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- //-----------------------------------------------------------------------------
- // File: BumpEarth.cpp
- //
- // Desc: Direct3D environment mapping / bump mapping sample. The technique
- // used perturbs the environment map to simulate bump mapping.
- //
- //
- // Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <math.h>
- #include <stdio.h>
- #include <D3DX8.h>
- #include "D3DApp.h"
- #include "D3DFont.h"
- #include "D3DUtil.h"
- #include "DXUtil.h"
- #include "resource.h"
-
-
-
-
- //-----------------------------------------------------------------------------
- // Defines, constants, and global variables
- //-----------------------------------------------------------------------------
-
- // Vertex with 2nd set of tex coords (for bumpmapped environment map)
- struct BUMPVERTEX
- {
- D3DXVECTOR3 p;
- D3DXVECTOR3 n;
- FLOAT tu1, tv1;
- FLOAT tu2, tv2;
- };
-
- #define D3DFVF_BUMPVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX2)
-
- // Converts a FLOAT to a DWORD for use in SetRenderState() calls
- inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); }
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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; // A font to output text
-
- CD3DArcBall m_ArcBall; // ArcBall used for mouse input
-
- LPDIRECT3DTEXTURE8 m_pBlockTexture; // A blank, gray texture
- LPDIRECT3DTEXTURE8 m_pEarthTexture; // The Earth texture
- LPDIRECT3DTEXTURE8 m_pEnvMapTexture; // The environment map
- LPDIRECT3DTEXTURE8 m_pEarthBumpTexture; // Source for the bumpmap
- LPDIRECT3DTEXTURE8 m_psBumpMap; // The actual bumpmap
-
- D3DFORMAT m_BumpMapFormat; // Bumpmap texture format
- LPDIRECT3DVERTEXBUFFER8 m_pEarthVB; // Geometry for the Earth
- DWORD m_dwNumSphereVertices;
-
- BOOL m_bHighTesselation; // User options
- BOOL m_bTextureOn;
- BOOL m_bBumpMapOn;
- BOOL m_bEnvMapOn;
- BOOL m_bDeviceValidationFailed;
-
- // Internal functions
- VOID SetMenuStates();
- HRESULT CreateEarthVertexBuffer();
- VOID ApplyEnvironmentMap();
- HRESULT InitBumpMap();
-
- protected:
- HRESULT OneTimeSceneInit();
- HRESULT InitDeviceObjects();
- HRESULT RestoreDeviceObjects();
- HRESULT InvalidateDeviceObjects();
- HRESULT DeleteDeviceObjects();
- HRESULT Render();
- HRESULT FrameMove();
- HRESULT FinalCleanup();
- HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
-
- public:
- CMyD3DApplication();
-
- LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
- };
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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("BumpEarth: Direct3D BumpMapping Demo");
- m_bUseDepthBuffer = TRUE;
- m_bShowCursorWhenFullscreen = TRUE;
-
- m_psBumpMap = NULL;
- m_bTextureOn = TRUE;
- m_bBumpMapOn = TRUE;
- m_bEnvMapOn = TRUE;
- m_bHighTesselation = TRUE;
-
- m_pBlockTexture = NULL;
- m_pEarthTexture = NULL;
- m_pEarthBumpTexture = NULL;
- m_pEnvMapTexture = NULL;
- m_bDeviceValidationFailed = FALSE;
-
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
- m_pEarthVB = NULL;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: OneTimeSceneInit()
- // Desc: Called during initial app startup, this function performs all the
- // permanent initialization.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::OneTimeSceneInit()
- {
- // Set cursor to indicate that user can move the object with the mouse
- #ifdef _WIN64
- SetClassLongPtr( m_hWnd, GCLP_HCURSOR, (LONG_PTR)LoadCursor( NULL, IDC_SIZEALL ) );
- #else
- SetClassLong( m_hWnd, GCL_HCURSOR, (LONG)LoadCursor( NULL, IDC_SIZEALL ) );
- #endif
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: ApplyEnvironmentMap()
- // Desc: Performs a calculation on each of the vertices' normals to determine
- // what the texture coordinates should be for the environment map.
