1 | //--------------------------------------------------------------------------------------
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2 | // Main.cpp:
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3 | // - DirectX initialization
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4 | // - create resources (textures)
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5 | //--------------------------------------------------------------------------------------
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6 |
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7 | #include "dxstdafx.h"
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8 | #include "resource.h"
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9 | #include <math.h>
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10 | #include <stdio.h>
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11 |
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12 | //#define DEBUG_VS // Uncomment this line to debug vertex shaders
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13 | //#define DEBUG_PS // Uncomment this line to debug pixel shaders
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14 |
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15 | #include "Mesh.h"
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16 | #include "Parameters.h"
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17 | #include "CameraEffects.h"
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18 |
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19 | const int WIDTH = 512;
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20 | const int HEIGHT = WIDTH;
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21 | const int CHARBUFFER_SIZE = 200;
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22 |
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23 | //--------------------------------------------------------------------------------------
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24 | // Global variables
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25 | //--------------------------------------------------------------------------------------
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26 | int currentMethod=0;
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27 | int methodCount=1;
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28 | bool showUI=true;
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29 | CameraEffects PD;
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30 | IDirect3DDevice9* g_pd3dDevice = NULL;
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31 | ID3DXEffect* g_pEffect = NULL;
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32 |
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33 | CDXUTDialogResourceManager g_DialogResourceManager; // manager for shared resources of dialogs
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34 | CD3DSettingsDlg g_SettingsDlg; // Device settings dialog
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35 | CDXUTDialog g_HUD; // Dialog for sample specific controls
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36 |
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37 | ID3DXFont* g_pFont = NULL; // Font for drawing text
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38 | ID3DXSprite* g_pTextSprite = NULL; // Sprite for batching draw text calls
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39 |
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40 | IDirect3DSurface9* g_pSaveSurface; // screenshot capturing support
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41 | bool bSavingScreenshot = false;
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42 | int counter = 0;
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43 |
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44 | D3DXVECTOR3 LightPosition;
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45 | HRESULT hr;
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46 |
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47 | Parameters pp; // managing parameters of the algorithm
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48 |
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49 | CModelViewerCamera camera; // camera
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50 |
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51 |
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52 | //--------------------------------------------------------------------------------------
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53 | // Forward declarations (CALLBACK)
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54 | //--------------------------------------------------------------------------------------
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55 | bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext );
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56 | bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext );
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57 | HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* g_pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
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58 | HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* g_pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
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59 | void CALLBACK OnFrameMove( IDirect3DDevice9* g_pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
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60 | void CALLBACK OnFrameRender( IDirect3DDevice9* g_pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
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61 | LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext );
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62 | void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext );
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63 | void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext );
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64 | void CALLBACK OnLostDevice( void* pUserContext );
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65 | void CALLBACK OnDestroyDevice( void* pUserContext );
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66 | void InitApp();
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67 | void RenderText();
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68 |
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69 | //--------------------------------------------------------------------------------------
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70 | // Forward declarations
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71 | //--------------------------------------------------------------------------------------
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72 |
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73 | void SaveCameraPosition( char* fileName );
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74 | void LoadCameraPosition( char* fileName );
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75 | int GenerateNewFileName( int& counter );
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76 |
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77 | //--------------------------------------------------------------------------------------
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78 | // Entry point to the program. Initializes everything and goes into a message processing
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79 | // loop. Idle time is used to render the scene.
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80 | //--------------------------------------------------------------------------------------
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81 | INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
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82 | {
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83 | // Enable run-time memory check for debug builds.
