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fog.cpp
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2001-10-31
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//-----------------------------------------------------------------------------
// File: Fog.cpp
//
// Desc: Example code showing how to do fog in D3D
//
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include "stdafx.h"
#include <tchar.h>
#include <math.h>
#include <D3DX8.h>
#include "resource.h"
#include "D3DApp.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "fog.h"
//-----------------------------------------------------------------------------
// Structures and Macros
//-----------------------------------------------------------------------------
inline DWORD FtoDW( FLOAT f ) { return *((DWORD*)&f); }
struct FOGVERTEX
{
D3DXVECTOR3 p;
D3DXVECTOR3 n;
FLOAT tu, tv;
};
#define D3DFVF_FOGVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
#define FAR_PLANE (150.0f)
#define NEAR_PLANE (1.0f)
//-----------------------------------------------------------------------------
// Application globals
//-----------------------------------------------------------------------------
TCHAR* g_strAppTitle = _T( "MFCFog: D3D Fog Sample Using MFC" );
CApp g_App;
CAppForm* g_AppFormView = NULL;
//-----------------------------------------------------------------------------
// The MFC macros are all listed here
//-----------------------------------------------------------------------------
IMPLEMENT_DYNCREATE( CAppDoc, CDocument )
IMPLEMENT_DYNCREATE( CAppFrameWnd, CFrameWnd )
IMPLEMENT_DYNCREATE( CAppForm, CFormView )
BEGIN_MESSAGE_MAP( CApp, CWinApp )
//{{AFX_MSG_MAP(CApp)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
BEGIN_MESSAGE_MAP( CAppForm, CFormView )
//{{AFX_MSG_MAP(CAppForm)
ON_COMMAND( IDC_VIEWFULLSCREEN, OnToggleFullScreen )
ON_COMMAND( IDM_CHANGEDEVICE, OnChangeDevice )
ON_WM_HSCROLL()
ON_BN_CLICKED( IDC_FOGCOLOR, OnFogColor )
ON_BN_CLICKED( IDC_RANGEBASEDFOG, OnRangeBasedFog )
ON_BN_CLICKED( IDC_VERTEXFOG, OnVertexFog )
ON_BN_CLICKED( IDC_TABLEFOG, OnTableFog )
ON_BN_CLICKED( IDC_LINEARFOGMODE, OnFogMode )
ON_BN_CLICKED( IDC_LORESTERRAIN, OnTerrainResolution)
ON_BN_CLICKED( IDM_CHANGEDEVICE, OnChangeDevice )
ON_BN_CLICKED( IDC_EXPFOGMODE, OnFogMode )
ON_BN_CLICKED( IDC_EXP2FOGMODE, OnFogMode )
ON_BN_CLICKED( IDC_HIRESTERRAIN, OnTerrainResolution)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
BEGIN_MESSAGE_MAP(CAppDoc, CDocument)
//{{AFX_MSG_MAP(CAppDoc)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
BEGIN_MESSAGE_MAP(CAppFrameWnd, CFrameWnd)
//{{AFX_MSG_MAP(CAppFrameWnd)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
//-----------------------------------------------------------------------------
// Name: InitInstance()
// Desc: This is the main entry point for the application. The MFC window stuff
// is initialized here. See also the main initialization routine for the
// CAppForm class, which is called indirectly from here.
//-----------------------------------------------------------------------------
BOOL CApp::InitInstance()
{
// Asscociate the MFC app with the frame window and doc/view classes
AddDocTemplate( new CSingleDocTemplate( IDR_MAINFRAME,
RUNTIME_CLASS(CAppDoc),
RUNTIME_CLASS(CAppFrameWnd),
RUNTIME_CLASS(CAppForm) ) );
// Dispatch commands specified on the command line (req'd by MFC). This
// also initializes the the CAppDoc, CAppFrameWnd, and CAppForm classes.
CCommandLineInfo cmdInfo;
ParseCommandLine( cmdInfo );
if( !ProcessShellCommand( cmdInfo ) )
return FALSE;
if( !g_AppFormView->IsReady() )
return FALSE;
g_AppFormView->GetParentFrame()->RecalcLayout();
g_AppFormView->ResizeParentToFit( FALSE );
m_pMainWnd->SetWindowText( g_strAppTitle );
m_pMainWnd->UpdateWindow();
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: OnIdle()
// Desc: Uses idle time to render the 3D scene.