- //-----------------------------------------------------------------------------
- VOID CMyD3DApplication::ApplyEnvironmentMap()
- {
- // Get the World-View(WV) matrix set
- D3DXMATRIX matWorld, matView, matWorldView;
- m_pd3dDevice->GetTransform( D3DTS_WORLD, &matWorld );
- m_pd3dDevice->GetTransform( D3DTS_VIEW, &matView );
- D3DXMatrixMultiply( &matWorldView, &matWorld, &matView );
-
- // Lock the vertex buffer
- BUMPVERTEX* vtx;
- m_pEarthVB->Lock( 0, 0, (BYTE**)&vtx, 0 );
-
- // Establish constants used in sphere generation
- DWORD dwNumSphereRings = m_bHighTesselation ? 15 : 5;
- DWORD dwNumSphereSegments = m_bHighTesselation ? 30 : 10;
- FLOAT fDeltaRingAngle = ( D3DX_PI / dwNumSphereRings );
- FLOAT fDeltaSegAngle = ( 2.0f * D3DX_PI / dwNumSphereSegments );
-
- D3DXVECTOR4 vT;
- FLOAT fScale;
-
- // Generate the group of rings for the sphere
- for( DWORD ring = 0; ring < dwNumSphereRings; ring++ )
- {
- FLOAT r0 = sinf( (ring+0) * fDeltaRingAngle );
- FLOAT r1 = sinf( (ring+1) * fDeltaRingAngle );
- FLOAT y0 = cosf( (ring+0) * fDeltaRingAngle );
- FLOAT y1 = cosf( (ring+1) * fDeltaRingAngle );
-
- // Generate the group of segments for the current ring
- for( DWORD seg = 0; seg < (dwNumSphereSegments+1); seg++ )
- {
- FLOAT x0 = r0 * sinf( seg * fDeltaSegAngle );
- FLOAT z0 = r0 * cosf( seg * fDeltaSegAngle );
- FLOAT x1 = r1 * sinf( seg * fDeltaSegAngle );
- FLOAT z1 = r1 * cosf( seg * fDeltaSegAngle );
-
- // Add two vertices to the strip which makes up the sphere
- // (using the transformed normal to generate texture coords)
- (*vtx).p = (*vtx).n = D3DXVECTOR3(x0,y0,z0);
- (*vtx).tu1 = (*vtx).tu2 = -((FLOAT)seg)/dwNumSphereSegments;
- (*vtx).tv1 = (*vtx).tv2 = (ring+0)/(FLOAT)dwNumSphereRings;
- D3DXVec3Transform( &vT, &(*vtx).n, &matWorldView );
- fScale = 1.37f / D3DXVec4Length( &vT );
- (*vtx).tu1 = 0.5f + fScale*vT.x;
- (*vtx).tv1 = 0.5f - fScale*vT.y;
- vtx++;
-
- (*vtx).p = (*vtx).n = D3DXVECTOR3(x1,y1,z1);
- (*vtx).tu1 = (*vtx).tu2 = -((FLOAT)seg)/dwNumSphereSegments;
- (*vtx).tv1 = (*vtx).tv2 = (ring+1)/(FLOAT)dwNumSphereRings;
- D3DXVec3Transform( &vT, &(*vtx).n, &matWorldView );
- fScale = 1.37f / D3DXVec4Length( &vT );
- (*vtx).tu1 = 0.5f + fScale*vT.x;
- (*vtx).tv1 = 0.5f - fScale*vT.y;
- vtx++;
- }
- }
-
- m_pEarthVB->Unlock();
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: FrameMove()
- // Desc: Animates the scene
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::FrameMove()
- {
- // Update the Earth's rotation angle
- static FLOAT fRotationAngle = 0.0f;
- if( FALSE == m_ArcBall.IsBeingDragged() )
- fRotationAngle += m_fElapsedTime;
-
- // Setup viewing postion from ArcBall
- D3DXMATRIX matWorld;
- D3DXMatrixRotationY( &matWorld, -fRotationAngle );
- D3DXMatrixMultiply( &matWorld, &matWorld, m_ArcBall.GetRotationMatrix() );
- D3DXMatrixMultiply( &matWorld, &matWorld, m_ArcBall.GetTranslationMatrix() );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
-
- D3DXMATRIX matView;
- D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -3.0f );
- D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
- D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
-
- // Apply the environment map
- ApplyEnvironmentMap();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: Render()
- // Desc: Renders the scene.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::Render()
- {
- DWORD dwNumPasses;
-
- m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
- 0x00000000, 1.0f, 0L );
-
- if( FAILED( m_pd3dDevice->BeginScene() ) )
- return S_OK; // Don't return a "fatal" error
-
- m_pd3dDevice->SetRenderState( D3DRS_WRAP0, D3DWRAP_U | D3DWRAP_V );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
