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VertexShader
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VertexShader.cpp
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2001-10-31
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//-----------------------------------------------------------------------------
// File: VertexShader.cpp
//
// Desc: Example code showing how to do vertex shaders in D3D.
//
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <stdio.h>
#include <math.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// 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
{
// Font for drawing text
CD3DFont* m_pFont;
CD3DFont* m_pFontSmall;
// Scene
LPDIRECT3DVERTEXBUFFER8 m_pVB;
LPDIRECT3DINDEXBUFFER8 m_pIB;
DWORD m_dwNumVertices;
DWORD m_dwNumIndices;
DWORD m_dwShader;
DWORD m_dwSize;
// Transforms
D3DXMATRIX m_matPosition;
D3DXMATRIX m_matView;
D3DXMATRIX m_matProj;
// Navigation
BYTE m_bKey[256];
FLOAT m_fSpeed;
FLOAT m_fAngularSpeed;
BOOL m_bShowHelp;
D3DXVECTOR3 m_vVelocity;
D3DXVECTOR3 m_vAngularVelocity;
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT FinalCleanup();
HRESULT Render();
HRESULT FrameMove();
HRESULT ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format );
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
m_strWindowTitle = _T("VertexShader");
m_bUseDepthBuffer = TRUE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pFontSmall = new CD3DFont( _T("Arial"), 9, D3DFONT_BOLD );
m_pIB = NULL;
m_pVB = NULL;
m_dwSize = 32;
m_dwNumIndices = (m_dwSize - 1) * (m_dwSize - 1) * 6;
m_dwNumVertices = m_dwSize * m_dwSize;
m_dwShader = 0;
ZeroMemory( m_bKey, sizeof(m_bKey) );
m_fSpeed = 5.0f;
m_fAngularSpeed = 1.0f;
m_bShowHelp = FALSE;
m_vVelocity = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
m_vAngularVelocity = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
// Setup the view matrix
D3DXVECTOR3 vEye = D3DXVECTOR3( 2.0f, 3.0f, 3.0f );
D3DXVECTOR3 vAt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtRH( &m_matView, &vEye, &vAt, &vUp );
// Set the position matrix
D3DXMatrixInverse( &m_matPosition, NULL, &m_matView );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
FLOAT fSecsPerFrame = m_fElapsedTime;
// Process keyboard input
D3DXVECTOR3 vT( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vR( 0.0f, 0.0f, 0.0f );
if( m_bKey[VK_LEFT] || m_bKey[VK_NUMPAD1] ) vT.x -= 1.0f; // Slide Left
if( m_bKey[VK_RIGHT] || m_bKey[VK_NUMPAD3] ) vT.x += 1.0f; // Slide Right
if( m_bKey[VK_DOWN] ) vT.y -= 1.0f; // Slide Down
if( m_bKey[VK_UP] ) vT.y += 1.0f; // Slide Up
if( m_bKey['W'] ) vT.z -= 2.0f; // Move Forward
if( m_bKey['S'] ) vT.z += 2.0f; // Move Backward
if( m_bKey['A'] || m_bKey[VK_NUMPAD8] ) vR.x -= 1.0f; // Pitch Down
if( m_bKey['Z'] || m_bKey[VK_NUMPAD2] ) vR.x += 1.0f; // Pitch Up
if( m_bKey['E'] || m_bKey[VK_NUMPAD6] ) vR.y -= 1.0f; // Turn Right
if( m_bKey['Q'] || m_bKey[VK_NUMPAD4] ) vR.y += 1.0f; // Turn Left
if( m_bKey[VK_NUMPAD9] ) vR.z -= 2.0f; // Roll CW
if( m_bKey[VK_NUMPAD7] ) vR.z += 2.0f; // Roll CCW
m_vVelocity = m_vVelocity * 0.9f + vT * 0.1f;
m_vAngularVelocity = m_vAngularVelocity * 0.9f + vR * 0.1f;
// Update position and view matricies
D3DXMATRIX matT, matR;
D3DXQUATERNION qR;
vT = m_vVelocity * fSecsPerFrame * m_fSpeed;
vR = m_vAngularVelocity * fSecsPerFrame * m_fAngularSpeed;
D3DXMatrixTranslation( &matT, vT.x, vT.y, vT.z);
D3DXMatrixMultiply( &m_matPosition, &matT, &m_matPosition );
D3DXQuaternionRotationYawPitchRoll( &qR, vR.y, vR.x, vR.z );
D3DXMatrixRotationQuaternion( &matR, &qR );
D3DXMatrixMultiply( &m_matPosition, &matR, &m_matPosition );
D3DXMatrixInverse( &m_matView, NULL, &m_matPosition );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &m_matView );
// Set up the vertex shader constants
{
D3DXMATRIX mat;
D3DXMatrixMultiply( &mat, &m_matView, &m_matProj );
D3DXMatrixTranspose( &mat, &mat );
D3DXVECTOR4 vA( sinf(m_fTime)*15.0f, 0.0f, 0.5f, 1.0f );
D3DXVECTOR4 vD( D3DX_PI, 1.0f/(2.0f*D3DX_PI), 2.0f*D3DX_PI, 0.05f );
// Taylor series coefficients for sin and cos
D3DXVECTOR4 vSin( 1.0f, -1.0f/6.0f, 1.0f/120.0f, -1.0f/5040.0f );
D3DXVECTOR4 vCos( 1.0f, -1.0f/2.0f, 1.0f/ 24.0f, -1.0f/ 720.0f );
m_pd3dDevice->SetVertexShaderConstant( 0, &mat, 4 );
m_pd3dDevice->SetVertexShaderConstant( 4, &vA, 1 );
m_pd3dDevice->SetVertexShaderConstant( 7, &vD, 1 );
m_pd3dDevice->SetVertexShaderConstant( 10, &vSin, 1 );
m_pd3dDevice->SetVertexShaderConstant( 11, &vCos, 1 );
}
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 backbuffer
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
0x000000ff, 1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
m_pd3dDevice->SetVertexShader( m_dwShader );
m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(D3DXVECTOR2) );
m_pd3dDevice->SetIndices( m_pIB, 0 );
m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, m_dwNumVertices,
0, m_dwNumIndices/3 );
// 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 );
if( m_bShowHelp )
{
m_pFontSmall->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255),
_T("Keyboard controls:") );
m_pFontSmall->DrawText( 20, 60, D3DCOLOR_ARGB(255,255,255,255),
_T("Move\nTurn\nPitch\nSlide\n")
_T("Help\nChange device\nExit") );
m_pFontSmall->DrawText( 210, 60, D3DCOLOR_ARGB(255,255,255,255),
_T("W,S\nE,Q\nA,Z\nArrow keys\n")
_T("F1\nF2\nEsc") );
}
else
{
m_pFontSmall->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255),
_T("Press F1 for help") );
}
// End the scene.