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84 | #if defined(DEBUG) | defined(_DEBUG)
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85 | _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
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86 | #endif
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87 |
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88 | DXUTSetCallbackDeviceCreated( OnCreateDevice );
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89 | DXUTSetCallbackDeviceReset( OnResetDevice );
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90 | DXUTSetCallbackDeviceLost( OnLostDevice );
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91 | DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
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92 | DXUTSetCallbackMsgProc( MsgProc );
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93 | DXUTSetCallbackKeyboard( KeyboardProc );
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94 | DXUTSetCallbackFrameRender( OnFrameRender );
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95 | DXUTSetCallbackFrameMove( OnFrameMove );
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96 |
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97 | InitApp();
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98 |
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99 | // Show the cursor and clip it when in full screen
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100 | DXUTSetCursorSettings( true, true );
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101 |
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102 | DXUTInit( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
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103 | DXUTCreateWindow( L"Depth of Field Demo" );
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104 | DXUTCreateDevice( D3DADAPTER_DEFAULT, true, WIDTH, HEIGHT, IsDeviceAcceptable, ModifyDeviceSettings );
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105 |
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106 | camera.SetButtonMasks( 0, MOUSE_WHEEL, MOUSE_LEFT_BUTTON );
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107 |
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108 | DXUTMainLoop();
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109 |
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110 | return DXUTGetExitCode();
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111 | }
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112 |
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113 | void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
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114 | {
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115 | pp.UpdateFromHUD( nControlID );
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116 | }
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117 |
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118 | void OnLoad() {
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119 | LoadCameraPosition( ".matrix" );
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120 | }
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121 |
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122 | void OnSave() {
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123 | SaveCameraPosition( ".matrix" );
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124 | bSavingScreenshot = true;
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125 | }
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126 |
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127 | void OnReset()
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128 | {
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129 | LightPosition.x=-0.4f;
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130 | LightPosition.y=1.3f;
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131 | LightPosition.z=9;
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132 | }
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133 |
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134 | void InitApp()
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135 | {
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136 | g_SettingsDlg.Init( &g_DialogResourceManager );
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137 | g_HUD.Init( &g_DialogResourceManager );
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138 | g_HUD.SetCallback( OnGUIEvent ); // Event handling
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139 |
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140 | pp.Setup( &g_HUD, OnReset, OnSave, OnLoad); // you can add callbacks to these actions
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141 |
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142 | pp.Add( bShowHelp, "Show Help", VK_F1 );
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143 |
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144 | PD.addUiParams(pp);
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145 |
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146 | pp.UpdateFromHUD( IDC_RESET_BUTTON ); // do a reset
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147 | }
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148 |
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149 | //--------------------------------------------------------------------------------------
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150 | // Rejects any devices that aren't acceptable by returning false
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151 | //--------------------------------------------------------------------------------------
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152 | bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
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153 | D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext )
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154 | {
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155 | // Skip backbuffer formats that don't support alpha blending
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156 | IDirect3D9* pD3D = DXUTGetD3DObject();
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157 | if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
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158 | AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
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159 | D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
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160 | return false;
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161 |
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162 | return true;
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163 | }
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164 |
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165 | //--------------------------------------------------------------------------------------
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166 | // Before a device is created, modify the device settings as needed
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167 | //--------------------------------------------------------------------------------------
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168 | bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )
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169 | {
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170 | // VSync off
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171 | pDeviceSettings->pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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172 |
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173 | // If device doesn't support HW T&L or doesn't support 1.1 vertex shaders in HW
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174 | // then switch to SWVP.
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175 | if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 ||
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176 | pCaps->VertexShaderVersion < D3DVS_VERSION(1,1) )
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177 | pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
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178 | else
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179 | pDeviceSettings->BehaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
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180 |
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181 | // This application is designed to work on a pure device by not using
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182 | // IDirect3D9::Get*() methods, so create a pure device if supported and using HWVP.
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183 | if ((pCaps->DevCaps & D3DDEVCAPS_PUREDEVICE) != 0 &&
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184 | (pDeviceSettings->BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING) != 0 )
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185 | pDeviceSettings->BehaviorFlags |= D3DCREATE_PUREDEVICE;
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186 |
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187 | // Debugging vertex shaders requires either REF or software vertex processing
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188 | // and debugging pixel shaders requires REF.