- 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( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
-
- if( m_bTextureOn )
- m_pd3dDevice->SetTexture( 0, m_pEarthTexture );
- else
- m_pd3dDevice->SetTexture( 0, m_pBlockTexture );
-
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 1 );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
-
- if( m_bBumpMapOn && m_bEnvMapOn )
- {
- m_pd3dDevice->SetTexture( 1, m_psBumpMap );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 );
- if( m_BumpMapFormat == D3DFMT_V8U8 )
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP );
- else
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT00, F2DW(0.5f) );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT01, F2DW(0.0f) );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT10, F2DW(0.0f) );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT11, F2DW(0.5f) );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVLSCALE, F2DW(4.0f) );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVLOFFSET, F2DW(0.0f) );
-
- if( m_bEnvMapOn )
- {
- m_pd3dDevice->SetTexture( 2, m_pEnvMapTexture );
- m_pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXCOORDINDEX, 0 );
- m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_ADD );
- m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLORARG2, D3DTA_CURRENT );
- }
- else
- m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
- }
- else
- {
- if( m_bEnvMapOn )
- {
- m_pd3dDevice->SetTexture( 1, m_pEnvMapTexture );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_ADD );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
- }
- else
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
-
- m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
- }
-
- m_pd3dDevice->SetStreamSource( 0, m_pEarthVB, sizeof(BUMPVERTEX) );
- m_pd3dDevice->SetVertexShader( D3DFVF_BUMPVERTEX );
-
- if( FAILED( m_pd3dDevice->ValidateDevice( &dwNumPasses ) ) )
- {
- // The right thing to do when device validation fails is to try
- // a different rendering technique. This sample just warns the user.
- m_bDeviceValidationFailed = TRUE;
- }
- else
- {
- m_bDeviceValidationFailed = FALSE;
- }
-
- // Finally, draw the Earth
- m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, m_dwNumSphereVertices-2 );
-
- // Restore texture stage states
- m_pd3dDevice->SetTexture( 0, NULL );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
- 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_DISABLE );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
- m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
- m_pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
-
- // 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_bDeviceValidationFailed )
- {
- m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,0,0),
- _T("Warning: Device validation failed. Rendering may not look right.") );
- }
-
- m_pd3dDevice->EndScene();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitBumpMap()
- // Desc: Converts data from m_pEarthBumpTexture into the type of bump map requested
- // as m_BumpMapFormat into m_psBumpMap.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InitBumpMap()
- {
- LPDIRECT3DTEXTURE8 psBumpSrc = m_pEarthBumpTexture;
- D3DSURFACE_DESC d3dsd;
- D3DLOCKED_RECT d3dlr;
-
- psBumpSrc->GetLevelDesc( 0, &d3dsd );
- // Create the bumpmap's surface and texture objects
- if( FAILED( m_pd3dDevice->CreateTexture( d3dsd.Width, d3dsd.Height, 1, 0,
- m_BumpMapFormat, D3DPOOL_MANAGED, &m_psBumpMap ) ) )
- {
- return E_FAIL;
- }
-
- // Fill the bits of the new texture surface with bits from
- // a private format.
