        HRESULT hr;
229
230    V_RETURN( g_DialogResourceManager.OnCreateDevice( g_pd3dDevice ) );
231    V_RETURN( g_SettingsDlg.OnCreateDevice( g_pd3dDevice ) );
232
233    // Initialize the font
234    V_RETURN( D3DXCreateFont( g_pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
235                         OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
236                         L"Arial", &g_pFont ) );
237
238       
239       
240        float initialEyeDist = 35.0f;
241        D3DXVECTOR3 vecEye(0, 0, 40.0f - initialEyeDist);
242        D3DXVECTOR3 vecAt (0.0f, 0.0f, 40.0f);
243        camera.SetViewParams( &vecEye, &vecAt );
244        camera.SetScalers(0, 0.0005f);  //NO EFFECT?????
245       
246
247        explosion.OnCreateDevice(g_pd3dDevice);
248        explosion.camera = &camera;     
249
250        return S_OK;
251}
252
253//--------------------------------------------------------------------------------------
254// Release resources created in the OnCreateDevice callback here
255//--------------------------------------------------------------------------------------
256void CALLBACK OnDestroyDevice( void* pUserContext )
257{
258    g_DialogResourceManager.OnDestroyDevice();
259    g_SettingsDlg.OnDestroyDevice();
260    SAFE_RELEASE(g_pFont);     
261       
262        explosion.OnDestroyDevice();   
263}
264
265
266//--------------------------------------------------------------------------------------
267// Create any D3DPOOL_DEFAULT resources here
268//--------------------------------------------------------------------------------------
269HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* g_pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
270{
271    HRESULT hr;
272
273    V_RETURN( g_DialogResourceManager.OnResetDevice() );
274    V_RETURN( g_SettingsDlg.OnResetDevice() );
275
276    if( g_pFont )   V_RETURN( g_pFont->OnResetDevice() );
277 
278    // Create a sprite to help batch calls when drawing many lines of text
279    V_RETURN( D3DXCreateSprite( g_pd3dDevice, &g_pTextSprite ) );
280
281        // Create a surface to save screenshots
282        IDirect3DTexture9* pSaveTexture = NULL;
283        V( D3DXCreateTexture( g_pd3dDevice, pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height, 1,
284                D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &pSaveTexture) );
285        pSaveTexture->GetSurfaceLevel( 0, &g_pSaveSurface );
286        SAFE_RELEASE( pSaveTexture );
287
288        // Setup the camera's projection parameters
289    float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
290
291        camera.SetProjParams( D3DX_PI/4, fAspectRatio, 0.1f, 1000.0f );
292    camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
293       
294    // Position the on-screen dialog
295    g_HUD.SetLocation( 0, 0 );
296    g_HUD.SetSize( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
297
298        explosion.OnResetDevice(pBackBufferSurfaceDesc);       
299
300    return S_OK;
301}
302
303//--------------------------------------------------------------------------------------
304// Release resources created in the OnResetDevice callback here
305//--------------------------------------------------------------------------------------
306void CALLBACK OnLostDevice( void* pUserContext )
307{
308    g_DialogResourceManager.OnLostDevice();
309    g_SettingsDlg.OnLostDevice();
310
311    if( g_pFont )       g_pFont->OnLostDevice();
312   
313    SAFE_RELEASE( g_pTextSprite );
314        SAFE_RELEASE( g_pSaveSurface );
315
316        explosion.OnLostDevice();       
317}
318
319LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext )
320{
321    // Always allow dialog resource manager calls to handle global messages
322    // so GUI state is updated correctly
323    *pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
324    if( *pbNoFurtherProcessing )
325        return 0;
326
327    if( g_SettingsDlg.IsActive() )
328    {
329        g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
330        return 0;
331    }
332
333        // Give the dialogs a chance to handle the message first
334    *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
335    if( *pbNoFurtherProcessing )
336        return 0;
337
338    // Pass all remaining windows messages to camera so it can respond to user input
339        camera.HandleMessages( hWnd, uMsg, wParam, lParam );
340
341    return 0;
342}
343
344//--------------------------------------------------------------------------------------
345// Handle updates to the scene
346//--------------------------------------------------------------------------------------
347void CALLBACK OnFrameMove( IDirect3DDevice9* g_pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
348{
349    camera.FrameMove( fElapsedTime );
350}
351
352//--------------------------------------------------------------------------------------
353// Render the scene
354//--------------------------------------------------------------------------------------
355void CALLBACK OnFrameRender( IDirect3DDevice9* g_pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
356{   
357       
358
359        IDirect3DSurface9* oldRenderTarget = NULL;
360        if (bSavingScreenshot) {
361                V( g_pd3dDevice->GetRenderTarget(0, &oldRenderTarget) );
362                V( g_pd3dDevice->SetRenderTarget(0, g_pSaveSurface) );
363        }
364
365        V( g_pd3dDevice->BeginScene() );
366
367
368                        D3DXMATRIXA16 mView = *camera.GetViewMatrix();
369                        D3DXMATRIXA16 mProj = *camera.GetProjMatrix();
370
371                //      V( g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(75, 75, 75), 1.0f, 0L) );
372
373                       
374                        explosion.camera = &camera;
375                        explosion.LightPos=&LightPosition;
376                        explosion.OnFrameRender(mView,mProj);
377                       
378                        if (!bSavingScreenshot)
379                        {
380                                RenderText();