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189 | #ifdef DEBUG_VS
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190 | if( pDeviceSettings->DeviceType != D3DDEVTYPE_REF )
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191 | {
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192 | pDeviceSettings->BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
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193 | pDeviceSettings->BehaviorFlags &= ~D3DCREATE_PUREDEVICE;
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194 | pDeviceSettings->BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
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195 | }
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196 | #endif
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197 | #ifdef DEBUG_PS
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198 | pDeviceSettings->DeviceType = D3DDEVTYPE_REF;
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199 | #endif
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200 |
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201 | // For the first device created if its a REF device, optionally display a warning dialog box
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202 | static bool s_bFirstTime = true;
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203 | if( s_bFirstTime )
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204 | {
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205 | s_bFirstTime = false;
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206 | if( pDeviceSettings->DeviceType == D3DDEVTYPE_REF )
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207 | DXUTDisplaySwitchingToREFWarning();
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208 | }
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209 | return true;
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210 | }
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211 |
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212 | //--------------------------------------------------------------------------------------
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213 | // Create any D3DPOOL_MANAGED resources here
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214 | //--------------------------------------------------------------------------------------
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215 | HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
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216 | {
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217 | ::g_pd3dDevice = pd3dDevice;
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218 |
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219 | HRESULT hr;
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220 |
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221 | V_RETURN( g_DialogResourceManager.OnCreateDevice( g_pd3dDevice ) );
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222 | V_RETURN( g_SettingsDlg.OnCreateDevice( g_pd3dDevice ) );
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223 |
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224 | // Initialize the font
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225 | V_RETURN( D3DXCreateFont( g_pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
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226 | OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
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227 | L"Arial", &g_pFont ) );
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228 |
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229 |
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230 |
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231 | float initialEyeDist = 6.82f;
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232 | D3DXVECTOR3 vecEye(0, 0, -initialEyeDist);
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233 | D3DXVECTOR3 vecAt (0.0f, 0.0f, -0.0f);
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234 | camera.SetViewParams( &vecEye, &vecAt );
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235 |
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236 | PD.OnCreateDevice(g_pd3dDevice);
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237 | PD.camera = &camera;
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238 |
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239 | return S_OK;
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240 | }
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241 |
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242 | //--------------------------------------------------------------------------------------
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243 | // Release resources created in the OnCreateDevice callback here
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244 | //--------------------------------------------------------------------------------------
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245 | void CALLBACK OnDestroyDevice( void* pUserContext )
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246 | {
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247 | g_DialogResourceManager.OnDestroyDevice();
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248 | g_SettingsDlg.OnDestroyDevice();
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249 | SAFE_RELEASE(g_pFont);
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250 | PD.OnDestroyDevice();
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251 | }
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252 |
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253 |
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254 | //--------------------------------------------------------------------------------------
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255 | // Create any D3DPOOL_DEFAULT resources here
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256 | //--------------------------------------------------------------------------------------
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257 | HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* g_pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
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258 | {
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259 | HRESULT hr;
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260 |
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261 | V_RETURN( g_DialogResourceManager.OnResetDevice() );
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262 | V_RETURN( g_SettingsDlg.OnResetDevice() );
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263 |
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264 | if( g_pFont ) V_RETURN( g_pFont->OnResetDevice() );
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265 |
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266 | // Create a sprite to help batch calls when drawing many lines of text
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267 | V_RETURN( D3DXCreateSprite( g_pd3dDevice, &g_pTextSprite ) );
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268 |
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269 | // Create a surface to save screenshots
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270 | IDirect3DTexture9* pSaveTexture = NULL;
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271 | V( D3DXCreateTexture( g_pd3dDevice, pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height, 1,
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272 | D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &pSaveTexture) );
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273 | pSaveTexture->GetSurfaceLevel( 0, &g_pSaveSurface );
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274 | SAFE_RELEASE( pSaveTexture );
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275 |
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276 | // Setup the camera's projection parameters
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277 | float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
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278 |
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279 | camera.SetProjParams( D3DX_PI/4, fAspectRatio, 0.1f, 100 );
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280 | camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
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281 |
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282 | // Position the on-screen dialog
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283 | g_HUD.SetLocation( 0, 0 );
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284 | g_HUD.SetSize( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
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285 |
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286 | PD.OnResetDevice((D3DSURFACE_DESC*)pBackBufferSurfaceDesc);
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287 |
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288 | return S_OK;
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289 | }
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290 |
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291 | //--------------------------------------------------------------------------------------
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292 | // Release resources created in the OnResetDevice callback here
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293 | //--------------------------------------------------------------------------------------
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294 | void CALLBACK OnLostDevice( void* pUserContext )
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295 | {
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296 | g_DialogResourceManager.OnLostDevice();
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297 | g_SettingsDlg.OnLostDevice();
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298 |
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299 | if( g_pFont ) g_pFont->OnLostDevice();
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300 |
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301 | SAFE_RELEASE( g_pTextSprite );
