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- //-----------------------------------------------------------------------------
- // File: Lighting.cpp
- //
- // Desc: Example code showing how to use D3D lights.
- //
- // Copyright (c) 1995-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <windows.h>
- #include <basetsd.h>
- #include <math.h>
- #include <stdio.h>
- #include <D3DX8.h>
- #include <tchar.h>
- #include "D3DApp.h"
- #include "D3DFont.h"
- #include "D3DUtil.h"
- #include "DXUtil.h"
-
-
-
-
- //-----------------------------------------------------------------------------
- // Defines, constants, and global variables
- //-----------------------------------------------------------------------------
-
- // Custom D3D vertex format used by the vertex buffer
- struct MYVERTEX
- {
- D3DXVECTOR3 p; // vertex position
- D3DXVECTOR3 n; // vertex normal
- };
-
- #define D3DFVF_MYVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)
-
-
-
- //-----------------------------------------------------------------------------
- // 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
- {
- LPDIRECT3DVERTEXBUFFER8 m_pWallVB; // Vertex buffer for the walls and floor
- LPD3DXMESH m_pSphereMesh; // Representation of point light
- LPD3DXMESH m_pConeMesh; // Representation of dir/spot light
- CD3DFont* m_pFont; // Font for drawing text
- D3DLIGHT8 m_light; // Description of the D3D light
- UINT m_n; // Number of vertices in the ground grid along X
- UINT m_m; // Number of vertices in the ground grid along Z
- UINT m_nTriangles; // Number of triangles in the ground grid
-
- protected:
- HRESULT InitDeviceObjects();
- HRESULT RestoreDeviceObjects();
- HRESULT InvalidateDeviceObjects();
- HRESULT DeleteDeviceObjects();
- HRESULT FrameMove();
- HRESULT Render();
- HRESULT FinalCleanup();
-
- public:
- CMyD3DApplication();
- };
-
-
- CMyD3DApplication g_d3dApp;
-
-
- //-----------------------------------------------------------------------------
- // 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 )
- {
- if( FAILED( g_d3dApp.Create( hInst ) ) )
- return 0;
-
- return g_d3dApp.Run();
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: CMyD3DApplication()
- // Desc: Application constructor. Sets attributes for the app.
- //-----------------------------------------------------------------------------
- CMyD3DApplication::CMyD3DApplication()
- {
- m_strWindowTitle = TEXT( "Lighting" );
- m_bUseDepthBuffer = FALSE;
-
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
- m_pWallVB = NULL;
- m_pSphereMesh = NULL;
- m_pConeMesh = NULL;
-
- // Set up wall/floor mesh resolution. Try changing m_n and m_m to see
- // how the lighting is affected.
- m_n = 32;
- m_m = 32;
- m_nTriangles = (m_n-1)*(m_m-1)*2;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitDeviceObjects()
- // Desc: Initialize scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InitDeviceObjects()
- {
- HRESULT hr;
-
- if( FAILED( hr = m_pFont->InitDeviceObjects( m_pd3dDevice ) ) )
- return hr;
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RestoreDeviceObjects()
- // Desc: Restores scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RestoreDeviceObjects()
- {
- MYVERTEX* v;
-
- // Create a square grid m_n*m_m for rendering the wall
- if( FAILED( m_pd3dDevice->CreateVertexBuffer( m_nTriangles*3*sizeof(MYVERTEX),
- D3DUSAGE_WRITEONLY, D3DFVF_MYVERTEX,
- D3DPOOL_MANAGED, &m_pWallVB ) ) )
- {
- return E_FAIL;
- }
-
- // Fill in the grid vertex data
- m_pWallVB->Lock( 0, 0, (BYTE**)&v, 0 );
- float dX = 1.0f/(m_n-1);
- float dZ = 1.0f/(m_m-1);
- float dU = 1.0f/(m_n-1);
- float dV = 1.0f/(m_m-1);
- UINT k = 0;
- for (UINT z=0; z < (m_m-1); z++)
- {
- for (UINT x=0; x < (m_n-1); x++)
- {
- v[k].p = D3DXVECTOR3(10 * x*dX, 0.0f, 10 * z*dZ );
- v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
- k++;
- v[k].p = D3DXVECTOR3(10 * x*dX, 0.0f, 10 * (z+1)*dZ );
- v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
- k++;
- v[k].p = D3DXVECTOR3(10 * (x+1)*dX, 0.0f, 10 * (z+1)*dZ );
- v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
- k++;
- v[k].p = D3DXVECTOR3(10 * x*dX, 0.0f, 10 * z*dZ );
- v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
- k++;
- v[k].p = D3DXVECTOR3(10 * (x+1)*dX, 0.0f, 10 * (z+1)*dZ );
- v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
- k++;
- v[k].p = D3DXVECTOR3(10 * (x+1)*dX, 0.0f, 10 * z*dZ );
- v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
- k++;
- }
- }
- m_pWallVB->Unlock();
-
- // Create sphere and cone meshes to represent the lights
- if (FAILED( D3DXCreateSphere(m_pd3dDevice, 0.25f, 20, 20, &m_pSphereMesh, NULL) ) )
- return E_FAIL;
-
- if (FAILED( D3DXCreateCylinder(m_pd3dDevice, 0.0f, 0.25f, 0.5f, 20, 20, &m_pConeMesh, NULL) ) )
- return E_FAIL;
-
- // Set up a material
- D3DMATERIAL8 mtrl;
- D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f );
- m_pd3dDevice->SetMaterial( &mtrl );
-
- // Set miscellaneous render states
- m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, FALSE );
- m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
-
- // Set the world matrix
- D3DXMATRIX matIdentity;
- D3DXMatrixIdentity( &matIdentity );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matIdentity );
-
- // Set the view matrix.
