1 | //--------------------------------------------------------------------------------------
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2 | // File: Stochastic_3.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 "resource.h"
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11 | #include <ctime>
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12 | #include <fstream>
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13 | #include <vector>
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14 | #include "vector4d.h"
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15 | #include "color.h"
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16 | #include "object.h"
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17 | #include "ObjectVector.h"
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18 | #include "RadiosityAlgorithm.h"
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19 | #include "resource.h"
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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 | RadiosityAlgorithm* g_RadiosityAlgorithm; // holds algorithm instance
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33 | bool isFirstRun = true;
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34 | //CDXUTDialog g_HUD; // dialog for standard controls
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35 | //CDXUTDialog g_SampleUI; // dialog for sample specific controls
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36 | D3DXVECTOR3 eye;
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37 | D3DXVECTOR3 lookAt;
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38 |
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39 | //--------------------------------------------------------------------------------------
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40 | // UI control IDs
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41 | //--------------------------------------------------------------------------------------
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42 | #define IDC_TOGGLEFULLSCREEN 1
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43 | #define IDC_TOGGLEREF 2
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44 | #define IDC_CHANGEDEVICE 3
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45 |
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46 |
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47 |
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48 | //--------------------------------------------------------------------------------------
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49 | // Forward declarations
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50 | //--------------------------------------------------------------------------------------
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51 | bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed );
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52 | void CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps );
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53 | HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc );
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54 | HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc );
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55 | void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime );
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56 | void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime );
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57 | LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing );
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58 | void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown );
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59 | void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl );
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60 | void CALLBACK OnLostDevice();
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61 | void CALLBACK OnDestroyDevice();
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62 |
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63 | void InitApp();
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64 | HRESULT LoadMesh( IDirect3DDevice9* pd3dDevice, WCHAR* strFileName, ID3DXMesh** ppMesh );
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65 | void RenderText();
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66 |
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67 |
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68 | //--------------------------------------------------------------------------------------
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69 | // Entry point to the program. Initializes everything and goes into a message processing
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70 | // loop. Idle time is used to render the scene.
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71 | //--------------------------------------------------------------------------------------
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72 | INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
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73 | {
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74 | g_RadiosityAlgorithm=new RadiosityAlgorithm(256,256,9,D3DFMT_G16R16F,D3DFMT_A16B16G16R16F,D3DFMT_A32B32G32R32F,D3DFMT_R32F,D3DFMT_D24S8);
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75 | // Set the callback functions. These functions allow the sample framework to notify
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76 | // the application about device changes, user input, and windows messages. The
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77 | // callbacks are optional so you need only set callbacks for events you're interested
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78 | // in. However, if you don't handle the device reset/lost callbacks then the sample
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79 | // framework won't be able to reset your device since the application must first
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80 | // release all device resources before resetting. Likewise, if you don't handle the
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81 | // device created/destroyed callbacks then the sample framework won't be able to
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82 | // recreate your device resources.
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83 | DXUTSetCallbackDeviceCreated( OnCreateDevice );
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84 | DXUTSetCallbackDeviceReset( OnResetDevice );
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85 | DXUTSetCallbackDeviceLost( OnLostDevice );
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86 | DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
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87 | DXUTSetCallbackMsgProc( MsgProc );
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88 | DXUTSetCallbackKeyboard( KeyboardProc );
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89 | DXUTSetCallbackFrameRender( OnFrameRender );
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90 | DXUTSetCallbackFrameMove( OnFrameMove );
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91 |
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92 | // Show the cursor and clip it when in full screen
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93 | DXUTSetCursorSettings( true, true );
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94 |
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95 | InitApp();
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96 |
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97 | // Initialize the sample framework and create the desired Win32 window and Direct3D
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98 | // device for the application. Calling each of these functions is optional, but they
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99 | // allow you to set several options which control the behavior of the framework.