//-----------------------------------------------------------------------------
BOOL CApp::OnIdle( LONG )
{
// Do not render if the app is minimized
if( m_pMainWnd->IsIconic() )
return FALSE;
TCHAR strStatsPrev[200];
lstrcpy(strStatsPrev, g_AppFormView->PstrFrameStats());
// Update and render a frame
if( g_AppFormView->IsReady() )
{
g_AppFormView->CheckForLostFullscreen();
g_AppFormView->RenderScene();
if (lstrcmp(strStatsPrev, g_AppFormView->PstrFrameStats()) != 0)
g_AppFormView->GetDlgItem(IDC_FPS_TEXT)->SetWindowText(g_AppFormView->PstrFrameStats());
}
// Keep requesting more idle time
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: PreCreateWindow()
// Desc: Change the window style (so it cannot maximize or be sized) before
// the main frame window is created.
//-----------------------------------------------------------------------------
BOOL CAppFrameWnd::PreCreateWindow( CREATESTRUCT& cs )
{
cs.style = WS_OVERLAPPED|WS_CAPTION|WS_SYSMENU|WS_MINIMIZEBOX;
return CFrameWnd::PreCreateWindow( cs );
}
//-----------------------------------------------------------------------------
// Name: CAppForm()
// Desc: Constructor for the dialog resource form
//-----------------------------------------------------------------------------
CAppForm::CAppForm()
:CFormView( IDD_FORMVIEW )
{
g_AppFormView = this;
m_bHiResTerrain = FALSE;
m_bHiResTerrainOld = FALSE;
m_dwFogColor = 0x00b5b5ff;
m_dwFogMode = D3DFOG_LINEAR;
m_bCanDoTableFog = FALSE;
m_bCanDoVertexFog = FALSE;
m_bCanDoWFog = FALSE;
m_bDeviceUsesWFog = FALSE;
m_bRangeBasedFog = FALSE;
m_bUsingTableFog = FALSE;
m_fFogStartSlider = 0.0f;
m_fFogEndSlider = 1.0f;
m_fFogStartValue = 0.0f;
m_fFogEndValue = 1.0f;
m_fFogDensity = 0.0f;
m_hwndRenderWindow = NULL;
m_hwndRenderFullScreen = NULL;
m_pFloorTexture = NULL;
m_pTerrainVB = NULL;
m_dwNumTerrainVertices = 0L;
m_pColumnVB = NULL;
m_dwNumColumnVertices = 0L;
// Override some CD3DApplication defaults:
m_bUseDepthBuffer = TRUE;
}
//-----------------------------------------------------------------------------
// Name: ~CAppForm()
// Desc: Destructor for the dialog resource form. Shuts down the app
//-----------------------------------------------------------------------------
CAppForm::~CAppForm()
{
Cleanup3DEnvironment();
}
//-----------------------------------------------------------------------------
// Name: OnToggleFullScreen()
// Desc: Called when user toggles the fullscreen mode
//-----------------------------------------------------------------------------
void CAppForm::OnToggleFullScreen()
{
ToggleFullscreen();
}
//-----------------------------------------------------------------------------
// Name: OnChangeDevice()
// Desc: Use hit the "Change Device.." button. Display the dialog for the user
// to select a new device/mode, and call Change3DEnvironment to
// use the new device/mode.
//-----------------------------------------------------------------------------
VOID CAppForm::OnChangeDevice()
{
UserSelectNewDevice();
// Update UI, and device's fog parameters
UpdateUIForDeviceCapabilites();
SetFogParameters();
}
//-----------------------------------------------------------------------------
// Name: AdjustWindowForChange()
// Desc: Adjusts the window properties for windowed or fullscreen mode
//-----------------------------------------------------------------------------
HRESULT CAppForm::AdjustWindowForChange()
{
if( m_bWindowed )
{
::ShowWindow( m_hwndRenderFullScreen, SW_HIDE );
CD3DApplication::m_hWnd = m_hwndRenderWindow;
}
else
{
if( ::IsIconic( m_hwndRenderFullScreen ) )
::ShowWindow( m_hwndRenderFullScreen, SW_RESTORE );
::ShowWindow( m_hwndRenderFullScreen, SW_SHOW );
CD3DApplication::m_hWnd = m_hwndRenderFullScreen;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FullScreenWndProc()
// Desc: The WndProc funtion used when the app is in fullscreen mode. This is
// needed simply to trap the ESC key.
