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DotProduct3
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dotproduct3.cpp
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2001-10-31
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//-----------------------------------------------------------------------------
// File: DotProduct3.cpp
//
// Desc: D3D sample showing how to do bumpmapping using the DotProduct3
// texture operation.
//
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <tchar.h>
#include <math.h>
#include <stdio.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
D3DXVECTOR3 v;
DWORD diffuse;
DWORD specular;
FLOAT tu, tv;
};
#define CUSTOMVERTEX_FVF (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_SPECULAR|D3DFVF_TEX1)
//-----------------------------------------------------------------------------
// Name: class CMyD3DApplication
// Desc: Application class. The base class (CD3DApplication) provides the
// generic functionality needed in all Direct3D samples. CMyD3DApplication
// adds functionality specific to this sample program.
//-----------------------------------------------------------------------------
class CMyD3DApplication : public CD3DApplication
{
CD3DFont* m_pFont;
CUSTOMVERTEX m_QuadVertices[4];
LPDIRECT3DTEXTURE8 m_pCustomNormalMap;
LPDIRECT3DTEXTURE8 m_pFileBasedNormalMap;
D3DXVECTOR3 m_vLight;
BOOL m_bUseFileBasedTexture;
BOOL m_bShowNormalMap;
HRESULT CreateFileBasedNormalMap();
HRESULT CreateCustomNormalMap();
HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
public:
CMyD3DApplication();
};
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point to the program. Initializes everything, and goes into a
// message-processing loop. Idle time is used to render the scene.
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
CMyD3DApplication d3dApp;
if( FAILED( d3dApp.Create( hInst ) ) )
return 0;
return d3dApp.Run();
}
//-----------------------------------------------------------------------------
// Name: VectortoRGBA()
// Desc: Turns a normalized vector into RGBA form. Used to encode vectors into
// a height map.
//-----------------------------------------------------------------------------
DWORD VectortoRGBA( D3DXVECTOR3* v, FLOAT fHeight )
{
DWORD r = (DWORD)( 127.0f * v->x + 128.0f );
DWORD g = (DWORD)( 127.0f * v->y + 128.0f );
DWORD b = (DWORD)( 127.0f * v->z + 128.0f );
DWORD a = (DWORD)( 255.0f * fHeight );
return( (a<<24L) + (r<<16L) + (g<<8L) + (b<<0L) );
}
//-----------------------------------------------------------------------------
// Name: InitVertex()
// Desc: Initializes a vertex
//-----------------------------------------------------------------------------
VOID InitVertex( CUSTOMVERTEX* vtx, FLOAT x, FLOAT y, FLOAT z, FLOAT tu, FLOAT tv )
{
D3DXVECTOR3 v(1,1,1);
D3DXVec3Normalize( &v, &v );
vtx[0].v = D3DXVECTOR3( x, y, z );
vtx[0].diffuse = VectortoRGBA( &v, 1.0f );
vtx[0].specular = 0x40400000;
vtx[0].tu = tu;
vtx[0].tv = tv;
}
//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
m_strWindowTitle = _T("DotProduct3: BumpMapping Technique");
m_bUseDepthBuffer = FALSE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_bUseFileBasedTexture = FALSE;
m_bShowNormalMap = FALSE;
m_pCustomNormalMap = NULL;
m_pFileBasedNormalMap = NULL;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
InitVertex( &m_QuadVertices[0],-1.0f,-1.0f,-1.0f, 0.0f, 0.0f );
InitVertex( &m_QuadVertices[1], 1.0f,-1.0f,-1.0f, 1.0f, 0.0f );
InitVertex( &m_QuadVertices[2],-1.0f, 1.0f,-1.0f, 0.0f, 1.0f );