381                                if(showUI)
382                                {       
383                                        V( g_HUD.OnRender( fElapsedTime ) );
384                                }
385                        }
386
387        V( g_pd3dDevice->EndScene() );
388
389        if (bSavingScreenshot)
390        {
391                // saving surface
392                char buf[CHARBUFFER_SIZE];
393                wchar_t wbuf[CHARBUFFER_SIZE];
394
395                GenerateNewFileName( counter );
396                sprintf(buf, "shots\\%03i.png", counter);
397                mbstowcs( wbuf, buf, CHARBUFFER_SIZE );
398
399                D3DXSaveSurfaceToFileW(wbuf, D3DXIFF_PNG, g_pSaveSurface, NULL, NULL);
400
401                sprintf(buf, "shots\\%03i", counter);
402                pp.SaveToFile( buf );
403
404                sprintf(buf, "shots\\%03i.matrix", counter);
405                SaveCameraPosition( buf );
406
407                g_pd3dDevice->SetRenderTarget(0, oldRenderTarget);
408                bSavingScreenshot = false;
409        }
410}
411
412int GenerateNewFileName( int& counter )
413{
414        char buf[CHARBUFFER_SIZE];
415        FILE* f;
416        do {
417                sprintf(buf, "shots\\%03i.png", counter);
418                if ( (f = fopen(buf, "rt")) != NULL )
419                {
420                        fclose( f );
421                        counter++;
422                }
423        } while (f != NULL);
424        return counter;
425}
426
427//--------------------------------------------------------------------------------------
428// The framework does not remove the underlying keystroke messages,
429// which are still passed to the application's MsgProc callback.
430//--------------------------------------------------------------------------------------
431void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
432{
433        if( bKeyDown )
434    {
435               
436                switch(nChar)
437                {
438                        case VK_SPACE:
439                                showUI=!showUI;
440                                break;                 
441                        case VK_DOWN:
442                                LightPosition.z-=0.1f;
443                                break;
444                        case VK_UP:
445                                LightPosition.z+=0.1f;
446                                break;
447                        case VK_LEFT:
448                                LightPosition.x-=0.1f;
449                                break;
450                        case VK_RIGHT:
451                                LightPosition.x+=0.1f;
452                                break;
453                        case VK_DELETE:
454                                LightPosition.y+=0.1f;
455                                break;
456                        case VK_END:
457                                LightPosition.y-=0.1f;
458                                break;                         
459                        default:
460                                break;
461                }
462        }
463}
464
465void SaveCameraPosition( char* fileName )
466{
467        // save parameters to file:
468        // world matrix (4x4)
469        // camera position (3)
470
471        // save world matrix
472        D3DXMATRIXA16 W = *camera.GetViewMatrix();
473
474        FILE* f;
475
476        if ((f = fopen(fileName, "wt")) == NULL)
477        {
478                wchar_t wbuf[CHARBUFFER_SIZE];
479                mbstowcs( wbuf, fileName, CHARBUFFER_SIZE );
480        MessageBox(NULL, wbuf, L"File creation failed!", MB_ICONEXCLAMATION);
481                return;
482        }
483
484        fprintf(f, "\n");
485        fprintf(f, "World matrix:\n");
486        fprintf(f, "%10.4g %10.4g %10.4g %10.4g\n", W._11, W._12, W._13, W._14);
487        fprintf(f, "%10.4g %10.4g %10.4g %10.4g\n", W._21, W._22, W._23, W._24);
488        fprintf(f, "%10.4g %10.4g %10.4g %10.4g\n", W._31, W._32, W._33, W._34);
489        fprintf(f, "%10.4g %10.4g %10.4g %10.4g\n", W._41, W._42, W._43, W._44);
490
491        // save camera position
492        fprintf(f, "\n");
493        fprintf(f, "Camera position:\n");
494        const D3DXVECTOR3* eye = camera.GetEyePt();
495        fprintf(f, "%10g %10g %10g", eye->x, eye->y, eye->z);
496        fprintf(f, "\n");
497
498        fclose(f);
499}
500
501void LoadCameraPosition( char* fileName )
502{
503        FILE* f;
504
505        if ((f = fopen(fileName, "rt")) == NULL) {
506                wchar_t wbuf[CHARBUFFER_SIZE];
507                mbstowcs( wbuf, fileName, CHARBUFFER_SIZE );
508        MessageBox(NULL, wbuf, L"File not found!", MB_ICONEXCLAMATION);
509                return;
510        }
511
512        const int BufSize = 500;        // size of char buffers
513        char buf[BufSize];
514        D3DXMATRIXA16 W;
515
516        fgets(buf, BufSize, f);         // skip comment
517        fgets(buf, BufSize, f);         // skip comment
518        fgets(buf, BufSize, f);         sscanf(buf, "%f %f %f %f", &W._11, &W._12, &W._13, &W._14);
519        fgets(buf, BufSize, f);         sscanf(buf, "%f %f %f %f", &W._21, &W._22, &W._23, &W._24);
520        fgets(buf, BufSize, f);         sscanf(buf, "%f %f %f %f", &W._31, &W._32, &W._33, &W._34);
521        fgets(buf, BufSize, f);         sscanf(buf, "%f %f %f %f", &W._41, &W._42, &W._43, &W._44);
522
523        // load camera position
524        D3DXVECTOR3 vecAt(0.0f, 0.0f, 0.0f);
525        D3DXVECTOR3 vecEye;
526        fgets(buf, BufSize, f);         // skip comment
527        fgets(buf, BufSize, f);         // skip comment
528        fgets(buf, BufSize, f);         sscanf(buf, "%f %f %f", &vecEye.x, &vecEye.y, &vecEye.z);
529
530        fclose(f);
531
532        camera.SetViewParams( &vecEye, &vecAt );
533
534        D3DXQUATERNION q;
535        D3DXQuaternionRotationMatrix(&q, &W);
536        camera.SetViewQuat(q);
537}
538
539//--------------------------------------------------------------------------------------
540// Util function.