//-----------------------------------------------------------------------------
LRESULT CALLBACK FullScreenWndProc( HWND hWnd, UINT msg, WPARAM wParam,
LPARAM lParam )
{
if( msg == WM_CLOSE )
{
// User wants to exit, so go back to windowed mode and exit for real
g_AppFormView->OnToggleFullScreen();
g_App.GetMainWnd()->PostMessage( WM_CLOSE, 0, 0 );
}
else if( msg == WM_SETCURSOR )
{
SetCursor( NULL );
}
else if( msg == WM_KEYUP && wParam == VK_ESCAPE )
{
// User wants to leave fullscreen mode
g_AppFormView->OnToggleFullScreen();
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: CheckForLostFullscreen()
// Desc: If fullscreen and device was lost (probably due to alt-tab),
// automatically switch to windowed mode
//-----------------------------------------------------------------------------
HRESULT CAppForm::CheckForLostFullscreen()
{
HRESULT hr;
if( m_bWindowed )
return S_OK;
if( FAILED( hr = m_pd3dDevice->TestCooperativeLevel() ) )
ForceWindowed();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: OnTerrainResolution()
// Desc: Called when the user selects the terrain resolution
//-----------------------------------------------------------------------------
VOID CAppForm::OnTerrainResolution()
{
m_bHiResTerrain = ((CButton*)GetDlgItem(IDC_HIRESTERRAIN))->GetCheck();
SetFogParameters();
}
//-----------------------------------------------------------------------------
// Name: OnHScroll()
// Desc: Called when the user moves any scroll bar. Check which scrollbar was
// moved, and extract the appropiate value to a global variable.
//-----------------------------------------------------------------------------
void CAppForm::OnHScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar)
{
// Get the new fog parameters
m_fFogStartSlider = ((CSliderCtrl*)GetDlgItem(IDC_FOGSTART_SLIDER))->GetPos()/100.0f;
m_fFogEndSlider = ((CSliderCtrl*)GetDlgItem(IDC_FOGEND_SLIDER))->GetPos()/100.0f;
m_fFogDensity = ((CSliderCtrl*)GetDlgItem(IDC_FOGDENSITY_SLIDER))->GetPos()/100.0f;
if( m_fFogEndSlider < m_fFogStartSlider )
{
((CSliderCtrl*)GetDlgItem(IDC_FOGEND_SLIDER))->SetPos((INT)(m_fFogStartSlider*100.0f));
m_fFogEndSlider = m_fFogStartSlider;
}
SetFogParameters();
CFormView::OnHScroll(nSBCode, nPos, pScrollBar);
}
//-----------------------------------------------------------------------------
// Name: OnFogColor()
// Desc: Called when the user hits the "fog color..." button. Display a color
// selection dialog box, and set the global fog color variable.
//-----------------------------------------------------------------------------
void CAppForm::OnFogColor()
{
CColorDialog dlg;
if( IDOK == dlg.DoModal() )
{
m_dwFogColor = ((((DWORD)dlg.GetColor())&0x000000ff)<<16) +
((((DWORD)dlg.GetColor())&0x0000ff00)) +
((((DWORD)dlg.GetColor())&0x00ff0000)>>16);
SetFogParameters();
}
}
//-----------------------------------------------------------------------------
// Name: OnRangeBasedFog()
// Desc: Toggle the boolean variable for whether RangeBasedFog is enabled.
//-----------------------------------------------------------------------------
void CAppForm::OnRangeBasedFog()
{
m_bRangeBasedFog = ((CButton*)GetDlgItem(IDC_RANGEBASEDFOG))->GetCheck();
SetFogParameters();
}
//-----------------------------------------------------------------------------
// Name: OnVertexFog()
// Desc: User selected vertex fog. Upadte the global variables as appropiate.
//-----------------------------------------------------------------------------
void CAppForm::OnVertexFog()
{
// Note: We always assume range fog is available if doing vertex fog
GetDlgItem(IDC_RANGEBASEDFOG)->EnableWindow(TRUE);
GetDlgItem(IDC_LINEARFOGMODE)->EnableWindow(TRUE);
GetDlgItem(IDC_EXPFOGMODE)->EnableWindow(FALSE);
GetDlgItem(IDC_EXP2FOGMODE)->EnableWindow(FALSE);
((CButton*)GetDlgItem(IDC_LINEARFOGMODE))->SetCheck(TRUE);
((CButton*)GetDlgItem(IDC_EXPFOGMODE))->SetCheck(FALSE);
((CButton*)GetDlgItem(IDC_EXP2FOGMODE))->SetCheck(FALSE);
GetDlgItem(IDC_FOGSTARTMIN_TEXT)->SetWindowText( _T("near (1.0)") );
GetDlgItem(IDC_FOGSTARTMAX_TEXT)->SetWindowText( _T("far (150.0)") );
GetDlgItem(IDC_FOGENDMIN_TEXT)->SetWindowText( _T("near (1.0)") );
GetDlgItem(IDC_FOGENDMAX_TEXT)->SetWindowText( _T("far (150.0)") );
m_bUsingTableFog = FALSE;
OnFogMode();
}
//-----------------------------------------------------------------------------
// Name: OnTableFog()
// Desc: User selected table fog. Upadte the global variables as appropiate.
