1 | //--------------------------------------------------------------------------------------
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2 | // File: Stochastic_Rad1.cpp
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3 | //
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4 | // 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 "d3ddefs.h"
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10 | #include <ctime>
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11 | #include <fstream>
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12 | #include <vector>
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13 | #include "vector4d.h"
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14 | #include "color.h"
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15 | #include "object.h"
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16 | #include "ObjectVector.h"
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17 | #include "RadiosityAlgorithm.h"
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18 | #include "resource.h"
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19 |
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20 | //#define DEBUG_VS // Uncomment this line to debug vertex shaders
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21 | //#define DEBUG_PS // Uncomment this line to debug pixel shaders
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22 |
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23 |
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24 | //--------------------------------------------------------------------------------------
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25 | // Global variables
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26 | //--------------------------------------------------------------------------------------
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27 | ID3DXFont* g_pFont = NULL; // Font for drawing text
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28 | ID3DXSprite* g_pTextSprite = NULL; // Sprite for batching draw text calls
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29 | ID3DXEffect* g_pEffect = NULL; // D3DX effect interface
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30 | CModelViewerCamera g_Camera; // A model viewing camera
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31 | bool g_bShowHelp = true; // If true, it renders the UI control text
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32 | bool firstRun = false;
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33 | CDXUTDialog g_HUD; // dialog for standard controls
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34 | CDXUTDialog g_SampleUI; // dialog for sample specific controls
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35 | RadiosityAlgorithm* g_RadiosityAlgorithm; // holds algorithm instance
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36 | float xtranslate;
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37 | float ytranslate;
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38 | float ztranslate;
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39 | float xrotate;
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40 | float yrotate;
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41 | float zrotate;
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42 | D3DXVECTOR3 eye;
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43 | D3DXVECTOR3 lookAt;
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44 | int picnum=0;
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45 |
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46 |
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47 | //--------------------------------------------------------------------------------------
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48 | // UI control IDs
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49 | //--------------------------------------------------------------------------------------
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50 | #define IDC_TOGGLEFULLSCREEN 1
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51 | #define IDC_TOGGLEREF 2
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52 | #define IDC_CHANGEDEVICE 3
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53 |
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54 |
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55 |
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56 | //--------------------------------------------------------------------------------------
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57 | // Forward declarations
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58 | //--------------------------------------------------------------------------------------
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59 | bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed );
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60 | void CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps );
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61 | HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc );
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62 | HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc );
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63 | void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime );
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64 | void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime );
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65 | LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing );
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66 | void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown );
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67 | void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl );
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68 | void CALLBACK OnLostDevice();
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69 | void CALLBACK OnDestroyDevice();
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70 |
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71 | void InitApp();
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72 | HRESULT LoadMesh( IDirect3DDevice9* pd3dDevice, WCHAR* strFileName, ID3DXMesh** ppMesh );
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73 | void RenderText();
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74 |
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75 |
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76 | //--------------------------------------------------------------------------------------
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77 | // Entry point to the program. Initializes everything and goes into a message processing
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78 | // loop. Idle time is used to render the scene.
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79 | //--------------------------------------------------------------------------------------
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80 | INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
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81 | {
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82 | // Set the callback functions. These functions allow the sample framework to notify
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83 | // the application about device changes, user input, and windows messages. The
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84 | // callbacks are optional so you need only set callbacks for events you're interested
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85 | // in. However, if you don't handle the device reset/lost callbacks then the sample
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86 | // framework won't be able to reset your device since the application must first
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87 | // release all device resources before resetting. Likewise, if you don't handle the
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88 | // device created/destroyed callbacks then the sample framework won't be able to
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89 | // recreate your device resources.
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90 | DXUTSetCallbackDeviceCreated( OnCreateDevice );
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91 | DXUTSetCallbackDeviceReset( OnResetDevice );
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92 | DXUTSetCallbackDeviceLost( OnLostDevice );
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93 | DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
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94 | DXUTSetCallbackMsgProc( MsgProc );
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95 | DXUTSetCallbackKeyboard( KeyboardProc );
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96 | DXUTSetCallbackFrameRender( OnFrameRender );
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97 | DXUTSetCallbackFrameMove( OnFrameMove );
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98 |
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99 | // Show the cursor and clip it when in full screen
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100 | DXUTSetCursorSettings( true, true );
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101 | //g_RadiosityAlgorithm=new RadiosityAlgorithm(256,256,9,D3DFMT_G16R16F,D3DFMT_A16B16G16R16F,D3DFMT_A32B32G32R32F,D3DFMT_R32F,D3DFMT_D24S8);
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102 | InitApp();
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103 |
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104 | // Initialize the sample framework and create the desired Win32 window and Direct3D
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105 | // device for the application. Calling each of these functions is optional, but they
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106 | // allow you to set several options which control the behavior of the framework.
