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Lighting
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lighting.cpp
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2001-10-08
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//-----------------------------------------------------------------------------
// File: Lighting.cpp
//
// Desc: Example code showing how to use D3D lights.
//
// Copyright (c) 1995-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <basetsd.h>
#include <math.h>
#include <stdio.h>
#include <D3DX8.h>
#include <tchar.h>
#include "D3DApp.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
//-----------------------------------------------------------------------------
// Defines, constants, and global variables
//-----------------------------------------------------------------------------
// Custom D3D vertex format used by the vertex buffer
struct MYVERTEX
{
D3DXVECTOR3 p; // vertex position
D3DXVECTOR3 n; // vertex normal
};
#define D3DFVF_MYVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)
//-----------------------------------------------------------------------------
// 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
{
LPDIRECT3DVERTEXBUFFER8 m_pWallVB; // Vertex buffer for the walls and floor
LPD3DXMESH m_pSphereMesh; // Representation of point light
LPD3DXMESH m_pConeMesh; // Representation of dir/spot light
CD3DFont* m_pFont; // Font for drawing text
D3DLIGHT8 m_light; // Description of the D3D light
UINT m_n; // Number of vertices in the ground grid along X
UINT m_m; // Number of vertices in the ground grid along Z
UINT m_nTriangles; // Number of triangles in the ground grid
protected:
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT FrameMove();
HRESULT Render();
HRESULT FinalCleanup();
public:
CMyD3DApplication();
};
CMyD3DApplication g_d3dApp;
//-----------------------------------------------------------------------------
// 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 )
{
if( FAILED( g_d3dApp.Create( hInst ) ) )
return 0;
return g_d3dApp.Run();
}
//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
m_strWindowTitle = TEXT( "Lighting" );
m_bUseDepthBuffer = FALSE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pWallVB = NULL;
m_pSphereMesh = NULL;
m_pConeMesh = NULL;
// Set up wall/floor mesh resolution. Try changing m_n and m_m to see
// how the lighting is affected.
m_n = 32;
m_m = 32;
m_nTriangles = (m_n-1)*(m_m-1)*2;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
HRESULT hr;
if( FAILED( hr = m_pFont->InitDeviceObjects( m_pd3dDevice ) ) )
return hr;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Restores scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
MYVERTEX* v;
// Create a square grid m_n*m_m for rendering the wall
if( FAILED( m_pd3dDevice->CreateVertexBuffer( m_nTriangles*3*sizeof(MYVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_MYVERTEX,
D3DPOOL_MANAGED, &m_pWallVB ) ) )
{
return E_FAIL;
}
// Fill in the grid vertex data
m_pWallVB->Lock( 0, 0, (BYTE**)&v, 0 );
float dX = 1.0f/(m_n-1);
float dZ = 1.0f/(m_m-1);
float dU = 1.0f/(m_n-1);
float dV = 1.0f/(m_m-1);
UINT k = 0;
for (UINT z=0; z < (m_m-1); z++)
{
for (UINT x=0; x < (m_n-1); x++)
{
v[k].p = D3DXVECTOR3(10 * x*dX, 0.0f, 10 * z*dZ );
v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
k++;
v[k].p = D3DXVECTOR3(10 * x*dX, 0.0f, 10 * (z+1)*dZ );
v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
k++;
v[k].p = D3DXVECTOR3(10 * (x+1)*dX, 0.0f, 10 * (z+1)*dZ );
v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
k++;
v[k].p = D3DXVECTOR3(10 * x*dX, 0.0f, 10 * z*dZ );
v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
k++;
v[k].p = D3DXVECTOR3(10 * (x+1)*dX, 0.0f, 10 * (z+1)*dZ );
v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
k++;
v[k].p = D3DXVECTOR3(10 * (x+1)*dX, 0.0f, 10 * z*dZ );
v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
k++;
}
}
m_pWallVB->Unlock();
// Create sphere and cone meshes to represent the lights
if (FAILED( D3DXCreateSphere(m_pd3dDevice, 0.25f, 20, 20, &m_pSphereMesh, NULL) ) )
return E_FAIL;
if (FAILED( D3DXCreateCylinder(m_pd3dDevice, 0.0f, 0.25f, 0.5f, 20, 20, &m_pConeMesh, NULL) ) )
return E_FAIL;
// Set up a material
D3DMATERIAL8 mtrl;
D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f );
m_pd3dDevice->SetMaterial( &mtrl );
// Set miscellaneous render states
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
// Set the world matrix
D3DXMATRIX matIdentity;
D3DXMatrixIdentity( &matIdentity );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matIdentity );
// Set the view matrix.
D3DXMATRIX matView;
D3DXVECTOR3 vFromPt( -10, 10, -10);
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH( &matView, &vFromPt, &vLookatPt, &vUpVec );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
// Set the projection matrix
D3DXMATRIX matProj;
FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Turn on lighting.
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
// Enable ambient lighting to a dim, grey light, so objects that
// are not lit by the other lights are not completely black
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT,
D3DCOLOR_COLORVALUE( 0.25, 0.25, 0.25, 1.0 ) );
// Set light #0 to be a simple, faint grey directional light so
// the walls and floor are slightly different shades of grey
D3DLIGHT8 light; // Description of the D3D light
ZeroMemory( &light, sizeof(light) );
light.Type = D3DLIGHT_DIRECTIONAL;
light.Direction = D3DXVECTOR3( 0.3f, -0.5f, 0.2f );
light.Diffuse.r = light.Diffuse.g = light.Diffuse.b = 0.25f;
m_pd3dDevice->SetLight( 0, &light );
// Set light #1 to be a simple, bright directional light to use
// on the mesh representing light #2
ZeroMemory( &light, sizeof(light) );
light.Type = D3DLIGHT_DIRECTIONAL;
light.Direction = D3DXVECTOR3( 0.5f, -0.5f, 0.5f );
light.Diffuse.r = light.Diffuse.g = light.Diffuse.b = 1.0f;
m_pd3dDevice->SetLight( 1, &light );
// Light #2 will be the light used to light the floor and walls. It will
// be set up in FrameMove() since it changes every frame.
