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

Revision 3255, 27.6 KB checked in by szirmay, 15 years ago (diff)
Line 
1//--------------------------------------------------------------------------------------
2// File: MultipleReflections.cpp
3//
4// Empty starting point for new Direct3D applications
5//
6// Copyright (c) Microsoft Corporation. All rights reserved.
7//--------------------------------------------------------------------------------------
8#include "dxstdafx.h"
9#include "resource.h"
10#include "Mesh.h"
11#include "utilFunctions.h"
12
13//-------------------------------------------------------------------------
14// D3dDevice and UI elements
15IDirect3DDevice9*                       g_pd3dDevice;                           ///< THE D3D DEVICE
16CDXUTDialogResourceManager g_DialogResourceManager;                     // manager for shared resources of dialogs
17CDXUTDialog             g_HUD;                                                          // dialog for standard controls
18CDXUTComboBox*                  g_objectMaterialComboBox;                       
19CDXUTComboBox*                  g_objectModelComboBox;
20ID3DXFont*                                      g_pFont;                                        ///< Font for drawing text
21ID3DXSprite*                            g_pTextSprite;                          ///< Sprite for batching draw text calls
22bool g_showWelcomeScreen = true;
23        //slider ids
24#define FIRST_SLIDER 10
25#define LINEAR_MIN_ITERATION_SLIDER 10
26#define LINEAR_MAX_ITERATION_SLIDER 11
27#define SECANT_ITERATION_SLIDER 12
28#define MAX_RAY_DEPTH_SLIDER 13
29#define CUBEMAP_UPDATE_INTERVAL 14
30#define OBJECT_SIZE 15
31#define REFRACT_FACTOR_SLIDER 16
32#define FRESHEL_RED_SLIDER 17
33#define FRESHEL_GREEN_SLIDER 18
34#define FRESHEL_BLUE_SLIDER 19
35#define LAST_SLIDER 19
36
37    //combo box ids
38#define OBJECT_MATERIAL_COMBO 20
39#define OBJECT_MODEL_COMBO 21
40        //slider values
41int g_linearMinIter = 5;
42int g_linearMaxIter = 30;
43int g_secantIter = 1;
44int g_rayDepth = 2;
45int     g_iSelectedMenuItem = 0;
46int g_iObjectSize = 30;
47float g_objectSize = 0.3;
48bool g_showHelp = false;
49bool g_showGUI = true;
50unsigned int g_updateInterval = 0;
51unsigned int g_currentFrame = 0;
52int g_currentMaterial = 0;
53int g_iRefractFactor = 0;
54int g_iFreshnelR = 80;
55int g_iFreshnelG = 80;
56int g_iFreshnelB = 80;
57float g_refractFactor = -0.01f;
58float g_freshnelR = 0.8f;
59float g_freshnelG = 0.8f;
60float g_freshnelB = 0.8f;
61
62//---------------------------------------------------------------
63// Mesh data
64#define ENVIRONMENT_MESH        L"Media\\Objects\\cube.x"
65#define ENVIRONMENT_MESH_TEXTURE        L"Media\\Textures\\cubecolor.png"
66#define MESH_TEXTURE    L"Media\\Textures\\white.png"
67LPCWSTR MESHNAMES[] = { L"Media\\Objects\\sphere.x",
68                                        L"Media\\Objects\\teapot.x",
69                                                L"Media\\Objects\\column.x"};
70Mesh* g_environmentMesh;
71Mesh* g_objectMesh;
72
73//----------------------------------------------------------------
74// shader program data
75ID3DXEffect*                            g_basicShaders;
76ID3DXEffect*                            g_reflectionShaders;
77
78//---------------------------------------------------------------
79//Camera settings
80CModelViewerCamera camera;                                                              ///< the camera
81D3DXVECTOR3 cameraPosition(0,0,-2);
82D3DXVECTOR3 cameraLookat(0,0,0);
83unsigned int g_width = 800;
84unsigned int g_height = 600;
85
86//-----------------------------------------------------------------
87//RenderTargets
88unsigned int g_cubeMapSize = 512;
89  //normal and distance information of the center object's front facing polygons
90IDirect3DCubeTexture9*  g_CubeTexture1 = NULL;
91  //normal and distance information of the center object's back facing polygons
92IDirect3DCubeTexture9*  g_CubeTexture2 = NULL;
93  //color and distance information of the environment (distant non reflective objects)
94IDirect3DCubeTexture9*  g_CubeTexture3 = NULL;
95
96//-----------------------------------------------------------------
97//function forward declarations
98void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext );
99void UpdateParamFromSlider();
100
101//--------------------------------------------------------------------------------------
102// Rejects any devices that aren't acceptable by returning false
103//--------------------------------------------------------------------------------------
104bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
105                                  D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext )
106{
107    // Typically want to skip backbuffer formats that don't support alpha blending
108    IDirect3D9* pD3D = DXUTGetD3DObject();
109    if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
110                    AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
111                    D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
112        return false;
113
114    return true;
115}
116
117
118//--------------------------------------------------------------------------------------
119// Before a device is created, modify the device settings as needed
120//--------------------------------------------------------------------------------------
121bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )
122{
123        //VSync Off
124        pDeviceSettings->pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
125        return true;
126}
127
128void compileShaders()
129{
130        HRESULT hr;
131        //load effect files
132        DWORD dwShaderFlags = 0;
133        ID3DXBuffer* errBuff;   // buffer for error message
134        if (FAILED(hr = D3DXCreateEffectFromFile( g_pd3dDevice, L"Media\\Shaders\\basicShaders.fx", NULL, NULL, dwShaderFlags,
135                                        NULL, &g_basicShaders, &errBuff )))     // if compilation error occurs
136        {
137                int BufSize = errBuff->GetBufferSize();
138
139                wchar_t* wbuf = new wchar_t[BufSize];
140                mbstowcs( wbuf, (const char*)errBuff->GetBufferPointer(), BufSize );
141                MessageBox(NULL, wbuf, L".fx Compilation Error", MB_ICONERROR);         // error message
142
143                delete wbuf;
144                exit(-1);
145        }
146        dwShaderFlags += D3DXSHADER_PREFER_FLOW_CONTROL;
147        if (FAILED(hr = D3DXCreateEffectFromFile( g_pd3dDevice, L"Media\\Shaders\\MultipleReflection.fx", NULL, NULL, dwShaderFlags,
148                                        NULL, &g_reflectionShaders, &errBuff )))        // if compilation error occurs
149        {
150                int BufSize = errBuff->GetBufferSize();
151
152                wchar_t* wbuf = new wchar_t[BufSize];
153                mbstowcs( wbuf, (const char*)errBuff->GetBufferPointer(), BufSize );
154                MessageBox(NULL, wbuf, L".fx Compilation Error", MB_ICONERROR);         // error message
155
156                delete wbuf;
157                exit(-1);
158        }
159}
160//--------------------------------------------------------------------------------------
161// Create any D3DPOOL_MANAGED resources here
162//--------------------------------------------------------------------------------------
163HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
164{
165        HRESULT hr;
166
167        g_pd3dDevice = pd3dDevice;
168        g_DialogResourceManager.OnCreateDevice( pd3dDevice );
169   
170        //load meshes
171        g_environmentMesh = new Mesh(ENVIRONMENT_MESH, ENVIRONMENT_MESH_TEXTURE, 1, D3DXVECTOR3(0,0,0));
172        D3DXVECTOR3 environmentSize = g_environmentMesh->GetMeshSize();
173        g_objectMesh = new Mesh(MESHNAMES[0], MESH_TEXTURE, g_objectSize, D3DXVECTOR3(0,0,0));
174        g_objectMesh->SetContainerSize(environmentSize);
175   
176         // Initialize the font
177    V_RETURN( D3DXCreateFont( g_pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
178                         OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
179                         L"Arial", &g_pFont ) );
180        return S_OK;
181}
182
183
184//--------------------------------------------------------------------------------------
185// Create any D3DPOOL_DEFAULT resources here
186//--------------------------------------------------------------------------------------
187HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
188                                const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
