[1637] | 1 | #include "dxstdafx.h"
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| 2 | #include "dxutmesh.h"
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| 3 | #include "resource.h"
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| 4 |
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| 5 | #include "properties.h"
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| 6 |
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| 7 | //--------------------------------------------------------------------------------------
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| 8 | // Entry point to the program. Initializes everything and goes into a message processing
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| 9 | // loop. Idle time is used to render the scene.
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| 10 | //--------------------------------------------------------------------------------------
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| 11 | INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
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| 12 | {
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| 13 | // Enable run-time memory check for debug builds.
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| 14 | #if defined(DEBUG) | defined(_DEBUG)
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| 15 | _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
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| 16 | #endif
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| 17 |
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| 18 | // Initialize the camera
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| 19 | g_CamCamera.SetScalers( 0.01f, 15.0f );
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| 20 | g_LightCamera.SetScalers( 0.01f, 8.0f );
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| 21 | g_CamCamera.SetRotateButtons( true, false, false );
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| 22 | g_LightCamera.SetRotateButtons( false, false, true );
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| 23 |
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| 24 | // Set up the view parameters for the camera
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| 25 | D3DXVECTOR3 vFromPt = D3DXVECTOR3( 0.0f, 5.0f, -18.0f );
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| 26 | D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, -1.0f, 0.0f );
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| 27 | g_CamCamera.SetViewParams( &vFromPt, &vLookatPt );
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| 28 |
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| 29 | vFromPt = D3DXVECTOR3( 0.0f, 0.0f, -12.0f );
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| 30 | vLookatPt = D3DXVECTOR3( 0.0f, -2.0f, 1.0f );
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| 31 | g_LightCamera.SetViewParams( &vFromPt, &vLookatPt );
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| 32 |
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| 33 | // Set the callback functions. These functions allow DXUT to notify
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| 34 | // the application about device changes, user input, and windows messages. The
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| 35 | // callbacks are optional so you need only set callbacks for events you're interested
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| 36 | // in. However, if you don't handle the device reset/lost callbacks then the sample
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| 37 | // framework won't be able to reset your device since the application must first
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| 38 | // release all device resources before resetting. Likewise, if you don't handle the
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| 39 | // device created/destroyed callbacks then DXUT won't be able to
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| 40 | // recreate your device resources.
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| 41 | DXUTSetCallbackDeviceCreated( OnCreateDevice );
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| 42 | DXUTSetCallbackDeviceReset( OnResetDevice );
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| 43 | DXUTSetCallbackDeviceLost( OnLostDevice );
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| 44 | DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
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| 45 | DXUTSetCallbackMsgProc( MsgProc );
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| 46 | DXUTSetCallbackKeyboard( KeyboardProc );
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| 47 | DXUTSetCallbackMouse( MouseProc );
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| 48 | DXUTSetCallbackFrameRender( OnFrameRender );
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| 49 | DXUTSetCallbackFrameMove( OnFrameMove );
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| 50 |
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| 51 | InitializeDialogs();
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| 52 |
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| 53 | // Show the cursor and clip it when in full screen
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| 54 | DXUTSetCursorSettings( true, true );
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| 55 |
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| 56 | // Initialize DXUT and create the desired Win32 window and Direct3D
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| 57 | // device for the application. Calling each of these functions is optional, but they
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| 58 | // allow you to set several options which control the behavior of the framework.
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| 59 | DXUTInit( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
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| 60 | DXUTCreateWindow( L"ShadowMap Techniques" );
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| 61 | DXUTCreateDevice( D3DADAPTER_DEFAULT, true, WINDOW_WIDTH, WINDOW_HEIGHT, IsDeviceAcceptable, ModifyDeviceSettings );
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| 62 |
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| 63 | // Pass control to DXUT for handling the message pump and
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| 64 | // dispatching render calls. DXUT will call your FrameMove
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| 65 | // and FrameRender callback when there is idle time between handling window messages.
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| 66 | DXUTMainLoop();
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| 67 |
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| 68 | // Perform any application-level cleanup here. Direct3D device resources are released within the
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| 69 | // appropriate callback functions and therefore don't require any cleanup code here.
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| 70 |
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| 71 | return DXUTGetExitCode();
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| 72 | }
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| 73 |
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| 74 |
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| 75 | //--------------------------------------------------------------------------------------
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| 76 | // Sets up the dialogs
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| 77 | //--------------------------------------------------------------------------------------
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| 78 | void InitializeDialogs()
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| 79 | {
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| 80 | g_SettingsDlg.Init( &g_DialogResourceManager );
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| 81 | g_HUD.Init( &g_DialogResourceManager );
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| 82 |
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| 83 | g_HUD.SetCallback( OnGUIEvent );
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| 84 |
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| 85 | // Initialize dialog
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| 86 | int posX = 0;
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| 87 | int posY = 0;
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| 88 |
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| 89 | // Setup for buttons
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| 90 | g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 35, posY, 125, 22 );
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| 91 | g_HUD.AddButton( IDC_TOGGLEREF, L"Toggle REF (F3)", 35, posY += 24, 125, 22 );
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| 92 | g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 35, posY += 24, 125, 22, VK_F2 );
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| 93 |
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| 94 |
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| 95 | // Setup for sliders
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| 96 | g_HUD.AddSlider( HUNDRED + 0, posX, posY += 40, 120, 14, g_iSliderMinValues[0], g_iSliderMaxValues[0], g_iFov );
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| 97 | g_HUD.AddSlider( HUNDRED + 1, posX, posY += 16, 120, 14, g_iSliderMinValues[1], g_iSliderMaxValues[1], g_iLightFov );
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| 98 | g_HUD.AddSlider( HUNDRED + 2, posX, posY += 16, 120, 14, g_iSliderMinValues[2], g_iSliderMaxValues[2], (int)( g_fLightSize * 100 ) );
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| 99 | g_HUD.AddSlider( HUNDRED + 3, posX, posY += 16, 120, 14, g_iSliderMinValues[3], g_iSliderMaxValues[3], (int)( g_fIntensity * 100 ) );
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| 100 | g_HUD.AddSlider( HUNDRED + 4, posX, posY += 16, 120, 14, g_iSliderMinValues[4], g_iSliderMaxValues[4], (int)( g_fShadowBias * 100 ) );
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| 101 | g_HUD.AddSlider( HUNDRED + 5, posX, posY += 16, 120, 14, g_iSliderMinValues[5], g_iSliderMaxValues[5], (int)( g_fBiasSlope * 100 ) );
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| 102 | g_HUD.AddSlider( HUNDRED + 6, posX, posY += 16, 120, 14, g_iSliderMinValues[6], g_iSliderMaxValues[6], g_iKernelSize );
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| 103 | g_HUD.AddSlider( HUNDRED + 7, posX, posY += 16, 120, 14, g_iSliderMinValues[7], g_iSliderMaxValues[7], (int)( log( (float)g_iShadowMapSize ) / log( 2.0f ) ) );
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| 104 | g_HUD.AddSlider( HUNDRED + 8, posX, posY += 16, 120, 14, g_iSliderMinValues[8], g_iSliderMaxValues[8], (int)( log( (float)g_iFocusingMapSize ) / log( 2.0f ) ) );
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| 105 | g_HUD.AddSlider( HUNDRED + 9, posX, posY += 16, 120, 14, g_iSliderMinValues[9], g_iSliderMaxValues[9], (int)( g_fLightSourceSamples * 50 ) );
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| 106 |
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| 107 | // Setup for checkbox
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| 108 | g_HUD.AddCheckBox( IDC_CHECKBOX, L"Display GUI (F1)", 35, posY += 24, 150, 22, g_bShowText, VK_F1 );
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| 109 | g_HUD.AddCheckBox( IDC_LIGHTPERSPECTIVE, L"The light's view (V)", 35, posY += 24, 160, 22, !g_bCameraPerspective, L'V' );
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| 110 | g_HUD.AddCheckBox( IDC_PAUSE_CHECKBOX, L"Pause (P)", 35, posY += 24, 160, 22, g_bPause, L'P' );
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| 111 | g_HUD.AddCheckBox( IDC_USE_TEXTURE_CHECKBOX, L"Use texture (T)", 35, posY += 24, 160, 22, g_bUseTexture, L'T' );
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| 112 | g_HUD.AddCheckBox( IDC_USE_FOCUSING_CHECKBOX, L"Use focusing (F)", 35, posY += 24, 160, 22, g_bUseFocusing, L'F' );
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| 113 |
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| 114 |
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| 115 | g_HUD.AddComboBox( IDC_METHOD_COMBO_BOX, 60, posY + 40, 130, 20, 0, false, &g_pTechniquesListComboBox );
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| 116 |
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| 117 | g_pTechniquesListComboBox->SetDropHeight(105);
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| 118 |
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| 119 | g_pTechniquesListComboBox->AddItem( L"0-Reference", NULL );
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| 120 | g_pTechniquesListComboBox->AddItem( L"6-PC soft", NULL );
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| 121 | g_pTechniquesListComboBox->AddItem( L"7-Shadow accu", NULL );
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| 122 |
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| 123 | // number of items above: 0 .. 2 = 3
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| 124 | g_iNumberOfMethods = 3;
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| 125 | }
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| 126 |
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| 127 |
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| 128 | //--------------------------------------------------------------------------------------
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| 129 | // Called during device initialization, this code checks the device for some
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| 130 | // minimum set of capabilities, and rejects those that don't pass by returning false.
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| 131 | //--------------------------------------------------------------------------------------
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| 132 | bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
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| 133 | D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext )
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| 134 | {
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| 135 | // Skip backbuffer formats that don't support alpha blending
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| 136 | IDirect3D9* pD3D = DXUTGetD3DObject();
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| 137 | if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
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| 138 | AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
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| 139 | D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
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| 140 | return false;
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| 141 |
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| 142 | // Must support pixel shader 2.0
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| 143 | if( pCaps->PixelShaderVersion < D3DPS_VERSION( 2, 0 ) )
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| 144 | return false;
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| 145 |
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| 146 | // Check support of the used texture formats.
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| 147 |
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| 148 | // need to support D3DFMT_A8R8G8B8 format
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| 149 | if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
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| 150 | AdapterFormat, D3DUSAGE_DYNAMIC,
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| 151 | D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8 ) ) )
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| 152 | return false;
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| 153 |
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| 154 | // need to support D3DFMT_A32B32G32R32F format
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| 155 | if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
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| 156 | AdapterFormat, D3DUSAGE_RENDERTARGET,
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| 157 | D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F ) ) )
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| 158 | return false;
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| 159 |
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| 160 | // need to support D3DFMT_A32B32G32R32F format
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| 161 | if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
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| 162 | AdapterFormat, D3DUSAGE_DYNAMIC,
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| 163 | D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F ) ) )
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| 164 | return false;
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| 165 |
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| 166 | // need to support D3DFMT_D24S8 format
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| 167 | if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
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| 168 | AdapterFormat, D3DUSAGE_DEPTHSTENCIL,
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| 169 | D3DRTYPE_TEXTURE, D3DFMT_D24S8 ) ) )
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| 170 | return false;
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| 171 |
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| 172 | return true;
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| 173 | }
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| 174 |
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| 175 |
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| 176 | //--------------------------------------------------------------------------------------
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| 177 | // This callback function is called immediately before a device is created to allow the
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| 178 | // application to modify the device settings. The supplied pDeviceSettings parameter
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| 179 | // contains the settings that the framework has selected for the new device, and the
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| 180 | // application can make any desired changes directly to this structure. Note however that
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| 181 | // DXUT will not correct invalid device settings so care must be taken
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| 182 | // to return valid device settings, otherwise IDirect3D9::CreateDevice() will fail.