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100 | DXUTInit( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
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101 | DXUTCreateWindow( L"Stochastic_3" );
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102 | DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 800, 600, IsDeviceAcceptable, ModifyDeviceSettings );
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103 |
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104 |
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105 |
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106 |
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107 | // Pass control to the sample framework for handling the message pump and
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108 | // dispatching render calls. The sample framework will call your FrameMove
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109 | // and FrameRender callback when there is idle time between handling window messages.
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110 | DXUTMainLoop();
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111 |
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112 | // Perform any application-level cleanup here. Direct3D device resources are released within the
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113 | // appropriate callback functions and therefore don't require any cleanup code here.
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114 |
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115 | return DXUTGetExitCode();
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116 | }
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117 |
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118 |
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119 | //--------------------------------------------------------------------------------------
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120 | // Initialize the app
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121 | //--------------------------------------------------------------------------------------
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122 | void InitApp()
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123 | {
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124 |
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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 )
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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 | return true;
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143 | }
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144 |
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145 |
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146 | //--------------------------------------------------------------------------------------
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147 | // This callback function is called immediately before a device is created to allow the
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148 | // application to modify the device settings. The supplied pDeviceSettings parameter
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149 | // contains the settings that the framework has selected for the new device, and the
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150 | // application can make any desired changes directly to this structure. Note however that
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151 | // the sample framework will not correct invalid device settings so care must be taken
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152 | // to return valid device settings, otherwise IDirect3D9::CreateDevice() will fail.
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153 | //--------------------------------------------------------------------------------------
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154 | void CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps )
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155 | {
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156 | // If device doesn't support HW T&L or doesn't support 1.1 vertex shaders in HW
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157 | // then switch to SWVP.
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158 | if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 ||
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159 | pCaps->VertexShaderVersion < D3DVS_VERSION(1,1) )
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160 | {
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161 | pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
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162 | }
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163 | else
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164 | {
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165 | pDeviceSettings->BehaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
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166 | }
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167 |
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168 | // This application is designed to work on a pure device by not using
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169 | // IDirect3D9::Get*() methods, so create a pure device if supported and using HWVP.
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170 | if ((pCaps->DevCaps & D3DDEVCAPS_PUREDEVICE) != 0 &&
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171 | (pDeviceSettings->BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING) != 0 )
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172 | pDeviceSettings->BehaviorFlags |= D3DCREATE_PUREDEVICE;
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173 |
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174 | // Debugging vertex shaders requires either REF or software vertex processing
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175 | // and debugging pixel shaders requires REF.
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176 | #ifdef DEBUG_VS
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177 | if( pDeviceSettings->DeviceType != D3DDEVTYPE_REF )
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178 | {
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179 | pDeviceSettings->BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
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180 | pDeviceSettings->BehaviorFlags &= ~D3DCREATE_PUREDEVICE;
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181 | pDeviceSettings->BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
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182 | }
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183 | #endif
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184 | #ifdef DEBUG_PS
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185 | pDeviceSettings->DeviceType = D3DDEVTYPE_REF;
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186 | #endif
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187 | }
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188 |
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189 |
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190 | //--------------------------------------------------------------------------------------
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191 | // This callback function will be called immediately after the Direct3D device has been
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192 | // created, which will happen during application initialization and windowed/full screen
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193 | // toggles. This is the best location to create D3DPOOL_MANAGED resources since these
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194 | // resources need to be reloaded whenever the device is destroyed. Resources created
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195 | // here should be released in the OnDestroyDevice callback.
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196 | //--------------------------------------------------------------------------------------
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197 | HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc )
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198 | {
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199 | HRESULT hr;
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200 | eye.x=0;
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201 | eye.y=0.5;
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202 | eye.z=15.0f;
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203 | lookAt.x=0;
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204 | lookAt.y=0.5f;
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205 | lookAt.z=10.0f;
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206 | g_RadiosityAlgorithm->initObjects(pd3dDevice);
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207 | g_RadiosityAlgorithm->doOriginalVisibilityMapPass(true,L"origvismap.hdr");
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208 | return S_OK;
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209 | }
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210 |
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211 |
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212 | //--------------------------------------------------------------------------------------
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213 | // This function loads the mesh and ensures the mesh has normals; it also optimizes the
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214 | // mesh for the graphics card's vertex cache, which improves performance by organizing
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215 | // the internal triangle list for less cache misses.
