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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;
- }
-
-
-
-
-