189{
190        HRESULT hr;
191        //create cubemap rendertargets
192        g_CubeTexture1 = CreateCubeTexture( g_cubeMapSize, D3DFMT_A16B16G16R16F, g_pd3dDevice);
193        g_CubeTexture2 = CreateCubeTexture( g_cubeMapSize, D3DFMT_A16B16G16R16F, g_pd3dDevice);
194        g_CubeTexture3 = CreateCubeTexture( g_cubeMapSize, D3DFMT_A16B16G16R16F, g_pd3dDevice);
195       
196        g_DialogResourceManager.OnResetDevice();
197        if( g_basicShaders ) V_RETURN( g_basicShaders->OnResetDevice() );
198        if( g_reflectionShaders ) V_RETURN( g_reflectionShaders->OnResetDevice() );
199        if( g_pFont )   g_pFont->OnResetDevice();
200    camera.SetProjParams(3.14 / 4.0, (float)g_width / (float)g_height, 0.01, 20);
201        g_currentFrame = 0;
202    return S_OK;
203}
204
205
206//--------------------------------------------------------------------------------------
207// Handle updates to the scene
208//--------------------------------------------------------------------------------------
209void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
210{
211        camera.FrameMove( fElapsedTime );
212}
213
214//--------------------------------------------------------------------------------------
215// Sets matrices and renders a mesh
216//--------------------------------------------------------------------------------------
217void renderMesh(Mesh* mesh, D3DXMATRIXA16& mView, D3DXMATRIXA16& mProj, ID3DXEffect* effect)
218{
219        D3DXMATRIXA16 rotationMatrix = mesh->getRotation();
220        D3DXMATRIXA16 scaleOffsetMatrix = ScaleAndOffset(mesh->GetMeshScale(), mesh->GetMeshPosition());
221        D3DXMATRIXA16 worldMatrix;
222        D3DXMatrixMultiply(&worldMatrix, &rotationMatrix, &scaleOffsetMatrix);
223        setWorldViewProj( worldMatrix, mView, mProj, effect);
224        mesh->Draw();
225}
226
227//--------------------------------------------------------------------------------------
228// Renders a mesh to all 6 faces of a cubemap
229//--------------------------------------------------------------------------------------
230void renderEnvMap(Mesh* mesh, IDirect3DCubeTexture9* target, ID3DXEffect* effect)
231{
232        IDirect3DSurface9*      oldRenderTarget;
233        IDirect3DSurface9*      oldDepthStencil;
234        IDirect3DSurface9*  newDepthStencil;
235        // create a CUBEMAP_SIZE x CUBEMAP_SIZE size depth buffer
236        g_pd3dDevice->CreateDepthStencilSurface(g_cubeMapSize, g_cubeMapSize, D3DFMT_D16,
237                D3DMULTISAMPLE_NONE, 0, true, &newDepthStencil, NULL);
238                // replace old depth buffer
239        g_pd3dDevice->GetDepthStencilSurface(&oldDepthStencil);
240        g_pd3dDevice->SetDepthStencilSurface(newDepthStencil);
241        g_pd3dDevice->GetRenderTarget(0,&oldRenderTarget);
242
243        HRESULT hr;
244
245        for(int i = 0; i < 6; i++)
246        {
247                IDirect3DSurface9* pFace;
248                V( target->GetCubeMapSurface((D3DCUBEMAP_FACES)i, 0, &pFace) );
249                V( g_pd3dDevice->SetRenderTarget(0, pFace) );
250        V( g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
251                        D3DCOLOR_ARGB(0,0,0,0), 1.0f, 0) );
252
253                D3DXMATRIXA16 viewMatrix = *camera.GetViewMatrix();
254                D3DXMATRIXA16 projMatrix = *camera.GetProjMatrix();
255                getViewProjForCubeFace(&viewMatrix, &projMatrix, i, g_objectMesh->GetMeshPosition());
256                renderMesh(mesh, viewMatrix, projMatrix, effect);
257
258                SAFE_RELEASE( pFace );
259        }
260
261        // restore old rendertarget & depth buffer
262        g_pd3dDevice->SetRenderTarget(0, oldRenderTarget);
263        g_pd3dDevice->SetDepthStencilSurface(oldDepthStencil);
264        SAFE_RELEASE( oldDepthStencil );
265        SAFE_RELEASE( oldRenderTarget );
266        SAFE_RELEASE( newDepthStencil );
267}
268
269//--------------------------------------------------------------------------------------
270// Cubemap updates
271//--------------------------------------------------------------------------------------
272void renderEnvMaps()
273{
274        HRESULT hr;
275        //check if update is needed
276        static bool first = true;
277        if(first)//skip firs frame (why?)