// Restore the font
m_pFont->RestoreDeviceObjects();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
ZeroMemory( &m_light, sizeof(m_light) );
// Rotate through the various light types
m_light.Type = (D3DLIGHTTYPE)(1+(((DWORD)m_fTime)/5)%3);
// Make sure the light type is supported by the device. If
// D3DVTXPCAPS_POSITIONALLIGHTS is not set, the device does not support
// point or spot lights, so change light #2's type to a directional light.
DWORD dwCaps = m_d3dCaps.VertexProcessingCaps;
if( 0 == ( dwCaps & D3DVTXPCAPS_POSITIONALLIGHTS ) )
{
if( m_light.Type == D3DLIGHT_POINT || m_light.Type == D3DLIGHT_SPOT )
m_light.Type = D3DLIGHT_DIRECTIONAL;
}
// Values for the light position, direction, and color
FLOAT x = sinf( m_fTime*2.000f );
FLOAT y = sinf( m_fTime*2.246f );
FLOAT z = sinf( m_fTime*2.640f );
m_light.Diffuse.r = 0.5f + 0.5f * x;
m_light.Diffuse.g = 0.5f + 0.5f * y;
m_light.Diffuse.b = 0.5f + 0.5f * z;
m_light.Range = 100.0f;
switch( m_light.Type )
{
case D3DLIGHT_POINT:
m_light.Position = 4.5f * D3DXVECTOR3( x, y, z );
m_light.Attenuation1 = 0.4f;
break;
case D3DLIGHT_DIRECTIONAL:
m_light.Direction = D3DXVECTOR3( x, y, z );
break;
case D3DLIGHT_SPOT:
m_light.Position = 2.0f * D3DXVECTOR3( x, y, z );
m_light.Direction = D3DXVECTOR3( x, y, z );
m_light.Theta = 0.5f;
m_light.Phi = 1.0f;
m_light.Falloff = 1.0f;
m_light.Attenuation0 = 1.0f;
}
m_pd3dDevice->SetLight( 2, &m_light );
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, 0x000000ff, 1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
m_pd3dDevice->SetStreamSource( 0, m_pWallVB, sizeof(MYVERTEX) );
m_pd3dDevice->SetVertexShader( D3DFVF_MYVERTEX );
D3DXMATRIX matWorld;
D3DXMATRIX matTrans;
D3DXMATRIX matRotate;
// Turn on light #0 and #2, and turn off light #1
m_pd3dDevice->LightEnable( 0, TRUE );
m_pd3dDevice->LightEnable( 1, FALSE );
m_pd3dDevice->LightEnable( 2, TRUE );
// Draw the floor
D3DXMatrixTranslation( &matTrans, -5.0f, -5.0f, -5.0f );
D3DXMatrixRotationZ( &matRotate, 0.0f );
matWorld = matRotate * matTrans;
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_nTriangles );
// Draw the back wall
D3DXMatrixTranslation( &matTrans, 5.0f,-5.0f, -5.0f );
D3DXMatrixRotationZ( &matRotate, D3DX_PI/2 );
matWorld = matRotate * matTrans;
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_nTriangles );
// Draw the side wall
D3DXMatrixTranslation( &matTrans, -5.0f, -5.0f, 5.0f );
D3DXMatrixRotationX( &matRotate, -D3DX_PI/2 );
matWorld = matRotate * matTrans;
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_nTriangles );
// Turn on light #1, and turn off light #0 and #2
m_pd3dDevice->LightEnable( 0, FALSE );
m_pd3dDevice->LightEnable( 1, TRUE );
m_pd3dDevice->LightEnable( 2, FALSE );
// Draw the mesh representing the light
if( m_light.Type == D3DLIGHT_POINT )
{
// Just position the point light -- no need to orient it
D3DXMatrixTranslation( &matWorld, m_light.Position.x,
m_light.Position.y, m_light.Position.z );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pSphereMesh->DrawSubset(0);
}
else
{
// Position the light and point it in the light's direction
D3DXVECTOR3 vecFrom( m_light.Position.x, m_light.Position.y, m_light.Position.z );
D3DXVECTOR3 vecAt( m_light.Position.x + m_light.Direction.x,
m_light.Position.y + m_light.Direction.y,
m_light.Position.z + m_light.Direction.z );
D3DXVECTOR3 vecUp( 0, 1, 0);
D3DXMATRIX matWorldInv;
D3DXMatrixLookAtLH( &matWorldInv, &vecFrom, &vecAt, &vecUp);
D3DXMatrixInverse( &matWorld, NULL, &matWorldInv);
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pConeMesh->DrawSubset(0);
}
// 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 );
TCHAR* strLight = (m_light.Type == D3DLIGHT_POINT ? TEXT("Point Light") :
m_light.Type == D3DLIGHT_SPOT ? TEXT("Spot Light") : TEXT("Directional Light"));
m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255), strLight);
// End the scene.
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Invalidates device objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
SAFE_RELEASE( m_pWallVB );
SAFE_RELEASE( m_pSphereMesh );
SAFE_RELEASE( m_pConeMesh );
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_pWallVB );
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()
{
// Cleanup D3D font
SAFE_DELETE( m_pFont );
return S_OK;
}