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216 | //--------------------------------------------------------------------------------------
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217 | HRESULT LoadMesh( IDirect3DDevice9* pd3dDevice, WCHAR* strFileName, ID3DXMesh** ppMesh )
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218 | {
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219 | ID3DXMesh* pMesh = NULL;
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220 | WCHAR str[MAX_PATH];
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221 | HRESULT hr;
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222 |
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223 | // Load the mesh with D3DX and get back a ID3DXMesh*. For this
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224 | // sample we'll ignore the X file's embedded materials since we know
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225 | // exactly the model we're loading. See the mesh samples such as
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226 | // "OptimizedMesh" for a more generic mesh loading example.
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227 | V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, strFileName ) );
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228 |
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229 | V_RETURN( D3DXLoadMeshFromX(str, D3DXMESH_MANAGED, pd3dDevice, NULL, NULL, NULL, NULL, &pMesh) );
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230 |
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231 | DWORD *rgdwAdjacency = NULL;
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232 |
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233 | // Make sure there are normals which are required for lighting
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234 | if( !(pMesh->GetFVF() & D3DFVF_NORMAL) )
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235 | {
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236 | ID3DXMesh* pTempMesh;
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237 | V( pMesh->CloneMeshFVF( pMesh->GetOptions(),
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238 | pMesh->GetFVF() | D3DFVF_NORMAL,
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239 | pd3dDevice, &pTempMesh ) );
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240 | V( D3DXComputeNormals( pTempMesh, NULL ) );
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241 |
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242 | SAFE_RELEASE( pMesh );
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243 | pMesh = pTempMesh;
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244 | }
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245 |
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246 | // Optimize the mesh for this graphics card's vertex cache
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247 | // so when rendering the mesh's triangle list the vertices will
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248 | // cache hit more often so it won't have to re-execute the vertex shader
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249 | // on those vertices so it will improve perf.
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250 | rgdwAdjacency = new DWORD[pMesh->GetNumFaces() * 3];
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251 | if( rgdwAdjacency == NULL )
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252 | return E_OUTOFMEMORY;
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253 | V( pMesh->ConvertPointRepsToAdjacency(NULL, rgdwAdjacency) );
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254 | V( pMesh->OptimizeInplace(D3DXMESHOPT_VERTEXCACHE, rgdwAdjacency, NULL, NULL, NULL) );
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255 | delete []rgdwAdjacency;
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256 |
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257 | *ppMesh = pMesh;
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258 |
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259 | return S_OK;
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260 | }
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261 |
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262 |
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263 | //--------------------------------------------------------------------------------------
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264 | // This callback function will be called immediately after the Direct3D device has been
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265 | // reset, which will happen after a lost device scenario. This is the best location to
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266 | // create D3DPOOL_DEFAULT resources since these resources need to be reloaded whenever
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267 | // the device is lost. Resources created here should be released in the OnLostDevice
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268 | // callback.
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269 | //--------------------------------------------------------------------------------------
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270 | HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
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271 | const D3DSURFACE_DESC* pBackBufferSurfaceDesc )
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272 | {
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273 | HRESULT hr;
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274 |
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275 | return S_OK;
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276 | }
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277 |
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278 |
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279 | //--------------------------------------------------------------------------------------
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280 | // This callback function will be called once at the beginning of every frame. This is the
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281 | // best location for your application to handle updates to the scene, but is not
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282 | // intended to contain actual rendering calls, which should instead be placed in the
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283 | // OnFrameRender callback.