- psBumpSrc->LockRect( 0, &d3dlr, 0, 0 );
- DWORD dwSrcPitch = (DWORD)d3dlr.Pitch;
- BYTE* pSrcTopRow = (BYTE*)d3dlr.pBits;
- BYTE* pSrcCurRow = pSrcTopRow;
- BYTE* pSrcBotRow = pSrcTopRow + (dwSrcPitch * (d3dsd.Height - 1) );
-
- m_psBumpMap->LockRect( 0, &d3dlr, 0, 0 );
- DWORD dwDstPitch = (DWORD)d3dlr.Pitch;
- BYTE* pDstTopRow = (BYTE*)d3dlr.pBits;
- BYTE* pDstCurRow = pDstTopRow;
- BYTE* pDstBotRow = pDstTopRow + (dwDstPitch * (d3dsd.Height - 1) );
-
- for( DWORD y=0; y<d3dsd.Height; y++ )
- {
- BYTE* pSrcB0; // addr of current pixel
- BYTE* pSrcB1; // addr of pixel below current pixel, wrapping to top if necessary
- BYTE* pSrcB2; // addr of pixel above current pixel, wrapping to bottom if necessary
- BYTE* pDstT; // addr of dest pixel;
-
- pSrcB0 = pSrcCurRow;
-
- if( y == d3dsd.Height - 1)
- pSrcB1 = pSrcTopRow;
- else
- pSrcB1 = pSrcCurRow + dwSrcPitch;
-
- if( y == 0 )
- pSrcB2 = pSrcBotRow;
- else
- pSrcB2 = pSrcCurRow - dwSrcPitch;
-
- pDstT = pDstCurRow;
-
- for( DWORD x=0; x<d3dsd.Width; x++ )
- {
- LONG v00; // Current pixel
- LONG v01; // Pixel to the right of current pixel, wrapping to left edge if necessary
- LONG vM1; // Pixel to the left of current pixel, wrapping to right edge if necessary
- LONG v10; // Pixel one line below.
- LONG v1M; // Pixel one line above.
-
- v00 = *(pSrcB0+0);
-
- if( x == d3dsd.Width - 1 )
- v01 = *(pSrcCurRow);
- else
- v01 = *(pSrcB0+4);
-
- if( x == 0 )
- vM1 = *(pSrcCurRow + (4 * (d3dsd.Width - 1)));
- else
- vM1 = *(pSrcB0-4);
- v10 = *(pSrcB1+0);
- v1M = *(pSrcB2+0);
-
- LONG iDu = (vM1-v01); // The delta-u bump value
- LONG iDv = (v1M-v10); // The delta-v bump value
-
- // The luminance bump value (land masses are less shiny)
- WORD uL = ( v00>1 ) ? 63 : 127;
-
- switch( m_BumpMapFormat )
- {
- case D3DFMT_V8U8:
- *pDstT++ = (BYTE)iDu;
- *pDstT++ = (BYTE)iDv;
- break;
-
- case D3DFMT_L6V5U5:
- *(WORD*)pDstT = (WORD)( ( (iDu>>3) & 0x1f ) << 0 );
- *(WORD*)pDstT |= (WORD)( ( (iDv>>3) & 0x1f ) << 5 );
- *(WORD*)pDstT |= (WORD)( ( ( uL>>2) & 0x3f ) << 10 );
- pDstT += 2;
- break;
-
- case D3DFMT_X8L8V8U8:
- *pDstT++ = (BYTE)iDu;
- *pDstT++ = (BYTE)iDv;
- *pDstT++ = (BYTE)uL;
- *pDstT++ = (BYTE)0L;
- break;
- }
-
- // Move one pixel to the right (src is 32-bpp)
- pSrcB0+=4;
- pSrcB1+=4;
- pSrcB2+=4;
- }
-
- // Move to the next line
- pSrcCurRow += dwSrcPitch;
- pDstCurRow += dwDstPitch;
- }
-
- m_psBumpMap->UnlockRect(0);
- psBumpSrc->UnlockRect(0);
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitDeviceObjects()
- // Desc: Initialize scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InitDeviceObjects()
- {
- m_pFont->InitDeviceObjects( m_pd3dDevice );
-
- if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Block.bmp"),
- &m_pBlockTexture, D3DFMT_R5G6B5 ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
- if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Earth.bmp"),
- &m_pEarthTexture, D3DFMT_R5G6B5 ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
- if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Earthbump.bmp"),
- &m_pEarthBumpTexture, D3DFMT_A8R8G8B8 ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
- if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("EarthEnvMap.bmp"),
- &m_pEnvMapTexture, D3DFMT_R5G6B5 ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
-
- // Find out which bump map texture are supported by this device
- BOOL bCanDoV8U8 = SUCCEEDED( m_pD3D->CheckDeviceFormat( m_d3dCaps.AdapterOrdinal,
- m_d3dCaps.DeviceType, m_d3dsdBackBuffer.Format,