InitVertex( &m_QuadVertices[3], 1.0f, 1.0f,-1.0f, 1.0f, 1.0f );
m_vLight = D3DXVECTOR3( 0.0f, 0.0f, 1.0f );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
// Compute the light vector from the cursor position
if( GetFocus() )
{
POINT pt;
GetCursorPos( &pt );
ScreenToClient( m_hWnd, &pt );
m_vLight.x = -( ( ( 2.0f * pt.x ) / m_d3dsdBackBuffer.Width ) - 1 );
m_vLight.y = -( ( ( 2.0f * pt.y ) / m_d3dsdBackBuffer.Height ) - 1 );
m_vLight.z = 0.0f;
if( D3DXVec3Length( &m_vLight ) > 1.0f )
D3DXVec3Normalize( &m_vLight, &m_vLight );
else
m_vLight.z = sqrtf( 1.0f - m_vLight.x*m_vLight.x
- m_vLight.y*m_vLight.y );
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
// rendering. This function sets up render states, clears the
// viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
// Clear the render target
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET, 0x00000000f, 1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
// Store the light vector, so it can be referenced in D3DTA_TFACTOR
DWORD dwFactor = VectortoRGBA( &m_vLight, 0.0f );
m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, dwFactor );
// Modulate the texture (the normal map) with the light vector (stored
// above in the texture factor)
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_TFACTOR );
// If user wants to see the normal map, override the above renderstates and
// simply show the texture
if( TRUE == m_bShowNormalMap )
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
// Select which normal map to use
if( m_bUseFileBasedTexture )
m_pd3dDevice->SetTexture( 0, m_pFileBasedNormalMap );
else
m_pd3dDevice->SetTexture( 0, m_pCustomNormalMap );
// Draw the bumpmapped quad
m_pd3dDevice->SetVertexShader( CUSTOMVERTEX_FVF );
m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLESTRIP, 2, m_QuadVertices,
sizeof(CUSTOMVERTEX) );
// Output statistics
m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
// End the scene.
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::CreateFileBasedNormalMap()
{
HRESULT hr;
// Load the texture from a file
if( FAILED( hr = D3DUtil_CreateTexture( m_pd3dDevice, _T("EarthBump.bmp"),
&m_pFileBasedNormalMap,
D3DFMT_A8R8G8B8 ) ) )
return D3DAPPERR_MEDIANOTFOUND;
// Lock the texture
D3DLOCKED_RECT d3dlr;
D3DSURFACE_DESC d3dsd;
m_pFileBasedNormalMap->GetLevelDesc( 0, &d3dsd );
m_pFileBasedNormalMap->LockRect( 0, &d3dlr, 0, 0 );
DWORD* pPixel = (DWORD*)d3dlr.pBits;
// For each pixel, generate a vector normal that represents the change
// in thea height field at that pixel
for( DWORD j=0; j<d3dsd.Height; j++ )
{
for( DWORD i=0; i<d3dsd.Width; i++ )
{
DWORD color00 = pPixel[0];
DWORD color10 = pPixel[1];
DWORD color01 = pPixel[d3dlr.Pitch/sizeof(DWORD)];
FLOAT fHeight00 = (FLOAT)((color00&0x00ff0000)>>16)/255.0f;
FLOAT fHeight10 = (FLOAT)((color10&0x00ff0000)>>16)/255.0f;
FLOAT fHeight01 = (FLOAT)((color01&0x00ff0000)>>16)/255.0f;
D3DXVECTOR3 vPoint00( i+0.0f, j+0.0f, fHeight00 );
D3DXVECTOR3 vPoint10( i+1.0f, j+0.0f, fHeight10 );
D3DXVECTOR3 vPoint01( i+0.0f, j+1.0f, fHeight01 );
D3DXVECTOR3 v10 = vPoint10 - vPoint00;
D3DXVECTOR3 v01 = vPoint01 - vPoint00;
D3DXVECTOR3 vNormal;
D3DXVec3Cross( &vNormal, &v10, &v01 );
D3DXVec3Normalize( &vNormal, &vNormal );
// Store the normal as an RGBA value in the normal map
*pPixel++ = VectortoRGBA( &vNormal, fHeight00 );
}
}
// Unlock the texture and return successful
m_pFileBasedNormalMap->UnlockRect(0);
return S_OK;
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::CreateCustomNormalMap()
{
DWORD dwWidth = 512;
DWORD dwHeight = 512;
HRESULT hr;