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| 183 | //--------------------------------------------------------------------------------------
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| 184 | bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )
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| 185 | {
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| 186 | // Turn off VSYNC
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| 187 | pDeviceSettings->pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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| 188 |
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| 189 |
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| 190 | // If device doesn't support HW T&L or doesn't support 1.1 vertex shaders in HW
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| 191 | // then switch to SWVP.
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| 192 | if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 ||
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| 193 | pCaps->VertexShaderVersion < D3DVS_VERSION(1,1) )
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| 194 | {
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| 195 | pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
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| 196 | }
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| 197 |
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| 198 | // Debugging vertex shaders requires either REF or software vertex processing
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| 199 | // and debugging pixel shaders requires REF.
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| 200 | #ifdef DEBUG_VS
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| 201 | if( pDeviceSettings->DeviceType != D3DDEVTYPE_REF )
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| 202 | {
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| 203 | pDeviceSettings->BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
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| 204 | pDeviceSettings->BehaviorFlags &= ~D3DCREATE_PUREDEVICE;
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| 205 | pDeviceSettings->BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
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| 206 | }
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| 207 | #endif
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| 208 | #ifdef DEBUG_PS
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| 209 | pDeviceSettings->DeviceType = D3DDEVTYPE_REF;
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| 210 | #endif
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| 211 | // For the first device created if its a REF device, optionally display a warning dialog box
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| 212 | static bool s_bFirstTime = true;
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| 213 | if( s_bFirstTime )
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| 214 | {
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| 215 | s_bFirstTime = false;
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| 216 | if( pDeviceSettings->DeviceType == D3DDEVTYPE_REF )
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| 217 | DXUTDisplaySwitchingToREFWarning();
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| 218 | }
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| 219 |
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| 220 | return true;
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| 221 | }
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| 222 |
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| 223 |
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| 224 | //--------------------------------------------------------------------------------------
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| 225 | // This callback function will be called immediately after the Direct3D device has been
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| 226 | // created, which will happen during application initialization and windowed/full screen
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| 227 | // toggles. This is the best location to create D3DPOOL_MANAGED resources since these
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| 228 | // resources need to be reloaded whenever the device is destroyed. Resources created
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| 229 | // here should be released in the OnDestroyDevice callback.
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| 230 | //--------------------------------------------------------------------------------------
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| 231 | HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
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| 232 | {
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| 233 | HRESULT hr;
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| 234 |
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| 235 | g_pd3dDevice = pd3dDevice;
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| 236 |
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| 237 | V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
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| 238 | V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
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| 239 |
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| 240 | // Initialize the font
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| 241 | V_RETURN( D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
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| 242 | OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
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| 243 | L"Arial", &g_pFont ) );
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| 244 | V_RETURN( D3DXCreateFont( pd3dDevice, 12, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
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| 245 | OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
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| 246 | L"Arial", &g_pFontSmall ) );
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| 247 |
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| 248 | // Define DEBUG_VS and/or DEBUG_PS to debug vertex and/or pixel shaders with the
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| 249 | // shader debugger. Debugging vertex shaders requires either REF or software vertex
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| 250 | // processing, and debugging pixel shaders requires REF. The
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| 251 | // D3DXSHADER_FORCE_*_SOFTWARE_NOOPT flag improves the debug experience in the
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| 252 | // shader debugger. It enables source level debugging, prevents instruction
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| 253 | // reordering, prevents dead code elimination, and forces the compiler to compile
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| 254 | // against the next higher available software target, which ensures that the
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| 255 | // unoptimized shaders do not exceed the shader model limitations. Setting these
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| 256 | // flags will cause slower rendering since the shaders will be unoptimized and
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| 257 | // forced into software. See the DirectX documentation for more information about
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| 258 | // using the shader debugger.
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| 259 | DWORD dwShaderFlags = D3DXFX_NOT_CLONEABLE | D3DXSHADER_PREFER_FLOW_CONTROL;
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| 260 | #ifdef DEBUG_VS
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| 261 | dwShaderFlags |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT;
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| 262 | #endif
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| 263 | #ifdef DEBUG_PS
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| 264 | dwShaderFlags |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT;
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| 265 | #endif
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| 266 |
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| 267 |
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| 268 | // If this fails, there should be debug output as to
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| 269 | // they the .fx file failed to compile
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| 270 |
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| 271 | // Read the D3DX effect file
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| 272 | ID3DXBuffer* errBuff = NULL;
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| 273 | if( FAILED(D3DXCreateEffectFromFile( pd3dDevice, L"ShadowMap.fx", NULL, NULL, dwShaderFlags, NULL, &g_pEffect, &errBuff )))
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| 274 | {
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| 275 | int BufSize = errBuff->GetBufferSize();
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| 276 |
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| 277 | // displaying error message of arbitrary length
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| 278 | wchar_t* wbuf = new wchar_t[BufSize];
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| 279 | size_t convertedChars = 0;
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| 280 | // mbstowcs_s(&convertedChars, wbuf, BufSize, (const char*)errBuff->GetBufferPointer(), _TRUNCATE);
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| 281 | // MessageBox(NULL, wbuf, L".fx Compilation Error", MB_ICONERROR); // show error message
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| 282 |
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| 283 | delete wbuf;
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| 284 | exit(-1);
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| 285 | }
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| 286 |
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| 287 | // Create vertex declaration
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| 288 | V_RETURN( pd3dDevice->CreateVertexDeclaration( g_aVertDecl, &g_pVertDecl ) );
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| 289 |
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| 290 | WCHAR str[MAX_PATH];
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| 291 |
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| 292 | // Initialize the meshes
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| 293 | for( int i = 0; i < NUM_OBJ; ++i )
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| 294 | {
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| 295 | V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, g_aszMeshFile[i] ) );
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| 296 | if( FAILED( g_Obj[i].m_Mesh.Create( pd3dDevice, str ) ) )
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| 297 | return DXUTERR_MEDIANOTFOUND;
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| 298 | V_RETURN( g_Obj[i].m_Mesh.SetVertexDecl( pd3dDevice, g_aVertDecl ) );
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| 299 | g_Obj[i].m_mWorld = g_amInitObjWorld[i];
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| 300 | }
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| 301 |
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| 302 | // Compute Room bounding box
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| 303 | void* data;
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| 304 | D3DXVECTOR3 vRoomBoundingBoxMin3f; // Bounding box of room min point
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| 305 | D3DXVECTOR3 vRoomBoundingBoxMax3f; // Bounding box of room max point
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| 306 | g_Obj[0].m_Mesh.m_pVB->Lock(0,0,&data,0);
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| 307 | D3DXVECTOR3 min,max;
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| 308 | D3DVERTEXBUFFER_DESC descriptor;
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| 309 | g_Obj[0].m_Mesh.m_pVB->GetDesc( &descriptor);
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| 310 | UINT stride = D3DXGetFVFVertexSize(descriptor.FVF);
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| 311 | D3DXComputeBoundingBox((D3DXVECTOR3*)data, descriptor.Size / stride, stride, &vRoomBoundingBoxMin3f, &vRoomBoundingBoxMax3f);
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| 312 |
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| 313 | g_fRoomRadius = (float)sqrt( pow( (double)( vRoomBoundingBoxMax3f.x - vRoomBoundingBoxMin3f.x ), 2.0 ) +
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| 314 | pow( (double)( vRoomBoundingBoxMax3f.y - vRoomBoundingBoxMin3f.y ), 2.0 ) +
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| 315 | pow( (double)( vRoomBoundingBoxMax3f.z - vRoomBoundingBoxMin3f.z ), 2.0 ) ) / 2.0f;
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| 316 |
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| 317 | // Initialize the light mesh
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| 318 | V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"media\\objects\\spotlight.x" ) );
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| 319 | if( FAILED( g_LightMesh.Create( pd3dDevice, str ) ) )
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| 320 | return DXUTERR_MEDIANOTFOUND;
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| 321 | V_RETURN( g_LightMesh.SetVertexDecl( pd3dDevice, g_aVertDecl ) );
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| 322 |
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| 323 | // World transform to identity
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| 324 | D3DXMATRIXA16 mIdent;
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| 325 | D3DXMatrixIdentity( &mIdent );
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| 326 | V_RETURN( pd3dDevice->SetTransform( D3DTS_WORLD, &mIdent ) );
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| 327 |
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| 328 | // Calculates the real samples on the light source
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| 329 | g_fRealSamples = 0;
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| 330 | for( float x = 0.5f / g_fLightSourceSamples; x < g_fLightSourceSamples; x++ )
|
---|
| 331 | {
|
---|
| 332 | for( float y = 0.5f / g_fLightSourceSamples; y < g_fLightSourceSamples; y++ )
|
---|
| 333 | {
|
---|
| 334 | if( x * x + y * y < g_fLightSourceSamples * g_fLightSourceSamples )
|
---|
| 335 | {
|
---|
| 336 | g_fRealSamples++;
|
---|
| 337 | }
|
---|
| 338 | }
|
---|
| 339 | }
|
---|
| 340 | g_fRealSamples = 1.0f / g_fRealSamples;
|
---|
| 341 |
|
---|
| 342 | return S_OK;
|
---|
| 343 | }
|
---|
| 344 |
|
---|
| 345 |
|
---|
| 346 | //--------------------------------------------------------------------------------------
|
---|
| 347 | // This callback function will be called immediately after the Direct3D device has been
|
---|
| 348 | // reset, which will happen after a lost device scenario. This is the best location to
|
---|
| 349 | // create D3DPOOL_DEFAULT resources since these resources need to be reloaded whenever
|
---|
| 350 | // the device is lost. Resources created here should be released in the OnLostDevice
|
---|
| 351 | // callback.
