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DolphinVS.cpp
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2001-10-31
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//-----------------------------------------------------------------------------
// File: Dolphin.cpp
//
// Desc: Sample of swimming dolphin
//
// Note: This code uses the D3D Framework helper library.
//
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <stdio.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
//-----------------------------------------------------------------------------
// Globals variables and definitions
//-----------------------------------------------------------------------------
#define WATER_COLOR 0x00004080
struct D3DVERTEX
{
D3DXVECTOR3 p;
D3DXVECTOR3 n;
FLOAT tu, tv;
};
#define D3DFVF_D3DVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
//-----------------------------------------------------------------------------
// Name: class CMyD3DApplication
// Desc: Main class to run this application. Most functionality is inherited
// from the CD3DApplication base class.
//-----------------------------------------------------------------------------
class CMyD3DApplication : public CD3DApplication
{
// Font for drawing text
CD3DFont* m_pFont;
// Transform matrices
D3DXMATRIX m_matWorld;
D3DXMATRIX m_matView;
D3DXMATRIX m_matProj;
// Dolphin object
LPDIRECT3DTEXTURE8 m_pDolphinTexture;
LPDIRECT3DVERTEXBUFFER8 m_pDolphinVB1;
LPDIRECT3DVERTEXBUFFER8 m_pDolphinVB2;
LPDIRECT3DVERTEXBUFFER8 m_pDolphinVB3;
LPDIRECT3DINDEXBUFFER8 m_pDolphinIB;
DWORD m_dwNumDolphinVertices;
DWORD m_dwNumDolphinFaces;
DWORD m_dwDolphinVertexShader;
DWORD m_dwDolphinVertexShader2;
// Seafloor object
LPDIRECT3DTEXTURE8 m_pSeaFloorTexture;
LPDIRECT3DVERTEXBUFFER8 m_pSeaFloorVB;
LPDIRECT3DINDEXBUFFER8 m_pSeaFloorIB;
DWORD m_dwNumSeaFloorVertices;
DWORD m_dwNumSeaFloorFaces;
DWORD m_dwSeaFloorVertexShader;
DWORD m_dwSeaFloorVertexShader2;
// Water caustics
LPDIRECT3DTEXTURE8 m_pCausticTextures[32];
LPDIRECT3DTEXTURE8 m_pCurrentCausticTexture;
public:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
HRESULT ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format );
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: CMyD3DApplication()
// Desc: Constructor
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
// Override base class members
m_strWindowTitle = _T("DolphinVS: Tweening Vertex Shader");
m_bUseDepthBuffer = TRUE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
// Dolphin object
m_pDolphinTexture = NULL;
m_pDolphinVB1 = NULL;
m_pDolphinVB2 = NULL;
m_pDolphinVB3 = NULL;
m_pDolphinIB = NULL;
m_dwDolphinVertexShader = 0L;
m_dwDolphinVertexShader2 = 0L;
// SeaFloor object
m_pSeaFloorTexture = NULL;
m_pSeaFloorVB = NULL;
m_pSeaFloorIB = NULL;
m_dwSeaFloorVertexShader = 0L;
m_dwSeaFloorVertexShader2= 0L;
// Water caustics
for( DWORD t=0; t<32; t++ )
m_pCausticTextures[t] = NULL;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
// Animation attributes for the dolphin
FLOAT fKickFreq = 2*m_fTime;
FLOAT fPhase = m_fTime/3;
