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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;
- }
-
-
-
-
-