|
---|
| 352 | //--------------------------------------------------------------------------------------
|
---|
| 353 | HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
|
---|
| 354 | const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
|
---|
| 355 | {
|
---|
| 356 | HRESULT hr;
|
---|
| 357 |
|
---|
| 358 | V_RETURN( g_DialogResourceManager.OnResetDevice() );
|
---|
| 359 | V_RETURN( g_SettingsDlg.OnResetDevice() );
|
---|
| 360 |
|
---|
| 361 | if( g_pFont )
|
---|
| 362 | V_RETURN( g_pFont->OnResetDevice() );
|
---|
| 363 | if( g_pFontSmall )
|
---|
| 364 | V_RETURN( g_pFontSmall->OnResetDevice() );
|
---|
| 365 | if( g_pEffect )
|
---|
| 366 | V_RETURN( g_pEffect->OnResetDevice() );
|
---|
| 367 |
|
---|
| 368 | // Create a sprite to help batch calls when drawing many lines of text
|
---|
| 369 | V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );
|
---|
| 370 |
|
---|
| 371 | // Setup the camera's projection parameters
|
---|
| 372 | float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
|
---|
| 373 | g_CamCamera.SetProjParams( D3DX_PI/4, fAspectRatio, g_fLightFrontPlane, g_fLightBackPlane );
|
---|
| 374 | g_LightCamera.SetProjParams( D3DX_PI/4, fAspectRatio, g_fLightFrontPlane, g_fLightBackPlane );
|
---|
| 375 |
|
---|
| 376 | // Create the default texture (used when a triangle does not use a texture)
|
---|
| 377 | V_RETURN( pd3dDevice->CreateTexture( 1, 1, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_pDefaultTexture, NULL ) );
|
---|
| 378 | D3DLOCKED_RECT lr;
|
---|
| 379 | V_RETURN( g_pDefaultTexture->LockRect( 0, &lr, NULL, 0 ) );
|
---|
| 380 | *(LPDWORD)lr.pBits = D3DCOLOR_RGBA( 255, 255, 255, 255 );
|
---|
| 381 | V_RETURN( g_pDefaultTexture->UnlockRect( 0 ) );
|
---|
| 382 |
|
---|
| 383 | // Restore the scene objects
|
---|
| 384 | for( int i = 0; i < NUM_OBJ; ++i )
|
---|
| 385 | V_RETURN( g_Obj[i].m_Mesh.RestoreDeviceObjects( pd3dDevice ) );
|
---|
| 386 | V_RETURN( g_LightMesh.RestoreDeviceObjects( pd3dDevice ) );
|
---|
| 387 |
|
---|
| 388 | // Create textures
|
---|
| 389 | CreateTexture();
|
---|
| 390 |
|
---|
| 391 | // Positon the HUD
|
---|
| 392 | g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-170, 0 );
|
---|
| 393 | g_HUD.SetSize( 170, pBackBufferSurfaceDesc->Height );
|
---|
| 394 |
|
---|
| 395 |
|
---|
| 396 | // Create vertex declaration for the fullscreen quad
|
---|
| 397 | V( pd3dDevice->CreateVertexDeclaration( g_aFullScreneQuadVertex, &g_pFullScreenQuadVertexDeclaration ) );
|
---|
| 398 | V_RETURN( pd3dDevice->CreateVertexBuffer( 6 * sizeof( FullScreenQuadVertexStruct ),
|
---|
| 399 | D3DUSAGE_WRITEONLY, D3DFVF_FULLSCREENQUADVERTEX, D3DPOOL_DEFAULT, &g_pFullScreenQuadVertexBuffer, NULL ) );
|
---|
| 400 |
|
---|
| 401 | void* pVertices;
|
---|
| 402 | V( g_pFullScreenQuadVertexBuffer->Lock( 0, sizeof( fullscreen ), (void**)&pVertices, 0 ) );
|
---|
| 403 | memcpy( pVertices, fullscreen, sizeof( fullscreen ) );
|
---|
| 404 | g_pFullScreenQuadVertexBuffer->Unlock();
|
---|
| 405 |
|
---|
| 406 | return S_OK;
|
---|
| 407 | }
|
---|
| 408 |
|
---|
| 409 | //--------------------------------------------------------------------------------------
|
---|
| 410 | // Creates textures
|
---|
| 411 | // They can be resized on the fly
|
---|
| 412 | //--------------------------------------------------------------------------------------
|
---|
| 413 | void CreateTexture()
|
---|
| 414 | {
|
---|
| 415 | HRESULT hr;
|
---|
| 416 |
|
---|
| 417 | SAFE_RELEASE( g_pShadowMapColorTexture );
|
---|
| 418 | SAFE_RELEASE( g_pShadowMapColorSurface );
|
---|
| 419 | SAFE_RELEASE( g_pShadowWeightTexture );
|
---|
| 420 | SAFE_RELEASE( g_pShadowWeightSurface );
|
---|
| 421 | SAFE_RELEASE( g_pShadowMapZTexture );
|
---|
| 422 | SAFE_RELEASE( g_pShadowMapZSurface );
|
---|
| 423 | SAFE_RELEASE( g_pShadowWeightZTexture );
|
---|
| 424 | SAFE_RELEASE( g_pShadowWeightZSurface );
|
---|
| 425 | SAFE_RELEASE( g_pFocusingMapColorTexture );
|
---|
| 426 | SAFE_RELEASE( g_pFocusingMapColorSurface );
|
---|
| 427 | SAFE_RELEASE( g_pMemoryMappedTexture );
|
---|
| 428 | SAFE_RELEASE( g_pMemoryMappedTextureSurface );
|
---|
| 429 |
|
---|
| 430 |
|
---|
| 431 | // Create the shadow map texture
|
---|
| 432 | V( g_pd3dDevice->CreateTexture( g_iShadowMapSize, g_iShadowMapSize,
|
---|
| 433 | 1, D3DUSAGE_RENDERTARGET,
|
---|
| 434 | D3DFMT_A32B32G32R32F,
|
---|
| 435 | D3DPOOL_DEFAULT,
|
---|
| 436 | &g_pShadowMapColorTexture,
|
---|
| 437 | NULL ) );
|
---|
| 438 |
|
---|
| 439 | V( g_pShadowMapColorTexture->GetSurfaceLevel( 0, &g_pShadowMapColorSurface ) );
|
---|
| 440 |
|
---|
| 441 |
|
---|
| 442 | V( g_pd3dDevice->CreateTexture( g_iShadowMapSize, g_iShadowMapSize,
|
---|
| 443 | 1, D3DUSAGE_RENDERTARGET,
|
---|
| 444 | D3DFMT_A16B16G16R16F,
|
---|
| 445 | //D3DFMT_A32B32G32R32F,
|
---|
| 446 | D3DPOOL_DEFAULT,
|
---|
| 447 | &g_pShadowWeightTexture,
|
---|
| 448 | NULL ) );
|
---|
| 449 |
|
---|
| 450 | V( g_pShadowWeightTexture->GetSurfaceLevel( 0, &g_pShadowWeightSurface ) );
|
---|
| 451 |
|
---|
| 452 | // Create the depth stencil texture
|
---|
| 453 | V( g_pd3dDevice->CreateTexture( g_iShadowMapSize, g_iShadowMapSize,
|
---|
| 454 | 1, D3DUSAGE_DEPTHSTENCIL,
|
---|
| 455 | D3DFMT_D24S8,
|
---|
| 456 | D3DPOOL_DEFAULT,
|
---|
| 457 | &g_pShadowMapZTexture,
|
---|
| 458 | NULL ) );
|
---|
| 459 |
|
---|
| 460 | V( g_pShadowMapZTexture->GetSurfaceLevel( 0, &g_pShadowMapZSurface ) );
|
---|
| 461 |
|
---|
| 462 | V( g_pd3dDevice->CreateTexture( g_iShadowMapSize, g_iShadowMapSize,
|
---|
| 463 | 1, D3DUSAGE_DEPTHSTENCIL,
|
---|
| 464 | D3DFMT_D24S8,
|
---|
| 465 | D3DPOOL_DEFAULT,
|
---|
| 466 | &g_pShadowWeightZTexture,
|
---|
| 467 | NULL ) );
|
---|
| 468 |
|
---|
| 469 | V( g_pShadowWeightZTexture->GetSurfaceLevel( 0, &g_pShadowWeightZSurface ) );
|
---|
| 470 |
|
---|
| 471 | // Create the focusing map texture
|
---|
| 472 | V( g_pd3dDevice->CreateTexture( g_iFocusingMapSize, g_iFocusingMapSize,
|
---|
| 473 | 1, D3DUSAGE_RENDERTARGET,
|
---|
| 474 | D3DFMT_A32B32G32R32F,
|
---|
| 475 | D3DPOOL_DEFAULT,
|
---|
| 476 | &g_pFocusingMapColorTexture,
|
---|
| 477 | NULL ) );
|
---|
| 478 |
|
---|
| 479 | V( g_pFocusingMapColorTexture->GetSurfaceLevel( 0, &g_pFocusingMapColorSurface ) );
|
---|
| 480 |
|
---|
| 481 | // Memory mapped texture
|
---|
| 482 | V( g_pd3dDevice->CreateTexture( g_iFocusingMapSize, g_iFocusingMapSize,
|
---|
| 483 | 1, D3DUSAGE_DYNAMIC,
|
---|
| 484 | D3DFMT_A32B32G32R32F,
|
---|
| 485 | D3DPOOL_SYSTEMMEM,
|
---|
| 486 | &g_pMemoryMappedTexture,
|
---|
| 487 | NULL ) );
|
---|
| 488 |
|
---|
| 489 | V( g_pMemoryMappedTexture->GetSurfaceLevel( 0, &g_pMemoryMappedTextureSurface ) );
|
---|
| 490 | }
|
---|
| 491 |
|
---|
| 492 | //--------------------------------------------------------------------------------------
|
---|
| 493 | // This callback function will be called once at the beginning of every frame. This is the
|
---|
| 494 | // best location for your application to handle updates to the scene, but is not
|
---|
| 495 | // intended to contain actual rendering calls, which should instead be placed in the
|
---|
| 496 | // OnFrameRender callback.
|
---|
| 497 | //--------------------------------------------------------------------------------------
|
---|
| 498 | void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
|
---|
| 499 | {
|
---|
| 500 | // Update the camera's position based on user input
|
---|
| 501 | g_CamCamera.FrameMove( fElapsedTime );
|
---|
| 502 | g_LightCamera.FrameMove( fElapsedTime );
|
---|
| 503 |
|
---|
| 504 | if( !g_bPause )
|
---|
| 505 | {
|
---|
| 506 | // Animate the plane, car and sphere meshes
|
---|
| 507 | D3DXMATRIXA16 m;
|
---|
| 508 |
|
---|
| 509 | D3DXMatrixRotationY( &m, D3DX_PI * fElapsedTime / 4.0f );
|
---|
| 510 | D3DXMatrixMultiply( &g_Obj[1].m_mWorld, &g_Obj[1].m_mWorld, &m );
|
---|
| 511 | D3DXMatrixRotationY( &m, -D3DX_PI * fElapsedTime / 4.0f );
|
---|
| 512 | D3DXMatrixMultiply( &g_Obj[2].m_mWorld, &g_Obj[2].m_mWorld, &m );
|
---|
| 513 | }
|
---|
| 514 | }
|
---|
| 515 |
|
---|
| 516 |
|
---|
| 517 | //--------------------------------------------------------------------------------------
|
---|
| 518 | // Renders the scene onto the current render target using the current
|
---|
| 519 | // technique in the effect.
|
---|
| 520 | //--------------------------------------------------------------------------------------
|
---|
| 521 | void RenderScene( IDirect3DDevice9* pd3dDevice, float fElapsedTime, const D3DXMATRIX *pmView, const D3DXMATRIX *pmProj )
|
---|
| 522 | {
|
---|
| 523 | HRESULT hr;
|
---|
| 524 |
|
---|
| 525 | // Initialize required parameter
|
---|
| 526 | V( g_pEffect->SetTexture( "g_txShadowMapColor", g_pShadowMapColorTexture ) );
|
---|
| 527 | V( g_pEffect->SetTexture( "g_txShadowWeight", g_pShadowWeightTexture ) );
|
---|
| 528 | V( g_pEffect->SetTexture( "g_txShadowMapZ", g_pShadowMapZTexture ) );
|
---|
| 529 |
|
---|
| 530 | V( g_pEffect->SetFloat( "g_fFov", ( (float)g_iFov ) / 57.2958f ) );
|
---|
| 531 | V( g_pEffect->SetFloat( "g_fLightSize", g_fLightSize ) );
|
---|
| 532 | V( g_pEffect->SetFloat( "g_fIntensity", g_fIntensity ) );
|
---|
| 533 | V( g_pEffect->SetFloat( "g_fShadowBias", g_fShadowBias ) );
|
---|
| 534 | V( g_pEffect->SetFloat( "near", g_fLightFrontPlane ) );
|
---|
| 535 | V( g_pEffect->SetFloat( "far", g_fLightBackPlane ) );
|
---|
| 536 | V( g_pEffect->SetFloat( "SHADOWMAP_SIZE", (float)g_iShadowMapSize));
|
---|
| 537 | V( g_pEffect->SetFloat( "HALF_TEXEL", 0.5f / (float)g_iShadowMapSize));
|
---|
| 538 | V( g_pEffect->SetFloat( "g_fBiasSlope", g_fBiasSlope) );
|
---|
| 539 | V( g_pEffect->SetFloat( "g_fRealSamples", g_fRealSamples ) );
|
---|
| 540 | V( g_pEffect->SetInt( "g_iKernelSize", g_iKernelSize ) );
|
---|
| 541 |
|
---|
| 542 |
|
---|
| 543 | V( g_pEffect->SetBool( "g_bRenderBaseTexture", g_bRenderBaseTexture ) );
|
---|
| 544 |
|
---|
| 545 | //set special texture matrix for shadow mapping
|
---|
| 546 | float fOffsetX = 0.5f + (0.5f / (float)g_iShadowMapSize);
|
---|
| 547 | float fOffsetY = 0.5f + (0.5f / (float)g_iShadowMapSize);
|
---|
| 548 | unsigned int range = 1; //note different scale in DX9!