//-----------------------------------------------------------------------------
void CAppForm::OnTableFog()
{
// Note: We only assume range fog is available if doing vertex fog
GetDlgItem(IDC_RANGEBASEDFOG)->EnableWindow(FALSE);
((CButton*)GetDlgItem(IDC_RANGEBASEDFOG))->SetCheck(FALSE);
GetDlgItem(IDC_LINEARFOGMODE)->EnableWindow(TRUE);
GetDlgItem(IDC_EXPFOGMODE)->EnableWindow(TRUE);
GetDlgItem(IDC_EXP2FOGMODE)->EnableWindow(TRUE);
if( m_bCanDoWFog )
{
GetDlgItem(IDC_FOGSTARTMIN_TEXT)->SetWindowText( _T("near (1.0)") );
GetDlgItem(IDC_FOGSTARTMAX_TEXT)->SetWindowText( _T("far (150.0)") );
GetDlgItem(IDC_FOGENDMIN_TEXT)->SetWindowText( _T("near (1.0)") );
GetDlgItem(IDC_FOGENDMAX_TEXT)->SetWindowText( _T("far (150.0)") );
}
else
{
GetDlgItem(IDC_FOGSTARTMIN_TEXT)->SetWindowText( _T("near (0.0)") );
GetDlgItem(IDC_FOGSTARTMAX_TEXT)->SetWindowText( _T("far (1.0)") );
GetDlgItem(IDC_FOGENDMIN_TEXT)->SetWindowText( _T("near (0.0)") );
GetDlgItem(IDC_FOGENDMAX_TEXT)->SetWindowText( _T("far (1.0)") );
}
m_bUsingTableFog = TRUE;
OnFogMode();
}
//-----------------------------------------------------------------------------
// Name: OnFogMode()
// Desc: User changed the fog mode. Update the UI and global variables, as many
// controls are mutually exclusive.
//-----------------------------------------------------------------------------
void CAppForm::OnFogMode()
{
if( ((CButton*)GetDlgItem(IDC_LINEARFOGMODE))->GetCheck() )
{
m_dwFogMode = D3DFOG_LINEAR;
GetDlgItem(IDC_FOGSTART_TEXT)->EnableWindow(TRUE);
GetDlgItem(IDC_FOGSTARTMIN_TEXT)->EnableWindow(TRUE);
GetDlgItem(IDC_FOGSTARTMAX_TEXT)->EnableWindow(TRUE);
GetDlgItem(IDC_FOGSTART_SLIDER)->EnableWindow(TRUE);
GetDlgItem(IDC_FOGEND_TEXT)->EnableWindow(TRUE);
GetDlgItem(IDC_FOGENDMIN_TEXT)->EnableWindow(TRUE);
GetDlgItem(IDC_FOGENDMAX_TEXT)->EnableWindow(TRUE);
GetDlgItem(IDC_FOGEND_SLIDER)->EnableWindow(TRUE);
GetDlgItem(IDC_FOGDENSITY_TEXT)->EnableWindow(FALSE);
GetDlgItem(IDC_FOGDENSITYMIN_TEXT)->EnableWindow(FALSE);
GetDlgItem(IDC_FOGDENSITYMAX_TEXT)->EnableWindow(FALSE);
GetDlgItem(IDC_FOGDENSITY_SLIDER)->EnableWindow(FALSE);
}
else
{
GetDlgItem(IDC_FOGSTART_TEXT)->EnableWindow(FALSE);
GetDlgItem(IDC_FOGSTARTMIN_TEXT)->EnableWindow(FALSE);
GetDlgItem(IDC_FOGSTARTMAX_TEXT)->EnableWindow(FALSE);
GetDlgItem(IDC_FOGSTART_SLIDER)->EnableWindow(FALSE);
GetDlgItem(IDC_FOGEND_TEXT)->EnableWindow(FALSE);
GetDlgItem(IDC_FOGENDMIN_TEXT)->EnableWindow(FALSE);
GetDlgItem(IDC_FOGENDMAX_TEXT)->EnableWindow(FALSE);
GetDlgItem(IDC_FOGEND_SLIDER)->EnableWindow(FALSE);
GetDlgItem(IDC_FOGDENSITY_TEXT)->EnableWindow(TRUE);
GetDlgItem(IDC_FOGDENSITYMIN_TEXT)->EnableWindow(TRUE);
GetDlgItem(IDC_FOGDENSITYMAX_TEXT)->EnableWindow(TRUE);
GetDlgItem(IDC_FOGDENSITY_SLIDER)->EnableWindow(TRUE);
if( ((CButton*)GetDlgItem(IDC_EXPFOGMODE))->GetCheck() )
m_dwFogMode = D3DFOG_EXP;
if( ((CButton*)GetDlgItem(IDC_EXP2FOGMODE))->GetCheck() )
m_dwFogMode = D3DFOG_EXP2;
}
SetFogParameters();
}
//-----------------------------------------------------------------------------
// Name: UpdateUIForDeviceCapabilites()
// Desc: Whenever we get a new device, call this function to enable/disable the
// appropiate UI controls to match the device's capabilities.