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284 | //--------------------------------------------------------------------------------------
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285 | void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime )
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286 | {
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287 |
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288 | }
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289 |
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290 |
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291 | //--------------------------------------------------------------------------------------
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292 | // This callback function will be called at the end of every frame to perform all the
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293 | // rendering calls for the scene, and it will also be called if the window needs to be
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294 | // repainted. After this function has returned, the sample framework will call
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295 | // IDirect3DDevice9::Present to display the contents of the next buffer in the swap chain
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296 | //--------------------------------------------------------------------------------------
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297 | void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime )
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298 | {
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299 | HRESULT hr;
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300 | int iterationCount=200;
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301 | if(isFirstRun){
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302 | hr=g_RadiosityAlgorithm->doEmissionMapPass(false,L"emissionMap.hdr");
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303 |
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304 | hr=g_RadiosityAlgorithm->iterate(iterationCount,-1);
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305 |
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306 | hr=g_RadiosityAlgorithm->doRadiosityAveragingPass(false,L"finalRadMap.hdr",iterationCount);
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307 |
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308 | isFirstRun=false;
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309 | }
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310 |
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311 | LPTSTR buffer=(LPTSTR)new TCHAR[200];
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312 |
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313 | wsprintf(buffer,L"picture%i.bmp",iterationCount);
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314 |
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315 | hr=g_RadiosityAlgorithm->moveCamera(eye.x,eye.y,eye.z,lookAt.x,lookAt.y,lookAt.z);
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316 | hr=g_RadiosityAlgorithm->doFinalPicturePass(false,buffer);
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317 |
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318 | }
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319 |
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320 |
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321 | //--------------------------------------------------------------------------------------
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322 | // Render the help and statistics text. This function uses the ID3DXFont interface for
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323 | // efficient text rendering.
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324 | //--------------------------------------------------------------------------------------
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325 | void RenderText()
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326 | {
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327 |
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328 | }
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329 |
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330 |
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331 | //--------------------------------------------------------------------------------------
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332 | // Before handling window messages, the sample framework passes incoming windows
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333 | // messages to the application through this callback function. If the application sets
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334 | // *pbNoFurtherProcessing to TRUE, then the sample framework will not process this message.
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335 | //--------------------------------------------------------------------------------------
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336 | LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing )
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337 | {
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338 |
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339 |
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340 | return 0;
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341 | }
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342 |
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343 |
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344 | //--------------------------------------------------------------------------------------
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345 | // As a convenience, the sample framework inspects the incoming windows messages for
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346 | // keystroke messages and decodes the message parameters to pass relevant keyboard
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347 | // messages to the application. The framework does not remove the underlying keystroke
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348 | // messages, which are still passed to the application's MsgProc callback.
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349 | //--------------------------------------------------------------------------------------
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350 | void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown )
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351 | {
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352 | if( bKeyDown )
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353 | {
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354 | switch( nChar )
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355 | {
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356 | case VK_F1: g_bShowHelp = !g_bShowHelp; break;
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357 | }
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358 | }
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359 | }
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360 |
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361 |
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362 | //--------------------------------------------------------------------------------------
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363 | // Handles the GUI events
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364 | //--------------------------------------------------------------------------------------
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365 | void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl )
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366 | {
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367 |
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368 | }
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369 |
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370 |
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371 | //--------------------------------------------------------------------------------------
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372 | // This callback function will be called immediately after the Direct3D device has
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373 | // entered a lost state and before IDirect3DDevice9::Reset is called. Resources created
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374 | // in the OnResetDevice callback should be released here, which generally includes all
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375 | // D3DPOOL_DEFAULT resources. See the "Lost Devices" section of the documentation for
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376 | // information about lost devices.
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377 | //--------------------------------------------------------------------------------------
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378 | void CALLBACK OnLostDevice()
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379 | {
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380 |
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381 | }
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382 |
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383 |
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384 | //--------------------------------------------------------------------------------------
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385 | // This callback function will be called immediately after the Direct3D device has
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386 | // been destroyed, which generally happens as a result of application termination or
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387 | // windowed/full screen toggles. Resources created in the OnCreateDevice callback
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388 | // should be released here, which generally includes all D3DPOOL_MANAGED resources.
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389 | //--------------------------------------------------------------------------------------
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390 | void CALLBACK OnDestroyDevice()
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391 | {
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392 | g_RadiosityAlgorithm->deleteObjects();
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393 | SAFE_DELETE(g_RadiosityAlgorithm);
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394 | }
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395 |
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396 |
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397 |
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