1 | //--------------------------------------------------------------------------------------
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2 | // File: HierRayEngine.cpp
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3 | //
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4 | // Empty starting point for new Direct3D applications
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5 | //
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6 | // Copyright (c) Microsoft Corporation. All rights reserved.
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7 | //--------------------------------------------------------------------------------------
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8 | #include "dxstdafx.h"
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9 | #include "resource.h"
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10 |
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11 | #include "HREEffect.h"
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12 | #include "Parameters.h"
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13 |
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14 | HREEffect* hreEffect = NULL;
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15 |
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16 | bool gShowUI = true;
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17 | CDXUTDialogResourceManager gDialogResourceManager; // manager for shared resources of dialogs
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18 | CD3DSettingsDlg gSettingsDlg; // Device settings dialog
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19 | CDXUTDialog gHUD; // Dialog for sample specific controls
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20 |
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21 | ID3DXFont* gFont = NULL; // Font for drawing text
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22 | ID3DXSprite* gTextSprite = NULL; // Sprite for batching draw text calls
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23 |
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24 | Parameters gParameters;
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25 |
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26 | //--------------------------------------------------------------------------------------
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27 | // Rejects any devices that aren't acceptable by returning false
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28 | //--------------------------------------------------------------------------------------
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29 | bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
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30 | D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext )
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31 | {
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32 | // Typically want to skip backbuffer formats that don't support alpha blending
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33 | IDirect3D9* pD3D = DXUTGetD3DObject();
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34 | if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
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35 | AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
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36 | D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
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37 | return false;
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38 |
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39 | return true;
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40 | }
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41 |
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42 |
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43 | //--------------------------------------------------------------------------------------
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44 | // Before a device is created, modify the device settings as needed
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45 | //--------------------------------------------------------------------------------------
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46 | bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )
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47 | {
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48 | pDeviceSettings->pp.Flags &= ~D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
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49 | // VSync off
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50 | pDeviceSettings->pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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51 | return true;
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52 | }
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53 |
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54 |
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55 | //--------------------------------------------------------------------------------------
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56 | // Create any D3DPOOL_MANAGED resources here
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57 | //--------------------------------------------------------------------------------------
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58 | HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
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59 | {
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60 | gDialogResourceManager.OnCreateDevice( pd3dDevice );
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61 | gSettingsDlg.OnCreateDevice( pd3dDevice );
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62 |
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63 | // Initialize the font
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64 | D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
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65 | OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
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66 | L"Arial", &gFont );
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67 |
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68 | return S_OK;
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69 | }
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70 |
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71 |
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72 | //--------------------------------------------------------------------------------------
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73 | // Create any D3DPOOL_DEFAULT resources here
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74 | //--------------------------------------------------------------------------------------
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75 | HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
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76 | const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
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77 | {
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78 | gDialogResourceManager.OnResetDevice();
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79 | gSettingsDlg.OnResetDevice();
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80 |
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81 | if( gFont )
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82 | gFont->OnResetDevice();
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83 |
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84 | // Create a sprite to help batch calls when drawing many lines of text
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85 | D3DXCreateSprite( pd3dDevice, &gTextSprite );
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86 |
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87 | // Position the on-screen dialog
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88 | gHUD.SetLocation( 0, 0 );
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89 | gHUD.SetSize( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
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90 |
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91 | hreEffect = new HREEffect(pd3dDevice);
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92 | return S_OK;
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93 | }
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94 |
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95 |
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96 | //--------------------------------------------------------------------------------------
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97 | // Handle updates to the scene
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98 | //--------------------------------------------------------------------------------------
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99 | void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
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100 | {
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101 | if(hreEffect)
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102 | hreEffect->move(fElapsedTime);
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103 | }
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104 |
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105 | //--------------------------------------------------------------------------------------
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106 | // Render the help and statistics text.
