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CWater.cpp
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C/C++ Source or Header
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2001-10-08
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//
// CWater
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
//
#include <d3dx8.h>
#include "CWater.h"
#define WATER_SHIFT 6
#define WATER_SIZE (1 << WATER_SHIFT)
#define WATER_AREA (WATER_SIZE * WATER_SIZE)
#define WATER_MASK (WATER_SIZE - 1)
#define WATER_SPHERE_HEIGHT 20.0f
#define WATER_SPHERE_RADIUS2 (35.0f * 35.0f)
#define WATER_INDEX(x, y) \
((x) | ((y) << WATER_SHIFT))
#define WATER_INDEX_WRAP(x, y) \
(((x) & WATER_MASK) | (((y) & WATER_MASK) << WATER_SHIFT))
#if defined(_X86) && !defined(_WIN64)
inline int f2i(float flt)
{
volatile int n;
__asm
{
fld flt
fistp n
}
return n;
}
#else
inline int f2i(float flt)
{
return (int) flt;
}
#endif
//////////////////////////////////////////////////////////////////////////////
// Types /////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
#pragma pack(1)
typedef struct WATER_VERTEX
{
D3DXVECTOR3 m_vecPos;
D3DXVECTOR3 m_vecNormal;
D3DCOLOR m_dwDiffuse;
D3DXVECTOR2 m_vecTex;
} WATER_VERTEX;
#define WATER_FVF (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0))
typedef struct CAUSTICS_VERTEX
{
D3DXVECTOR3 m_vecPos;
D3DCOLOR m_dwDiffuse;
} CAUSTICS_VERTEX;
#define CAUSTICS_FVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)
#pragma pack()
//////////////////////////////////////////////////////////////////////////////
// CWater implementation /////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
CWater::CWater()
{
m_fDepth = 0.0f;
m_fScaleTex = 1.0f;
m_uIndices = 0;
m_uVertices = 0;
m_pRefract = NULL;
m_pSurface = NULL;
m_pDevice = NULL;
m_pibIndices = NULL;
m_pvbVertices = NULL;
m_pvbCaustics = NULL;
}
CWater::~CWater()
{
if(m_pSurface)
delete [] m_pSurface;
}
HRESULT
CWater::Initialize(float fSize, float fDepth)
{
m_fSize = fSize;
m_fDepth = fDepth;
m_fScaleTex = 1.0f / fSize;
// Calculate number of vertices and indices
m_uVertices = WATER_AREA;
m_uIndices = m_uVertices * 2;
// Create refraction table
static WATER_REFRACT Refract[512];
if(!m_pRefract)
{
m_pRefract = &Refract[256];
for(UINT u = 0; u < 256; u++)
{
float fCos0 = (float) u / (float) 256.0f;
float f0 = acosf(fCos0);
float fSin0 = sinf(f0);
float fSin1 = fSin0 / 1.333f; // water
float f1 = asinf(fSin1);
float fCos1 = cosf(f1);
m_pRefract[u].fRefract = fSin0 / fSin1 * fCos1 - fCos0;
m_pRefract[u].fRefractNorm = - fSin1 / fSin0;
m_pRefract[u].dwDiffuse = ((((0xff - u)*(0xff - u)*(0xff - u)) << 8) & 0xff000000);
Refract[u] = Refract[256];
}
}
// Create maps
if(!m_pSurface)
{
if(!(m_pSurface = new WATER_SURFACE[WATER_AREA]))
return E_OUTOFMEMORY;
memset(m_pSurface, 0x00, WATER_AREA * sizeof(WATER_SURFACE));
}
return S_OK;
}
HRESULT
CWater::OnCreateDevice(IDirect3DDevice8 *pDevice)
{
m_pDevice = pDevice;