FLOAT fBlendWeight = sinf( fKickFreq );
// Move the dolphin in a circle
D3DXMATRIX matDolphin, matTrans, matRotate1, matRotate2;
D3DXMatrixScaling( &matDolphin, 0.01f, 0.01f, 0.01f );
D3DXMatrixRotationZ( &matRotate1, -cosf(fKickFreq)/6 );
D3DXMatrixMultiply( &matDolphin, &matDolphin, &matRotate1 );
D3DXMatrixRotationY( &matRotate2, fPhase );
D3DXMatrixMultiply( &matDolphin, &matDolphin, &matRotate2 );
D3DXMatrixTranslation( &matTrans, -5*sinf(fPhase), sinf(fKickFreq)/2, 10-10*cosf(fPhase) );
D3DXMatrixMultiply( &matDolphin, &matDolphin, &matTrans );
// Animate the caustic textures
DWORD tex = ((DWORD)(m_fTime*32))%32;
m_pCurrentCausticTexture = m_pCausticTextures[tex];
// Set the vertex shader constants. Note: outside of the blend matrices,
// most of these values don't change, so don't need to really be set every
// frame. It's just done here for clarity
{
// Some basic constants
D3DXVECTOR4 vZero( 0.0f, 0.0f, 0.0f, 0.0f );
D3DXVECTOR4 vOne( 1.0f, 0.5f, 0.2f, 0.05f );
FLOAT fWeight1;
FLOAT fWeight2;
FLOAT fWeight3;
if( fBlendWeight > 0.0f )
{
fWeight1 = fabsf(fBlendWeight);
fWeight2 = 1.0f - fabsf(fBlendWeight);
fWeight3 = 0.0f;
}
else
{
fWeight1 = 0.0f;
fWeight2 = 1.0f - fabsf(fBlendWeight);
fWeight3 = fabsf(fBlendWeight);
}
D3DXVECTOR4 vWeight( fWeight1, fWeight2, fWeight3, 0.0f );
// Lighting vectors (in world space and in dolphin model space)
// and other constants
FLOAT fLight[] = { 0.0f, 1.0f, 0.0f, 0.0f };
FLOAT fLightDolphinSpace[] = { 0.0f, 1.0f, 0.0f, 0.0f };
FLOAT fDiffuse[] = { 1.00f, 1.00f, 1.00f, 1.00f };
FLOAT fAmbient[] = { 0.25f, 0.25f, 0.25f, 0.25f };
FLOAT fFog[] = { 0.5f, 50.0f, 1.0f/(50.0f-1.0f), 0.0f };
FLOAT fCaustics[] = { 0.05f, 0.05f, sinf(m_fTime)/8, cosf(m_fTime)/10 };
D3DXMATRIX matDolphinInv;
D3DXMatrixInverse(&matDolphinInv, NULL, &matDolphin);
D3DXVec4Transform((D3DXVECTOR4*)fLightDolphinSpace, (D3DXVECTOR4*)fLight, &matDolphinInv);
D3DXVec4Normalize((D3DXVECTOR4*)fLightDolphinSpace, (D3DXVECTOR4*)fLightDolphinSpace);
// Vertex shader operations use transposed matrices
D3DXMATRIX mat, matCamera, matTranspose, matCameraTranspose;
D3DXMATRIX matViewTranspose, matProjTranspose;
D3DXMatrixMultiply(&matCamera, &matDolphin, &m_matView);
D3DXMatrixMultiply(&mat, &matCamera, &m_matProj);
D3DXMatrixTranspose(&matTranspose, &mat);
D3DXMatrixTranspose(&matCameraTranspose, &matCamera);
D3DXMatrixTranspose(&matViewTranspose, &m_matView);
D3DXMatrixTranspose(&matProjTranspose, &m_matProj);
// Set the vertex shader constants
m_pd3dDevice->SetVertexShaderConstant( 0, &vZero, 1 );
m_pd3dDevice->SetVertexShaderConstant( 1, &vOne, 1 );
m_pd3dDevice->SetVertexShaderConstant( 2, &vWeight, 1 );
m_pd3dDevice->SetVertexShaderConstant( 4, &matTranspose, 4 );
m_pd3dDevice->SetVertexShaderConstant( 8, &matCameraTranspose, 4 );
m_pd3dDevice->SetVertexShaderConstant( 12, &matViewTranspose, 4 );
m_pd3dDevice->SetVertexShaderConstant( 19, &fLightDolphinSpace, 1 );
m_pd3dDevice->SetVertexShaderConstant( 20, &fLight, 1 );
m_pd3dDevice->SetVertexShaderConstant( 21, &fDiffuse, 1 );
m_pd3dDevice->SetVertexShaderConstant( 22, &fAmbient, 1 );