//-----------------------------------------------------------------------------
VOID CAppForm::UpdateUIForDeviceCapabilites()
{
// Check the capabilities of the device
DWORD dwCaps = m_d3dCaps.RasterCaps;
m_bCanDoTableFog = (dwCaps&D3DPRASTERCAPS_FOGTABLE) &&
((dwCaps&D3DPRASTERCAPS_ZFOG) || (dwCaps&D3DPRASTERCAPS_WFOG))
? TRUE : FALSE;
m_bCanDoVertexFog = (dwCaps&D3DPRASTERCAPS_FOGVERTEX) ? TRUE : FALSE;
m_bCanDoWFog = (dwCaps&D3DPRASTERCAPS_WFOG) ? TRUE : FALSE;
// Update the UI checkbox states
((CButton*)GetDlgItem(IDC_TABLEFOG))->EnableWindow(m_bCanDoTableFog);
((CButton*)GetDlgItem(IDC_VERTEXFOG))->EnableWindow(m_bCanDoVertexFog);
if( m_bCanDoWFog )
GetDlgItem(IDC_USINGWFOG)->SetWindowText( _T("Device using W-fog") );
else
GetDlgItem(IDC_USINGWFOG)->SetWindowText( _T("Device using Z-fog") );
if( m_bUsingTableFog && m_bCanDoTableFog )
{
((CButton*)GetDlgItem(IDC_VERTEXFOG))->SetCheck(FALSE);
((CButton*)GetDlgItem(IDC_TABLEFOG))->SetCheck(TRUE);
}
else if( m_bCanDoVertexFog )
{
((CButton*)GetDlgItem(IDC_VERTEXFOG))->SetCheck(TRUE);
((CButton*)GetDlgItem(IDC_TABLEFOG))->SetCheck(FALSE);
}
else
{
((CButton*)GetDlgItem(IDC_VERTEXFOG))->SetCheck(FALSE);
((CButton*)GetDlgItem(IDC_TABLEFOG))->SetCheck(m_bCanDoTableFog);
}
// Set up table or vertex mode, as appropiate
if( ((CButton*)GetDlgItem(IDC_TABLEFOG))->GetCheck() )
OnTableFog();
if( ((CButton*)GetDlgItem(IDC_VERTEXFOG))->GetCheck() )
OnVertexFog();
}
//-----------------------------------------------------------------------------
// Name: OnInitialUpdate()
// Desc: When the AppForm object is created, this function is called to
// initialize it. Here we getting access ptrs to some of the controls,
// and setting the initial state of some of them as well.
