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VolumeTexture
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volumetexture.cpp
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2001-10-31
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//-----------------------------------------------------------------------------
// File: VolumeTexture.cpp
//
// Desc: Example code showing how to do volume textures 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"
//-----------------------------------------------------------------------------
// Defines, constants, and global variables
//-----------------------------------------------------------------------------
struct VOLUMEVERTEX
{
FLOAT x, y, z;
DWORD color;
FLOAT tu, tv, tw;
};
#define D3DFVF_VOLUMEVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1|D3DFVF_TEXCOORDSIZE3(0))
VOLUMEVERTEX g_vVertices[4] =
{
{ 1.0f, 1.0f, 0.0f, 0xffffffff, 1.0f, 1.0f, 0.0f },
{-1.0f, 1.0f, 0.0f, 0xffffffff, 0.0f, 1.0f, 0.0f },
{ 1.0f,-1.0f, 0.0f, 0xffffffff, 1.0f, 0.0f, 0.0f },
{-1.0f,-1.0f, 0.0f, 0xffffffff, 0.0f, 0.0f, 0.0f }
};
//-----------------------------------------------------------------------------
// 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
{
CD3DFont* m_pFont;
LPDIRECT3DVOLUMETEXTURE8 m_pVolumeTexture;
LPDIRECT3DVERTEXBUFFER8 m_pVB;
HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT FinalCleanup();
HRESULT Render();
HRESULT FrameMove();
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("VolumeTexture");
m_bUseDepthBuffer = TRUE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pVolumeTexture = NULL;
m_pVB = 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()
{
static FLOAT fAngle = 0.0f;
fAngle += 0.1f;
// Play with the volume texture coordinate
VOLUMEVERTEX* pVertices = NULL;
m_pVB->Lock( 0, 4*sizeof(VOLUMEVERTEX), (BYTE**)&pVertices, 0 );
for( int i=0; i<4; i++ )
pVertices[i].tw = sinf(fAngle)*sinf(fAngle);
m_pVB->Unlock();
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,
0x00000000, 1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
// Draw the quad, with the volume texture
m_pd3dDevice->SetTexture( 0, m_pVolumeTexture );
m_pd3dDevice->SetVertexShader( D3DFVF_VOLUMEVERTEX );
m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(VOLUMEVERTEX) );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2);
// 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 scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
HRESULT hr;
m_pFont->InitDeviceObjects( m_pd3dDevice );
// Create a 64x64x4 volume texture
hr = m_pd3dDevice->CreateVolumeTexture( 16, 16, 16, 1, 0,
D3DFMT_A8R8G8B8, D3DPOOL_MANAGED,
&m_pVolumeTexture );
if( FAILED(hr) )
return hr;
// Fill the volume texture
{
D3DLOCKED_BOX LockedBox;
hr = m_pVolumeTexture->LockBox( 0, &LockedBox, 0, 0 );
if( FAILED(hr) )
return hr;
for( UINT w=0; w<16; w++ )
{
BYTE* pSliceStart = (BYTE*)LockedBox.pBits;
for( UINT v=0; v<16; v++ )
{
for( UINT u=0; u<16; u++ )
{
FLOAT du = (u-7.5f)/7.5f;
FLOAT dv = (v-7.5f)/7.5f;
FLOAT dw = (w-7.5f)/7.5f;
FLOAT fScale = sqrtf( du*du + dv*dv + dw*dw ) / sqrtf(1.0f);
if( fScale > 1.0f ) fScale = 0.0f;
else fScale = 1.0f - fScale;
DWORD r = (DWORD)((w<<4)*fScale);
DWORD g = (DWORD)((v<<4)*fScale);
DWORD b = (DWORD)((u<<4)*fScale);
((DWORD*)LockedBox.pBits)[u] = 0xff000000 + (r<<16) + (g<<8) + (b);
}
LockedBox.pBits = (BYTE*)LockedBox.pBits + LockedBox.RowPitch;
}
LockedBox.pBits = pSliceStart + LockedBox.SlicePitch;
}
m_pVolumeTexture->UnlockBox( 0 );
}
// Create a vertex buffer
{
if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( 4*sizeof(VOLUMEVERTEX),
D3DUSAGE_WRITEONLY,
D3DFVF_VOLUMEVERTEX,
D3DPOOL_MANAGED, &m_pVB ) ) )
return hr;
VOLUMEVERTEX* pVertices;
m_pVB->Lock( 0, 4*sizeof(VOLUMEVERTEX), (BYTE**)&pVertices, 0 );
memcpy( pVertices, g_vVertices, sizeof(VOLUMEVERTEX)*4 );
m_pVB->Unlock();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
m_pFont->RestoreDeviceObjects();
// Set the matrices
D3DXVECTOR3 vEye( 0.0f, 0.0f,-3.0f );
D3DXVECTOR3 vAt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUp( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matWorld, matView, matProj;
D3DXMatrixIdentity( &matWorld );
D3DXMatrixLookAtLH( &matView, &vEye,&vAt, &vUp );
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Set state
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_CLIPPING, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
m_pd3dDevice->SetRenderState( D3DRS_CLIPPING, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
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_pVolumeTexture );
SAFE_RELEASE( m_pVB );
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 intialization, this code checks the device
// for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
D3DFORMAT Format )
{
if( 0 == ( pCaps->TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP ) )
return E_FAIL;
return S_OK;
}