m_pd3dDevice->SetVertexShaderConstant( 23, &fFog, 1 );
m_pd3dDevice->SetVertexShaderConstant( 24, &fCaustics, 1 );
m_pd3dDevice->SetVertexShaderConstant( 28, &matProjTranspose, 4 );
}
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 viewport
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
WATER_COLOR, 1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
FLOAT fAmbientLight[] = { 0.25f, 0.25f, 0.25f, 0.25f };
m_pd3dDevice->SetVertexShaderConstant( 22, &fAmbientLight, 1 );
// Render the seafloor
m_pd3dDevice->SetTexture( 0, m_pSeaFloorTexture );
m_pd3dDevice->SetVertexShader( m_dwSeaFloorVertexShader );
m_pd3dDevice->SetStreamSource( 0, m_pSeaFloorVB, sizeof(D3DVERTEX) );
m_pd3dDevice->SetIndices( m_pSeaFloorIB, 0 );
m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,
0, m_dwNumSeaFloorVertices,
0, m_dwNumSeaFloorFaces );
// Render the dolphin
m_pd3dDevice->SetTexture( 0, m_pDolphinTexture );
m_pd3dDevice->SetVertexShader( m_dwDolphinVertexShader );
m_pd3dDevice->SetStreamSource( 0, m_pDolphinVB1, sizeof(D3DVERTEX) );
m_pd3dDevice->SetStreamSource( 1, m_pDolphinVB2, sizeof(D3DVERTEX) );
m_pd3dDevice->SetStreamSource( 2, m_pDolphinVB3, sizeof(D3DVERTEX) );
m_pd3dDevice->SetIndices( m_pDolphinIB, 0 );
m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,
0, m_dwNumDolphinVertices,
0, m_dwNumDolphinFaces );
// Now, we are going to do a 2nd pass, to alpha-blend in the caustics.
// The caustics use a 2nd set of texture coords that are generated
// by the vertex shaders. Lighting from the light above is used, but
// ambient is turned off to avoid lighting objects from below (for
// instance, we don't want caustics appearing on the dolphin's
// underbelly). Finally, fog color is set to black, so that caustics
// fade in distance.
// Turn on alpha blending
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
// Setup the caustic texture
m_pd3dDevice->SetTexture( 0, m_pCurrentCausticTexture );
// Set ambient and fog colors to black
FLOAT fAmbientDark[] = { 0.0f, 0.0f, 0.0f, 0.0f };
m_pd3dDevice->SetVertexShaderConstant( 22, &fAmbientDark, 1 );
m_pd3dDevice->SetRenderState( D3DRS_FOGCOLOR, 0x00000000 );
// Render the caustic effects for the seafloor
m_pd3dDevice->SetVertexShader( m_dwSeaFloorVertexShader2 );
m_pd3dDevice->SetStreamSource( 0, m_pSeaFloorVB, sizeof(D3DVERTEX) );
m_pd3dDevice->SetIndices( m_pSeaFloorIB, 0 );
m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,
0, m_dwNumSeaFloorVertices,
0, m_dwNumSeaFloorFaces );
// Finally, render the caustic effects for the dolphin
m_pd3dDevice->SetVertexShader( m_dwDolphinVertexShader2 );
m_pd3dDevice->SetStreamSource( 0, m_pDolphinVB1, sizeof(D3DVERTEX) );
m_pd3dDevice->SetStreamSource( 1, m_pDolphinVB2, sizeof(D3DVERTEX) );
m_pd3dDevice->SetStreamSource( 2, m_pDolphinVB3, sizeof(D3DVERTEX) );
m_pd3dDevice->SetIndices( m_pDolphinIB, 0 );
m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,
0, m_dwNumDolphinVertices,
0, m_dwNumDolphinFaces );
// Restore modified render states
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_FOGCOLOR, WATER_COLOR );