|
---|
| 549 | //float fBias = -0.001f * (float)range;
|
---|
| 550 | float fBias = 0.0f;
|
---|
| 551 | D3DXMATRIXA16 texScaleBiasMat( 0.5f, 0.0f, 0.0f, 0.0f,
|
---|
| 552 | 0.0f, -0.5f, 0.0f, 0.0f,
|
---|
| 553 | 0.0f, 0.0f, (float)range, 0.0f,
|
---|
| 554 | fOffsetX, fOffsetY, -g_fShadowBias/1000.0f, 1.0f );
|
---|
| 555 |
|
---|
| 556 | V( g_pEffect->SetMatrix( "TexScaleBias", &texScaleBiasMat ) );
|
---|
| 557 |
|
---|
| 558 |
|
---|
| 559 | // Choose the right shader method
|
---|
| 560 | switch( g_iShadowMethod )
|
---|
| 561 | {
|
---|
| 562 | case 0:
|
---|
| 563 | {
|
---|
| 564 | if( g_bRenderShadowMap )
|
---|
| 565 | {
|
---|
| 566 | V( g_pEffect->SetTechnique( "RenderShadowMap_0" ) );
|
---|
| 567 | }
|
---|
| 568 | else
|
---|
| 569 | {
|
---|
| 570 | V( g_pEffect->SetTechnique( "RenderSceneWithTechnique_0" ) );
|
---|
| 571 | }
|
---|
| 572 | break;
|
---|
| 573 | }
|
---|
| 574 | case 1:
|
---|
| 575 | {
|
---|
| 576 | if( g_bRenderShadowMap )
|
---|
| 577 | {
|
---|
| 578 | V( g_pEffect->SetTechnique( "RenderShadowMap_6" ) );
|
---|
| 579 | }
|
---|
| 580 | else
|
---|
| 581 | {
|
---|
| 582 | V( g_pEffect->SetTechnique( "RenderSceneWithTechnique_6" ) );
|
---|
| 583 | }
|
---|
| 584 | break;
|
---|
| 585 | }
|
---|
| 586 | case 2:
|
---|
| 587 | {
|
---|
| 588 | if( g_bRenderShadowMap )
|
---|
| 589 | {
|
---|
| 590 | V( g_pEffect->SetTechnique( "RenderShadowMap_7" ) );
|
---|
| 591 | }
|
---|
| 592 | else
|
---|
| 593 | {
|
---|
| 594 | V( g_pEffect->SetTechnique( "RenderSceneWithTechnique_7" ) );
|
---|
| 595 | }
|
---|
| 596 | break;
|
---|
| 597 | }
|
---|
| 598 | }
|
---|
| 599 |
|
---|
| 600 | if( g_bRenderFocusingMap )
|
---|
| 601 | {
|
---|
| 602 | V( g_pEffect->SetTechnique( "RenderFocusingMap" ) );
|
---|
| 603 | }
|
---|
| 604 |
|
---|
| 605 |
|
---|
| 606 | // Begin the scene
|
---|
| 607 | if( SUCCEEDED( pd3dDevice->BeginScene() ) )
|
---|
| 608 | {
|
---|
| 609 | if( !g_bRenderGUI )
|
---|
| 610 | {
|
---|
| 611 | // Render the objects
|
---|
| 612 | for( int obj = 0; obj < NUM_OBJ; ++obj )
|
---|
| 613 | {
|
---|
| 614 | D3DXMATRIXA16 mWorld, mWorldView, mWorldViewProj;
|
---|
| 615 | mWorld = g_Obj[obj].m_mWorld;
|
---|
| 616 | D3DXMatrixMultiply( &mWorldView, &mWorld, pmView );
|
---|
| 617 | D3DXMatrixMultiply( &mWorldViewProj, &mWorldView, pmProj );
|
---|
| 618 | V( g_pEffect->SetMatrix( "WorldViewProj", &mWorldViewProj ) );
|
---|
| 619 |
|
---|
| 620 | // Compute the view matrix for the light
|
---|
| 621 | D3DXMATRIXA16 mLightView, WorldLight, WorldLightProj;
|
---|
| 622 |
|
---|
| 623 | if( g_bRenderBaseTexture )
|
---|
| 624 | {
|
---|
| 625 | mLightView = *g_LightCamera.GetViewMatrix();
|
---|
| 626 | }
|
---|
| 627 | else
|
---|
| 628 | {
|
---|
| 629 | mLightView = g_mLightView;
|
---|
| 630 | }
|
---|
| 631 |
|
---|
| 632 | D3DXMatrixMultiply( &WorldLight, &mWorld, &mLightView );
|
---|
| 633 | V( g_pEffect->SetMatrix( "WorldLight", &WorldLight ) );
|
---|
| 634 |
|
---|
| 635 | D3DXMatrixMultiply( &WorldLightProj, &WorldLight, &g_mLightProj );
|
---|
| 636 | V( g_pEffect->SetMatrix( "WorldLightProj", &WorldLightProj ) );
|
---|
| 637 |
|
---|
| 638 | LPD3DXMESH pMesh = g_Obj[obj].m_Mesh.GetMesh();
|
---|
| 639 | UINT cPass;
|
---|
| 640 | V( g_pEffect->Begin( &cPass, 0 ) );
|
---|
| 641 | for( UINT p = 0; p < cPass; ++p )
|
---|
| 642 | {
|
---|
| 643 | V( g_pEffect->BeginPass( p ) );
|
---|
| 644 |
|
---|
| 645 | for( DWORD i = 0; i < g_Obj[obj].m_Mesh.m_dwNumMaterials; ++i )
|
---|
| 646 | {
|
---|
| 647 | D3DXVECTOR4 vDif( g_Obj[obj].m_Mesh.m_pMaterials[i].Diffuse.r,
|
---|
| 648 | g_Obj[obj].m_Mesh.m_pMaterials[i].Diffuse.g,
|
---|
| 649 | g_Obj[obj].m_Mesh.m_pMaterials[i].Diffuse.b,
|
---|
| 650 | g_Obj[obj].m_Mesh.m_pMaterials[i].Diffuse.a );
|
---|
| 651 | if( g_bUseTexture )
|
---|
| 652 | {
|
---|
| 653 | V( g_pEffect->SetVector( "g_vMaterial", &vDif ) );
|
---|
| 654 | if( g_Obj[obj].m_Mesh.m_pTextures[i] )
|
---|
| 655 | {
|
---|
| 656 | V( g_pEffect->SetTexture( "g_txDefaultTexture", g_Obj[obj].m_Mesh.m_pTextures[i] ) )
|
---|
| 657 | }
|
---|
| 658 | else
|
---|
| 659 | {
|
---|
| 660 | V( g_pEffect->SetTexture( "g_txDefaultTexture", g_pDefaultTexture ) )
|
---|
| 661 | }
|
---|
| 662 | }
|
---|
| 663 | else
|
---|
| 664 | {
|
---|
| 665 | V( g_pEffect->SetVector( "g_vMaterial", &D3DXVECTOR4(1,1,1,1) ) );
|
---|
| 666 | V( g_pEffect->SetTexture( "g_txDefaultTexture", g_pDefaultTexture ) );
|
---|
| 667 | }
|
---|
| 668 | V( g_pEffect->CommitChanges() );
|
---|
| 669 | V( pMesh->DrawSubset( i ) );
|
---|
| 670 | }
|
---|
| 671 | V( g_pEffect->EndPass() );
|
---|
| 672 | }
|
---|
| 673 | V( g_pEffect->End() );
|
---|
| 674 | }
|
---|
| 675 |
|
---|
| 676 | // Render light source
|
---|
| 677 | if( !g_bRenderGUI && g_bRenderBaseTexture && !g_bRenderShadowMap && !g_bRenderFocusingMap && g_bCameraPerspective )
|
---|
| 678 | {
|
---|
| 679 | V( g_pEffect->SetTechnique( "RenderLight" ) );
|
---|
| 680 |
|
---|
| 681 | D3DXMATRIXA16 mWorldView = *g_LightCamera.GetWorldMatrix();
|
---|
| 682 | D3DXMatrixMultiply( &mWorldView, &mWorldView, pmView );
|
---|
| 683 | D3DXMatrixMultiply( &mWorldView, &mWorldView, pmProj );
|
---|
| 684 | V( g_pEffect->SetMatrix( "WorldViewProj", &mWorldView ) );
|
---|
| 685 |
|
---|
| 686 | UINT cPass;
|
---|
| 687 | LPD3DXMESH pMesh = g_LightMesh.GetMesh();
|
---|
| 688 | V( g_pEffect->Begin( &cPass, 0 ) );
|
---|
| 689 | for( UINT p = 0; p < cPass; ++p )
|
---|
| 690 | {
|
---|
| 691 | V( g_pEffect->BeginPass( p ) );
|
---|
| 692 |
|
---|
| 693 | for( DWORD i = 0; i < g_LightMesh.m_dwNumMaterials; ++i )
|
---|
| 694 | {
|
---|
| 695 | V( g_pEffect->SetTexture( "g_txDefaultTexture", g_LightMesh.m_pTextures[i] ) );
|
---|
| 696 | V( g_pEffect->CommitChanges() );
|
---|
| 697 | V( pMesh->DrawSubset( i ) );
|
---|
| 698 | }
|
---|
| 699 | V( g_pEffect->EndPass() );
|
---|
| 700 | }
|
---|
| 701 | V( g_pEffect->End() );
|
---|
| 702 | }
|
---|
| 703 | }
|
---|
| 704 |
|
---|
| 705 | if( g_bRenderGUI && !g_bRenderShadowMap && !g_bRenderFocusingMap ){
|
---|
| 706 | // Render stats and help text
|
---|
| 707 | RenderText();
|
---|
| 708 |
|
---|
| 709 | // Render the UI elements
|
---|
| 710 | g_HUD.OnRender( fElapsedTime );
|
---|
| 711 | }
|
---|
| 712 | V( pd3dDevice->EndScene() );
|
---|
| 713 | }
|
---|
| 714 | }
|
---|
| 715 |
|
---|
| 716 | //--------------------------------------------------------------------------------------
|
---|
| 717 | // Computes the focusing matrix
|
---|
| 718 | //--------------------------------------------------------------------------------------
|
---|
| 719 | void ComputeFocusingMatrix( IDirect3DDevice9* g_pd3dDevice )
|
---|
| 720 | {
|
---|
| 721 | float fMinU = 1.0f, fMinV = 1.0f; // min must start from 1 to decrease
|
---|
| 722 | float fMaxU = -1.0f, fMaxV = -1.0f; // max must start from -1 to increase
|
---|
| 723 |
|
---|
| 724 | g_pd3dDevice->GetRenderTargetData( g_pFocusingMapColorSurface, g_pMemoryMappedTextureSurface );
|
---|
| 725 |
|
---|
| 726 | // Calculate U and V, max and min values.