278        {
279                        first = false;
280                        return;
281        }
282    if(g_currentFrame == g_updateInterval)
283        {
284                g_currentFrame = 0;
285          //update color and distance envmap for distant objects
286                V( g_basicShaders->SetTechnique( "ColorDistance" ) );
287                UINT uPasses;
288                V( g_basicShaders->Begin( &uPasses, 0 ) );
289                V( g_basicShaders->BeginPass( 0 ) );    // only one pass exists
290                        renderEnvMap(g_environmentMesh, g_CubeTexture3, g_basicShaders);
291                V( g_basicShaders->EndPass() );
292                V( g_basicShaders->End() );
293          //update normal and distance envmap for near objects
294                V( g_basicShaders->SetTechnique( "NormalDistance" ) );
295                V( g_basicShaders->Begin( &uPasses, 0 ) );
296                V( g_basicShaders->BeginPass( 0 ) );    // only one pass exists
297                        //front facing polygons
298                          renderEnvMap(g_objectMesh, g_CubeTexture1, g_basicShaders);
299                        //back facing polygons
300                        g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
301                          renderEnvMap(g_objectMesh, g_CubeTexture2, g_basicShaders);
302                        g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
303                V( g_basicShaders->EndPass() );
304                V( g_basicShaders->End() );       
305        }
306
307        if(g_updateInterval == 0)
308                g_currentFrame = 1;
309        else
310                g_currentFrame++;
311}
312
313//--------------------------------------------------------------------------------------
314// Final rendering to the screen
315//--------------------------------------------------------------------------------------
316void renderToScreen()
317{
318        HRESULT hr;
319        D3DXMATRIXA16 viewMatrix = *camera.GetViewMatrix();
320        D3DXMATRIXA16 projMatrix = *camera.GetProjMatrix();
321        UINT uPasses;
322       
323        V( g_basicShaders->SetTechnique( "Textured" ) );
324        V( g_basicShaders->Begin( &uPasses, 0 ) );
325        V( g_basicShaders->BeginPass( 0 ) );    // only one pass exists
326        V( g_basicShaders->SetTexture("colorMap", g_environmentMesh->GetTexture()));
327                renderMesh(g_environmentMesh, viewMatrix, projMatrix, g_basicShaders);
328        V( g_basicShaders->EndPass() );
329        V( g_basicShaders->End() );
330       
331        ID3DXEffect* currentEffect;
332        if(g_currentMaterial == 0)
333                currentEffect = g_basicShaders;
334        else
335                currentEffect = g_reflectionShaders;
336       
337        switch(g_currentMaterial)
338        {
339        case 0:
340                V( currentEffect->SetTechnique( "EnvMapped" ) ); break;
341        case 1:
342                V( currentEffect->SetTechnique( "SingleReflection" ) ); break;
343        case 2:
344                V( currentEffect->SetTechnique( "MultipleReflection" ) ); break;
345        }
346       
347        V( currentEffect->Begin( &uPasses, 0 ) );
348        V( currentEffect->BeginPass( 0 ) );     // only one pass exists
349        D3DXVECTOR3 eye = *camera.GetEyePt();
350        D3DXVECTOR4 eyePos(eye.x, eye.y, eye.z, 1);
351        D3DXVECTOR3 refpos = g_objectMesh->GetMeshPosition();
352        D3DXVECTOR4 refPos(refpos.x, refpos.y, refpos.z, 1);
353        D3DXVECTOR4 freshnel(g_freshnelR, g_freshnelG, g_freshnelB, 1);
354        V( currentEffect->SetVector( "eyePos", &eyePos ) );
355        V( currentEffect->SetVector( "referencePos", &refPos ) );
356        V( currentEffect->SetVector( "F0", &freshnel));
357        V( currentEffect->SetFloat( "N0", g_refractFactor));
358       
359        if(g_currentMaterial > 0)
360        {
361                V( currentEffect->SetInt("MIN_LIN_ITERATIONCOUNT", g_linearMinIter));
362                V( currentEffect->SetInt("MAX_LIN_ITERATIONCOUNT", g_linearMaxIter));