// 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: InitDeviceObjects()
// Desc: Initialize device-dependent objects. This is the place to create mesh
// and texture objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
LPDIRECT3DVERTEXBUFFER8 pMeshSourceVB;
LPDIRECT3DINDEXBUFFER8 pMeshSourceIB;
D3DVERTEX* pSrc;
D3DVERTEX* pDst;
CD3DMesh DolphinMesh01;
CD3DMesh DolphinMesh02;
CD3DMesh DolphinMesh03;
CD3DMesh SeaFloorMesh;
// Initialize the font's internal textures
m_pFont->InitDeviceObjects( m_pd3dDevice );
// Create texture for the dolphin
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Dolphin.bmp"),
&m_pDolphinTexture ) ) )
{
return D3DAPPERR_MEDIANOTFOUND;
}
// Create textures for the seafloor
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("SeaFloor.bmp"),
&m_pSeaFloorTexture ) ) )
{
return D3DAPPERR_MEDIANOTFOUND;
}
// Create textures for the water caustics
for( DWORD t=0; t<32; t++ )
{
TCHAR strName[80];
sprintf( strName, _T("Caust%02ld.tga"), t );
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, strName,
&m_pCausticTextures[t] ) ) )
{
return D3DAPPERR_MEDIANOTFOUND;
}
}
// Load the file-based mesh objects
if( FAILED( DolphinMesh01.Create( m_pd3dDevice, _T("dolphin1.x") ) ) )
return D3DAPPERR_MEDIANOTFOUND;
if( FAILED( DolphinMesh02.Create( m_pd3dDevice, _T("dolphin2.x") ) ) )
return D3DAPPERR_MEDIANOTFOUND;
if( FAILED( DolphinMesh03.Create( m_pd3dDevice, _T("dolphin3.x") ) ) )
return D3DAPPERR_MEDIANOTFOUND;
if( FAILED( SeaFloorMesh.Create( m_pd3dDevice, _T("SeaFloor.x") ) ) )
return D3DAPPERR_MEDIANOTFOUND;
// Set the FVF type to match the vertex format we want
DolphinMesh01.SetFVF( m_pd3dDevice, D3DFVF_D3DVERTEX );
DolphinMesh02.SetFVF( m_pd3dDevice, D3DFVF_D3DVERTEX );
DolphinMesh03.SetFVF( m_pd3dDevice, D3DFVF_D3DVERTEX );
SeaFloorMesh.SetFVF( m_pd3dDevice, D3DFVF_D3DVERTEX );
// Get the number of vertices and faces for the meshes
m_dwNumDolphinVertices = DolphinMesh01.GetSysMemMesh()->GetNumVertices();
m_dwNumDolphinFaces = DolphinMesh01.GetSysMemMesh()->GetNumFaces();
m_dwNumSeaFloorVertices = SeaFloorMesh.GetSysMemMesh()->GetNumVertices();
m_dwNumSeaFloorFaces = SeaFloorMesh.GetSysMemMesh()->GetNumFaces();
// Create the dolphin and seafloor vertex and index buffers
m_pd3dDevice->CreateVertexBuffer( m_dwNumDolphinVertices * sizeof(D3DVERTEX),
D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED,
&m_pDolphinVB1 );
m_pd3dDevice->CreateVertexBuffer( m_dwNumDolphinVertices * sizeof(D3DVERTEX),
D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED,
&m_pDolphinVB2 );
m_pd3dDevice->CreateVertexBuffer( m_dwNumDolphinVertices * sizeof(D3DVERTEX),
D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED,
&m_pDolphinVB3 );
m_pd3dDevice->CreateVertexBuffer( m_dwNumSeaFloorVertices * sizeof(D3DVERTEX),
D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED,
&m_pSeaFloorVB );
m_pd3dDevice->CreateIndexBuffer( m_dwNumDolphinFaces * 3 * sizeof(WORD),
D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16, D3DPOOL_MANAGED,
&m_pDolphinIB );
m_pd3dDevice->CreateIndexBuffer( m_dwNumSeaFloorFaces * 3 * sizeof(WORD),