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107 | //--------------------------------------------------------------------------------------
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108 | void RenderText()
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109 | {
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110 | const D3DSURFACE_DESC* backBufferDesc = DXUTGetBackBufferSurfaceDesc();
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111 |
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112 | CDXUTTextHelper txtHelper( gFont, gTextSprite, 15 );
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113 | txtHelper.Begin();
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114 |
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115 | txtHelper.SetInsertionPos( 5, 5 );
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116 | txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
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117 |
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118 | if(gShowUI)
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119 | {
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120 | txtHelper.DrawFormattedTextLine( L"%.2f fps @ %i x %i",
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121 | DXUTGetFPS(), backBufferDesc->Width, backBufferDesc->Height );
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122 | txtHelper.DrawTextLine( DXUTGetFrameStats() );
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123 | txtHelper.DrawTextLine( DXUTGetDeviceStats() );
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124 |
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125 | txtHelper.SetInsertionPos( 5, 180 );
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126 | txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
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127 |
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128 | if(hreEffect)
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129 | {
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130 | txtHelper.DrawFormattedTextLine( hreEffect->getCurrentMethodName());
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131 | }
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132 |
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133 | }
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134 | txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
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135 |
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136 | if ( gParameters.Get( bShowHelp ) )
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137 | {
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138 | txtHelper.SetInsertionPos( backBufferDesc->Width - 260, backBufferDesc->Height-24*8 );
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139 |
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140 | txtHelper.DrawTextLine(
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141 | L"Controls (F1 to hide):\n\n"
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142 | L"___________________________________\n"
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143 | L" GENERAL CONTROLS\n"
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144 | L"Left click drag: Turn camera\n"
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145 | L"Space: Show/Hide UI Elements\n"
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146 | L"___________________________________\n"
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147 | L"___________________________________\n"
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148 | L" Quit: ESC");
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149 | }
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150 | else
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151 | {
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152 | // txtHelper.DrawTextLine( L"Press F1 for help" );
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153 | }
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154 |
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155 | txtHelper.End();
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156 | }
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157 |
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158 | //--------------------------------------------------------------------------------------
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159 | // Render the scene
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160 | //--------------------------------------------------------------------------------------
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161 | void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
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162 | {
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163 | hreEffect->render();
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164 | pd3dDevice->BeginScene();
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165 | RenderText();
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166 | if(gShowUI)
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167 | gHUD.OnRender( fElapsedTime );
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168 | pd3dDevice->EndScene();
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169 | }
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170 |
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171 |
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172 | //--------------------------------------------------------------------------------------
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173 | // Handle messages to the application
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174 | //--------------------------------------------------------------------------------------
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175 | LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
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176 | bool* pbNoFurtherProcessing, void* pUserContext )
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177 | {
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178 | *pbNoFurtherProcessing = gDialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
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179 | if( *pbNoFurtherProcessing )
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180 | return 0;
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181 |
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182 | if( gSettingsDlg.IsActive() )
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183 | {
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184 | gSettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
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185 | return 0;
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186 | }
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187 |
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188 | // Give the dialogs a chance to handle the message first
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189 | *pbNoFurtherProcessing = gHUD.MsgProc( hWnd, uMsg, wParam, lParam );
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190 | if( *pbNoFurtherProcessing )
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191 | return 0;
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192 |
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193 | if(hreEffect)
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194 | hreEffect->handleMessage(hWnd, uMsg, wParam, lParam);
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195 |
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196 | return 0;
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197 | }
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198 |
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199 | void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
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200 | {
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201 | if( bKeyDown )
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202 | {
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203 | switch(nChar)
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204 | {
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205 | case VK_SPACE:
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206 | gShowUI=!gShowUI;
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207 | break;
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208 | case VK_TAB:
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209 | if(hreEffect)
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210 | hreEffect->nextMethod();
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211 | break;
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212 | case '0':
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213 | if(hreEffect)
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214 | hreEffect->prevMethod();
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215 | break;
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216 | case VK_DOWN:
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217 | break;
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218 | case VK_UP:
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219 | break;
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220 | case VK_LEFT:
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221 | break;
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222 | case VK_RIGHT:
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223 | break;
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224 | case VK_DELETE:
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225 | break;
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226 | case VK_END:
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227 | break;
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228 | default:
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229 | break;
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230 | }
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231 | }
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232 | }
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233 |
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234 | void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
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235 | {
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236 | gParameters.UpdateFromHUD( nControlID );
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237 | if(nControlID == IDC_GEN_BUTTON)
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238 | {
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239 | LPDIRECT3DDEVICE9 dev = hreEffect->getDevice();
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240 | delete hreEffect;
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241 | hreEffect = new HREEffect(dev);
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242 | }
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243 | }
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244 |
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245 | void OnLoad()
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246 | {
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247 | }
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248 |
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249 | void OnSave()
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250 | {
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251 | }
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252 |
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253 | void OnReset()
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254 | {
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255 | }
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256 |
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257 | //--------------------------------------------------------------------------------------
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258 | // Release resources created in the OnResetDevice callback here
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259 | //--------------------------------------------------------------------------------------
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260 | void CALLBACK OnLostDevice( void* pUserContext )
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261 | {
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262 | gDialogResourceManager.OnLostDevice();
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263 | gSettingsDlg.OnLostDevice();
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264 |
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265 | if( gFont )
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266 | gFont->OnLostDevice();
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267 |
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268 | gTextSprite->Release();
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269 |
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270 | delete hreEffect;
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271 | hreEffect = NULL;
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272 | }
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273 |
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274 |
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275 | //--------------------------------------------------------------------------------------
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276 | // Release resources created in the OnCreateDevice callback here
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277 | //--------------------------------------------------------------------------------------
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278 | void CALLBACK OnDestroyDevice( void* pUserContext )
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279 | {
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280 | gDialogResourceManager.OnDestroyDevice();
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281 | gSettingsDlg.OnDestroyDevice();
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282 |
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283 | gFont->Release();
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284 | }
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285 |
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286 | //--------------------------------------------------------------------------------------
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287 | // Initialize everything and go into a render loop
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288 | //--------------------------------------------------------------------------------------
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289 | INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
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290 | {
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291 | // Enable run-time memory check for debug builds.
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292 | #if defined(DEBUG) | defined(_DEBUG)
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293 | _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
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294 | #endif
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295 |
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296 | // Set the callback functions
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297 | DXUTSetCallbackDeviceCreated( OnCreateDevice );
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298 | DXUTSetCallbackDeviceReset( OnResetDevice );
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299 | DXUTSetCallbackDeviceLost( OnLostDevice );
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300 | DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
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301 | DXUTSetCallbackMsgProc( MsgProc );
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302 | DXUTSetCallbackFrameRender( OnFrameRender );
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303 | DXUTSetCallbackFrameMove( OnFrameMove );
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304 | DXUTSetCallbackKeyboard( KeyboardProc );
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305 |
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306 | // TODO: Perform any application-level initialization here
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307 | gSettingsDlg.Init( &gDialogResourceManager );
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308 | gHUD.Init( &gDialogResourceManager );
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309 | gHUD.SetCallback( OnGUIEvent ); // Event handling
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310 |
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311 | gParameters.Setup( &gHUD, OnReset, OnSave, OnLoad); // you can add callbacks to these actions
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312 |
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313 | gParameters.Add( bShowHelp, "Show Help", VK_F1 );
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314 |
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315 | HREEffect::addUiParameters(&gParameters);
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316 |
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317 | gParameters.UpdateFromHUD( IDC_RESET_BUTTON ); // do a reset
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318 |
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319 |
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320 | // Initialize DXUT and create the desired Win32 window and Direct3D device for the application
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321 | DXUTInit( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
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322 | DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen
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323 | DXUTCreateWindow( L"Hierarchical Ray Engine" );
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324 | DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 512, 512, IsDeviceAcceptable, ModifyDeviceSettings );
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325 |
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326 | // Start the render loop
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327 | DXUTMainLoop();
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328 |
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329 | // TODO: Perform any application-level cleanup here
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330 |
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331 | return DXUTGetExitCode();
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332 | }
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333 |
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334 |
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