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107 | DXUTInit( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
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108 | DXUTCreateWindow( L"Stochastic Radiosity" );
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109 | DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 800,600, IsDeviceAcceptable, ModifyDeviceSettings );
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110 |
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111 | // Pass control to the sample framework for handling the message pump and
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112 | // dispatching render calls. The sample framework will call your FrameMove
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113 | // and FrameRender callback when there is idle time between handling window messages.
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114 | DXUTMainLoop();
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115 |
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116 | // Perform any application-level cleanup here. Direct3D device resources are released within the
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117 | // appropriate callback functions and therefore don't require any cleanup code here.
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118 | //SAFE_DELETE(g_RadiosityAlgorithm);
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119 | return DXUTGetExitCode();
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120 | }
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121 |
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122 |
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123 | //--------------------------------------------------------------------------------------
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124 | // Initialize the app
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125 | //--------------------------------------------------------------------------------------
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126 | void InitApp()
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127 | {
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128 | // Initialize dialogs
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129 | g_HUD.SetCallback( OnGUIEvent ); int iY = 10;
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130 | g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 35, iY, 125, 22 );
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131 | g_HUD.AddButton( IDC_TOGGLEREF, L"Toggle REF (F3)", 35, iY += 24, 125, 22 );
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132 | g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 35, iY += 24, 125, 22 );
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133 |
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134 | g_SampleUI.SetCallback( OnGUIEvent ); iY = 10;
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135 | g_SampleUI.AddComboBox( 19, 35, iY += 24, 125, 22 );
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136 | g_SampleUI.GetComboBox( 19 )->AddItem( L"Text1", NULL );
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137 | g_SampleUI.GetComboBox( 19 )->AddItem( L"Text2", NULL );
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138 | g_SampleUI.GetComboBox( 19 )->AddItem( L"Text3", NULL );
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139 | g_SampleUI.GetComboBox( 19 )->AddItem( L"Text4", NULL );
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140 | g_SampleUI.AddCheckBox( 21, L"Checkbox1", 35, iY += 24, 125, 22 );
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141 | g_SampleUI.AddCheckBox( 11, L"Checkbox2", 35, iY += 24, 125, 22 );
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142 | g_SampleUI.AddRadioButton( 12, 1, L"Radio1G1", 35, iY += 24, 125, 22 );
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143 | g_SampleUI.AddRadioButton( 13, 1, L"Radio2G1", 35, iY += 24, 125, 22 );
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144 | g_SampleUI.AddRadioButton( 14, 1, L"Radio3G1", 35, iY += 24, 125, 22 );
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145 | g_SampleUI.GetRadioButton( 14 )->SetChecked( true );
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146 | g_SampleUI.AddButton( 17, L"Button1", 35, iY += 24, 125, 22 );
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147 | g_SampleUI.AddButton( 18, L"Button2", 35, iY += 24, 125, 22 );
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148 | g_SampleUI.AddRadioButton( 15, 2, L"Radio1G2", 35, iY += 24, 125, 22 );
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149 | g_SampleUI.AddRadioButton( 16, 2, L"Radio2G3", 35, iY += 24, 125, 22 );
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150 | g_SampleUI.GetRadioButton( 16 )->SetChecked( true );
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151 | g_SampleUI.AddSlider( 20, 50, iY += 24, 100, 22 );
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152 | g_SampleUI.GetSlider( 20 )->SetRange( 0, 100 );
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153 | g_SampleUI.GetSlider( 20 )->SetValue( 50 );
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154 | // g_SampleUI.AddEditBox( 20, L"Test", 35, iY += 24, 125, 22 );
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155 | }
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156 |
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157 |
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158 | //--------------------------------------------------------------------------------------
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159 | // Called during device initialization, this code checks the device for some
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160 | // minimum set of capabilities, and rejects those that don't pass by returning false.
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161 | //--------------------------------------------------------------------------------------
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162 | bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
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163 | D3DFORMAT BackBufferFormat, bool bWindowed )
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164 | {
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165 | // Skip backbuffer formats that don't support alpha blending
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166 | IDirect3D9* pD3D = DXUTGetD3DObject();
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167 | if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
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168 | AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
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169 | D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
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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 | // the sample framework 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 | void CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps )
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185 | {
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186 | // If device doesn't support HW T&L or doesn't support 1.1 vertex shaders in HW
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187 | // then switch to SWVP.