D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16, D3DPOOL_MANAGED,
&m_pSeaFloorIB );
// Copy vertices for mesh 01
DolphinMesh01.GetSysMemMesh()->GetVertexBuffer( &pMeshSourceVB );
m_pDolphinVB1->Lock( 0, 0, (BYTE**)&pDst, 0 );
pMeshSourceVB->Lock( 0, 0, (BYTE**)&pSrc, 0 );
memcpy( pDst, pSrc, m_dwNumDolphinVertices * sizeof(D3DVERTEX) );
m_pDolphinVB1->Unlock();
pMeshSourceVB->Unlock();
pMeshSourceVB->Release();
// Copy vertices for mesh 2
DolphinMesh02.GetSysMemMesh()->GetVertexBuffer( &pMeshSourceVB );
m_pDolphinVB2->Lock( 0, 0, (BYTE**)&pDst, 0 );
pMeshSourceVB->Lock( 0, 0, (BYTE**)&pSrc, 0 );
memcpy( pDst, pSrc, m_dwNumDolphinVertices * sizeof(D3DVERTEX) );
m_pDolphinVB2->Unlock();
pMeshSourceVB->Unlock();
pMeshSourceVB->Release();
// Copy vertices for mesh 3
DolphinMesh03.GetSysMemMesh()->GetVertexBuffer( &pMeshSourceVB );
m_pDolphinVB3->Lock( 0, 0, (BYTE**)&pDst, 0 );
pMeshSourceVB->Lock( 0, 0, (BYTE**)&pSrc, 0 );
memcpy( pDst, pSrc, m_dwNumDolphinVertices * sizeof(D3DVERTEX) );
m_pDolphinVB3->Unlock();
pMeshSourceVB->Unlock();
pMeshSourceVB->Release();
// Copy vertices for the seafloor mesh, and add some bumpiness
SeaFloorMesh.GetSysMemMesh()->GetVertexBuffer( &pMeshSourceVB );
m_pSeaFloorVB->Lock( 0, 0, (BYTE**)&pDst, 0 );
pMeshSourceVB->Lock( 0, 0, (BYTE**)&pSrc, 0 );
memcpy( pDst, pSrc, m_dwNumSeaFloorVertices * sizeof(D3DVERTEX) );
srand(5);
for( DWORD i=0; i<m_dwNumSeaFloorVertices; i++ )
{
((D3DVERTEX*)pDst)[i].p.y += (rand()/(FLOAT)RAND_MAX);
((D3DVERTEX*)pDst)[i].p.y += (rand()/(FLOAT)RAND_MAX);
((D3DVERTEX*)pDst)[i].p.y += (rand()/(FLOAT)RAND_MAX);
((D3DVERTEX*)pDst)[i].tu *= 10;
((D3DVERTEX*)pDst)[i].tv *= 10;
}
m_pSeaFloorVB->Unlock();
pMeshSourceVB->Unlock();
pMeshSourceVB->Release();
// Copy indices for the dolphin mesh
DolphinMesh01.GetSysMemMesh()->GetIndexBuffer( &pMeshSourceIB );
m_pDolphinIB->Lock( 0, 0, (BYTE**)&pDst, 0 );
pMeshSourceIB->Lock( 0, 0, (BYTE**)&pSrc, 0 );
memcpy( pDst, pSrc, 3 * m_dwNumDolphinFaces * sizeof(WORD) );
m_pDolphinIB->Unlock();
pMeshSourceIB->Unlock();
pMeshSourceIB->Release();
// Copy indices for the seafloor mesh
SeaFloorMesh.GetSysMemMesh()->GetIndexBuffer( &pMeshSourceIB );
m_pSeaFloorIB->Lock( 0, 0, (BYTE**)&pDst, 0 );
pMeshSourceIB->Lock( 0, 0, (BYTE**)&pSrc, 0 );
memcpy( pDst, pSrc, 3 * m_dwNumSeaFloorFaces * sizeof(WORD) );
m_pSeaFloorIB->Unlock();
pMeshSourceIB->Unlock();
pMeshSourceIB->Release();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Restore device-memory objects and state after a device is created or
// resized.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
HRESULT hr;
m_pFont->RestoreDeviceObjects();
// Set the transform matrices
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -5.0f );
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
D3DXMatrixIdentity( &m_matWorld );
D3DXMatrixLookAtLH( &m_matView, &vEyePt, &vLookatPt, &vUpVec );
D3DXMatrixPerspectiveFovLH( &m_matProj, D3DX_PI/3, fAspect, 1.0f, 10000.0f );
// Set default render states
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_FOGCOLOR, WATER_COLOR );
