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- //-----------------------------------------------------------------------------
- // File: DotProduct3.cpp
- //
- // Desc: D3D sample showing how to do bumpmapping using the DotProduct3
- // texture operation.
- //
- // Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <tchar.h>
- #include <math.h>
- #include <stdio.h>
- #include <D3DX8.h>
- #include "D3DApp.h"
- #include "D3DFont.h"
- #include "D3DUtil.h"
- #include "DXUtil.h"
- #include "resource.h"
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- struct CUSTOMVERTEX
- {
- D3DXVECTOR3 v;
- DWORD diffuse;
- DWORD specular;
- FLOAT tu, tv;
- };
-
- #define CUSTOMVERTEX_FVF (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_SPECULAR|D3DFVF_TEX1)
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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;
- CUSTOMVERTEX m_QuadVertices[4];
- LPDIRECT3DTEXTURE8 m_pCustomNormalMap;
- LPDIRECT3DTEXTURE8 m_pFileBasedNormalMap;
- D3DXVECTOR3 m_vLight;
-
- BOOL m_bUseFileBasedTexture;
- BOOL m_bShowNormalMap;
-
- HRESULT CreateFileBasedNormalMap();
- HRESULT CreateCustomNormalMap();
- HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
- LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
-
- protected:
- HRESULT OneTimeSceneInit();
- HRESULT InitDeviceObjects();
- HRESULT RestoreDeviceObjects();
- HRESULT InvalidateDeviceObjects();
- HRESULT DeleteDeviceObjects();
- HRESULT Render();
- HRESULT FrameMove();
- HRESULT FinalCleanup();
-
- 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: VectortoRGBA()
- // Desc: Turns a normalized vector into RGBA form. Used to encode vectors into
- // a height map.
- //-----------------------------------------------------------------------------
- DWORD VectortoRGBA( D3DXVECTOR3* v, FLOAT fHeight )
- {
- DWORD r = (DWORD)( 127.0f * v->x + 128.0f );
- DWORD g = (DWORD)( 127.0f * v->y + 128.0f );
- DWORD b = (DWORD)( 127.0f * v->z + 128.0f );
- DWORD a = (DWORD)( 255.0f * fHeight );
-
- return( (a<<24L) + (r<<16L) + (g<<8L) + (b<<0L) );
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitVertex()
- // Desc: Initializes a vertex
- //-----------------------------------------------------------------------------
- VOID InitVertex( CUSTOMVERTEX* vtx, FLOAT x, FLOAT y, FLOAT z, FLOAT tu, FLOAT tv )
- {
- D3DXVECTOR3 v(1,1,1);
- D3DXVec3Normalize( &v, &v );
- vtx[0].v = D3DXVECTOR3( x, y, z );
- vtx[0].diffuse = VectortoRGBA( &v, 1.0f );
- vtx[0].specular = 0x40400000;
- vtx[0].tu = tu;
- vtx[0].tv = tv;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: CMyD3DApplication()
- // Desc: Application constructor. Sets attributes for the app.
- //-----------------------------------------------------------------------------
- CMyD3DApplication::CMyD3DApplication()
- {
- m_strWindowTitle = _T("DotProduct3: BumpMapping Technique");
- m_bUseDepthBuffer = FALSE;
-
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
-
- m_bUseFileBasedTexture = FALSE;
- m_bShowNormalMap = FALSE;
-
- m_pCustomNormalMap = NULL;
- m_pFileBasedNormalMap = NULL;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: OneTimeSceneInit()
- // Desc: Called during initial app startup, this function performs all the
- // permanent initialization.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::OneTimeSceneInit()
- {
- InitVertex( &m_QuadVertices[0],-1.0f,-1.0f,-1.0f, 0.0f, 0.0f );
- InitVertex( &m_QuadVertices[1], 1.0f,-1.0f,-1.0f, 1.0f, 0.0f );
- InitVertex( &m_QuadVertices[2],-1.0f, 1.0f,-1.0f, 0.0f, 1.0f );
- InitVertex( &m_QuadVertices[3], 1.0f, 1.0f,-1.0f, 1.0f, 1.0f );
-
- m_vLight = D3DXVECTOR3( 0.0f, 0.0f, 1.0f );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: FrameMove()
- // Desc: Called once per frame, the call is the entry point for animating