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188 | if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 ||
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189 | pCaps->VertexShaderVersion < D3DVS_VERSION(1,1) )
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190 | {
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191 | pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
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192 | }
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193 | else
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194 | {
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195 | pDeviceSettings->BehaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
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196 | }
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197 |
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198 | // This application is designed to work on a pure device by not using
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199 | // IDirect3D9::Get*() methods, so create a pure device if supported and using HWVP.
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200 | if ((pCaps->DevCaps & D3DDEVCAPS_PUREDEVICE) != 0 &&
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201 | (pDeviceSettings->BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING) != 0 )
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202 | pDeviceSettings->BehaviorFlags |= D3DCREATE_PUREDEVICE;
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203 |
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204 | // Debugging vertex shaders requires either REF or software vertex processing
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205 | // and debugging pixel shaders requires REF.
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206 | #ifdef DEBUG_VS
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207 | if( pDeviceSettings->DeviceType != D3DDEVTYPE_REF )
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208 | {
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209 | pDeviceSettings->BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
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210 | pDeviceSettings->BehaviorFlags &= ~D3DCREATE_PUREDEVICE;
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211 | pDeviceSettings->BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
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212 | }
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213 | #endif
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214 | #ifdef DEBUG_PS
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215 | pDeviceSettings->DeviceType = D3DDEVTYPE_REF;
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216 | #endif
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217 |
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218 | }
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219 |
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220 |
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221 | //--------------------------------------------------------------------------------------
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222 | // This callback function will be called immediately after the Direct3D device has been
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223 | // created, which will happen during application initialization and windowed/full screen
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224 | // toggles. This is the best location to create D3DPOOL_MANAGED resources since these
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225 | // resources need to be reloaded whenever the device is destroyed. Resources created
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226 | // here should be released in the OnDestroyDevice callback.
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227 | //--------------------------------------------------------------------------------------
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228 | HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc )
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229 | {
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230 | HRESULT hr;
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231 | eye.x=0;
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232 | eye.y=0.5;
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233 | eye.z=15.0f;
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234 | lookAt.x=0;
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235 | lookAt.y=0.5f;
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236 | lookAt.z=10.0f;
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237 | // Initialize the font
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238 | V_RETURN( D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
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239 | OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
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240 | L"Arial", &g_pFont ) );
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241 |
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242 | D3DXVECTOR3 vecEye(0.0f, 0.0f, -5.0f);
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243 | D3DXVECTOR3 vecAt (0.0f, 0.0f, -0.0f);
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244 | g_Camera.SetViewParams( &vecEye, &vecAt );
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245 | /*
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246 | g_RadiosityAlgorithm->initObjects(pd3dDevice);
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247 |
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248 | g_RadiosityAlgorithm->doOriginalVisibilityMapPass(false,L"origvismap.hdr");
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249 | */
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250 |
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251 | return S_OK;
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252 | }
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253 |
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254 |
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255 | //--------------------------------------------------------------------------------------
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256 | // This function loads the mesh and ensures the mesh has normals; it also optimizes the
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257 | // mesh for the graphics card's vertex cache, which improves performance by organizing
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258 | // the internal triangle list for less cache misses.
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259 | //--------------------------------------------------------------------------------------
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260 | HRESULT LoadMesh( IDirect3DDevice9* pd3dDevice, WCHAR* strFileName, ID3DXMesh** ppMesh )
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261 | {
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262 | ID3DXMesh* pMesh = NULL;
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263 | WCHAR str[MAX_PATH];
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264 | HRESULT hr;
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265 |
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266 | // Load the mesh with D3DX and get back a ID3DXMesh*. For this
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267 | // sample we'll ignore the X file's embedded materials since we know
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268 | // exactly the model we're loading. See the mesh samples such as
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269 | // "OptimizedMesh" for a more generic mesh loading example.