- 0, D3DRTYPE_TEXTURE,
- D3DFMT_V8U8 ) ) &&
- (m_d3dCaps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP );
-
- BOOL bCanDoL6V5U5 = SUCCEEDED( m_pD3D->CheckDeviceFormat( m_d3dCaps.AdapterOrdinal,
- m_d3dCaps.DeviceType, m_d3dsdBackBuffer.Format,
- 0, D3DRTYPE_TEXTURE,
- D3DFMT_L6V5U5 ) ) &&
- (m_d3dCaps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE );
-
- BOOL bCanDoL8V8U8 = SUCCEEDED( m_pD3D->CheckDeviceFormat( m_d3dCaps.AdapterOrdinal,
- m_d3dCaps.DeviceType, m_d3dsdBackBuffer.Format,
- 0, D3DRTYPE_TEXTURE,
- D3DFMT_X8L8V8U8 ) ) &&
- (m_d3dCaps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE );
-
- if( bCanDoV8U8 ) m_BumpMapFormat = D3DFMT_V8U8;
- else if( bCanDoL6V5U5 ) m_BumpMapFormat = D3DFMT_L6V5U5;
- else if( bCanDoL8V8U8 ) m_BumpMapFormat = D3DFMT_X8L8V8U8;
- else return E_FAIL;
-
- // Set menu states
- HMENU hMenu = GetMenu( m_hWnd );
- EnableMenuItem( hMenu, IDM_U8V8, bCanDoV8U8 ? MF_ENABLED : MF_GRAYED );
- EnableMenuItem( hMenu, IDM_U5V5L6, bCanDoL6V5U5 ? MF_ENABLED : MF_GRAYED );
- EnableMenuItem( hMenu, IDM_U8V8L8, bCanDoL8V8U8 ? MF_ENABLED : MF_GRAYED );
- SetMenuStates();
-
- // Initialize earth geometry
- if( FAILED( CreateEarthVertexBuffer() ) )
- return E_FAIL;
-
- // Create and fill the bumpmap
- if( FAILED( InitBumpMap() ) )
- return E_FAIL;
-
- m_bDeviceValidationFailed = FALSE;
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RestoreDeviceObjects()
- // Desc: Initialize scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RestoreDeviceObjects()
- {
- m_pFont->RestoreDeviceObjects();
-
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 2, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
- m_pd3dDevice->SetTextureStageState( 2, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
- m_pd3dDevice->SetTextureStageState( 2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 2, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
-
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
-
- // Get the aspect ratio
- FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
-
- // Set projection matrix
- D3DXMATRIX matProj;
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 0.1f, 25.0f );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
-
- // Set the ArcBall parameters
- m_ArcBall.SetWindow( m_d3dsdBackBuffer.Width, m_d3dsdBackBuffer.Height, 3.0f );
- m_ArcBall.SetRadius( 1.0f );
-
- 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()
- {
- SAFE_RELEASE( m_pBlockTexture );
- SAFE_RELEASE( m_pEarthTexture );
- SAFE_RELEASE( m_pEarthBumpTexture );
- SAFE_RELEASE( m_pEnvMapTexture );
-
- m_pFont->DeleteDeviceObjects();
-
- SAFE_RELEASE( m_psBumpMap );
- SAFE_RELEASE( m_pEarthVB );
- 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( dwBehavior & D3DCREATE_PUREDEVICE )
- return E_FAIL; // GetTransform doesn't work on PUREDEVICE
-
- // Device must be able to do bumpmapping
- if( pCaps->TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE )
- {
- // Accept devices that can create D3DFMT_X8L8V8U8 textures
- if( SUCCEEDED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal,
- pCaps->DeviceType, Format,
- 0, D3DRTYPE_TEXTURE,
- D3DFMT_X8L8V8U8 ) ) )
- {
- return S_OK;
- }
-
- // Accept devices that can create D3DFMT_L6V5U5 textures
- if( SUCCEEDED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal,
- pCaps->DeviceType, Format,
- 0, D3DRTYPE_TEXTURE,
- D3DFMT_L6V5U5 ) ) )
- {
- return S_OK;
- }
- }
-
- if( pCaps->TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP )
- {