return S_OK;
}
HRESULT
CWater::OnResetDevice()
{
HRESULT hr;
// Create indices
if(!m_pibIndices)
{
WORD *pwIndices;
if(FAILED(hr = m_pDevice->CreateIndexBuffer(m_uIndices * sizeof(WORD), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &m_pibIndices)))
return hr;
if(FAILED(hr = m_pibIndices->Lock(0, m_uIndices * sizeof(WORD), (BYTE**) &pwIndices, 0)))
return hr;
// Fill in indicies
UINT uX = 0, uZ = 0;
WORD *pwIndex = pwIndices;
for(UINT uSize = WATER_SIZE; uSize != 0; uSize -= 2)
{
UINT u;
// Top
for(u = 0; u < uSize; u++)
{
*pwIndex++ = uX + uZ * WATER_SIZE;
*pwIndex++ = uX + uZ * WATER_SIZE + WATER_SIZE;
uX++;
}
uX--;
uZ++;
// Right
for(u = 1; u < uSize; u++)
{
*pwIndex++ = uX + uZ * WATER_SIZE;
*pwIndex++ = uX + uZ * WATER_SIZE - 1;
uZ++;
}
uZ--;
uX--;
// Bottom
for(u = 1; u < uSize; u++)
{
*pwIndex++ = uX + uZ * WATER_SIZE;
*pwIndex++ = uX + uZ * WATER_SIZE - WATER_SIZE;
uX--;
}
uX++;
uZ--;
// Left
for(u = 2; u < uSize; u++)
{
*pwIndex++ = uX + uZ * WATER_SIZE;
*pwIndex++ = uX + uZ * WATER_SIZE + 1;
uZ--;
}
uZ++;
uX++;
}
for(pwIndex = pwIndices; pwIndex < pwIndices + m_uIndices; pwIndex++)
{
if(*pwIndex >= m_uVertices)
*pwIndex = 0;
}
m_pibIndices->Unlock();
}
// Create vertices
if(!m_pvbVertices)
{
if(FAILED(hr = m_pDevice->CreateVertexBuffer(m_uVertices * sizeof(WATER_VERTEX),
D3DUSAGE_DYNAMIC, WATER_FVF, D3DPOOL_DEFAULT, &m_pvbVertices)))
{
return hr;
}
}
// Create caustics
if(!m_pvbCaustics)
{
if(FAILED(hr = m_pDevice->CreateVertexBuffer(m_uVertices * sizeof(CAUSTICS_VERTEX),
D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, CAUSTICS_FVF, D3DPOOL_DEFAULT, &m_pvbCaustics)))
{
return hr;
}
}
return S_OK;
}
HRESULT
CWater::OnLostDevice()
{
if(m_pibIndices)
{
m_pibIndices->Release();
m_pibIndices = NULL;
}
if(m_pvbVertices)
{
m_pvbVertices->Release();
m_pvbVertices = NULL;
}
if(m_pvbCaustics)
{
m_pvbCaustics->Release();
m_pvbCaustics = NULL;
}
return S_OK;
}
HRESULT
CWater::OnDestroyDevice()
{
m_pDevice = NULL;
return S_OK;
}
HRESULT
CWater::Drop()
{
UINT uX = rand();
UINT uY = rand();
m_pSurface[WATER_INDEX_WRAP(uX, uY)].fVelocity -= 0.25f;
m_pSurface[WATER_INDEX_WRAP(uX - 1, uY)].fVelocity -= 0.125f;
m_pSurface[WATER_INDEX_WRAP(uX + 1, uY)].fVelocity -= 0.125f;
m_pSurface[WATER_INDEX_WRAP(uX, uY - 1)].fVelocity -= 0.125f;
m_pSurface[WATER_INDEX_WRAP(uX, uY + 1)].fVelocity -= 0.125f;
m_pSurface[WATER_INDEX_WRAP(uX - 1, uY - 1)].fVelocity -= 0.0625f;
m_pSurface[WATER_INDEX_WRAP(uX + 1, uY + 1)].fVelocity -= 0.0625f;
m_pSurface[WATER_INDEX_WRAP(uX + 1, uY - 1)].fVelocity -= 0.0625f;
m_pSurface[WATER_INDEX_WRAP(uX - 1, uY + 1)].fVelocity -= 0.0625f;
return S_OK;
}
HRESULT
CWater::Update(D3DXVECTOR3 &vecPos, D3DXVECTOR3 &vecLight, BOOL bCalcCaustics)
{
HRESULT hr;
UINT uXN, uX, uXP, uY, uYN, uY0, uYP;
// Compute desired height
m_fAvgHeight = 0.0f;
WATER_SURFACE *pSurface = m_pSurface;
uYN = WATER_AREA - WATER_SIZE;
uY0 = 0;
uYP = WATER_SIZE;
do
{