541// Creates an empty texture. These textures will be used as render targets, therefore
542// the Usage flag is set to D3DUSAGE_RENDERTARGET and consequently, the assigned
543// memory pool is D3DPOOL_DEFAULT.
544// Params: size and format (eg. D3DFMT_A32B32G32R32F) of the new texture.
545//--------------------------------------------------------------------------------------
546IDirect3DTexture9* CreateTexture( int size, D3DFORMAT Format )
547{
548        HRESULT hr;
549        IDirect3DTexture9* pTexture;
550        V( g_pd3dDevice->CreateTexture( size, size,             // dimensions
551                                                                        1,                              // mipmap levels
552                                                                        D3DUSAGE_RENDERTARGET, // usage
553                                                                        Format,                 
554                                                                        D3DPOOL_DEFAULT,// memory pool
555                                                                        &pTexture, NULL ) );
556        return pTexture;
557}
558
559//--------------------------------------------------------------------------------------
560// Util function.
561// Creates an empty cubemap texture of the given resolution and format.
562//--------------------------------------------------------------------------------------
563
564IDirect3DCubeTexture9* CreateCubeTexture( int size, D3DFORMAT Format )
565{
566        HRESULT hr;
567        IDirect3DCubeTexture9* pCubeTexture;
568        V( g_pd3dDevice->CreateCubeTexture(     size, 1, D3DUSAGE_RENDERTARGET,
569                                                                                Format, D3DPOOL_DEFAULT, &pCubeTexture, NULL ) );
570        return pCubeTexture;
571}
572
573
574//--------------------------------------------------------------------------------------
575// Render the help and statistics text.
576//--------------------------------------------------------------------------------------
577void RenderText()
578{
579        const D3DSURFACE_DESC* backBufferDesc = DXUTGetBackBufferSurfaceDesc();
580
581    CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );
582    txtHelper.Begin();
583
584        txtHelper.SetInsertionPos( 5, 5 );
585        txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
586
587        if(showUI)
588        {
589                txtHelper.DrawFormattedTextLine( L"%.2f fps @ %i x %i",
590                DXUTGetFPS(), backBufferDesc->Width, backBufferDesc->Height );
591                //txtHelper.DrawTextLine( DXUTGetFrameStats() );
592                txtHelper.DrawTextLine( DXUTGetDeviceStats() );
593                //txtHelper.DrawTextLine( L"" );
594               
595                txtHelper.SetInsertionPos( 5, 120 );
596                txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 0.0f, 0.0f, 1.0f ) );           
597        }
598        txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
599
600        if ( pp.Get( bShowHelp ) )
601        {
602                txtHelper.SetInsertionPos( backBufferDesc->Width - 260, backBufferDesc->Height-24*15 );
603
604                txtHelper.DrawTextLine(
605                                L"Controls (F1 to hide):\n\n"
606                                L"___________________________________\n"
607                                L"                     GENERAL CONTROLS\n"
608                                L"Left click drag: Rotate mesh\n"
609                                L"Mouse wheel: Zoom\n"
610                                L"F8: Switch to Wireframe mode\n"
611                                L"Space: Show/Hide UI Elements\n"
612                                L"___________________________________\n"
613                                L"                             ALGORITHM\n"
614                                L"Use sliders to adjust parameters\n"
615                                L"___________________________________\n"
616                                L"                             UTILITIES\n"
617                                L"L: [L]oad view & eye params\n"
618                                L"S: [S]ave view & eye params\n"
619                                L"Alt+S: [S]ave Screenshot\n"
620                                L"___________________________________\n"
621                                L"                             Quit: ESC");
622        }
623        else
624        {
625        //      txtHelper.DrawTextLine( L"Press F1 for help" );
626        }
627        txtHelper.End();
628}
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