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270 | V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, strFileName ) );
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271 |
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272 | V_RETURN( D3DXLoadMeshFromX(str, D3DXMESH_MANAGED, pd3dDevice, NULL, NULL, NULL, NULL, &pMesh) );
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273 |
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274 | DWORD *rgdwAdjacency = NULL;
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275 |
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276 | // Make sure there are normals which are required for lighting
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277 | if( !(pMesh->GetFVF() & D3DFVF_NORMAL) )
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278 | {
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279 | ID3DXMesh* pTempMesh;
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280 | V( pMesh->CloneMeshFVF( pMesh->GetOptions(),
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281 | pMesh->GetFVF() | D3DFVF_NORMAL,
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282 | pd3dDevice, &pTempMesh ) );
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283 | V( D3DXComputeNormals( pTempMesh, NULL ) );
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284 |
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285 | SAFE_RELEASE( pMesh );
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286 | pMesh = pTempMesh;
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287 | }
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288 |
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289 | // Optimize the mesh for this graphics card's vertex cache
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290 | // so when rendering the mesh's triangle list the vertices will
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291 | // cache hit more often so it won't have to re-execute the vertex shader
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292 | // on those vertices so it will improve perf.
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293 | rgdwAdjacency = new DWORD[pMesh->GetNumFaces() * 3];
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294 | if( rgdwAdjacency == NULL )
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295 | return E_OUTOFMEMORY;
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296 | V( pMesh->ConvertPointRepsToAdjacency(NULL, rgdwAdjacency) );
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297 | V( pMesh->OptimizeInplace(D3DXMESHOPT_VERTEXCACHE, rgdwAdjacency, NULL, NULL, NULL) );
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298 | delete []rgdwAdjacency;
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299 |
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300 | *ppMesh = pMesh;
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301 |
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302 | return S_OK;
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303 | }
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304 |
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305 |
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306 | //--------------------------------------------------------------------------------------
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307 | // This callback function will be called immediately after the Direct3D device has been
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308 | // reset, which will happen after a lost device scenario. This is the best location to
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309 | // create D3DPOOL_DEFAULT resources since these resources need to be reloaded whenever
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310 | // the device is lost. Resources created here should be released in the OnLostDevice
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311 | // callback.
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312 | //--------------------------------------------------------------------------------------
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313 | HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
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314 | const D3DSURFACE_DESC* pBackBufferSurfaceDesc )
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315 | {
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316 | HRESULT hr;
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317 |
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318 | if( g_pFont )
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319 | V_RETURN( g_pFont->OnResetDevice() );
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320 | if( g_pEffect )
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321 | V_RETURN( g_pEffect->OnResetDevice() );
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322 |
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323 | // Create a sprite to help batch calls when drawing many lines of text
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324 | V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );
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325 |
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326 | // Setup the camera's projection parameters
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327 | float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
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328 | g_Camera.SetProjParams( D3DX_PI/4, fAspectRatio, 0.1f, 1000.0f );
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329 | g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
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330 |
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331 | g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-170, 0 );
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332 | g_HUD.SetSize( 170, 170 );
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333 | g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width-170, pBackBufferSurfaceDesc->Height-350 );
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334 | g_SampleUI.SetSize( 170, 300 );
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335 |
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336 | return S_OK;
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337 | }
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338 |
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339 |
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340 | //--------------------------------------------------------------------------------------
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341 | // This callback function will be called once at the beginning of every frame. This is the
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342 | // best location for your application to handle updates to the scene, but is not
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343 | // intended to contain actual rendering calls, which should instead be placed in the
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344 | // OnFrameRender callback.