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302 | SAFE_RELEASE( g_pSaveSurface );
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303 |
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304 | PD.OnLostDevice();
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305 | }
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306 |
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307 | LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext )
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308 | {
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309 | // Always allow dialog resource manager calls to handle global messages
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310 | // so GUI state is updated correctly
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311 | *pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
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312 | if( *pbNoFurtherProcessing )
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313 | return 0;
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314 |
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315 | if( g_SettingsDlg.IsActive() )
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316 | {
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317 | g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
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318 | return 0;
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319 | }
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320 |
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321 | // Give the dialogs a chance to handle the message first
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322 | *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
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323 | if( *pbNoFurtherProcessing )
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324 | return 0;
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325 |
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326 | // Pass all remaining windows messages to camera so it can respond to user input
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327 | camera.HandleMessages( hWnd, uMsg, wParam, lParam );
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328 |
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329 | return 0;
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330 | }
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331 |
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332 | //--------------------------------------------------------------------------------------
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333 | // Handle updates to the scene
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334 | //--------------------------------------------------------------------------------------
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335 | void CALLBACK OnFrameMove( IDirect3DDevice9* g_pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
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336 | {
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337 | camera.FrameMove( fElapsedTime );
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338 | }
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339 |
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340 | //--------------------------------------------------------------------------------------
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341 | // Render the scene
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342 | //--------------------------------------------------------------------------------------
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343 | void CALLBACK OnFrameRender( IDirect3DDevice9* g_pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
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344 | {
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345 | /* // If the settings dialog is being shown, then
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346 | // render it instead of rendering the app's scene
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347 | if( g_SettingsDlg.IsActive() )
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348 | {
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349 | g_SettingsDlg.OnRender( fElapsedTime );
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350 | return;
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351 | }*/
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352 |
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353 | IDirect3DSurface9* oldRenderTarget = NULL;
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354 | if (bSavingScreenshot) {
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355 | V( g_pd3dDevice->GetRenderTarget(0, &oldRenderTarget) );
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356 | V( g_pd3dDevice->SetRenderTarget(0, g_pSaveSurface) );
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357 | }
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358 |
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359 | V( g_pd3dDevice->BeginScene() );
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360 |
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361 |
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362 | D3DXMATRIXA16 mView = *camera.GetViewMatrix();
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363 | D3DXMATRIXA16 mProj = *camera.GetProjMatrix();
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364 |
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365 | V( g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(75, 75, 75), 1.0f, 0L) );
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366 |
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367 | PD.currentmethod=currentMethod;
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368 | PD.camera = &camera;
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369 | PD.LightPos=&LightPosition;
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370 | PD.OnFrameRender(mView,mProj);
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371 |
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372 | if (!bSavingScreenshot)
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373 | {
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374 | RenderText();
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375 | if(showUI)
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376 | {
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377 | V( g_HUD.OnRender( fElapsedTime ) );
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378 | }
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379 | }
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380 |
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381 | V( g_pd3dDevice->EndScene() );
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382 |
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383 | if (bSavingScreenshot)
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384 | {
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385 | // saving surface
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386 | char buf[CHARBUFFER_SIZE];
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387 | wchar_t wbuf[CHARBUFFER_SIZE];
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388 |
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389 | GenerateNewFileName( counter );
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390 | sprintf(buf, "shots\\%03i.png", counter);
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391 | mbstowcs( wbuf, buf, CHARBUFFER_SIZE );
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392 |
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393 | D3DXSaveSurfaceToFileW(wbuf, D3DXIFF_PNG, g_pSaveSurface, NULL, NULL);
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394 |
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395 | sprintf(buf, "shots\\%03i", counter);
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396 | pp.SaveToFile( buf );
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397 |
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398 | sprintf(buf, "shots\\%03i.matrix", counter);
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399 | SaveCameraPosition( buf );
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400 |
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401 | g_pd3dDevice->SetRenderTarget(0, oldRenderTarget);
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402 | bSavingScreenshot = false;
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403 | }
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404 | }
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405 |
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406 | int GenerateNewFileName( int& counter )
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407 | {
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408 | char buf[CHARBUFFER_SIZE];
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409 | FILE* f;
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410 | do {
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411 | sprintf(buf, "shots\\%03i.png", counter);
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412 | if ( (f = fopen(buf, "rt")) != NULL )
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413 | {
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414 | fclose( f );
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415 | counter++;
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416 | }
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417 | } while (f != NULL);
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418 | return counter;
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419 | }
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420 |
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421 | //--------------------------------------------------------------------------------------
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422 | // The framework does not remove the underlying keystroke messages,
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423 | // which are still passed to the application's MsgProc callback.