- D3DXMATRIX matView;
- D3DXVECTOR3 vFromPt( -10, 10, -10);
- D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
- D3DXMatrixLookAtLH( &matView, &vFromPt, &vLookatPt, &vUpVec );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
-
- // Set the projection matrix
- D3DXMATRIX matProj;
- FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
-
- // Turn on lighting.
- m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
-
- // Enable ambient lighting to a dim, grey light, so objects that
- // are not lit by the other lights are not completely black
- m_pd3dDevice->SetRenderState( D3DRS_AMBIENT,
- D3DCOLOR_COLORVALUE( 0.25, 0.25, 0.25, 1.0 ) );
-
- // Set light #0 to be a simple, faint grey directional light so
- // the walls and floor are slightly different shades of grey
- D3DLIGHT8 light; // Description of the D3D light
- ZeroMemory( &light, sizeof(light) );
- light.Type = D3DLIGHT_DIRECTIONAL;
- light.Direction = D3DXVECTOR3( 0.3f, -0.5f, 0.2f );
- light.Diffuse.r = light.Diffuse.g = light.Diffuse.b = 0.25f;
- m_pd3dDevice->SetLight( 0, &light );
-
- // Set light #1 to be a simple, bright directional light to use
- // on the mesh representing light #2
- ZeroMemory( &light, sizeof(light) );
- light.Type = D3DLIGHT_DIRECTIONAL;
- light.Direction = D3DXVECTOR3( 0.5f, -0.5f, 0.5f );
- light.Diffuse.r = light.Diffuse.g = light.Diffuse.b = 1.0f;
- m_pd3dDevice->SetLight( 1, &light );
-
- // Light #2 will be the light used to light the floor and walls. It will
- // be set up in FrameMove() since it changes every frame.
-
- // Restore the font
- m_pFont->RestoreDeviceObjects();
-
- return S_OK;
- }
-
-
- //-----------------------------------------------------------------------------
- // Name: FrameMove()
- // Desc: Called once per frame, the call is the entry point for animating
- // the scene.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::FrameMove()
- {
- ZeroMemory( &m_light, sizeof(m_light) );
-
- // Rotate through the various light types
- m_light.Type = (D3DLIGHTTYPE)(1+(((DWORD)m_fTime)/5)%3);
-
- // Make sure the light type is supported by the device. If
- // D3DVTXPCAPS_POSITIONALLIGHTS is not set, the device does not support
- // point or spot lights, so change light #2's type to a directional light.