uXN = WATER_SIZE - 1;
uX = 0;
uXP = 1;
do
{
// Bowl
float fX = (float) uX - (WATER_SIZE >> 1);
float fZ = (float) (uY0 >> WATER_SHIFT) - (WATER_SIZE >> 1);
float fDesire;
if((fX * fX + fZ * fZ) < (WATER_SPHERE_RADIUS2 - WATER_SPHERE_HEIGHT * WATER_SPHERE_HEIGHT))
{
fDesire =
(m_pSurface[uXN + uYN].fHeight +
m_pSurface[uXP + uYN].fHeight +
m_pSurface[uXN + uYP].fHeight +
m_pSurface[uXP + uYP].fHeight) * (1.0f / 12.0f)
+
(m_pSurface[uX + uYN].fHeight +
m_pSurface[uXN + uY0].fHeight +
m_pSurface[uXP + uY0].fHeight +
m_pSurface[uX + uYP].fHeight) * (2.0f / 12.0f);
}
else
{
fDesire = 0.0f;
pSurface->fHeight = 0.0f;
pSurface->fVelocity = 0.0f;
}
// Update velocity
if(pSurface->fVelocity > 0.01f || pSurface->fVelocity < -0.01f)
pSurface->fVelocity *= 0.99f;
pSurface->fVelocity += 0.25f * (fDesire - pSurface->fHeight);
m_fAvgHeight += pSurface->fHeight + pSurface->fVelocity;
pSurface++;
uXN = uX;
uX = uXP;
uXP = (uXP + 1) & WATER_MASK;
}
while(uX);
uYN = uY0;
uY0 = uYP;
uYP = (uYP + WATER_SIZE) & (WATER_MASK << WATER_SHIFT);
}
while(uY0);
m_fAvgHeight /= (float) m_uVertices;
// Calculate surface normals
WATER_VERTEX *pVertices, *pVertex, *pVertexLim;
D3DXVECTOR3 vec;
D3DXVECTOR3 vecP, vecN;
if(FAILED(hr = m_pvbVertices->Lock(0, m_uVertices * sizeof(WATER_VERTEX), (BYTE **) &pVertices, 0)))
return hr;
pVertex = pVertices;
pVertexLim = pVertex + m_uVertices;
pSurface = m_pSurface;
float fInc = m_fSize / (float) (WATER_SIZE - 1);
float fZ = m_fSize * -0.5f;
uYN = WATER_AREA - WATER_SIZE;
uY0 = 0;
uYP = WATER_SIZE;
do
{
float fX = m_fSize * -0.5f;
uXN = WATER_SIZE - 1;
uX = 0;
uXP = 1;
do
{
// Update position and normal
vecP.x = fX;
vecP.y = pSurface->fHeight = pSurface->fHeight + pSurface->fVelocity - m_fAvgHeight;
vecP.z = fZ;
float f;
f = m_pSurface[uXN + uYN].fHeight - m_pSurface[uXP + uYP].fHeight; vecN.x = vecN.z = f;
f = m_pSurface[uX + uYN].fHeight - m_pSurface[uX + uYP].fHeight; vecN.z += f;
f = m_pSurface[uXP + uYN].fHeight - m_pSurface[uXN + uYP].fHeight; vecN.x -= f; vecN.z += f;
f = m_pSurface[uXN + uY0].fHeight - m_pSurface[uXP + uY0].fHeight; vecN.x += f;
vecN.y = 1.0f;
D3DXVec3Normalize(&vecN, &vecN);
pSurface++;
// Update texture coords and diffuse based upon refraction
D3DXVec3Subtract(&vec, &vecPos, &vecP);
D3DXVec3Normalize(&vec, &vec);
WATER_REFRACT *pRefract;
pRefract = m_pRefract + f2i(D3DXVec3Dot(&vec, &vecN) * 255.0f);
pVertex->m_vecPos = vecP;
pVertex->m_vecNormal = vecN;
pVertex->m_dwDiffuse = pRefract->dwDiffuse;
// Bowl
D3DXVECTOR3 vecD;
vecD = (vecN * pRefract->fRefract + vec) * pRefract->fRefractNorm;
vecP.y -= WATER_SPHERE_HEIGHT;
float fC = D3DXVec3Dot(&vecP, &vecP) - WATER_SPHERE_RADIUS2;
if(fC < 0.0f)
{
float fB = D3DXVec3Dot(&vecD, &vecP) * 2.0f;
float fD = fB * fB - 4.0f * fC;
float fScale = (-fB + sqrtf(fD)) * 0.5f;
pVertex->m_vecTex.x = (vecD.x * fScale + vecP.x) * m_fScaleTex + 0.5f;
pVertex->m_vecTex.y = (vecD.z * fScale + vecP.z) * m_fScaleTex + 0.5f;