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424 | //--------------------------------------------------------------------------------------
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425 | void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
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426 | {
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427 | if( bKeyDown )
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428 | {
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429 | if ( nChar >= '0' && nChar <= '9' ) {
|
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430 | UINT whichMesh = nChar-'0';
|
---|
431 | PD.changeMesh(whichMesh);
|
---|
432 | }
|
---|
433 | switch(nChar)
|
---|
434 | {
|
---|
435 | case VK_SPACE:
|
---|
436 | showUI=!showUI;
|
---|
437 | break;
|
---|
438 | case VK_TAB:
|
---|
439 | currentMethod=(++currentMethod)%methodCount;
|
---|
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 |
|
---|
465 | void 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 |
|
---|
501 | void 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 | //--------------------------------------------------------------------------------------
|
---|
546 | IDirect3DTexture9* 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 |
|
---|
564 | IDirect3DCubeTexture9* 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 | //--------------------------------------------------------------------------------------
|
---|
577 | void 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, 1.0f, 1.0f, 1.0f ) );
|
---|
597 |
|
---|
598 | switch(currentMethod)
|
---|
599 | {
|
---|
600 | case 0:txtHelper.DrawFormattedTextLine( L"Method : Depth of Field with Circle of Confusion");break;
|
---|
601 | }
|
---|
602 | }
|
---|
603 | txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
|
---|
604 |
|
---|
605 | if ( pp.Get( bShowHelp ) )
|
---|
606 | {
|
---|
607 | txtHelper.SetInsertionPos( backBufferDesc->Width - 260, backBufferDesc->Height-24*15 );
|
---|
608 |
|
---|
609 | txtHelper.DrawTextLine(
|
---|
610 | L"Controls (F1 to hide):\n\n"
|
---|
611 | L"___________________________________\n"
|
---|
612 | L" GENERAL CONTROLS\n"
|
---|
613 | L"Left click drag: Rotate mesh\n"
|
---|
614 | L"Mouse wheel: Zoom\n"
|
---|
615 | L"F3: Switch to REF device\n"
|
---|
616 | L"F8: Switch to Wireframe mode\n"
|
---|
617 | L"Space: Show/Hide UI Elements\n"
|
---|
618 | L"___________________________________\n"
|
---|
619 | L" ALGORITHM\n"
|
---|
620 | L"TAB: Turn Displacement On/Off\n"
|
---|
621 | L"___________________________________\n"
|
---|
622 | L" UTILITIES\n"
|
---|
623 | L"L: [L]oad view & eye params\n"
|
---|
624 | L"S: [S]ave view & eye params\n"
|
---|
625 | L"Alt+S: [S]ave Screenshot\n"
|
---|
626 | L"___________________________________\n"
|
---|
627 | L" Quit: ESC");
|
---|
628 | }
|
---|
629 | else
|
---|
630 | {
|
---|
631 | // txtHelper.DrawTextLine( L"Press F1 for help" );
|
---|
632 | }
|
---|
633 | txtHelper.End();
|
---|
634 | } |
---|