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
m_pFont->InitDeviceObjects( m_pd3dDevice );
m_pFontSmall->InitDeviceObjects( m_pd3dDevice );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
HRESULT hr;
m_pFont->RestoreDeviceObjects();
m_pFontSmall->RestoreDeviceObjects();
// Setup render states
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
// Create index buffer
{
WORD* pIndices;
if( FAILED( hr = m_pd3dDevice->CreateIndexBuffer( m_dwNumIndices*sizeof(WORD),
0, D3DFMT_INDEX16,
D3DPOOL_DEFAULT, &m_pIB ) ) )
return hr;
if( FAILED( hr = m_pIB->Lock( 0, m_dwNumIndices*sizeof(WORD), (BYTE**)&pIndices, 0 ) ) )
return hr;
for( DWORD y=1; y<m_dwSize; y++ )
{
for( DWORD x=1; x<m_dwSize; x++ )
{
*pIndices++ = (WORD)( (y-1)*m_dwSize + (x-1) );
*pIndices++ = (WORD)( (y-0)*m_dwSize + (x-1) );
*pIndices++ = (WORD)( (y-1)*m_dwSize + (x-0) );
*pIndices++ = (WORD)( (y-1)*m_dwSize + (x-0) );
*pIndices++ = (WORD)( (y-0)*m_dwSize + (x-1) );
*pIndices++ = (WORD)( (y-0)*m_dwSize + (x-0) );
}
}
if( FAILED( hr = m_pIB->Unlock() ) )
return hr;
}
// Create vertex buffer
{
D3DXVECTOR2 *pVertices;
if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( m_dwNumVertices*sizeof(D3DXVECTOR2),
0, 0,
D3DPOOL_DEFAULT, &m_pVB ) ) )
return hr;
if( FAILED( hr = m_pVB->Lock( 0, m_dwNumVertices*sizeof(D3DXVECTOR2), (BYTE**)&pVertices, 0 ) ) )
return hr;
for( DWORD y=0; y<m_dwSize; y++ )
{
for( DWORD x=0; x<m_dwSize; x++ )
{
*pVertices++ = D3DXVECTOR2( ((float)x / (float)(m_dwSize-1) - 0.5f) * D3DX_PI,
((float)y / (float)(m_dwSize-1) - 0.5f) * D3DX_PI );
}
}
if( FAILED( hr = m_pVB->Unlock() ) )
return hr;
}
// Create vertex shader
{
TCHAR strVertexShaderPath[512];
LPD3DXBUFFER pCode;
DWORD dwDecl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT2),
D3DVSD_END()
};
// Find the vertex shader file
DXUtil_FindMediaFile( strVertexShaderPath, _T("Ripple.vsh") );
// Assemble the vertex shader from the file
if( FAILED( hr = D3DXAssembleShaderFromFile( strVertexShaderPath,
0, NULL, &pCode, NULL ) ) )
return hr;
// Create the vertex shader
hr = m_pd3dDevice->CreateVertexShader( dwDecl, (DWORD*)pCode->GetBufferPointer(),
&m_dwShader, 0 );
pCode->Release();
if( FAILED(hr) )
return hr;
}
// Set up the projection matrix
FLOAT fAspectRatio = (FLOAT)m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovRH( &m_matProj, D3DXToRadian(60.0f), fAspectRatio, 0.1f, 100.0f );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &m_matProj );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_pFont->InvalidateDeviceObjects();
m_pFontSmall->InvalidateDeviceObjects();
SAFE_RELEASE( m_pIB );
SAFE_RELEASE( m_pVB );
m_pd3dDevice->DeleteVertexShader( m_dwShader );
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();
m_pFontSmall->DeleteDeviceObjects();
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 );
SAFE_DELETE( m_pFontSmall );
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( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
(dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
{
if( pCaps->VertexShaderVersion < D3DVS_VERSION(1,0) )
return E_FAIL;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Message proc function to handle key and menu input
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
LPARAM lParam )
{
// Handle key presses
switch( uMsg )
{
case WM_KEYUP:
m_bKey[wParam] = 0;
break;
case WM_KEYDOWN:
m_bKey[wParam] = 1;
break;
case WM_COMMAND:
{
switch( LOWORD(wParam) )
{
case IDM_TOGGLEHELP:
m_bShowHelp = !m_bShowHelp;
break;
}
}
}
// Pass remaining messages to default handler
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}