// Create a 32-bit texture for the custom normal map
hr = m_pd3dDevice->CreateTexture( dwWidth, dwHeight, 1,
0 /* Usage */,
D3DFMT_A8R8G8B8, D3DPOOL_MANAGED,
&m_pCustomNormalMap );
if( FAILED(hr) )
return hr;
// Lock the texture to fill it with our custom image
D3DLOCKED_RECT d3dlr;
if( FAILED( m_pCustomNormalMap->LockRect( 0, &d3dlr, 0, 0 ) ) )
return E_FAIL;
DWORD* pPixel = (DWORD*)d3dlr.pBits;
// Fill each pixel
for( DWORD j=0; j<dwHeight; j++ )
{
for( DWORD i=0; i<dwWidth; i++ )
{
FLOAT xp = ( (5.0f*i) / (dwWidth-1) );
FLOAT yp = ( (5.0f*j) / (dwHeight-1) );
FLOAT x = 2*(xp-floorf(xp))-1;
FLOAT y = 2*(yp-floorf(yp))-1;
FLOAT z = sqrtf( 1.0f - x*x - y*y );
// Make image of raised circle. Outside of circle is gray
if( (x*x + y*y) <= 1.0f )
{
D3DXVECTOR3 vVector( x, y, z );
*pPixel++ = VectortoRGBA( &vVector, 1.0f );
}
else
*pPixel++ = 0x80808080;
}
}
// Unlock the map and return successful
m_pCustomNormalMap->UnlockRect(0);
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
HRESULT hr;
m_pFont->InitDeviceObjects( m_pd3dDevice );
// Create the normal maps
if( FAILED( hr = CreateFileBasedNormalMap() ) )
return hr;
if( FAILED( hr = CreateCustomNormalMap() ) )
return hr;
// Set menu states
CheckMenuItem( GetMenu(m_hWnd), IDM_USEFILEBASEDTEXTURE,
m_bUseFileBasedTexture ? MF_CHECKED : MF_UNCHECKED );
CheckMenuItem( GetMenu(m_hWnd), IDM_USECUSTOMTEXTURE,
m_bUseFileBasedTexture ? MF_UNCHECKED : MF_CHECKED );
CheckMenuItem( GetMenu(m_hWnd), IDM_SHOWNORMALMAP,
m_bShowNormalMap ? MF_CHECKED : MF_UNCHECKED );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
m_pFont->RestoreDeviceObjects();
// Set the transform matrices
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, 2.0f );
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matWorld, matView, matProj;
D3DXMatrixIdentity( &matWorld );
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 500.0f );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Set misc render states
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_pFont->InvalidateDeviceObjects();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
m_pFont->DeleteDeviceObjects();
SAFE_RELEASE( m_pFileBasedNormalMap );
SAFE_RELEASE( m_pCustomNormalMap );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
// to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FinalCleanup()
{
SAFE_DELETE( m_pFont );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: ConfirmDevice()
// Desc: Called during device intialization, this code checks the device
// for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
D3DFORMAT Format )
{
if( pCaps->TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3 )
return S_OK;
return E_FAIL;
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Message proc function to handle key and menu input
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
LPARAM lParam )
{
if( uMsg == WM_COMMAND )
{
switch( LOWORD(wParam) )
{
case IDM_USEFILEBASEDTEXTURE:
m_bUseFileBasedTexture = TRUE;
CheckMenuItem( GetMenu(hWnd), IDM_USEFILEBASEDTEXTURE, MF_CHECKED );
CheckMenuItem( GetMenu(hWnd), IDM_USECUSTOMTEXTURE, MF_UNCHECKED );
break;
case IDM_USECUSTOMTEXTURE:
m_bUseFileBasedTexture = FALSE;
CheckMenuItem( GetMenu(hWnd), IDM_USEFILEBASEDTEXTURE, MF_UNCHECKED );
CheckMenuItem( GetMenu(hWnd), IDM_USECUSTOMTEXTURE, MF_CHECKED );
break;
case IDM_SHOWNORMALMAP:
m_bShowNormalMap = !m_bShowNormalMap;
CheckMenuItem( GetMenu(hWnd), IDM_SHOWNORMALMAP,
m_bShowNormalMap ? MF_CHECKED : MF_UNCHECKED );
break;
}
}
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}