363                V( currentEffect->SetInt("SECANT_ITERATIONCOUNT", g_secantIter));
364                V( currentEffect->SetInt("MAX_RAY_DEPTH", g_rayDepth));
365                V( currentEffect->SetTexture("envCube1", g_CubeTexture1));
366                V( currentEffect->SetTexture("envCube2", g_CubeTexture2));
367                V( currentEffect->SetTexture("envCube3", g_CubeTexture3));
368        }
369        else
370                V( currentEffect->SetTexture("envCube", g_CubeTexture3));
371                renderMesh(g_objectMesh, viewMatrix, projMatrix, currentEffect);
372        V( currentEffect->EndPass() );
373        V( currentEffect->End() );
374
375}       
376
377
378//----------------------------------------------------------------------------------
379// Render text to screen
380//----------------------------------------------------------------------------------
381void renderText()
382{
383        const D3DSURFACE_DESC* backBufferDesc = DXUTGetBackBufferSurfaceDesc();
384
385    CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );
386    txtHelper.Begin();
387
388        txtHelper.SetInsertionPos( 5, 5 );
389        txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
390
391        txtHelper.DrawFormattedTextLine( L"%.2f fps @ %i x %i",
392                DXUTGetFPS(), backBufferDesc->Width, backBufferDesc->Height );
393       
394        if(g_showGUI)
395        {
396                int xpos =  135;
397                int ypos =  30;
398                txtHelper.SetInsertionPos( xpos, ypos );
399                txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
400               
401                txtHelper.DrawFormattedTextLine( L"linear iteration (min) : %d", g_linearMinIter);
402                txtHelper.DrawFormattedTextLine( L"linear iteration (max) : %d", g_linearMaxIter);
403                txtHelper.DrawFormattedTextLine( L"secant iteration : %d", g_secantIter);
404                txtHelper.DrawFormattedTextLine( L"max ray depth : %d", g_rayDepth);
405                txtHelper.DrawFormattedTextLine( L"cubemap update interal : %d", g_updateInterval);
406                txtHelper.DrawFormattedTextLine( L"object scale : %0.2f", g_objectSize);
407                txtHelper.DrawFormattedTextLine( L"refraction coefficient : %0.2f", g_refractFactor);
408                txtHelper.DrawFormattedTextLine( L"Freshnel factor(RED) : %0.2f", g_freshnelR);
409                txtHelper.DrawFormattedTextLine( L"Freshnel factor(GREEN) : %0.2f", g_freshnelG);
410                txtHelper.DrawFormattedTextLine( L"Freshnel factor(BLUE) : %0.2f", g_freshnelB);
411        }
412       
413        if ( !g_showHelp )
414        {
415                txtHelper.SetInsertionPos( backBufferDesc->Width / 2 -50, 5 );
416                txtHelper.DrawTextLine( L"Press F1 for help" );
417        }
418       
419        if(g_showHelp)
420        {
421                txtHelper.SetInsertionPos( backBufferDesc->Width - 260, backBufferDesc->Height-24*22 );
422
423                txtHelper.DrawTextLine(
424                                L"Controls (F1 to hide):\n"
425                                L"___________________________________\n"
426                                L"      APPLICATION CONTROLS\n"
427                                L"\n"
428                                L"Right click+drag: Rotate mesh\n"
429                                L"Left click+drag: Move camera\n"
430                                L"Mouse wheel: Zoom\n"
431                                L"Arrow keys: Move object\n"
432                                L"F1: Show/Hide Help\n"
433                                L"TAB: Show/Hide User Interface\n"
434                                L"\n"
435                                L"___________________________________\n"
436                                L"            Quit: ESC");
437        }
438
439        txtHelper.End();
440}
441
442void renderWelcomeText()
443{
444        const D3DSURFACE_DESC* backBufferDesc = DXUTGetBackBufferSurfaceDesc();
445
446    CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 20 );