- // the scene.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::FrameMove()
- {
- // Compute the light vector from the cursor position
- if( GetFocus() )
- {
- POINT pt;
- GetCursorPos( &pt );
- ScreenToClient( m_hWnd, &pt );
-
- m_vLight.x = -( ( ( 2.0f * pt.x ) / m_d3dsdBackBuffer.Width ) - 1 );
- m_vLight.y = -( ( ( 2.0f * pt.y ) / m_d3dsdBackBuffer.Height ) - 1 );
- m_vLight.z = 0.0f;
-
- if( D3DXVec3Length( &m_vLight ) > 1.0f )
- D3DXVec3Normalize( &m_vLight, &m_vLight );
- else
- m_vLight.z = sqrtf( 1.0f - m_vLight.x*m_vLight.x
- - m_vLight.y*m_vLight.y );
- }
-
- 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 render target
- m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET, 0x00000000f, 1.0f, 0L );
-
- // Begin the scene
- if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
- {
- // Store the light vector, so it can be referenced in D3DTA_TFACTOR
- DWORD dwFactor = VectortoRGBA( &m_vLight, 0.0f );
- m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, dwFactor );
-
- // Modulate the texture (the normal map) with the light vector (stored
- // above in the texture factor)
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3 );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_TFACTOR );
-
- // If user wants to see the normal map, override the above renderstates and
- // simply show the texture
- if( TRUE == m_bShowNormalMap )
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
-
- // Select which normal map to use
- if( m_bUseFileBasedTexture )
- m_pd3dDevice->SetTexture( 0, m_pFileBasedNormalMap );
- else
- m_pd3dDevice->SetTexture( 0, m_pCustomNormalMap );
-
- // Draw the bumpmapped quad
- m_pd3dDevice->SetVertexShader( CUSTOMVERTEX_FVF );
- m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLESTRIP, 2, m_QuadVertices,
- sizeof(CUSTOMVERTEX) );
-
- // 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:
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::CreateFileBasedNormalMap()
- {
- HRESULT hr;
-
- // Load the texture from a file
- if( FAILED( hr = D3DUtil_CreateTexture( m_pd3dDevice, _T("EarthBump.bmp"),
- &m_pFileBasedNormalMap,
- D3DFMT_A8R8G8B8 ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
-
- // Lock the texture
- D3DLOCKED_RECT d3dlr;
- D3DSURFACE_DESC d3dsd;
- m_pFileBasedNormalMap->GetLevelDesc( 0, &d3dsd );
- m_pFileBasedNormalMap->LockRect( 0, &d3dlr, 0, 0 );
- DWORD* pPixel = (DWORD*)d3dlr.pBits;
-
- // For each pixel, generate a vector normal that represents the change
- // in thea height field at that pixel
- for( DWORD j=0; j<d3dsd.Height; j++ )
- {
- for( DWORD i=0; i<d3dsd.Width; i++ )
- {
- DWORD color00 = pPixel[0];
- DWORD color10 = pPixel[1];
- DWORD color01 = pPixel[d3dlr.Pitch/sizeof(DWORD)];
-
- FLOAT fHeight00 = (FLOAT)((color00&0x00ff0000)>>16)/255.0f;
- FLOAT fHeight10 = (FLOAT)((color10&0x00ff0000)>>16)/255.0f;
- FLOAT fHeight01 = (FLOAT)((color01&0x00ff0000)>>16)/255.0f;
-
- D3DXVECTOR3 vPoint00( i+0.0f, j+0.0f, fHeight00 );
- D3DXVECTOR3 vPoint10( i+1.0f, j+0.0f, fHeight10 );
- D3DXVECTOR3 vPoint01( i+0.0f, j+1.0f, fHeight01 );
- D3DXVECTOR3 v10 = vPoint10 - vPoint00;
- D3DXVECTOR3 v01 = vPoint01 - vPoint00;
-
- D3DXVECTOR3 vNormal;
- D3DXVec3Cross( &vNormal, &v10, &v01 );
- D3DXVec3Normalize( &vNormal, &vNormal );
-
- // Store the normal as an RGBA value in the normal map
- *pPixel++ = VectortoRGBA( &vNormal, fHeight00 );
- }
- }
-
- // Unlock the texture and return successful
- m_pFileBasedNormalMap->UnlockRect(0);
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::CreateCustomNormalMap()
- {
- DWORD dwWidth = 512;
- DWORD dwHeight = 512;
- HRESULT hr;
-
- // Create a 32-bit texture for the custom normal map
- hr = m_pd3dDevice->CreateTexture( dwWidth, dwHeight, 1,
- 0 /* Usage */,
- D3DFMT_A8R8G8B8, D3DPOOL_MANAGED,
- &m_pCustomNormalMap );
- if( FAILED(hr) )