//-----------------------------------------------------------------------------
VOID CAppForm::OnInitialUpdate()
{
// Update the UI
CFormView::OnInitialUpdate();
((CSliderCtrl*)GetDlgItem( IDC_FOGSTART_SLIDER ))->SetRange(0,100,TRUE);
((CSliderCtrl*)GetDlgItem( IDC_FOGSTART_SLIDER ))->SetPos(0);
((CSliderCtrl*)GetDlgItem( IDC_FOGEND_SLIDER ))->SetRange(0,100,TRUE);
((CSliderCtrl*)GetDlgItem( IDC_FOGEND_SLIDER ))->SetPos(100);
((CSliderCtrl*)GetDlgItem( IDC_FOGDENSITY_SLIDER ))->SetRange(0,100,TRUE);
((CSliderCtrl*)GetDlgItem( IDC_FOGDENSITY_SLIDER ))->SetPos(0);
((CButton*)GetDlgItem( IDC_LORESTERRAIN ))->SetCheck(TRUE);
((CButton*)GetDlgItem(IDC_VERTEXFOG))->SetCheck(TRUE);
// Save static reference to the render window
m_hwndRenderWindow = GetDlgItem(IDC_RENDERVIEW)->GetSafeHwnd();
// Register a class for a fullscreen window
WNDCLASS wndClass = { CS_HREDRAW | CS_VREDRAW, FullScreenWndProc, 0, 0, NULL,
NULL, NULL, (HBRUSH)GetStockObject(WHITE_BRUSH), NULL,
_T("Fullscreen Window") };
RegisterClass( &wndClass );
// We create the fullscreen window (not visible) at startup, so it can
// be the focus window. The focus window can only be set at CreateDevice
// time, not in a Reset, so ToggleFullscreen wouldn't work unless we have
// already set up the fullscreen focus window.
m_hwndRenderFullScreen = CreateWindow( _T("Fullscreen Window"), NULL,
WS_POPUP, CW_USEDEFAULT,
CW_USEDEFAULT, 100, 100,
GetTopLevelParent()->GetSafeHwnd(), 0L, NULL, 0L );
// Note that for the MFC samples, the device window and focus window
// are not the same.
CD3DApplication::m_hWnd = m_hwndRenderWindow;
CD3DApplication::m_hWndFocus = m_hwndRenderFullScreen;
CD3DApplication::Create( AfxGetInstanceHandle() );
// Update UI, and device's fog parameters
OnVertexFog();
UpdateUIForDeviceCapabilites();
SetFogParameters();
}
//----------------------------------------------------------------------------
// Name: GenerateTerrainDisk()
// Desc: Generates a trianglestrip for a disk
//----------------------------------------------------------------------------
HRESULT CAppForm::GenerateTerrainDisk( LPDIRECT3DDEVICE8 pd3dDevice, DWORD dwNumSegments,
FLOAT fScale )
{
HRESULT hr;
m_dwNumTerrainVertices = 2 * dwNumSegments * (dwNumSegments);
// Destroy the old vertex buffer, if any
SAFE_RELEASE( m_pTerrainVB );
// Create a vertex buffer
hr = pd3dDevice->CreateVertexBuffer( m_dwNumTerrainVertices*sizeof(FOGVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_FOGVERTEX,
D3DPOOL_MANAGED, &m_pTerrainVB );
if( FAILED(hr) )
return hr;
FOGVERTEX* pVertices = NULL;
hr = m_pTerrainVB->Lock( 0, m_dwNumTerrainVertices*sizeof(FOGVERTEX),
(BYTE**)&pVertices, 0 );
if( FAILED(hr) )
return hr;
// Generate a spiralized trianglestrip
for( DWORD ring = 0; ring < dwNumSegments; ring++ )
{
for( DWORD seg=0; seg < dwNumSegments; seg++ )
{
FLOAT fTheta = (seg*2*D3DX_PI) / dwNumSegments;
FLOAT r0 = (ring + fTheta/(2*D3DX_PI))*fScale/dwNumSegments;
FLOAT r1 = r0 + fScale/dwNumSegments;
FLOAT x = (FLOAT)sin( fTheta );
FLOAT z = (FLOAT)cos( fTheta );
FLOAT y0 = (FLOAT)sin(r0*z*z+r0*x*x);
FLOAT nx0 = -(FLOAT)cos(r0*z*z+r0*x*x)*r0*2*x;
FLOAT ny0 = 1.0f;
FLOAT nz0 = -(FLOAT)cos(r0*z*z+r0*x*x)*r0*2*z;
FLOAT y1 = (FLOAT)sin(r1*z*z+r1*x*x);
FLOAT nx1 = -(FLOAT)cos(r1*z*z+r1*x*x)*r1*2*x;
FLOAT ny1 = 1.0f;
FLOAT nz1 = -(FLOAT)cos(r1*z*z+r1*x*x)*r1*2*z;
// Add two vertices to the strip at each step
pVertices->p.x = r0*x;
pVertices->p.y = y0;
pVertices->p.z = r0*z;
pVertices->n.x = nx0;
pVertices->n.y = ny0;
pVertices->n.z = nz0;
pVertices->tu = (r0*x)/fScale;
pVertices->tv = (r0*z)/fScale;
pVertices++;
pVertices->p.x = r1*x;
pVertices->p.y = y1;
pVertices->p.z = r1*z;
pVertices->n.x = nx1;
pVertices->n.y = ny1;
pVertices->n.z = nz1;
pVertices->tu = (r1*x)/fScale;
pVertices->tv = (r1*z)/fScale;
pVertices++;
}
}
m_pTerrainVB->Unlock();
return S_OK;
}