- // Accept devices that can create D3DFMT_V8U8 textures
- if( SUCCEEDED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal,
- pCaps->DeviceType, Format,
- 0, D3DRTYPE_TEXTURE,
- D3DFMT_V8U8 ) ) )
- {
- return S_OK;
- }
- }
-
- // Else, reject the device
- return E_FAIL;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: CreateEarthVertexBuffer()
- // Desc: Sets up the vertices for a bump-mapped sphere.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::CreateEarthVertexBuffer()
- {
- SAFE_RELEASE( m_pEarthVB );
-
- // Choose a tesselation level
- DWORD dwNumSphereRings = m_bHighTesselation ? 15 : 5;
- DWORD dwNumSphereSegments = m_bHighTesselation ? 30 : 10;
- m_dwNumSphereVertices = 2 * dwNumSphereRings * (dwNumSphereSegments+1);
-
- // Create the vertex buffer
- if( FAILED( m_pd3dDevice->CreateVertexBuffer( m_dwNumSphereVertices*sizeof(BUMPVERTEX),
- D3DUSAGE_WRITEONLY, D3DFVF_BUMPVERTEX,
- D3DPOOL_MANAGED, &m_pEarthVB ) ) )
- return E_FAIL;
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: SetMenuStates()
- // Desc:
- //-----------------------------------------------------------------------------
- VOID CMyD3DApplication::SetMenuStates()
- {
- HMENU hMenu = GetMenu( m_hWnd );
-
- CheckMenuItem( hMenu, IDM_TEXTURETOGGLE,
- m_bTextureOn ? MF_CHECKED : MF_UNCHECKED );
- CheckMenuItem( hMenu, IDM_BUMPMAPTOGGLE,
- m_bBumpMapOn ? MF_CHECKED : MF_UNCHECKED );
- CheckMenuItem( hMenu, IDM_ENVMAPTOGGLE,
- m_bEnvMapOn ? MF_CHECKED : MF_UNCHECKED );
-
- CheckMenuItem( hMenu, IDM_U8V8L8,
- m_BumpMapFormat==D3DFMT_X8L8V8U8 ? MF_CHECKED : MF_UNCHECKED );
- CheckMenuItem( hMenu, IDM_U5V5L6,
- m_BumpMapFormat==D3DFMT_L6V5U5 ? MF_CHECKED : MF_UNCHECKED );
- CheckMenuItem( hMenu, IDM_U8V8,
- m_BumpMapFormat==D3DFMT_V8U8 ? MF_CHECKED : MF_UNCHECKED );
-
- CheckMenuItem( hMenu, IDM_LOW_TESSELATION,
- (!m_bHighTesselation) ? MF_CHECKED : MF_UNCHECKED );
- CheckMenuItem( hMenu, IDM_HIGH_TESSELATION,
- m_bHighTesselation ? MF_CHECKED : MF_UNCHECKED );
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: MsgProc()
- // Desc: Message proc function to handle key and menu input
- //-----------------------------------------------------------------------------
- LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
- LPARAM lParam )
- {
- // Pass mouse messages to the ArcBall so it can build internal matrices
- m_ArcBall.HandleMouseMessages( hWnd, uMsg, wParam, lParam );
-
- // Trap context menu
- if( WM_CONTEXTMENU == uMsg )
- return 0;
-
- // Handle menu commands
- if( WM_COMMAND == uMsg )
- {
- switch( LOWORD(wParam) )
- {
- case IDM_TEXTURETOGGLE:
- m_bTextureOn = !m_bTextureOn;
- break;
-
- case IDM_BUMPMAPTOGGLE:
- m_bBumpMapOn = !m_bBumpMapOn;
- break;
-
- case IDM_ENVMAPTOGGLE:
- m_bEnvMapOn = !m_bEnvMapOn;
- break;
-
- case IDM_U8V8L8:
- SAFE_RELEASE( m_psBumpMap );
- m_BumpMapFormat = D3DFMT_X8L8V8U8;
- InitBumpMap();
- break;
-
- case IDM_U5V5L6:
- SAFE_RELEASE( m_psBumpMap );
- m_BumpMapFormat = D3DFMT_L6V5U5;
- InitBumpMap();
- break;
-
- case IDM_U8V8:
- SAFE_RELEASE( m_psBumpMap );
- m_BumpMapFormat = D3DFMT_V8U8;
- InitBumpMap();
- break;
-
- case IDM_LOW_TESSELATION:
- m_bHighTesselation = FALSE;
- CreateEarthVertexBuffer();
- break;
-
- case IDM_HIGH_TESSELATION:
- m_bHighTesselation = TRUE;
- CreateEarthVertexBuffer();
- break;
- }
-
- // Update the menus, in case any state changes occurred
- SetMenuStates();
- }
-
- // Pass remaining messages to default handler
- return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
- }
-
-
-
-