- return hr;
-
- // Lock the texture to fill it with our custom image
- D3DLOCKED_RECT d3dlr;
- if( FAILED( m_pCustomNormalMap->LockRect( 0, &d3dlr, 0, 0 ) ) )
- return E_FAIL;
- DWORD* pPixel = (DWORD*)d3dlr.pBits;
-
- // Fill each pixel
- for( DWORD j=0; j<dwHeight; j++ )
- {
- for( DWORD i=0; i<dwWidth; i++ )
- {
- FLOAT xp = ( (5.0f*i) / (dwWidth-1) );
- FLOAT yp = ( (5.0f*j) / (dwHeight-1) );
- FLOAT x = 2*(xp-floorf(xp))-1;
- FLOAT y = 2*(yp-floorf(yp))-1;
- FLOAT z = sqrtf( 1.0f - x*x - y*y );
-
- // Make image of raised circle. Outside of circle is gray
- if( (x*x + y*y) <= 1.0f )
- {
- D3DXVECTOR3 vVector( x, y, z );
- *pPixel++ = VectortoRGBA( &vVector, 1.0f );
- }
- else
- *pPixel++ = 0x80808080;
- }
- }
-
- // Unlock the map and return successful
- m_pCustomNormalMap->UnlockRect(0);
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitDeviceObjects()
- // Desc: Initialize scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InitDeviceObjects()
- {
- HRESULT hr;
-
- m_pFont->InitDeviceObjects( m_pd3dDevice );
-
- // Create the normal maps
- if( FAILED( hr = CreateFileBasedNormalMap() ) )
- return hr;
- if( FAILED( hr = CreateCustomNormalMap() ) )
- return hr;
-
- // Set menu states
- CheckMenuItem( GetMenu(m_hWnd), IDM_USEFILEBASEDTEXTURE,
- m_bUseFileBasedTexture ? MF_CHECKED : MF_UNCHECKED );
- CheckMenuItem( GetMenu(m_hWnd), IDM_USECUSTOMTEXTURE,
- m_bUseFileBasedTexture ? MF_UNCHECKED : MF_CHECKED );
- CheckMenuItem( GetMenu(m_hWnd), IDM_SHOWNORMALMAP,
- m_bShowNormalMap ? MF_CHECKED : MF_UNCHECKED );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RestoreDeviceObjects()
- // Desc: Initialize scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RestoreDeviceObjects()
- {
- m_pFont->RestoreDeviceObjects();
-
- // Set the transform matrices
- D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, 2.0f );
- D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
- D3DXMATRIX matWorld, matView, matProj;
-
- D3DXMatrixIdentity( &matWorld );
- D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
- FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 500.0f );
-
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
-
- // Set misc render states
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InvalidateDeviceObjects()
- // Desc: Called when the app is exiting, or the device is being changed,
- // this function deletes any device dependent objects.
- //-----------------------------------------------------------------------------
- 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_pFileBasedNormalMap );
- SAFE_RELEASE( m_pCustomNormalMap );
-
- 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( pCaps->TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3 )
- return S_OK;
-
- return E_FAIL;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: MsgProc()
- // Desc: Message proc function to handle key and menu input
- //-----------------------------------------------------------------------------
- LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
- LPARAM lParam )
- {
- if( uMsg == WM_COMMAND )
- {
- switch( LOWORD(wParam) )
- {
- case IDM_USEFILEBASEDTEXTURE:
- m_bUseFileBasedTexture = TRUE;
- CheckMenuItem( GetMenu(hWnd), IDM_USEFILEBASEDTEXTURE, MF_CHECKED );
- CheckMenuItem( GetMenu(hWnd), IDM_USECUSTOMTEXTURE, MF_UNCHECKED );
- break;
-
- case IDM_USECUSTOMTEXTURE:
- m_bUseFileBasedTexture = FALSE;
- CheckMenuItem( GetMenu(hWnd), IDM_USEFILEBASEDTEXTURE, MF_UNCHECKED );
- CheckMenuItem( GetMenu(hWnd), IDM_USECUSTOMTEXTURE, MF_CHECKED );
- break;
-
- case IDM_SHOWNORMALMAP:
- m_bShowNormalMap = !m_bShowNormalMap;
- CheckMenuItem( GetMenu(hWnd), IDM_SHOWNORMALMAP,
- m_bShowNormalMap ? MF_CHECKED : MF_UNCHECKED );
- break;
- }
- }
-
- return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
- }
-
-
-
-