- DWORD dwCaps = m_d3dCaps.VertexProcessingCaps;
- if( 0 == ( dwCaps & D3DVTXPCAPS_POSITIONALLIGHTS ) )
- {
- if( m_light.Type == D3DLIGHT_POINT || m_light.Type == D3DLIGHT_SPOT )
- m_light.Type = D3DLIGHT_DIRECTIONAL;
- }
-
- // Values for the light position, direction, and color
- FLOAT x = sinf( m_fTime*2.000f );
- FLOAT y = sinf( m_fTime*2.246f );
- FLOAT z = sinf( m_fTime*2.640f );
-
- m_light.Diffuse.r = 0.5f + 0.5f * x;
- m_light.Diffuse.g = 0.5f + 0.5f * y;
- m_light.Diffuse.b = 0.5f + 0.5f * z;
- m_light.Range = 100.0f;
-
- switch( m_light.Type )
- {
- case D3DLIGHT_POINT:
- m_light.Position = 4.5f * D3DXVECTOR3( x, y, z );
- m_light.Attenuation1 = 0.4f;
- break;
- case D3DLIGHT_DIRECTIONAL:
- m_light.Direction = D3DXVECTOR3( x, y, z );
- break;
- case D3DLIGHT_SPOT:
- m_light.Position = 2.0f * D3DXVECTOR3( x, y, z );
- m_light.Direction = D3DXVECTOR3( x, y, z );
- m_light.Theta = 0.5f;
- m_light.Phi = 1.0f;
- m_light.Falloff = 1.0f;
- m_light.Attenuation0 = 1.0f;
- }
- m_pd3dDevice->SetLight( 2, &m_light );
-
- 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, 0x000000ff, 1.0f, 0L );
-
- // Begin the scene
- if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
- {
- m_pd3dDevice->SetStreamSource( 0, m_pWallVB, sizeof(MYVERTEX) );
- m_pd3dDevice->SetVertexShader( D3DFVF_MYVERTEX );
-
- D3DXMATRIX matWorld;
- D3DXMATRIX matTrans;
- D3DXMATRIX matRotate;
-
- // Turn on light #0 and #2, and turn off light #1
- m_pd3dDevice->LightEnable( 0, TRUE );
- m_pd3dDevice->LightEnable( 1, FALSE );
- m_pd3dDevice->LightEnable( 2, TRUE );
-
- // Draw the floor
- D3DXMatrixTranslation( &matTrans, -5.0f, -5.0f, -5.0f );
- D3DXMatrixRotationZ( &matRotate, 0.0f );
- matWorld = matRotate * matTrans;
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
- m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_nTriangles );
-
- // Draw the back wall
- D3DXMatrixTranslation( &matTrans, 5.0f,-5.0f, -5.0f );
- D3DXMatrixRotationZ( &matRotate, D3DX_PI/2 );
- matWorld = matRotate * matTrans;
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
- m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_nTriangles );
-
- // Draw the side wall
- D3DXMatrixTranslation( &matTrans, -5.0f, -5.0f, 5.0f );
- D3DXMatrixRotationX( &matRotate, -D3DX_PI/2 );
- matWorld = matRotate * matTrans;
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
- m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_nTriangles );
-
- // Turn on light #1, and turn off light #0 and #2
- m_pd3dDevice->LightEnable( 0, FALSE );
- m_pd3dDevice->LightEnable( 1, TRUE );
- m_pd3dDevice->LightEnable( 2, FALSE );
-
- // Draw the mesh representing the light
- if( m_light.Type == D3DLIGHT_POINT )
- {
- // Just position the point light -- no need to orient it
- D3DXMatrixTranslation( &matWorld, m_light.Position.x,
- m_light.Position.y, m_light.Position.z );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
- m_pSphereMesh->DrawSubset(0);
- }
- else
- {
- // Position the light and point it in the light's direction
- D3DXVECTOR3 vecFrom( m_light.Position.x, m_light.Position.y, m_light.Position.z );
- D3DXVECTOR3 vecAt( m_light.Position.x + m_light.Direction.x,
- m_light.Position.y + m_light.Direction.y,
- m_light.Position.z + m_light.Direction.z );
- D3DXVECTOR3 vecUp( 0, 1, 0);
- D3DXMATRIX matWorldInv;
- D3DXMatrixLookAtLH( &matWorldInv, &vecFrom, &vecAt, &vecUp);
- D3DXMatrixInverse( &matWorld, NULL, &matWorldInv);
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
- m_pConeMesh->DrawSubset(0);
- }
-
- // 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 );
- TCHAR* strLight = (m_light.Type == D3DLIGHT_POINT ? TEXT("Point Light") :
- m_light.Type == D3DLIGHT_SPOT ? TEXT("Spot Light") : TEXT("Directional Light"));
- m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255), strLight);
-
- // End the scene.
- m_pd3dDevice->EndScene();
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InvalidateDeviceObjects()
- // Desc: Invalidates device objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InvalidateDeviceObjects()
- {
- SAFE_RELEASE( m_pWallVB );
- SAFE_RELEASE( m_pSphereMesh );
- SAFE_RELEASE( m_pConeMesh );
- 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_pWallVB );
-
- 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()
- {
- // Cleanup D3D font
- SAFE_DELETE( m_pFont );
-
- return S_OK;
- }
-