447    txtHelper.Begin();
448
449        txtHelper.SetInsertionPos( backBufferDesc->Width / 2 - 100, backBufferDesc->Height /2 );
450        txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
451
452        txtHelper.DrawFormattedTextLine( L"Compiling shaders. Please wait..." );
453}
454//--------------------------------------------------------------------------------------
455// Render the scene
456//--------------------------------------------------------------------------------------
457void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
458{
459    HRESULT hr;
460
461    // Clear the render target and the zbuffer
462    V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 45, 50, 170), 1.0f, 0) );
463
464    // Render the scene
465    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
466    {
467                if(g_showWelcomeScreen)
468                {
469                        renderWelcomeText();
470                        g_showWelcomeScreen = false;
471                }
472                else
473                {
474                        if(g_basicShaders == 0)
475                                compileShaders();
476                        renderEnvMaps();
477                        renderToScreen();
478                        renderText();
479                        if(g_showGUI)
480                                g_HUD.OnRender( fElapsedTime );
481                }
482        V( pd3dDevice->EndScene() );
483    }   
484}
485
486//--------------------------------------------------------------------------------------
487// Handle messages to the application
488//--------------------------------------------------------------------------------------
489LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
490                          bool* pbNoFurtherProcessing, void* pUserContext )
491{
492        *pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
493    if( *pbNoFurtherProcessing )
494        return 0;
495       
496        *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
497    if( *pbNoFurtherProcessing )
498        return 0;
499       
500        camera.HandleMessages( hWnd, uMsg, wParam, lParam );
501        D3DXMATRIXA16 rotation = *camera.GetWorldMatrix();
502        if(g_objectMesh)
503                g_objectMesh->setRotation(rotation);
504
505    return 0;
506}
507
508//--------------------------------------------------------------------------------------
509// Keyboard message handler
510//--------------------------------------------------------------------------------------
511void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
512{
513        if( bKeyDown )
514    {   
515                float step = 0.01f;
516
517                switch( nChar )
518        {
519                        case VK_RIGHT: g_objectMesh->Move( D3DXVECTOR3( step,0,0), true ); break;
520                        case VK_LEFT:  g_objectMesh->Move( D3DXVECTOR3(-step,0,0), true ); break;
521                        case VK_UP:        g_objectMesh->Move( D3DXVECTOR3(0, step,0), true ); break;
522                        case VK_DOWN:  g_objectMesh->Move( D3DXVECTOR3(0,-step,0), true ); break;
523                        case VK_PRIOR: g_objectMesh->Move( D3DXVECTOR3(0,0, step), true ); break;
524                        case VK_NEXT:  g_objectMesh->Move( D3DXVECTOR3(0,0,-step), true ); break;
525                        case VK_TAB:   g_showGUI = !g_showGUI; break;
526                        case VK_F1:    g_showHelp = !g_showHelp; break;
527       }
528    }
529}
530
531
532//--------------------------------------------------------------------------------------
533// Release resources created in the OnResetDevice callback here
534//--------------------------------------------------------------------------------------
535void CALLBACK OnLostDevice( void* pUserContext )
536{
537        g_DialogResourceManager.OnLostDevice();
538        if( g_basicShaders ) g_basicShaders->OnLostDevice();
539        if( g_reflectionShaders ) g_reflectionShaders->OnLostDevice(); 
540        if( g_pFont )   g_pFont->OnLostDevice();