}
else
{
pVertex->m_vecTex.x = vecP.x * m_fScaleTex + 0.5f;
pVertex->m_vecTex.y = vecP.z * m_fScaleTex + 0.5f;
}
pVertex++;
fX += fInc;
uXN = uX;
uX = uXP;
uXP = (uXP + 1) & WATER_MASK;
}
while(uX);
fZ += fInc;
uYN = uY0;
uY0 = uYP;
uYP = (uYP + WATER_SIZE) & (WATER_MASK << WATER_SHIFT);
}
while(uY0);
// Calculate caustics
if(bCalcCaustics)
{
CAUSTICS_VERTEX *pCaustics, *pCaustic;
if(FAILED(hr = m_pvbCaustics->Lock(0, m_uVertices * sizeof(CAUSTICS_VERTEX), (BYTE **) &pCaustics, 0)))
return hr;
#define TABLE_SIZE 8
static DWORD Table[TABLE_SIZE];
if(!Table[0])
{
for(UINT u = 0; u < TABLE_SIZE; u++)
Table[u] = (0x40 / (u + 1)) * 0x00010101;
}
pVertex = pVertices;
pCaustic = pCaustics;
for(uY = 0; uY < WATER_SIZE; uY++)
{
for(uX = 0; uX < WATER_SIZE; uX++)
{
WATER_REFRACT *pRefract;
pRefract = m_pRefract + f2i(pVertex->m_vecNormal.y * 255.0f);
// Bowl
D3DXVECTOR3 vecD, vecP;
vecD = (pVertex->m_vecNormal * pRefract->fRefract + vecLight) * pRefract->fRefractNorm;
vecP = pVertex->m_vecPos;
vecP.y -= WATER_SPHERE_HEIGHT;
float fC = D3DXVec3Dot(&vecP, &vecP) - WATER_SPHERE_RADIUS2;
if(fC < 0.0f)
{
float fB = D3DXVec3Dot(&vecD, &vecP) * 2.0f;
float fD = fB * fB - 4.0f * fC;
float fScale = (-fB + sqrtf(fD)) * 0.5f;
pCaustic->m_vecPos.x = vecD.x * fScale + vecP.x;
pCaustic->m_vecPos.y = 0.0f;
pCaustic->m_vecPos.z = vecD.z * fScale + vecP.z;
}
else
{
pCaustic->m_vecPos.x = vecP.x;
pCaustic->m_vecPos.y = 0.0f;
pCaustic->m_vecPos.z = vecP.z;
}
if(uX && uY)
{
float fArea;
fArea = (pCaustic[-WATER_SIZE - 1].m_vecPos.x - pCaustic->m_vecPos.x) *
(pCaustic[-WATER_SIZE ].m_vecPos.z - pCaustic->m_vecPos.z) -
(pCaustic[-WATER_SIZE - 1].m_vecPos.z - pCaustic->m_vecPos.z) *
(pCaustic[-WATER_SIZE ].m_vecPos.x - pCaustic->m_vecPos.x);
if(fArea < 0.0f)
fArea = -fArea;
UINT u = f2i(fArea * fArea * 4.0f);
pCaustic->m_dwDiffuse = u < TABLE_SIZE ? Table[u] : 0;
}
pCaustic++;
pVertex++;
}
pCaustic[-WATER_SIZE].m_dwDiffuse = pCaustic[-1].m_dwDiffuse;
}
for(uX = 0; uX < WATER_SIZE; uX++)
{
pCaustics[uX].m_dwDiffuse = pCaustics[uX + (WATER_AREA - WATER_SIZE)].m_dwDiffuse;
}
m_pvbCaustics->Unlock();
}
m_pvbVertices->Unlock();
return S_OK;
}
HRESULT
CWater::DrawCaustics()
{
HRESULT hr;
if(FAILED(hr = m_pDevice->SetVertexShader(CAUSTICS_FVF)))
return hr;
if(FAILED(hr = m_pDevice->SetStreamSource(0, m_pvbCaustics, sizeof(CAUSTICS_VERTEX))))
return hr;
if(FAILED(hr = m_pDevice->SetIndices(m_pibIndices, 0)))
return hr;
if(FAILED(hr = m_pDevice->DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, 0, m_uVertices, 0, m_uIndices -2)))
return hr;
return S_OK;
}
HRESULT
CWater::DrawSurface()
{
HRESULT hr;
if(FAILED(hr = m_pDevice->SetStreamSource(0, m_pvbVertices, sizeof(WATER_VERTEX))))
return hr;
if(FAILED(hr = m_pDevice->SetIndices(m_pibIndices, 0)))
return hr;
if(FAILED(hr = m_pDevice->DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, 0, m_uVertices, 0, m_uIndices -2)))
return hr;
return S_OK;
}