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345 | //--------------------------------------------------------------------------------------
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346 | void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime )
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347 | {
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348 | // Update the camera's position based on user input
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349 | g_Camera.FrameMove( fElapsedTime );
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350 | }
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351 |
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352 |
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353 | //--------------------------------------------------------------------------------------
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354 | // This callback function will be called at the end of every frame to perform all the
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355 | // rendering calls for the scene, and it will also be called if the window needs to be
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356 | // repainted. After this function has returned, the sample framework will call
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357 | // IDirect3DDevice9::Present to display the contents of the next buffer in the swap chain
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358 | //--------------------------------------------------------------------------------------
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359 | void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime )
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360 | {
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361 | HRESULT hr;
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362 | UINT iterationCount=5000;
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363 | srand(256);
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364 | /*
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365 | if(!firstRun){
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366 |
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367 | if(picnum<20){
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368 | xtranslate-=0.1f;
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369 | }
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370 | if((picnum<40)&&(picnum>=20)){
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371 | ztranslate+=0.1f;
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372 | }
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373 |
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374 | if((picnum<60)&&(picnum>=40)){
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375 | ytranslate+=0.1f;
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376 | }
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377 |
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378 |
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379 | picnum=10;
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380 | //ztranslate=(picnum-8)*(0.1f);
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381 | //ytranslate=(picnum-8)*(0.1f);
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382 | xtranslate=-0.7f;
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383 | g_RadiosityAlgorithm->moveObjects(xtranslate,ytranslate,ztranslate);
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384 | hr=g_RadiosityAlgorithm->doEmissionMapPass(false,L"emissionMap.hdr");
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385 | hr=g_RadiosityAlgorithm->iterate(iterationCount,-1);
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386 | hr=g_RadiosityAlgorithm->doRadiosityAveragingPass(false,L"finalRadMap.hdr",iterationCount);
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387 | firstRun=true;
|
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388 | }
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389 |
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390 | g_RadiosityAlgorithm->moveCamera(eye.x,eye.y,eye.z,lookAt.x,lookAt.y,lookAt.z);
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391 | */
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392 | LPTSTR buffer=(LPTSTR)new TCHAR[200];
|
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393 |
|
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394 | wsprintf(buffer,L"picture%i.bmp",iterationCount);
|
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395 | /*
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396 | hr=g_RadiosityAlgorithm->doFinalPicturePass(true,buffer);
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397 | */
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398 | delete [] buffer;
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399 | //pd3dDevice->Present(NULL,NULL,NULL,NULL);
|
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400 | }
|
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401 |
|
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402 |
|
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403 | //--------------------------------------------------------------------------------------
|
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404 | // Render the help and statistics text. This function uses the ID3DXFont interface for
|
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405 | // efficient text rendering.
|
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406 | //--------------------------------------------------------------------------------------
|
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407 | void RenderText()
|
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408 | {
|
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409 | // The helper object simply helps keep track of text position, and color
|
---|
410 | // and then it calls pFont->DrawText( m_pSprite, strMsg, -1, &rc, DT_NOCLIP, m_clr );
|
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411 | // If NULL is passed in as the sprite object, then it will work however the
|
---|
412 | // pFont->DrawText() will not be batched together. Batching calls will improves performance.
|
---|
413 | const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
|
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414 | CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );
|
---|
415 |
|
---|
416 | // Output statistics
|
---|
417 | txtHelper.Begin();
|
---|
418 | txtHelper.SetInsertionPos( 5, 5 );
|
---|
419 | txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
|
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420 | txtHelper.DrawTextLine( DXUTGetFrameStats() );
|
---|
421 | txtHelper.DrawTextLine( DXUTGetDeviceStats() );
|
---|
422 |
|
---|
423 | txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
|
---|
424 | txtHelper.DrawTextLine( L"Put whatever misc status here" );
|
---|
425 |
|
---|
426 | // Draw help
|
---|
427 | if( g_bShowHelp )
|
---|
428 | {
|
---|
429 | txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*6 );
|
---|
430 | txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 0.75f, 0.0f, 1.0f ) );
|
---|
431 | txtHelper.DrawTextLine( L"Controls (F1 to hide):" );
|
---|
432 |
|
---|
433 | txtHelper.SetInsertionPos( 40, pd3dsdBackBuffer->Height-15*5 );
|
---|
434 | txtHelper.DrawTextLine( L"Blah: X\n"
|
---|
435 | L"Quit: ESC" );
|
---|
436 | }
|
---|
437 | else
|
---|
438 | {
|
---|
439 | txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*2 );
|
---|
440 | txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
|
---|
441 | txtHelper.DrawTextLine( L"Press F1 for help" );
|
---|
442 | }
|
---|
443 | txtHelper.End();
|
---|
444 | }
|
---|
445 |
|
---|
446 |
|
---|
447 | //--------------------------------------------------------------------------------------
|
---|
448 | // Before handling window messages, the sample framework passes incoming windows
|
---|
449 | // messages to the application through this callback function. If the application sets
|
---|
450 | // *pbNoFurtherProcessing to TRUE, then the sample framework will not process this message.
|
---|
451 | //--------------------------------------------------------------------------------------
|
---|
452 | LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing )
|
---|
453 | {
|
---|
454 | // Give the dialogs a chance to handle the message first
|
---|
455 | *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
|
---|
456 | if( *pbNoFurtherProcessing )
|
---|
457 | return 0;
|
---|
458 | *pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
|
---|
459 | if( *pbNoFurtherProcessing )
|
---|
460 | return 0;
|
---|
461 |
|
---|
462 | // Pass all remaining windows messages to camera so it can respond to user input
|
---|
463 | g_Camera.HandleMessages( hWnd, uMsg, wParam, lParam );
|
---|
464 |
|
---|
465 | return 0;
|
---|
466 | }
|
---|
467 |
|
---|
468 |
|
---|
469 | //--------------------------------------------------------------------------------------
|
---|
470 | // As a convenience, the sample framework inspects the incoming windows messages for
|
---|
471 | // keystroke messages and decodes the message parameters to pass relevant keyboard
|
---|
472 | // messages to the application. The framework does not remove the underlying keystroke
|
---|
473 | // messages, which are still passed to the application's MsgProc callback.