//----------------------------------------------------------------------------
// Name: GenerateColumn()
// Desc: Generates a trianglestrip for a column
//----------------------------------------------------------------------------
HRESULT CAppForm::GenerateColumn( LPDIRECT3DDEVICE8 pd3dDevice, DWORD dwNumSegments,
FLOAT fRadius, FLOAT fHeight )
{
HRESULT hr;
m_dwNumColumnVertices = 2 * (dwNumSegments+1);
// Destroy the old vertex buffer, if any
SAFE_RELEASE( m_pColumnVB );
// Create a vertex buffer
hr = pd3dDevice->CreateVertexBuffer( m_dwNumColumnVertices*sizeof(FOGVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_FOGVERTEX,
D3DPOOL_MANAGED, &m_pColumnVB );
if( FAILED(hr) )
return hr;
FOGVERTEX* pVertices = NULL;
hr = m_pColumnVB->Lock( 0, m_dwNumColumnVertices*sizeof(FOGVERTEX),
(BYTE**)(&pVertices), 0 );
if( FAILED(hr) )
return hr;
// Generate a trianglestrip
for( DWORD seg=0; seg<=dwNumSegments; seg++ )
{
FLOAT fTheta = (2*D3DX_PI*seg)/dwNumSegments;
FLOAT nx = (FLOAT)sin(fTheta);
FLOAT nz = (FLOAT)cos(fTheta);
FLOAT r = fRadius;
FLOAT u = (1.0f*seg)/dwNumSegments;
// Add two vertices to the strip at each step
pVertices->p.x = r*nx;
pVertices->p.y = fHeight;
pVertices->p.z = r*nz;
pVertices->n.x = nx;
pVertices->n.y = 0;
pVertices->n.z = nz;
pVertices->tu = u;
pVertices->tv = 1;
pVertices++;
pVertices->p.x = r*nx;
pVertices->p.y = -1;
pVertices->p.z = r*nz;
pVertices->n.x = nx;
pVertices->n.y = 0;
pVertices->n.z = nz;
pVertices->tu = u;
pVertices->tv = 0;
pVertices++;
}
m_pColumnVB->Unlock();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CAppForm::OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CAppForm::OneTimeSceneInit()
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CAppForm::FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CAppForm::FrameMove()
{
// Move the camera along an ellipse
D3DXVECTOR3 from( 50*sinf(m_fTime/2), 5.0f, 60*cosf(m_fTime/2) );
D3DXVECTOR3 at( 50*sinf(m_fTime/2+1.5f), 4.0f, 60*cosf(m_fTime/2+1.5f) );
D3DXVECTOR3 up( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &from, &at, &up );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CAppForm::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 CAppForm::Render()
{
// Clear the viewport
m_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
m_dwFogColor, 1.0f, 0L );
m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_FOGCOLOR, m_dwFogColor );
m_pd3dDevice->SetRenderState( D3DRS_FOGSTART, FtoDW(m_fFogStartValue) );
m_pd3dDevice->SetRenderState( D3DRS_FOGEND, FtoDW(m_fFogEndValue) );
m_pd3dDevice->SetRenderState( D3DRS_FOGDENSITY, FtoDW(m_fFogDensity) );
if( m_bUsingTableFog )
{
m_pd3dDevice->SetRenderState( D3DRS_FOGVERTEXMODE, D3DFOG_NONE );
m_pd3dDevice->SetRenderState( D3DRS_FOGTABLEMODE, m_dwFogMode );
}
else
{
m_pd3dDevice->SetRenderState( D3DRS_FOGTABLEMODE, D3DFOG_NONE );
m_pd3dDevice->SetRenderState( D3DRS_FOGVERTEXMODE, m_dwFogMode );
m_pd3dDevice->SetRenderState( D3DRS_RANGEFOGENABLE, m_bRangeBasedFog );
}
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
// Reset the world matrix
D3DXMATRIX matWorld;
D3DXMatrixIdentity( &matWorld );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
// Draw the terrain
m_pd3dDevice->SetVertexShader( D3DFVF_FOGVERTEX );
m_pd3dDevice->SetStreamSource( 0, m_pTerrainVB, sizeof(FOGVERTEX) );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP,
0, m_dwNumTerrainVertices-2 );
// Draw the columns
for( DWORD i=0; i<20; i++ )
{
FLOAT tx = (i%10)*20.0f - 100.0f;
FLOAT ty = 0.0f;
FLOAT tz = (i<=10) ? 40.0f : -40.0f;
D3DXMatrixTranslation( &matWorld, tx, ty, tz );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetVertexShader( D3DFVF_FOGVERTEX );
m_pd3dDevice->SetStreamSource( 0, m_pColumnVB, sizeof(FOGVERTEX) );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP,
0, m_dwNumColumnVertices-2 );
}
// End the scene.