|
---|
| 727 | D3DLOCKED_RECT pmLRect;
|
---|
| 728 | g_pMemoryMappedTexture->LockRect(0, &pmLRect, NULL, D3DLOCK_DISCARD);
|
---|
| 729 | for ( long int i = 0; i < g_iFocusingMapSize * g_iFocusingMapSize ; i++)
|
---|
| 730 | {
|
---|
| 731 | fMinU = min( fMinU, ( (float*)pmLRect.pBits)[4 * i] );
|
---|
| 732 | fMaxU = max( fMaxU, ( (float*)pmLRect.pBits)[4 * i] );
|
---|
| 733 |
|
---|
| 734 | fMinV = min( fMinV, ( (float*)pmLRect.pBits)[4 * i + 1] );
|
---|
| 735 | fMaxV = max( fMaxV, ( (float*)pmLRect.pBits)[4 * i + 1] );
|
---|
| 736 | }
|
---|
| 737 | g_pMemoryMappedTexture->UnlockRect(0);
|
---|
| 738 |
|
---|
| 739 | g_mFocusingMatrix = D3DXMATRIXA16( 2.0f/( fMaxU - fMinU ), 0.0f, 0.0f, 0.0f,
|
---|
| 740 | 0.0f, 2.0f/( fMaxV - fMinV ), 0.0f, 0.0f,
|
---|
| 741 | 0.0f, 0.0f, 1.0f, 0.0f,
|
---|
| 742 | -(fMaxU+fMinU)/( fMaxU - fMinU ), -(fMinV+fMaxV)/( fMaxV - fMinV ), 0.0f, 1.0f);
|
---|
| 743 | }
|
---|
| 744 |
|
---|
| 745 |
|
---|
| 746 | //--------------------------------------------------------------------------------------
|
---|
| 747 | // This callback function will be called at the end of every frame to perform all the
|
---|
| 748 | // rendering calls for the scene, and it will also be called if the window needs to be
|
---|
| 749 | // repainted. After this function has returned, DXUT will call
|
---|
| 750 | // IDirect3DDevice9::Present to display the contents of the next buffer in the swap chain
|
---|
| 751 | //--------------------------------------------------------------------------------------
|
---|
| 752 | void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
|
---|
| 753 | {
|
---|
| 754 | // If the settings dialog is being shown, then
|
---|
| 755 | // render it instead of rendering the app's scene
|
---|
| 756 | if( g_SettingsDlg.IsActive() && g_bShowText && !g_bSaveFrame )
|
---|
| 757 | {
|
---|
| 758 | g_SettingsDlg.OnRender( fElapsedTime );
|
---|
| 759 | return;
|
---|
| 760 | }
|
---|
| 761 |
|
---|
| 762 | HRESULT hr;
|
---|
| 763 |
|
---|
| 764 | // Compute the view matrix for the light
|
---|
| 765 | D3DXMATRIXA16 mLightView = *g_LightCamera.GetViewMatrix();
|
---|
| 766 | D3DXVECTOR3 vLightEyePt = *g_LightCamera.GetEyePt();
|
---|
| 767 | float fLightDist = sqrt( vLightEyePt.x * vLightEyePt.x + vLightEyePt.y * vLightEyePt.y + vLightEyePt.z * vLightEyePt.z );
|
---|
| 768 |
|
---|
| 769 | // The light is inside of the room
|
---|
| 770 | g_fLightFrontPlane = 0.1f;
|
---|
| 771 | g_fLightBackPlane = 7.0f * g_fRoomRadius;
|
---|
| 772 | // 3.5 is the scale factor defined in room world matrix
|
---|
| 773 | if( 3.5f * g_fRoomRadius <= fLightDist ){
|
---|
| 774 | // The light is outside of the room
|
---|
| 775 | g_fLightFrontPlane = fLightDist - 3.5f * g_fRoomRadius;
|
---|
| 776 | g_fLightBackPlane = fLightDist + 3.5f * g_fRoomRadius;
|
---|
| 777 | }
|
---|
| 778 |
|
---|
| 779 | D3DXMatrixPerspectiveFovLH( &g_mLightProj, D3DXToRadian(g_iLightFov), 1, g_fLightFrontPlane, g_fLightBackPlane );
|
---|
| 780 | const D3DXMATRIX *pmView = g_bCameraPerspective ? g_CamCamera.GetViewMatrix() : &mLightView;
|
---|
| 781 | const D3DXMATRIX *pmProj = g_bCameraPerspective ? g_CamCamera.GetProjMatrix() : &g_mLightProj;
|
---|
| 782 |
|
---|
| 783 | // save original
|
---|
| 784 | LPDIRECT3DSURFACE9 pOldRT = NULL;
|
---|
| 785 | V( pd3dDevice->GetRenderTarget( 0, &pOldRT ) );
|
---|
| 786 | LPDIRECT3DSURFACE9 pOldDS = NULL;
|
---|
| 787 | V( SUCCEEDED( pd3dDevice->GetDepthStencilSurface( &pOldDS ) ) );
|
---|
| 788 |
|
---|
| 789 |
|
---|
| 790 | V( g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW ) );
|
---|
| 791 |
|
---|
| 792 | // Render: FOCUSING MAP --------------------------------------------------------------------------------
|
---|
| 793 | if( g_bUseFocusing ){
|
---|
| 794 | pd3dDevice->SetRenderTarget( 0, g_pFocusingMapColorSurface );
|
---|
| 795 | pd3dDevice->SetDepthStencilSurface( g_pShadowMapZSurface );
|
---|
| 796 |
|
---|
| 797 | g_bRenderFocusingMap = true;
|
---|
| 798 | RenderScene( pd3dDevice, fElapsedTime, g_CamCamera.GetViewMatrix(), g_CamCamera.GetProjMatrix() );
|
---|
| 799 | ComputeFocusingMatrix( pd3dDevice );
|
---|
| 800 | g_bRenderFocusingMap = false;
|
---|
| 801 |
|
---|
| 802 | if( g_iShadowMethod != 2 ){ // The 2. method does not use Focusing
|
---|
| 803 | D3DXMatrixMultiply( &g_mLightProj, &g_mLightProj, &g_mFocusingMatrix );
|
---|
| 804 | }
|
---|
| 805 | }
|
---|
| 806 | // Render: FOCUSING MAP --------------------------------------------------------------------------------
|
---|
| 807 |
|
---|
| 808 | g_mLightView = *g_LightCamera.GetViewMatrix();
|
---|
| 809 | if( g_iShadowMethod == 0 )
|
---|
| 810 | {
|
---|
| 811 | // Render: to blend - Base texture --------------------------------------------------------------------------------
|
---|
| 812 | pd3dDevice->SetRenderTarget( 0, g_pShadowWeightSurface );
|
---|
| 813 | pd3dDevice->SetDepthStencilSurface( g_pShadowWeightZSurface );
|
---|
| 814 | pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L );
|
---|
| 815 |
|
---|
| 816 | g_bRenderBaseTexture = true;
|
---|
| 817 | RenderScene( pd3dDevice, fElapsedTime, pmView, pmProj );
|
---|
| 818 | g_bRenderBaseTexture = false;
|
---|
| 819 | // Render: to blend - Base texture --------------------------------------------------------------------------------
|
---|
| 820 |
|
---|
| 821 |
|
---|
| 822 | // Render: to blend - additional shadow --------------------------------------------------------------------------------
|
---|
| 823 | g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE );
|
---|
| 824 | g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE );
|
---|
| 825 | g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
|
---|
| 826 | g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
|
---|
| 827 |
|
---|
| 828 |
|
---|
| 829 | float partial = g_fLightSize / 2.0f;
|
---|
| 830 | float step = g_fLightSize / ( g_fLightSourceSamples * 2.0f );
|
---|
| 831 |
|
---|
| 832 | for( float x = -partial + step; x < partial; x+=step )
|
---|
| 833 | {
|
---|
| 834 | for( float y = -partial + step; y < partial; y+=step )
|
---|
| 835 | {
|
---|
| 836 | if( x * x + y * y < g_fLightSourceSamples * g_fLightSourceSamples )
|
---|
| 837 | {
|
---|
| 838 | g_mLightView = *g_LightCamera.GetViewMatrix();
|
---|
| 839 | g_mLightView._41 += x;
|
---|
| 840 | g_mLightView._42 += y;
|
---|
| 841 |
|
---|
| 842 | // Render: SHADOW MAP --------------------------------------------------------------------------------
|
---|
| 843 | pd3dDevice->SetRenderTarget( 0, g_pShadowMapColorSurface );
|
---|
| 844 | pd3dDevice->SetDepthStencilSurface( g_pShadowMapZSurface );
|
---|
| 845 | // Clear the render buffers
|
---|
| 846 | pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L );
|
---|
| 847 |
|
---|
| 848 | g_bRenderShadowMap = true;
|
---|
| 849 | float fTemp = 0.0f;// set depth bias
|
---|
| 850 | pd3dDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&g_fBiasSlope);
|
---|
| 851 | RenderScene( pd3dDevice, fElapsedTime, &mLightView, &g_mLightProj );
|
---|
| 852 | pd3dDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&fTemp);
|
---|
| 853 | g_bRenderShadowMap = false;
|
---|
| 854 | // Render: SHADOW MAP --------------------------------------------------------------------------------
|
---|
| 855 |
|
---|
| 856 | pd3dDevice->SetRenderTarget( 0, g_pShadowWeightSurface );
|
---|
| 857 | pd3dDevice->SetDepthStencilSurface( g_pShadowWeightZSurface );
|
---|
| 858 | RenderScene( pd3dDevice, fElapsedTime, pmView, pmProj );
|
---|
| 859 | }
|
---|
| 860 | }
|
---|
| 861 | }
|
---|
| 862 |
|
---|
| 863 | g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
|
---|
| 864 | // Render: to blend - additional shadow --------------------------------------------------------------------------------
|
---|
| 865 |
|
---|
| 866 | // Render: GUI --------------------------------------------------------------------------------
|
---|
| 867 | g_bRenderGUI = true;
|
---|
| 868 | RenderScene( pd3dDevice, fElapsedTime, &mLightView, &g_mLightProj );
|
---|
| 869 | g_bRenderGUI = false;
|
---|
| 870 | // Render: GUI --------------------------------------------------------------------------------
|
---|
| 871 |
|
---|
| 872 | // save frame
|
---|
| 873 | if( g_bSaveFrame ){
|
---|
| 874 |
|
---|
| 875 | TCHAR sz[50];
|
---|
| 876 | sz[49] = 0;
|
---|
| 877 | StringCchPrintf( sz, 50, L"images/ShadowWeightOrig_blend.png", g_iPictureNumber++ );
|
---|
| 878 | D3DXSaveSurfaceToFile( sz, D3DXIFF_PNG, g_pShadowWeightSurface, NULL,NULL);
|
---|
| 879 | }
|
---|
| 880 | // Render: to blend --------------------------------------------------------------------------------
|
---|
| 881 |
|
---|
| 882 | // Render: to screen - render a full screene quad --------------------------------------------------------------------------------
|
---|
| 883 | if( pOldDS )
|
---|
| 884 | {
|
---|
| 885 | pd3dDevice->SetDepthStencilSurface( pOldDS );
|
---|
| 886 | pOldDS->Release();
|
---|
| 887 | }
|
---|
| 888 | pd3dDevice->SetRenderTarget( 0, pOldRT );
|
---|
| 889 | pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L );
|
---|
| 890 |
|
---|
| 891 | UINT cPass;
|
---|
| 892 | if( SUCCEEDED( pd3dDevice->BeginScene() ) )
|
---|
| 893 | {
|
---|
| 894 | V( g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ) );
|
---|
| 895 |
|
---|
| 896 | V( g_pEffect->SetTechnique( "RenderMapScreen" ) );
|
---|
| 897 | V( g_pEffect->Begin( &cPass, 0 ) );
|
---|
| 898 | V( g_pEffect->BeginPass( 0 ) );
|
---|
| 899 |
|
---|
| 900 | V( g_pEffect->CommitChanges() );
|
---|
| 901 |
|
---|
| 902 | V( g_pd3dDevice->SetVertexDeclaration( g_pFullScreenQuadVertexDeclaration ) );
|
---|
| 903 | V( g_pd3dDevice->SetStreamSource( 0, g_pFullScreenQuadVertexBuffer, 0, sizeof(FullScreenQuadVertexStruct) ) );
|
---|
| 904 | V( g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 2 ) );
|
---|
| 905 |
|
---|
| 906 | V( g_pEffect->EndPass() );
|
---|
| 907 | V( g_pEffect->End() );
|
---|
| 908 |
|
---|
| 909 | V( pd3dDevice->EndScene() );
|
---|
| 910 | }
|
---|
| 911 | // Render: to screen --------------------------------------------------------------------------------
|
---|
| 912 | }
|
---|
| 913 | else
|
---|
| 914 | {
|
---|
| 915 | // Render: SHADOW MAP --------------------------------------------------------------------------------
|
---|
| 916 | pd3dDevice->SetRenderTarget( 0, g_pShadowMapColorSurface );
|
---|
| 917 | pd3dDevice->SetDepthStencilSurface( g_pShadowMapZSurface );
|
---|
| 918 | // Clear the render buffers
|
---|
| 919 | pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L );
|
---|
| 920 |
|
---|
| 921 | g_bRenderShadowMap = true;
|
---|
| 922 | float fTemp = 0.0f;// set depth bias
|
---|
| 923 | pd3dDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&g_fBiasSlope);
|
---|
| 924 | RenderScene( pd3dDevice, fElapsedTime, &mLightView, &g_mLightProj );
|
---|
| 925 | pd3dDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&fTemp);
|
---|
| 926 | g_bRenderShadowMap = false;
|
---|
| 927 | // Render: SHADOW MAP --------------------------------------------------------------------------------
|
---|
| 928 |
|
---|
| 929 | if( pOldDS )
|
---|
| 930 | {
|
---|
| 931 | pd3dDevice->SetDepthStencilSurface( pOldDS );
|
---|
| 932 | pOldDS->Release();
|
---|
| 933 | }
|
---|
| 934 | pd3dDevice->SetRenderTarget( 0, pOldRT );
|
---|
| 935 | pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L );
|
---|
| 936 |
|
---|
| 937 | // Render: to screen --------------------------------------------------------------------------------
|
---|
| 938 | const D3DXMATRIX *pmView = g_bCameraPerspective ? g_CamCamera.GetViewMatrix() : &mLightView;
|
---|
| 939 | const D3DXMATRIX *pmProj = g_bCameraPerspective ? g_CamCamera.GetProjMatrix() : &g_mLightProj;
|
---|
| 940 |
|
---|
| 941 | RenderScene( pd3dDevice, fElapsedTime, pmView, pmProj );
|
---|
| 942 | g_bRenderGUI = true;
|
---|
| 943 | RenderScene( pd3dDevice, fElapsedTime, pmView, pmProj );
|
---|
| 944 | g_bRenderGUI = false;
|
---|
| 945 | // Render: to screen --------------------------------------------------------------------------------
|
---|
| 946 | }
|
---|
| 947 | SAFE_RELEASE( pOldRT );
|
---|
| 948 | g_bSaveFrame = false;
|
---|
| 949 | }
|
---|
| 950 |
|
---|
| 951 |
|
---|
| 952 | //--------------------------------------------------------------------------------------
|
---|
| 953 | // Render the help and statistics text. This function uses the ID3DXFont interface for
|
---|
| 954 | // efficient text rendering.