541        SAFE_RELEASE( g_CubeTexture1 );
542        SAFE_RELEASE( g_CubeTexture2 );
543        SAFE_RELEASE( g_CubeTexture3 );
544}
545
546//--------------------------------------------------------------------------------------
547// Release resources created in the OnCreateDevice callback here
548//--------------------------------------------------------------------------------------
549void CALLBACK OnDestroyDevice( void* pUserContext )
550{
551         g_DialogResourceManager.OnDestroyDevice();
552         delete g_environmentMesh;
553         delete g_objectMesh;
554         SAFE_RELEASE(g_basicShaders);
555         SAFE_RELEASE(g_reflectionShaders);
556         SAFE_RELEASE(g_pFont); 
557}
558
559//--------------------------------------------------------------------------------------
560// GUI initialization
561//--------------------------------------------------------------------------------------
562void InitializeDialogs()
563{
564    g_HUD.Init( &g_DialogResourceManager );
565    g_HUD.SetCallback( OnGUIEvent );
566       
567        // Initialize dialog
568        int posX = 10;
569        int posY = 30;
570    int sliderheight = 14;
571        int sliderYoffset = 15;
572        // Setup for sliders
573        g_HUD.AddSlider( LINEAR_MIN_ITERATION_SLIDER, posX, posY, 120, sliderheight, 1, 100, g_linearMinIter );
574        g_HUD.AddSlider( LINEAR_MAX_ITERATION_SLIDER, posX, posY += sliderYoffset, 120, sliderheight, 1, 100, g_linearMaxIter);
575        g_HUD.AddSlider( SECANT_ITERATION_SLIDER, posX, posY += sliderYoffset, 120, sliderheight, 0, 20, g_secantIter );
576        g_HUD.AddSlider( MAX_RAY_DEPTH_SLIDER, posX, posY += sliderYoffset, 120, sliderheight, 1, 10, g_rayDepth );
577        g_HUD.AddSlider( CUBEMAP_UPDATE_INTERVAL, posX, posY += sliderYoffset, 120, sliderheight, 0, 10, g_updateInterval );
578        g_HUD.AddSlider( OBJECT_SIZE, posX, posY += sliderYoffset, 120, sliderheight, 1, 100, g_iObjectSize );
579        g_HUD.AddSlider( REFRACT_FACTOR_SLIDER, posX, posY += sliderYoffset, 120, sliderheight, 0, 101, g_iRefractFactor );
580        g_HUD.AddSlider( FRESHEL_RED_SLIDER, posX, posY += sliderYoffset, 120, sliderheight, 0, 100, g_iFreshnelR );
581        g_HUD.AddSlider( FRESHEL_GREEN_SLIDER, posX, posY += sliderYoffset, 120, sliderheight, 0, 100, g_iFreshnelG );
582        g_HUD.AddSlider( FRESHEL_BLUE_SLIDER, posX, posY += sliderYoffset, 120, sliderheight, 0, 100, g_iFreshnelB );
583        // Setup fo combo boxes
584        g_HUD.AddComboBox( OBJECT_MATERIAL_COMBO, 10, posY += 20, 160, 20, 0, false, &g_objectMaterialComboBox );
585        g_HUD.AddComboBox( OBJECT_MODEL_COMBO, 10, posY += 20, 160, 20, 0, false, &g_objectModelComboBox );     
586
587        g_objectMaterialComboBox->AddItem( L"classical envmapping", NULL );
588        g_objectMaterialComboBox->AddItem( L"single reflection", NULL );
589        g_objectMaterialComboBox->AddItem( L"multiple reflection", NULL );
590   
591        g_objectModelComboBox->AddItem( L"sphere", NULL );
592        g_objectModelComboBox->AddItem( L"teapot", NULL );   
593        g_objectModelComboBox->AddItem( L"column", NULL );   
594}
595
596//--------------------------------------------------------------------------------------
597// GUI message handler
598//--------------------------------------------------------------------------------------
599void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
600{
601        if( nControlID >= FIRST_SLIDER && nControlID <= LAST_SLIDER )
602        {
603                g_iSelectedMenuItem = nControlID;
604                UpdateParamFromSlider();
605        }
606        else
607        {
608                if(nControlID == OBJECT_MODEL_COMBO)
609                {
610                        D3DXVECTOR3 lastposition = g_objectMesh->GetMeshPosition();
611                        int currentmodel = g_objectModelComboBox->FindItem(g_objectModelComboBox->GetSelectedItem()->strText);
612                        delete g_objectMesh;
613                        g_objectMesh = new Mesh(MESHNAMES[currentmodel], MESH_TEXTURE, g_objectSize, lastposition);