|
---|
474 | //--------------------------------------------------------------------------------------
|
---|
475 | void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown )
|
---|
476 | {
|
---|
477 | if( bKeyDown )
|
---|
478 | {
|
---|
479 | switch( nChar )
|
---|
480 | {
|
---|
481 | case VK_F1: g_bShowHelp = !g_bShowHelp; break;
|
---|
482 | case VK_NUMPAD8: eye.z-=0.1f; lookAt.z-=0.1f; break;
|
---|
483 | case VK_NUMPAD2: eye.z+=0.1f; lookAt.z+=0.1f; break;
|
---|
484 | case VK_NUMPAD4: eye.x+=0.1f; lookAt.x+=0.1f; break;
|
---|
485 | case VK_NUMPAD6: eye.x-=0.1f; lookAt.x-=0.1f; break;
|
---|
486 | case 'H': ytranslate+=0.01f; break;
|
---|
487 | case 'N': ytranslate-=0.01f; break;
|
---|
488 | case 'W': ztranslate+=0.01f; break;
|
---|
489 | case 'A': ztranslate-=0.01f; break;
|
---|
490 | case 'S': xtranslate+=0.01f; break;
|
---|
491 | case 'D': xtranslate-=0.01f; break;
|
---|
492 |
|
---|
493 | }
|
---|
494 | }
|
---|
495 | }
|
---|
496 |
|
---|
497 |
|
---|
498 | //--------------------------------------------------------------------------------------
|
---|
499 | // Handles the GUI events
|
---|
500 | //--------------------------------------------------------------------------------------
|
---|
501 | void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl )
|
---|
502 | {
|
---|
503 | switch( nControlID )
|
---|
504 | {
|
---|
505 | case IDC_TOGGLEFULLSCREEN: DXUTToggleFullScreen(); break;
|
---|
506 | case IDC_TOGGLEREF: DXUTToggleREF(); break;
|
---|
507 | case IDC_CHANGEDEVICE: DXUTSetShowSettingsDialog( !DXUTGetShowSettingsDialog() ); break;
|
---|
508 | }
|
---|
509 | }
|
---|
510 |
|
---|
511 |
|
---|
512 | //--------------------------------------------------------------------------------------
|
---|
513 | // This callback function will be called immediately after the Direct3D device has
|
---|
514 | // entered a lost state and before IDirect3DDevice9::Reset is called. Resources created
|
---|
515 | // in the OnResetDevice callback should be released here, which generally includes all
|
---|
516 | // D3DPOOL_DEFAULT resources. See the "Lost Devices" section of the documentation for
|
---|
517 | // information about lost devices.
|
---|
518 | //--------------------------------------------------------------------------------------
|
---|
519 | void CALLBACK OnLostDevice()
|
---|
520 | {
|
---|
521 | if( g_pFont )
|
---|
522 | g_pFont->OnLostDevice();
|
---|
523 | if( g_pEffect )
|
---|
524 | g_pEffect->OnLostDevice();
|
---|
525 | SAFE_RELEASE( g_pTextSprite );
|
---|
526 | }
|
---|
527 |
|
---|
528 |
|
---|
529 | //--------------------------------------------------------------------------------------
|
---|
530 | // This callback function will be called immediately after the Direct3D device has
|
---|
531 | // been destroyed, which generally happens as a result of application termination or
|
---|
532 | // windowed/full screen toggles. Resources created in the OnCreateDevice callback
|
---|
533 | // should be released here, which generally includes all D3DPOOL_MANAGED resources.
|
---|
534 | //--------------------------------------------------------------------------------------
|
---|
535 | void CALLBACK OnDestroyDevice()
|
---|
536 | {
|
---|
537 | /*
|
---|
538 | g_RadiosityAlgorithm->deleteObjects();
|
---|
539 | SAFE_RELEASE( g_pEffect );
|
---|
540 | SAFE_RELEASE( g_pFont );
|
---|
541 | */
|
---|
542 | }
|
---|
543 |
|
---|
544 |
|
---|
545 |
|
---|