|
---|
| 955 | //--------------------------------------------------------------------------------------
|
---|
| 956 | void RenderText()
|
---|
| 957 | {
|
---|
| 958 | // The helper object simply helps keep track of text position, and color
|
---|
| 959 | // and then it calls pFont->DrawText( m_pSprite, strMsg, -1, &rc, DT_NOCLIP, m_clr );
|
---|
| 960 | // If NULL is passed in as the sprite object, then it will work however the
|
---|
| 961 | // pFont->DrawText() will not be batched together. Batching calls will improves performance.
|
---|
| 962 | CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );
|
---|
| 963 |
|
---|
| 964 | // Output statistics
|
---|
| 965 | txtHelper.Begin();
|
---|
| 966 | txtHelper.SetInsertionPos( 5, 5 );
|
---|
| 967 |
|
---|
| 968 | // Draw help
|
---|
| 969 | if( g_bShowText && !g_bSaveFrame )
|
---|
| 970 | {
|
---|
| 971 | if( g_bUseTexture )
|
---|
| 972 | {
|
---|
| 973 | txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
|
---|
| 974 | } else
|
---|
| 975 | {
|
---|
| 976 | txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 0.0f, 0.0f, 1.0f ) );
|
---|
| 977 | }
|
---|
| 978 | txtHelper.DrawTextLine( DXUTGetFrameStats(true) );
|
---|
| 979 | txtHelper.DrawTextLine( DXUTGetDeviceStats() );
|
---|
| 980 |
|
---|
| 981 |
|
---|
| 982 |
|
---|
| 983 | const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
|
---|
| 984 | txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*8 );
|
---|
| 985 | txtHelper.DrawTextLine( L"Controls:" );
|
---|
| 986 |
|
---|
| 987 | txtHelper.SetInsertionPos( 15, pd3dsdBackBuffer->Height-15*7 );
|
---|
| 988 | txtHelper.DrawFormattedTextLine(
|
---|
| 989 | L"Rotate camera\n"
|
---|
| 990 | L"Move camera\n"
|
---|
| 991 | L"Rotate light\n"
|
---|
| 992 | L"Move light\n"
|
---|
| 993 | L"Modify shadow generation method\n"
|
---|
| 994 | L"Save picture\n"
|
---|
| 995 | L"Quit" );
|
---|
| 996 | txtHelper.SetInsertionPos( 265, pd3dsdBackBuffer->Height-15*7 );
|
---|
| 997 | txtHelper.DrawTextLine(
|
---|
| 998 | L"Left drag mouse\n"
|
---|
| 999 | L"W,S,A,D,Q,E\n"
|
---|
| 1000 | L"Right drag mouse\n"
|
---|
| 1001 | L"W,S,A,D,Q,E while holding right mouse\n"
|
---|
| 1002 | L"Forward:M, backward:N, directly:combo box\n"
|
---|
| 1003 | L"Z\n"
|
---|
| 1004 | L"ESC" );
|
---|
| 1005 |
|
---|
| 1006 |
|
---|
| 1007 | WCHAR sz0[50], sz1[50], sz2[50], sz3[50], sz4[50], sz5[50], sz6[50], sz7[50], sz8[50], sz9[50], sz10[50];
|
---|
| 1008 |
|
---|
| 1009 | StringCchPrintf( sz0, 50, L"%i", g_iFov );
|
---|
| 1010 | StringCchPrintf( sz1, 50, L"%i", g_iLightFov );
|
---|
| 1011 | StringCchPrintf( sz2, 50, L"%.2f", g_fLightSize );
|
---|
| 1012 | StringCchPrintf( sz3, 50, L"%.2f", g_fIntensity );
|
---|
| 1013 | StringCchPrintf( sz4, 50, L"%.2f", g_fShadowBias );
|
---|
| 1014 | StringCchPrintf( sz5, 50, L"%.2f", g_fBiasSlope );
|
---|
| 1015 | StringCchPrintf( sz6, 50, L"%i", g_iKernelSize );
|
---|
| 1016 | StringCchPrintf( sz7, 50, L"%i", g_iShadowMapSize );
|
---|
| 1017 | StringCchPrintf( sz8, 50, L"%i", g_iFocusingMapSize );
|
---|
| 1018 | StringCchPrintf( sz9, 50, L"%i", (int)( g_fLightSourceSamples * g_fLightSourceSamples ) );
|
---|
| 1019 | StringCchPrintf( sz10,50, L"%i", (int)( 1.0f / g_fRealSamples ) );
|
---|
| 1020 |
|
---|
| 1021 | switch( g_iShadowMethod ){
|
---|
| 1022 |
|
---|
| 1023 | case 0:
|
---|
| 1024 | {
|
---|
| 1025 | txtHelper.SetInsertionPos( pd3dsdBackBuffer->Width - 310, 90 );
|
---|
| 1026 |
|
---|
| 1027 | txtHelper.DrawTextLine( L"" );
|
---|
| 1028 | txtHelper.DrawTextLine( L"RealFov" );
|
---|
| 1029 | txtHelper.DrawTextLine( L"LightSize" );
|
---|
| 1030 | txtHelper.DrawTextLine( L"Intensity" );
|
---|
| 1031 | txtHelper.DrawTextLine( L"g_fShadowBias" );
|
---|
| 1032 | txtHelper.DrawTextLine( L"g_fBiasSlope" );
|
---|
| 1033 | txtHelper.DrawTextLine( L"" );
|
---|
| 1034 | txtHelper.DrawTextLine( L"ShadowMapSize" );
|
---|
| 1035 | txtHelper.DrawTextLine( L"FocusingMapSize" );
|
---|
| 1036 | txtHelper.DrawTextLine( L"LightSSamp" );
|
---|
| 1037 | txtHelper.DrawTextLine( L"LightSRealSamp" );
|
---|
| 1038 |
|
---|
| 1039 | txtHelper.SetInsertionPos( pd3dsdBackBuffer->Width - 210, 90 );
|
---|
| 1040 |
|
---|
| 1041 | txtHelper.DrawTextLine( L"" );
|
---|
| 1042 | txtHelper.DrawTextLine( sz1 );
|
---|
| 1043 | txtHelper.DrawTextLine( sz2 );
|
---|
| 1044 | txtHelper.DrawTextLine( sz3 );
|
---|
| 1045 | txtHelper.DrawTextLine( sz4 );
|
---|
| 1046 | txtHelper.DrawTextLine( sz5 );
|
---|
| 1047 | txtHelper.DrawTextLine( L"" );
|
---|
| 1048 | txtHelper.DrawTextLine( sz7 );
|
---|
| 1049 | txtHelper.DrawTextLine( sz8 );
|
---|
| 1050 | txtHelper.DrawTextLine( sz9 );
|
---|
| 1051 | txtHelper.DrawTextLine( sz10 );
|
---|
| 1052 |
|
---|
| 1053 | break;
|
---|
| 1054 | }
|
---|
| 1055 |
|
---|
| 1056 | case 1:
|
---|
| 1057 | {
|
---|
| 1058 | txtHelper.SetInsertionPos( pd3dsdBackBuffer->Width - 310, 90 );
|
---|
| 1059 |
|
---|
| 1060 | txtHelper.DrawTextLine( L"" );
|
---|
| 1061 | txtHelper.DrawTextLine( L"RealFov" );
|
---|
| 1062 | txtHelper.DrawTextLine( L"g_fLightSize" );
|
---|
| 1063 | txtHelper.DrawTextLine( L"sceneScale" );
|
---|
| 1064 | txtHelper.DrawTextLine( L"g_fShadowBias" );
|
---|
| 1065 | txtHelper.DrawTextLine( L"g_fBiasSlope" );
|
---|
| 1066 | txtHelper.DrawTextLine( L"g_iKernelSize" );
|
---|
| 1067 | txtHelper.DrawTextLine( L"ShadowMapSize" );
|
---|
| 1068 | txtHelper.DrawTextLine( L"FocusingMapSize" );
|
---|
| 1069 |
|
---|
| 1070 | txtHelper.SetInsertionPos( pd3dsdBackBuffer->Width - 210, 90 );
|
---|
| 1071 |
|
---|
| 1072 | txtHelper.DrawTextLine( L"" );
|
---|
| 1073 | txtHelper.DrawTextLine( sz1 );
|
---|
| 1074 | txtHelper.DrawTextLine( sz2 );
|
---|
| 1075 | txtHelper.DrawTextLine( sz3 );
|
---|
| 1076 | txtHelper.DrawTextLine( sz4 );
|
---|
| 1077 | txtHelper.DrawTextLine( sz5 );
|
---|
| 1078 | txtHelper.DrawTextLine( sz6 );
|
---|
| 1079 | txtHelper.DrawTextLine( sz7 );
|
---|
| 1080 | txtHelper.DrawTextLine( sz8 );
|
---|
| 1081 |
|
---|
| 1082 | break;
|
---|
| 1083 | }
|
---|
| 1084 |
|
---|
| 1085 | case 2:
|
---|
| 1086 | {
|
---|
| 1087 | txtHelper.SetInsertionPos( pd3dsdBackBuffer->Width - 310, 90 );
|
---|
| 1088 |
|
---|
| 1089 | txtHelper.DrawTextLine( L"g_iFov" );
|
---|
| 1090 | txtHelper.DrawTextLine( L"RealFov" );
|
---|
| 1091 | txtHelper.DrawTextLine( L"g_fLightSize" );
|
---|
| 1092 | txtHelper.DrawTextLine( L"g_fIntensity" );
|
---|
| 1093 | txtHelper.DrawTextLine( L"g_fShadowBias" );
|
---|
| 1094 | txtHelper.DrawTextLine( L"AddToRR2" );
|
---|
| 1095 | txtHelper.DrawTextLine( L"g_iKernelSize" );
|
---|
| 1096 | txtHelper.DrawTextLine( L"ShadowMapSize" );
|
---|
| 1097 | txtHelper.DrawTextLine( L"FocusingMapSize" );
|
---|
| 1098 |
|
---|
| 1099 | txtHelper.SetInsertionPos( pd3dsdBackBuffer->Width - 210, 90 );
|
---|
| 1100 |
|
---|
| 1101 | txtHelper.DrawTextLine( sz0 );
|
---|
| 1102 | txtHelper.DrawTextLine( sz1 );
|
---|
| 1103 | txtHelper.DrawTextLine( sz2 );
|
---|
| 1104 | txtHelper.DrawTextLine( sz3 );
|
---|
| 1105 | txtHelper.DrawTextLine( sz4 );
|
---|
| 1106 | txtHelper.DrawTextLine( sz5 );
|
---|
| 1107 | txtHelper.DrawTextLine( sz6 );
|
---|
| 1108 | txtHelper.DrawTextLine( sz7 );
|
---|
| 1109 | txtHelper.DrawTextLine( sz8 );
|
---|
| 1110 |
|
---|
| 1111 | break;
|
---|
| 1112 | }
|
---|
| 1113 | }
|
---|
| 1114 | }
|
---|
| 1115 | else
|
---|
| 1116 | {
|
---|
| 1117 | txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
|
---|
| 1118 | // txtHelper.DrawTextLine( L"Press F1 for GUI" );
|
---|
| 1119 | }
|
---|
| 1120 | txtHelper.End();
|
---|
| 1121 | }
|
---|
| 1122 |
|
---|
| 1123 |
|
---|
| 1124 |
|
---|
| 1125 | //--------------------------------------------------------------------------------------
|
---|
| 1126 | // Updates the values of parameter from the slider's value.