614                        D3DXVECTOR3 environmentSize = g_environmentMesh->GetMeshSize();
615                        g_objectMesh->SetContainerSize(environmentSize);
616                        g_currentFrame = 0;
617                }
618               
619                if(nControlID == OBJECT_MATERIAL_COMBO)
620                {
621                        g_currentMaterial = g_objectMaterialComboBox->FindItem(g_objectMaterialComboBox->GetSelectedItem()->strText);
622                }
623        }
624}
625
626//--------------------------------------------------------------------------------------
627// Update slider parameters
628//--------------------------------------------------------------------------------------
629void UpdateParamFromSlider()
630{
631        int iSelectedValue = g_HUD.GetSlider( g_iSelectedMenuItem )->GetValue();
632
633        switch (g_iSelectedMenuItem)
634        {
635          case LINEAR_MIN_ITERATION_SLIDER: g_linearMinIter = min(iSelectedValue, g_linearMaxIter);     break;
636          case LINEAR_MAX_ITERATION_SLIDER: g_linearMaxIter = max(iSelectedValue, g_linearMinIter);     break;
637          case SECANT_ITERATION_SLIDER: g_secantIter = iSelectedValue;  break;
638          case CUBEMAP_UPDATE_INTERVAL: g_updateInterval = iSelectedValue;      g_currentFrame = 0; break;
639          case MAX_RAY_DEPTH_SLIDER: g_rayDepth = iSelectedValue;       break;
640          case OBJECT_SIZE: g_iObjectSize = iSelectedValue;
641                                                g_objectSize = (float) g_iObjectSize / 100.0f;
642                                                g_objectMesh->SetPreferredDiameter(g_objectSize);
643                                                g_currentFrame = 0;
644                                                break;
645          case REFRACT_FACTOR_SLIDER: g_iRefractFactor = iSelectedValue; g_refractFactor = (g_iRefractFactor - 1) / 100.0;      break;
646          case FRESHEL_RED_SLIDER: g_iFreshnelR = iSelectedValue; g_freshnelR = g_iFreshnelR / 100.0;   break;
647          case FRESHEL_GREEN_SLIDER: g_iFreshnelG = iSelectedValue; g_freshnelG = g_iFreshnelG / 100.0; break;
648          case FRESHEL_BLUE_SLIDER: g_iFreshnelB = iSelectedValue; g_freshnelB = g_iFreshnelB / 100.0;  break;
649        }
650}
651
652//--------------------------------------------------------------------------------------
653// Initialize everything and go into a render loop
654//--------------------------------------------------------------------------------------
655INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
656{
657    // Enable run-time memory check for debug builds.
658#if defined(DEBUG) | defined(_DEBUG)
659    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
660#endif
661
662        // Set the callback functions
663    DXUTSetCallbackDeviceCreated( OnCreateDevice );
664    DXUTSetCallbackDeviceReset( OnResetDevice );
665    DXUTSetCallbackDeviceLost( OnLostDevice );
666    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
667    DXUTSetCallbackMsgProc( MsgProc );
668        DXUTSetCallbackKeyboard( KeyboardProc );
669    DXUTSetCallbackFrameRender( OnFrameRender );
670    DXUTSetCallbackFrameMove( OnFrameMove );
671   
672    // TODO: Perform any application-level initialization here
673        InitializeDialogs();
674        camera.SetViewParams(&cameraPosition, &cameraLookat);
675        camera.SetButtonMasks( MOUSE_RIGHT_BUTTON, MOUSE_WHEEL, MOUSE_LEFT_BUTTON );
676        // Initialize DXUT and create the desired Win32 window and Direct3D device for the application
677    DXUTInit( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
678    DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen
679    DXUTCreateWindow( L"MultipleReflections" );
680    DXUTCreateDevice( D3DADAPTER_DEFAULT, true, g_width, g_height, IsDeviceAcceptable, ModifyDeviceSettings );
681
682    // Start the render loop
683    DXUTMainLoop();
684    // TODO: Perform any application-level cleanup here
685    return DXUTGetExitCode();
686}
687
688
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