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CAppForm::InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CAppForm::InitDeviceObjects()
{
// Get the device caps
D3DCAPS8 d3dCaps;
m_pd3dDevice->GetDeviceCaps( &d3dCaps );
if( d3dCaps.RasterCaps & D3DPRASTERCAPS_WFOG )
m_bDeviceUsesWFog = TRUE;
else
m_bDeviceUsesWFog = FALSE;
// Create the floor texture
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("SeaFloor.bmp"),
&m_pFloorTexture, D3DFMT_R5G6B5 ) ) )
return E_FAIL;
// Generate some geometry for the app
if( m_bHiResTerrain )
GenerateTerrainDisk( m_pd3dDevice, 80, 100.0f );
else
GenerateTerrainDisk( m_pd3dDevice, 5, 100.0f );
GenerateColumn( m_pd3dDevice, 30, 1.0f, 10.0f );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CAppForm::RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CAppForm::RestoreDeviceObjects()
{
// Set up the object material
D3DMATERIAL8 mtrl;
D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f );
m_pd3dDevice->SetMaterial( &mtrl );
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x44444444 );
// Set up a texture
m_pd3dDevice->SetTexture( 0, m_pFloorTexture );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
// Set the transform matrices
D3DXMATRIX matWorld, matProj;
D3DXMatrixIdentity( &matWorld );
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4.0f, 1.0f, NEAR_PLANE, FAR_PLANE );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Set up the light
D3DLIGHT8 light;
D3DUtil_InitLight( light, D3DLIGHT_POINT, 0.0f, 50.0f, 0.0f );
light.Attenuation0 = 0.1f;
light.Range = 200.0f;
m_pd3dDevice->SetLight( 0, &light );
m_pd3dDevice->LightEnable( 0, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CAppForm::InvalidateDeviceObjects()
// Desc: Called when the device-dependent objects are about to be lost.
//-----------------------------------------------------------------------------
HRESULT CAppForm::InvalidateDeviceObjects()
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CAppForm::DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CAppForm::DeleteDeviceObjects()
{
SAFE_RELEASE( m_pColumnVB );
SAFE_RELEASE( m_pTerrainVB );
SAFE_RELEASE( m_pFloorTexture );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CAppForm::FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
// to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CAppForm::FinalCleanup()
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CAppForm::ConfirmDevice()
// Desc: Called during device intialization, this code checks the device
// for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CAppForm::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
D3DFORMAT Format )
{
if( pCaps->RasterCaps & D3DPRASTERCAPS_FOGVERTEX )
return S_OK;
return E_FAIL;
}
//-----------------------------------------------------------------------------
// Name: SetFogParameters()
// Desc: Sets the apps parameters for rendering the scene
//-----------------------------------------------------------------------------
VOID CAppForm::SetFogParameters()
{
m_fFogStartValue = ( m_fFogStartSlider*(FAR_PLANE-NEAR_PLANE) ) + NEAR_PLANE;
m_fFogEndValue = ( m_fFogEndSlider*(FAR_PLANE-NEAR_PLANE) ) + NEAR_PLANE;
// Set fog start and end values for table (pixel) fog mode on devices that
// do not use WFOG. These devices expect fog between 0.0 and 1.0.
if( (FALSE==m_bDeviceUsesWFog) && (TRUE==m_bUsingTableFog) )
{
m_fFogStartValue = m_fFogStartSlider;
m_fFogEndValue = m_fFogEndSlider;
}
// Adjust terrain if necessary
if( m_bHiResTerrainOld != m_bHiResTerrain )
{
m_bHiResTerrainOld = m_bHiResTerrain;
if( m_bHiResTerrain )
GenerateTerrainDisk( m_pd3dDevice, 80, 100.0f );
else
GenerateTerrainDisk( m_pd3dDevice, 5, 100.0f );
}
}