Stilllegung des Forums
Das Forum wurde am 05.06.2023 nach über 20 Jahren stillgelegt (weitere Informationen und ein kleiner Rückblick).
Registrierungen, Anmeldungen und Postings sind nicht mehr möglich. Öffentliche Inhalte sind weiterhin zugänglich.
Das Team von spieleprogrammierer.de bedankt sich bei der Community für die vielen schönen Jahre.
Wenn du eine deutschsprachige Spieleentwickler-Community suchst, schau doch mal im Discord und auf ZFX vorbei!
Werbeanzeige
C-/C++-Quelltext |
|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 |
//-------------------------------------------------------------------------------------- // File: SimpleSample11.cpp // // Starting point for new Direct3D 11 samples. For a more basic starting point, // use the EmptyProject11 sample instead. // // Copyright (c) Microsoft Corporation. All rights reserved. //-------------------------------------------------------------------------------------- #include "DXUT.h" #include "DXUTgui.h" #include "DXUTmisc.h" #include "DXUTCamera.h" #include "DXUTSettingsDlg.h" #include "SDKmisc.h" #include "SDKmesh.h" #include "resource.h" #include "d3dx11effect.h" //#define DEBUG_VS // Uncomment this line to debug D3D9 vertex shaders //#define DEBUG_PS // Uncomment this line to debug D3D9 pixel shaders //-------------------------------------------------------------------------------------- // Global variables //-------------------------------------------------------------------------------------- CModelViewerCamera g_Camera; // A model viewing camera CDXUTDialogResourceManager g_DialogResourceManager; // manager for shared resources of dialogs CD3DSettingsDlg g_SettingsDlg; // Device settings dialog CDXUTTextHelper* g_pTxtHelper = NULL; CDXUTDialog g_HUD; // dialog for standard controls CDXUTDialog g_SampleUI; // dialog for sample specific controls // Direct3D 9 resources extern ID3DXFont* g_pFont9; extern ID3DXSprite* g_pSprite9; // Direct3D 11 resources ID3D11VertexShader* g_pVertexShader11 = NULL; ID3D11PixelShader* g_pPixelShader11 = NULL; ID3D11InputLayout* g_pLayout11 = NULL; ID3D11SamplerState* g_pSamLinear = NULL; //------------------------------------------------------------------------------------- //Eigene //------------------------------------------------------------------------------------- //Effekt und Technique ID3DX11Effect* g_pEffect = NULL; ID3DX11EffectTechnique* g_pTechnique = NULL; //Effektvariablen ID3DX11EffectMatrixVariable* g_pmWorldViewProj = NULL; ID3DX11EffectMatrixVariable* g_pmWorld = NULL; //Material ID3DX11EffectVectorVariable* g_pDiffuseVariable = NULL; //Textur ID3D11ShaderResourceView* g_pRV = NULL; ID3DX11EffectShaderResourceVariable* g_ptxDiffuseVariable = NULL; //Licht ID3DX11EffectVectorVariable* g_pLightDirVariable = NULL; ID3DX11EffectVectorVariable* g_pLightDiffuseVariable = NULL; ID3DX11EffectVectorVariable* g_pAmbientVariable = NULL; //Anderes D3DXMATRIX g_mWorld; CDXUTSDKMesh g_Mesh; //-------------------------------------------------------------------------------------- // Constant buffers //-------------------------------------------------------------------------------------- #pragma pack(push,1) struct CB_VS_PER_OBJECT { D3DXMATRIX m_mWorldViewProjection; D3DXMATRIX m_mWorld; D3DXVECTOR4 m_MaterialAmbientColor; D3DXVECTOR4 m_MaterialDiffuseColor; }; struct CB_VS_PER_FRAME { D3DXVECTOR3 m_vLightDir; float m_fTime; D3DXVECTOR4 m_LightDiffuse; }; #pragma pack(pop) ID3D11Buffer* g_pcbVSPerObject11 = NULL; ID3D11Buffer* g_pcbVSPerFrame11 = NULL; //-------------------------------------------------------------------------------------- // UI control IDs //-------------------------------------------------------------------------------------- #define IDC_TOGGLEFULLSCREEN 1 #define IDC_TOGGLEREF 2 #define IDC_CHANGEDEVICE 3 //-------------------------------------------------------------------------------------- // Forward declarations //-------------------------------------------------------------------------------------- LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext ); void CALLBACK OnKeyboard( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext ); void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext ); void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext ); bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, void* pUserContext ); bool CALLBACK IsD3D11DeviceAcceptable( const CD3D11EnumAdapterInfo *AdapterInfo, UINT Output, const CD3D11EnumDeviceInfo *DeviceInfo, DXGI_FORMAT BackBufferFormat, bool bWindowed, void* pUserContext ); HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ); HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ); void CALLBACK OnD3D11ReleasingSwapChain( void* pUserContext ); void CALLBACK OnD3D11DestroyDevice( void* pUserContext ); void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime, float fElapsedTime, void* pUserContext ); void InitApp(); void RenderText(); //-------------------------------------------------------------------------------------- // Entry point to the program. Initializes everything and goes into a message processing // loop. Idle time is used to render the scene. //-------------------------------------------------------------------------------------- int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow ) { // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif // DXUT will create and use the best device (either D3D9 or D3D11) // that is available on the system depending on which D3D callbacks are set below // Set DXUT callbacks DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( OnKeyboard ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackD3D11DeviceAcceptable( IsD3D11DeviceAcceptable ); DXUTSetCallbackD3D11DeviceCreated( OnD3D11CreateDevice ); DXUTSetCallbackD3D11SwapChainResized( OnD3D11ResizedSwapChain ); DXUTSetCallbackD3D11SwapChainReleasing( OnD3D11ReleasingSwapChain ); DXUTSetCallbackD3D11DeviceDestroyed( OnD3D11DestroyDevice ); DXUTSetCallbackD3D11FrameRender( OnD3D11FrameRender ); InitApp(); DXUTInit( true, true, NULL ); // Parse the command line, show msgboxes on error, no extra command line params DXUTSetCursorSettings( true, true ); DXUTCreateWindow( L"SimpleSample11" ); // Only require 10-level hardware, change to D3D_FEATURE_LEVEL_11_0 to require 11-class hardware // Switch to D3D_FEATURE_LEVEL_9_x for 10level9 hardware DXUTCreateDevice( D3D_FEATURE_LEVEL_10_0, true, 640, 480 ); DXUTMainLoop(); // Enter into the DXUT render loop return DXUTGetExitCode(); } //-------------------------------------------------------------------------------------- // Initialize the app //-------------------------------------------------------------------------------------- void InitApp() { g_SettingsDlg.Init( &g_DialogResourceManager ); g_HUD.Init( &g_DialogResourceManager ); g_SampleUI.Init( &g_DialogResourceManager ); g_HUD.SetCallback( OnGUIEvent ); int iY = 30; int iYo = 26; g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 0, iY, 170, 22 ); g_HUD.AddButton( IDC_TOGGLEREF, L"Toggle REF (F3)", 0, iY += iYo, 170, 22, VK_F3 ); g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 0, iY += iYo, 170, 22, VK_F2 ); g_SampleUI.SetCallback( OnGUIEvent ); iY = 10; } //-------------------------------------------------------------------------------------- // Render the help and statistics text. This function uses the ID3DXFont interface for // efficient text rendering. //-------------------------------------------------------------------------------------- void RenderText() { g_pTxtHelper->Begin(); g_pTxtHelper->SetInsertionPos( 5, 5 ); g_pTxtHelper->SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) ); g_pTxtHelper->DrawTextLine( DXUTGetFrameStats( DXUTIsVsyncEnabled() ) ); g_pTxtHelper->DrawTextLine( DXUTGetDeviceStats() ); g_pTxtHelper->End(); } //-------------------------------------------------------------------------------------- // Reject any D3D11 devices that aren't acceptable by returning false //-------------------------------------------------------------------------------------- bool CALLBACK IsD3D11DeviceAcceptable( const CD3D11EnumAdapterInfo *AdapterInfo, UINT Output, const CD3D11EnumDeviceInfo *DeviceInfo, DXGI_FORMAT BackBufferFormat, bool bWindowed, void* pUserContext ) { return true; } //-------------------------------------------------------------------------------------- // Create any D3D11 resources that aren't dependant on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; ID3D11DeviceContext* pd3dImmediateContext = DXUTGetD3D11DeviceContext(); V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice( pd3dDevice, pd3dImmediateContext ) ); V_RETURN( g_SettingsDlg.OnD3D11CreateDevice( pd3dDevice ) ); g_pTxtHelper = new CDXUTTextHelper( pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 15 ); // Read the HLSL file WCHAR str[MAX_PATH]; V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"SimpleSample.hlsl" ) ); // Compile the shaders DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) // Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders. // Setting this flag improves the shader debugging experience, but still allows // the shaders to be optimized and to run exactly the way they will run in // the release configuration of this program. dwShaderFlags |= D3DCOMPILE_DEBUG; #endif // You should use the lowest possible shader profile for your shader to enable various feature levels. These // shaders are simple enough to work well within the lowest possible profile, and will run on all feature levels ID3DBlob* pBlob = NULL; V_RETURN( D3DX11CompileFromFile( str, NULL, NULL, "", "fx_5_0", dwShaderFlags, 0, NULL, &pBlob, NULL, NULL ) ); ID3DBlob* pPixelShaderBuffer = NULL; V_RETURN( D3DX11CreateEffectFromMemory( pBlob->GetBufferPointer(), pBlob->GetBufferSize(), dwShaderFlags, pd3dDevice, &g_pEffect)); //Effektvariablen g_pmWorldViewProj = g_pEffect-> GetVariableByName("g_mWorldViewProjection")->AsMatrix(); g_pmWorld = g_pEffect->GetVariableByName("g_mWorld")->AsMatrix(); //Licht g_pLightDirVariable = g_pEffect->GetVariableByName("g_vLightDir")->AsVector(); g_pLightDiffuseVariable = g_pEffect->GetVariableByName("g_LightDiffuse")-> AsVector(); //Material g_pAmbientVariable = g_pEffect->GetVariableByName("g_MaterialAmbientColor")-> AsVector(); g_pDiffuseVariable = g_pEffect->GetVariableByName("g_MaterialDiffuseColor")-> AsVector(); //Textur DXUTFindDXSDKMediaFileCch(str, MAX_PATH, L"Genetica\\Born to Rule.jpg"); DXUTGetGlobalResourceCache().CreateTextureFromFile(pd3dDevice, pd3dImmediateContext, str, &g_pRV); g_ptxDiffuseVariable = g_pEffect->GetVariableByName("g_txDiffuse")-> AsShaderResource(); //Technique g_pTechnique = g_pEffect->GetTechniqueByName("RenderScene"); //Vertexlayout const D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; // No longer need the shader blobs SAFE_RELEASE( pPixelShaderBuffer ); // Create state objects D3D11_SAMPLER_DESC samDesc; ZeroMemory( &samDesc, sizeof(samDesc) ); samDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; samDesc.AddressU = samDesc.AddressV = samDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; samDesc.MaxAnisotropy = 1; samDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; samDesc.MaxLOD = D3D11_FLOAT32_MAX; V_RETURN( pd3dDevice->CreateSamplerState( &samDesc, &g_pSamLinear ) ); DXUT_SetDebugName( g_pSamLinear, "Linear" ); // Create constant buffers D3D11_BUFFER_DESC cbDesc; ZeroMemory( &cbDesc, sizeof(cbDesc) ); cbDesc.Usage = D3D11_USAGE_DYNAMIC; cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; cbDesc.ByteWidth = sizeof( CB_VS_PER_OBJECT ); V_RETURN( pd3dDevice->CreateBuffer( &cbDesc, NULL, &g_pcbVSPerObject11 ) ); DXUT_SetDebugName( g_pcbVSPerObject11, "CB_VS_PER_OBJECT" ); cbDesc.ByteWidth = sizeof( CB_VS_PER_FRAME ); V_RETURN( pd3dDevice->CreateBuffer( &cbDesc, NULL, &g_pcbVSPerFrame11 ) ); DXUT_SetDebugName( g_pcbVSPerFrame11, "CB_VS_PER_FRAME" ); // Create other render resources here // Setup the camera's view parameters D3DXVECTOR3 vecEye( 0.0f, 0.0f, -5.0f ); D3DXVECTOR3 vecAt ( 0.0f, 0.0f, -0.0f ); g_Camera.SetViewParams( &vecEye, &vecAt ); return S_OK; } //-------------------------------------------------------------------------------------- // Create any D3D11 resources that depend on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); V_RETURN( g_SettingsDlg.