|
---|
| 1127 | //--------------------------------------------------------------------------------------
|
---|
| 1128 | void UpdateParamFromSlider()
|
---|
| 1129 | {
|
---|
| 1130 | int iSelectedSliderID = g_iSelectedMenuItem + 100;
|
---|
| 1131 | int iSelectedValue = g_HUD.GetSlider( iSelectedSliderID )->GetValue();
|
---|
| 1132 |
|
---|
| 1133 | switch (g_iSelectedMenuItem)
|
---|
| 1134 | {
|
---|
| 1135 | case 0: g_iFov = iSelectedValue; break;
|
---|
| 1136 | case 1: g_iLightFov = iSelectedValue; break;
|
---|
| 1137 | case 2:
|
---|
| 1138 |
|
---|
| 1139 | if( g_iShadowMethod == 1 )
|
---|
| 1140 | g_fLightSize = (float)iSelectedValue / 10000.0f;
|
---|
| 1141 | else
|
---|
| 1142 | g_fLightSize = (float)iSelectedValue / 100.0f;
|
---|
| 1143 | break;
|
---|
| 1144 | case 3:
|
---|
| 1145 | if( g_iShadowMethod == 1 )
|
---|
| 1146 | g_fIntensity = (float)iSelectedValue / 2.0f;
|
---|
| 1147 | else
|
---|
| 1148 | g_fIntensity = (float)iSelectedValue / 100.0f;
|
---|
| 1149 | break;
|
---|
| 1150 |
|
---|
| 1151 | g_fIntensity = (float)iSelectedValue / 100.0f; break;
|
---|
| 1152 | case 4:
|
---|
| 1153 | g_fShadowBias = (float)iSelectedValue / 100.0f;
|
---|
| 1154 | break;
|
---|
| 1155 |
|
---|
| 1156 | case 5: g_fBiasSlope = (float)iSelectedValue / 100.0f; break;
|
---|
| 1157 | case 6: g_iKernelSize = iSelectedValue; break;
|
---|
| 1158 | case 7: g_iShadowMapSize = (int)pow( 2.0f, iSelectedValue ); CreateTexture(); break;
|
---|
| 1159 | case 8: g_iFocusingMapSize = (int)pow( 2.0f, iSelectedValue ); CreateTexture(); break;
|
---|
| 1160 | case 9:
|
---|
| 1161 | g_fLightSourceSamples = (float)(int)( (float)iSelectedValue / 50.0f );
|
---|
| 1162 |
|
---|
| 1163 | g_fRealSamples = 0;
|
---|
| 1164 | for( float x = 0.5f / g_fLightSourceSamples; x < g_fLightSourceSamples; x++ )
|
---|
| 1165 | {
|
---|
| 1166 | for( float y = 0.5f / g_fLightSourceSamples; y < g_fLightSourceSamples; y++ )
|
---|
| 1167 | {
|
---|
| 1168 | if( x * x + y * y < g_fLightSourceSamples * g_fLightSourceSamples )
|
---|
| 1169 | {
|
---|
| 1170 | g_fRealSamples++;
|
---|
| 1171 | }
|
---|
| 1172 | }
|
---|
| 1173 | }
|
---|
| 1174 | g_fRealSamples = 1.0f / g_fRealSamples;
|
---|
| 1175 | break;
|
---|
| 1176 | }
|
---|
| 1177 | }
|
---|
| 1178 |
|
---|
| 1179 |
|
---|
| 1180 | //--------------------------------------------------------------------------------------
|
---|
| 1181 | // Modify the value of the slider
|
---|
| 1182 | //--------------------------------------------------------------------------------------
|
---|
| 1183 | void IncrementSlider( int increment )
|
---|
| 1184 | {
|
---|
| 1185 | int iSelectedSliderID = g_iSelectedMenuItem + 100;
|
---|
| 1186 | int iSelectedValue = g_HUD.GetSlider( iSelectedSliderID )->GetValue();
|
---|
| 1187 |
|
---|
| 1188 | iSelectedValue += increment;
|
---|
| 1189 |
|
---|
| 1190 | if( iSelectedValue < g_iSliderMinValues[g_iSelectedMenuItem] )
|
---|
| 1191 | iSelectedValue = g_iSliderMinValues[g_iSelectedMenuItem];
|
---|
| 1192 |
|
---|
| 1193 | if( iSelectedValue > g_iSliderMaxValues[g_iSelectedMenuItem] )
|
---|
| 1194 | iSelectedValue = g_iSliderMaxValues[g_iSelectedMenuItem];
|
---|
| 1195 |
|
---|
| 1196 | g_HUD.GetSlider( iSelectedSliderID )->SetValue( iSelectedValue );
|
---|
| 1197 |
|
---|
| 1198 | UpdateParamFromSlider();
|
---|
| 1199 | }
|
---|
| 1200 |
|
---|
| 1201 |
|
---|
| 1202 | //--------------------------------------------------------------------------------------
|
---|
| 1203 | // Before handling window messages, DXUT passes incoming windows
|
---|
| 1204 | // messages to the application through this callback function. If the application sets
|
---|
| 1205 | // *pbNoFurtherProcessing to TRUE, then DXUT will not process this message.
|
---|
| 1206 | //--------------------------------------------------------------------------------------
|
---|
| 1207 | LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext )
|
---|
| 1208 | {
|
---|
| 1209 | // Always allow dialog resource manager calls to handle global messages
|
---|
| 1210 | // so GUI state is updated correctly
|
---|
| 1211 | *pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
|
---|
| 1212 | if( *pbNoFurtherProcessing )
|
---|
| 1213 | return 0;
|
---|
| 1214 |
|
---|
| 1215 | if( g_SettingsDlg.IsActive() )
|
---|
| 1216 | {
|
---|
| 1217 | g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
|
---|
| 1218 | return 0;
|
---|
| 1219 | }
|
---|
| 1220 |
|
---|
| 1221 | *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
|
---|
| 1222 | if( *pbNoFurtherProcessing )
|
---|
| 1223 | return 0;
|
---|
| 1224 |
|
---|
| 1225 | // Pass all windows messages to camera and dialogs so they can respond to user input
|
---|
| 1226 | if( WM_KEYDOWN != uMsg || g_bRightMouseDown )
|
---|
| 1227 | g_LightCamera.HandleMessages( hWnd, uMsg, wParam, lParam );
|
---|
| 1228 |
|
---|
| 1229 | if( WM_KEYDOWN != uMsg || !g_bRightMouseDown )
|
---|
| 1230 | {
|
---|
| 1231 | if( g_bCameraPerspective )
|
---|
| 1232 | g_CamCamera.HandleMessages( hWnd, uMsg, wParam, lParam );
|
---|
| 1233 | else
|
---|
| 1234 | g_LightCamera.HandleMessages( hWnd, uMsg, wParam, lParam );
|
---|
| 1235 | }
|
---|
| 1236 | return 0;
|
---|
| 1237 | }
|
---|
| 1238 |
|
---|
| 1239 |
|
---|
| 1240 | //--------------------------------------------------------------------------------------
|
---|
| 1241 | // As a convenience, DXUT inspects the incoming windows messages for
|
---|
| 1242 | // keystroke messages and decodes the message parameters to pass relevant keyboard
|
---|
| 1243 | // messages to the application. The framework does not remove the underlying keystroke
|
---|
| 1244 | // messages, which are still passed to the application's MsgProc callback.
|
---|
| 1245 | //--------------------------------------------------------------------------------------
|
---|
| 1246 | void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
|
---|
| 1247 | {
|
---|
| 1248 | if( bKeyDown )
|
---|
| 1249 | {
|
---|
| 1250 | switch( nChar )
|
---|
| 1251 | {
|
---|
| 1252 | // Change the selected shadowing method.