// Create vertex shader for the dolphin
DWORD dwDolphinVertexDecl[] =
{
D3DVSD_STREAM( 0 ),
D3DVSD_REG( 0, D3DVSDT_FLOAT3 ), // Position of first mesh
D3DVSD_REG( 3, D3DVSDT_FLOAT3 ), // Normal
D3DVSD_REG( 6, D3DVSDT_FLOAT2 ), // Tex coords
D3DVSD_STREAM( 1 ),
D3DVSD_REG( 1, D3DVSDT_FLOAT3 ), // Position of second mesh
D3DVSD_REG( 4, D3DVSDT_FLOAT3 ), // Normal
D3DVSD_REG( 7, D3DVSDT_FLOAT2 ), // Tex coords
D3DVSD_STREAM( 2 ),
D3DVSD_REG( 2, D3DVSDT_FLOAT3 ), // Position of second mesh
D3DVSD_REG( 5, D3DVSDT_FLOAT3 ), // Normal
D3DVSD_REG( 8, D3DVSDT_FLOAT2 ), // Tex coords
D3DVSD_END()
};
if( FAILED( hr = D3DUtil_CreateVertexShader( m_pd3dDevice, _T("DolphinTween.vsh"),
dwDolphinVertexDecl,
&m_dwDolphinVertexShader ) ) )
{
return hr;
}
if( FAILED( hr = D3DUtil_CreateVertexShader( m_pd3dDevice, _T("DolphinTween2.vsh"),
dwDolphinVertexDecl,
&m_dwDolphinVertexShader2 ) ) )
{
return hr;
}
// Create vertex shader for the seafloor
DWORD dwSeaFloorVertexDecl[] =
{
D3DVSD_STREAM( 0 ),
D3DVSD_REG( 0, D3DVSDT_FLOAT3 ), // Position of first mesh
D3DVSD_REG( 3, D3DVSDT_FLOAT3 ), // Normal
D3DVSD_REG( 6, D3DVSDT_FLOAT2 ), // Tex coords
D3DVSD_END()
};
if( FAILED( hr = D3DUtil_CreateVertexShader( m_pd3dDevice, _T("SeaFloor.vsh"),
dwSeaFloorVertexDecl,
&m_dwSeaFloorVertexShader ) ) )
{
return hr;
}
if( FAILED( hr = D3DUtil_CreateVertexShader( m_pd3dDevice, _T("SeaFloor2.vsh"),
dwSeaFloorVertexDecl,
&m_dwSeaFloorVertexShader2 ) ) )
{
return hr;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Called when the device-dependent objects are about to be lost.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_pFont->InvalidateDeviceObjects();
// Clean up vertex shaders
if( m_dwDolphinVertexShader != 0 )
{
m_pd3dDevice->DeleteVertexShader( m_dwDolphinVertexShader );
m_dwDolphinVertexShader = 0;
}
if( m_dwDolphinVertexShader2 != 0 )
{
m_pd3dDevice->DeleteVertexShader( m_dwDolphinVertexShader2 );
m_dwDolphinVertexShader2 = 0;
}
if( m_dwSeaFloorVertexShader != 0 )
{
m_pd3dDevice->DeleteVertexShader( m_dwSeaFloorVertexShader );
m_dwSeaFloorVertexShader = 0;
}
if( m_dwSeaFloorVertexShader2 != 0 )
{
m_pd3dDevice->DeleteVertexShader( m_dwSeaFloorVertexShader2 );
m_dwSeaFloorVertexShader2 = 0;
}
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();
// Clean up dolphin objects
SAFE_RELEASE( m_pDolphinTexture );
SAFE_RELEASE( m_pDolphinVB1 );
SAFE_RELEASE( m_pDolphinVB2 );
SAFE_RELEASE( m_pDolphinVB3 );
SAFE_RELEASE( m_pDolphinIB );
// Clean up seafoor objects
SAFE_RELEASE( m_pSeaFloorTexture );
SAFE_RELEASE( m_pSeaFloorVB );
SAFE_RELEASE( m_pSeaFloorIB );
// Clean up textures for water caustics
for( DWORD i=0; i<32; i++ )
SAFE_RELEASE( m_pCausticTextures[i] );
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 initialization, this code checks the device
// for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
D3DFORMAT Format )
{
if( ( dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
( dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
{
if( pCaps->VertexShaderVersion < D3DVS_VERSION(1,0) )
return E_FAIL;
}
return S_OK;
}