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); // Setup the camera's projection parameters float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.1f, 1000.0f ); g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); g_Camera.SetButtonMasks( MOUSE_LEFT_BUTTON, MOUSE_WHEEL, MOUSE_MIDDLE_BUTTON ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 ); g_SampleUI.SetSize( 170, 300 ); return S_OK; } //-------------------------------------------------------------------------------------- // Render the scene using the D3D11 device //-------------------------------------------------------------------------------------- void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime, float fElapsedTime, void* pUserContext ) { // If the settings dialog is being shown, then render it instead of rendering the app's scene if( g_SettingsDlg.IsActive() ) { g_SettingsDlg.OnRender( fElapsedTime ); return; } float ClearColor[4] = { 0.176f, 0.196f, 0.667f, 0.0f }; ID3D11RenderTargetView* pRTV = DXUTGetD3D11RenderTargetView(); pd3dImmediateContext->ClearRenderTargetView( pRTV, ClearColor ); // Clear the depth stencil ID3D11DepthStencilView* pDSV = DXUTGetD3D11DepthStencilView(); pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 ); // Get the projection & view matrix from the camera class D3DXMatrixTranslation(&g_mWorld, 0, 0, 0); D3DXMATRIX mView = *g_Camera.GetViewMatrix(); D3DXMATRIX mProj = *g_Camera.GetProjMatrix(); D3DXMATRIX mWorldViewProjection = g_mWorld * mView * mProj; g_pmWorldViewProj->SetMatrix((float*)&mWorldViewProjection); g_pmWorld->SetMatrix((float*)&g_mWorld); //Licht D3DXVECTOR3 LightDir(1.0f, 0.0f, 0.0f); if(g_pLightDirVariable) g_pLightDirVariable->SetFloatVector(LightDir); D3DXVECTOR3 LightDiffuse(1.0f, 0.0f, 0.0f); //Rot if(g_pLightDiffuseVariable) g_pLightDiffuseVariable->SetFloatVector(LightDiffuse); //Material D3DXVECTOR3 Ambient(0.0f, 0.0f, 1.0f); //Blau if(g_pAmbientVariable) g_pAmbientVariable->SetFloatVector(Ambient); D3DXVECTOR3 Diffuse(1.0f, 1.0f, 1.0f); //Weiss if(g_pDiffuseVariable) g_pDiffuseVariable->SetFloatVector(Diffuse); //Textur if(g_ptxDiffuseVariable) g_ptxDiffuseVariable->SetResource(g_pRV); pd3dImmediateContext->IASetInputLayout( g_pLayout11 ); g_pTechnique->GetPassByIndex(0)->Apply(0, pd3dImmediateContext); g_Mesh.Render(pd3dImmediateContext); } //-------------------------------------------------------------------------------------- // Release D3D11 resources created in OnD3D11ResizedSwapChain //-------------------------------------------------------------------------------------- void CALLBACK OnD3D11ReleasingSwapChain( void* pUserContext ) { g_DialogResourceManager.OnD3D11ReleasingSwapChain(); } //-------------------------------------------------------------------------------------- // Release D3D11 resources created in OnD3D11CreateDevice //-------------------------------------------------------------------------------------- void CALLBACK OnD3D11DestroyDevice( void* pUserContext ) { g_DialogResourceManager.OnD3D11DestroyDevice(); g_SettingsDlg.OnD3D11DestroyDevice(); DXUTGetGlobalResourceCache().OnDestroyDevice(); SAFE_DELETE( g_pTxtHelper ); SAFE_RELEASE( g_pVertexShader11 ); SAFE_RELEASE( g_pPixelShader11 ); SAFE_RELEASE( g_pLayout11 ); SAFE_RELEASE( g_pSamLinear ); // Delete additional render resources here... SAFE_RELEASE( g_pcbVSPerObject11 ); SAFE_RELEASE( g_pcbVSPerFrame11 ); } //-------------------------------------------------------------------------------------- // Called right before creating a D3D9 or D3D11 device, allowing the app to modify the device settings as needed //-------------------------------------------------------------------------------------- bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, void* pUserContext ) { if( pDeviceSettings->ver == DXUT_D3D9_DEVICE ) { IDirect3D9* pD3D = DXUTGetD3D9Object(); D3DCAPS9 Caps; pD3D->GetDeviceCaps( pDeviceSettings->d3d9.AdapterOrdinal, pDeviceSettings->d3d9.DeviceType, &Caps ); // If device doesn't support HW T&L or doesn't support 1.1 vertex shaders in HW // then switch to SWVP. if( ( Caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ) == 0 || Caps.VertexShaderVersion < D3DVS_VERSION( 1, 1 ) ) { pDeviceSettings->d3d9.BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING; } // Debugging vertex shaders requires either REF or software vertex processing // and debugging pixel shaders requires REF. #ifdef DEBUG_VS if( pDeviceSettings->d3d9.DeviceType != D3DDEVTYPE_REF ) { pDeviceSettings->d3d9.BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING; pDeviceSettings->d3d9.BehaviorFlags &= ~D3DCREATE_PUREDEVICE; pDeviceSettings->d3d9.BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; } #endif #ifdef DEBUG_PS pDeviceSettings->d3d9.DeviceType = D3DDEVTYPE_REF; #endif } // For the first device created if its a REF device, optionally display a warning dialog box static bool s_bFirstTime = true; if( s_bFirstTime ) { s_bFirstTime = false; if( ( DXUT_D3D9_DEVICE == pDeviceSettings->ver && pDeviceSettings->d3d9.DeviceType == D3DDEVTYPE_REF ) || ( DXUT_D3D11_DEVICE == pDeviceSettings->ver && pDeviceSettings->d3d11.DriverType == D3D_DRIVER_TYPE_REFERENCE ) ) { DXUTDisplaySwitchingToREFWarning( pDeviceSettings->ver ); } } return true; } //-------------------------------------------------------------------------------------- // Handle updates to the scene. This is called regardless of which D3D API is used //-------------------------------------------------------------------------------------- void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext ) { // Update the camera's position based on user input g_Camera.FrameMove( fElapsedTime ); } //-------------------------------------------------------------------------------------- // Handle messages to the application //-------------------------------------------------------------------------------------- LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext ) { // Pass messages to dialog resource manager calls so GUI state is updated correctly *pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam ); if( *pbNoFurtherProcessing ) return 0; // Pass messages to settings dialog if its active if( g_SettingsDlg.IsActive() ) { g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam ); return 0; } // Give the dialogs a chance to handle the message first *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam ); if( *pbNoFurtherProcessing ) return 0; *pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam ); if( *pbNoFurtherProcessing ) return 0; // Pass all remaining windows messages to camera so it can respond to user input g_Camera.HandleMessages( hWnd, uMsg, wParam, lParam ); return 0; } //-------------------------------------------------------------------------------------- // Handle key presses //-------------------------------------------------------------------------------------- void CALLBACK OnKeyboard( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext ) { } //-------------------------------------------------------------------------------------- // Handles the GUI events //-------------------------------------------------------------------------------------- void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext ) { switch( nControlID ) { case IDC_TOGGLEFULLSCREEN: DXUTToggleFullScreen(); break; case IDC_TOGGLEREF: DXUTToggleREF(); break; case IDC_CHANGEDEVICE: g_SettingsDlg.SetActive( !g_SettingsDlg.IsActive() ); break; } } |
idontknow
unregistriert
Zitat
Der RCCSWU (RandomCamelCaseSomtimesWithUndersquare) Stil bricht auch mal mit den veraltet strukturierten Denkmustern und erlaubt dem Entwickler seine Kreativität zu entfalten.
Werbeanzeige