|
---|
| 1253 | case 'M':
|
---|
| 1254 | {
|
---|
| 1255 | bool modify = g_iShadowMethod == 1;
|
---|
| 1256 |
|
---|
| 1257 | g_iShadowMethod = ( g_iShadowMethod + 1 ) % g_iNumberOfMethods;
|
---|
| 1258 |
|
---|
| 1259 | g_pTechniquesListComboBox->SetSelectedByIndex( g_iShadowMethod );
|
---|
| 1260 |
|
---|
| 1261 | if( !modify && ( g_iShadowMethod == 1 ) ){
|
---|
| 1262 | g_fLightSize /= 100.0f;
|
---|
| 1263 | g_fIntensity *= 50.0f;
|
---|
| 1264 | }
|
---|
| 1265 | if( modify && !( g_iShadowMethod == 1 ) ){
|
---|
| 1266 | g_fLightSize *= 100.0f;
|
---|
| 1267 | g_fIntensity /= 50.0f;
|
---|
| 1268 | }
|
---|
| 1269 | break;
|
---|
| 1270 | }
|
---|
| 1271 | case 'N':
|
---|
| 1272 | {
|
---|
| 1273 | bool modify = g_iShadowMethod == 1;
|
---|
| 1274 |
|
---|
| 1275 | g_iShadowMethod = ( g_iShadowMethod - 1 );
|
---|
| 1276 | if( g_iShadowMethod < 0 )
|
---|
| 1277 | {
|
---|
| 1278 | g_iShadowMethod += g_iNumberOfMethods;
|
---|
| 1279 | }
|
---|
| 1280 |
|
---|
| 1281 | g_pTechniquesListComboBox->SetSelectedByIndex( g_iShadowMethod );
|
---|
| 1282 | if( !modify && ( g_iShadowMethod == 1 ) ){
|
---|
| 1283 | g_fLightSize /= 100.0f;
|
---|
| 1284 | g_fIntensity *= 50.0f;
|
---|
| 1285 | }
|
---|
| 1286 | if( modify && !( g_iShadowMethod == 1 ) ){
|
---|
| 1287 | g_fLightSize *= 100.0f;
|
---|
| 1288 | g_fIntensity /= 50.0f;
|
---|
| 1289 | }
|
---|
| 1290 | break;
|
---|
| 1291 | }
|
---|
| 1292 | case 'Z':
|
---|
| 1293 | {
|
---|
| 1294 | g_bSaveFrame = true;
|
---|
| 1295 | break;
|
---|
| 1296 | }
|
---|
| 1297 | }
|
---|
| 1298 | }
|
---|
| 1299 | }
|
---|
| 1300 |
|
---|
| 1301 | //--------------------------------------------------------------------------------------
|
---|
| 1302 | // Mouse handler
|
---|
| 1303 | //--------------------------------------------------------------------------------------
|
---|
| 1304 | void CALLBACK MouseProc( bool bLeftButtonDown, bool bRightButtonDown, bool bMiddleButtonDown, bool bSideButton1Down, bool bSideButton2Down, int nMouseWheelDelta, int xPos, int yPos, void* pUserContext )
|
---|
| 1305 | {
|
---|
| 1306 | g_bRightMouseDown = bRightButtonDown;
|
---|
| 1307 | }
|
---|
| 1308 |
|
---|
| 1309 |
|
---|
| 1310 | //--------------------------------------------------------------------------------------
|
---|
| 1311 | // Handles the GUI events
|
---|
| 1312 | //--------------------------------------------------------------------------------------
|
---|
| 1313 | void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
|
---|
| 1314 | {
|
---|
| 1315 | if( nControlID >= HUNDRED && nControlID <= LAST_SLIDER )
|
---|
| 1316 | {
|
---|
| 1317 | g_iSelectedMenuItem = nControlID - HUNDRED;
|
---|
| 1318 | UpdateParamFromSlider();
|
---|
| 1319 | }
|
---|
| 1320 |
|
---|
| 1321 |
|
---|
| 1322 | switch( nControlID )
|
---|
| 1323 | {
|
---|
| 1324 | case IDC_TOGGLEFULLSCREEN: DXUTToggleFullScreen(); break;
|
---|
| 1325 | case IDC_TOGGLEREF: DXUTToggleREF(); break;
|
---|
| 1326 | case IDC_CHANGEDEVICE: g_SettingsDlg.SetActive( !g_SettingsDlg.IsActive() ); break;
|
---|
| 1327 | case IDC_CHECKBOX:
|
---|
| 1328 | {
|
---|
| 1329 | CDXUTCheckBox *pCheck = (CDXUTCheckBox *)pControl;
|
---|
| 1330 | g_bShowText = pCheck->GetChecked();
|
---|
| 1331 | g_pTechniquesListComboBox->SetVisible( g_bShowText );
|
---|
| 1332 |
|
---|
| 1333 | const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
|
---|
| 1334 | if( !g_bShowText )
|
---|
| 1335 | {
|
---|
| 1336 | g_HUD.SetLocation( pd3dsdBackBuffer->Width-170, -500 );
|
---|
| 1337 | } else
|
---|
| 1338 | {
|
---|
| 1339 | g_HUD.SetLocation( pd3dsdBackBuffer->Width-170, 0 );
|
---|
| 1340 | }
|
---|
| 1341 | break;
|
---|
| 1342 | }
|
---|
| 1343 | case IDC_LIGHTPERSPECTIVE:
|
---|
| 1344 | {
|
---|
| 1345 | CDXUTCheckBox *pCheck = (CDXUTCheckBox *)pControl;
|
---|
| 1346 | g_bCameraPerspective = !pCheck->GetChecked();
|
---|
| 1347 | if( g_bCameraPerspective )
|
---|
| 1348 | {
|
---|
| 1349 | g_CamCamera.SetRotateButtons( true, false, false );
|
---|
| 1350 | g_LightCamera.SetRotateButtons( false, false, true );
|
---|
| 1351 | } else
|
---|
| 1352 | {
|
---|
| 1353 | g_CamCamera.SetRotateButtons( false, false, false );
|
---|
| 1354 | g_LightCamera.SetRotateButtons( true, false, true );
|
---|
| 1355 | }
|
---|
| 1356 |
|
---|
| 1357 | break;
|
---|
| 1358 | }
|
---|
| 1359 |
|
---|
| 1360 | case IDC_PAUSE_CHECKBOX:
|
---|
| 1361 | {
|
---|
| 1362 | CDXUTCheckBox *pCheck = (CDXUTCheckBox *)pControl;
|
---|
| 1363 | g_bPause = pCheck->GetChecked();
|
---|
| 1364 | break;
|
---|
| 1365 | }
|
---|
| 1366 |
|
---|
| 1367 | case IDC_USE_TEXTURE_CHECKBOX:
|
---|
| 1368 | {
|
---|
| 1369 | CDXUTCheckBox *pCheck = (CDXUTCheckBox *)pControl;
|
---|
| 1370 | g_bUseTexture = pCheck->GetChecked();
|
---|
| 1371 | break;
|
---|
| 1372 | }
|
---|
| 1373 |
|
---|
| 1374 | case IDC_METHOD_COMBO_BOX:
|
---|
| 1375 | {
|
---|
| 1376 | bool modify = g_iShadowMethod == 1;
|
---|
| 1377 |
|
---|
| 1378 | g_iShadowMethod = g_pTechniquesListComboBox->FindItem( g_pTechniquesListComboBox->GetSelectedItem()->strText );
|
---|
| 1379 | if( !modify && ( g_iShadowMethod == 1 ) ){
|
---|
| 1380 | g_fLightSize /= 100.0f;
|
---|
| 1381 | g_fIntensity *= 50.0f;
|
---|
| 1382 | }
|
---|
| 1383 | if( modify && !( g_iShadowMethod == 1 ) ){
|
---|
| 1384 | g_fLightSize *= 100.0f;
|
---|
| 1385 | g_fIntensity /= 50.0f;
|
---|
| 1386 | }
|
---|
| 1387 | break;
|
---|
| 1388 | }
|
---|
| 1389 |
|
---|
| 1390 | case IDC_USE_FOCUSING_CHECKBOX:
|
---|
| 1391 | {
|
---|
| 1392 | CDXUTCheckBox *pCheck = (CDXUTCheckBox *)pControl;
|
---|
| 1393 | g_bUseFocusing = pCheck->GetChecked();
|
---|
| 1394 | break;
|
---|
| 1395 | }
|
---|
| 1396 | }
|
---|
| 1397 | }
|
---|
| 1398 |
|
---|
| 1399 |
|
---|
| 1400 | //--------------------------------------------------------------------------------------
|
---|
| 1401 | // This callback function will be called immediately after the Direct3D device has
|
---|
| 1402 | // entered a lost state and before IDirect3DDevice9::Reset is called. Resources created
|
---|
| 1403 | // in the OnResetDevice callback should be released here, which generally includes all
|
---|
| 1404 | // D3DPOOL_DEFAULT resources. See the "Lost Devices" section of the documentation for
|
---|
| 1405 | // information about lost devices.
|
---|
| 1406 | //--------------------------------------------------------------------------------------
|
---|
| 1407 | void CALLBACK OnLostDevice( void* pUserContext )
|
---|
| 1408 | {
|
---|
| 1409 | g_DialogResourceManager.OnLostDevice();
|
---|
| 1410 | g_SettingsDlg.OnLostDevice();
|
---|
| 1411 | if( g_pFont )
|
---|
| 1412 | g_pFont->OnLostDevice();
|
---|
| 1413 | if( g_pFontSmall )
|
---|
| 1414 | g_pFontSmall->OnLostDevice();
|
---|
| 1415 | if( g_pEffect )
|
---|
| 1416 | g_pEffect->OnLostDevice();
|
---|
| 1417 | SAFE_RELEASE(g_pTextSprite);
|
---|
| 1418 |
|
---|
| 1419 | SAFE_RELEASE( g_pShadowMapColorTexture );
|
---|
| 1420 | SAFE_RELEASE( g_pShadowMapColorSurface );
|
---|
| 1421 | SAFE_RELEASE( g_pShadowWeightTexture );
|
---|
| 1422 | SAFE_RELEASE( g_pShadowWeightSurface );
|
---|
| 1423 | SAFE_RELEASE( g_pShadowMapZTexture );
|
---|
| 1424 | SAFE_RELEASE( g_pShadowMapZSurface );
|
---|
| 1425 | SAFE_RELEASE( g_pShadowWeightZTexture );
|
---|
| 1426 | SAFE_RELEASE( g_pShadowWeightZSurface );
|
---|
| 1427 | SAFE_RELEASE( g_pFocusingMapColorTexture );
|
---|
| 1428 | SAFE_RELEASE( g_pFocusingMapColorSurface );
|
---|
| 1429 | SAFE_RELEASE( g_pDefaultTexture );
|
---|
| 1430 | SAFE_RELEASE( g_pMemoryMappedTexture );
|
---|
| 1431 | SAFE_RELEASE( g_pMemoryMappedTextureSurface );
|
---|
| 1432 |
|
---|
| 1433 | for( int i = 0; i < NUM_OBJ; ++i )
|
---|
| 1434 | g_Obj[i].m_Mesh.InvalidateDeviceObjects();
|
---|
| 1435 | g_LightMesh.InvalidateDeviceObjects();
|
---|
| 1436 |
|
---|
| 1437 | SAFE_RELEASE( g_pFullScreenQuadVertexDeclaration );
|
---|
| 1438 | SAFE_RELEASE( g_pFullScreenQuadVertexBuffer );
|
---|
| 1439 | }
|
---|
| 1440 |
|
---|
| 1441 |
|
---|
| 1442 | //--------------------------------------------------------------------------------------
|
---|
| 1443 | // This callback function will be called immediately after the Direct3D device has
|
---|
| 1444 | // been destroyed, which generally happens as a result of application termination or
|
---|
| 1445 | // windowed/full screen toggles. Resources created in the OnCreateDevice callback
|
---|
| 1446 | // should be released here, which generally includes all D3DPOOL_MANAGED resources.
|
---|
| 1447 | //--------------------------------------------------------------------------------------
|
---|
| 1448 | void CALLBACK OnDestroyDevice( void* pUserContext )
|
---|
| 1449 | {
|
---|
| 1450 | g_DialogResourceManager.OnDestroyDevice();
|
---|
| 1451 | g_SettingsDlg.OnDestroyDevice();
|
---|
| 1452 | SAFE_RELEASE( g_pEffect );
|
---|
| 1453 | SAFE_RELEASE( g_pFont );
|
---|
| 1454 | SAFE_RELEASE( g_pFontSmall );
|
---|
| 1455 | SAFE_RELEASE( g_pVertDecl );
|
---|
| 1456 |
|
---|
| 1457 | SAFE_RELEASE( g_pEffect );
|
---|
| 1458 |
|
---|
| 1459 | for( int i = 0; i < NUM_OBJ; ++i )
|
---|
| 1460 | g_Obj[i].m_Mesh.Destroy();
|
---|
| 1461 | g_LightMesh.Destroy();
|
---|
| 1462 | } |
---|