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- //////////////////////////////////////////////////////////////
- // Example 10.1: Fog-of-War //
- // Written by: C. Granberg, 2006 //
- //////////////////////////////////////////////////////////////
-
- #include <windows.h>
- #include <d3dx9.h>
- #include "debug.h"
- #include "shader.h"
- #include "terrain.h"
- #include "camera.h"
- #include "mouse.h"
- #include "player.h"
-
- class APPLICATION
- {
- public:
- APPLICATION();
- HRESULT Init(HINSTANCE hInstance, int width, int height, bool windowed);
- HRESULT Update(float deltaTime);
- HRESULT Render();
- HRESULT Cleanup();
- HRESULT Quit();
- DWORD FtoDword(float f){return *((DWORD*)&f);}
-
- void AddPlayers(int noPlayers);
- void FogOfWar();
-
- private:
- IDirect3DDevice9* m_pDevice;
- TERRAIN m_terrain;
- CAMERA m_camera;
- MOUSE m_mouse;
- std::vector<PLAYER*> m_players;
-
- bool m_wireframe;
- DWORD m_time;
- int m_fps, m_lastFps;
- int m_thisPlayer;
- HWND m_mainWindow;
- ID3DXFont *m_pFont;
-
- //Fog-of-War variables
- IDirect3DTexture9 *m_pVisibleTexture, *m_pVisitedTexture;
- SHADER m_visitedShader, m_FogOfWarShader;
- ID3DXSprite *m_pSprite;
- bool m_firstFogOfWar, m_fogOverride;
- };
-
- int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance, PSTR cmdLine, int showCmd)
- {
- APPLICATION app;
-
- if(FAILED(app.Init(hInstance, 800, 600, true)))return 0;
-
- MSG msg;
- memset(&msg, 0, sizeof(MSG));
- int startTime = timeGetTime();
-
- while(msg.message != WM_QUIT)
- {
- if(::PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
- {
- ::TranslateMessage(&msg);
- ::DispatchMessage(&msg);
- }
- else
- {
- int t = timeGetTime();
- float deltaTime = (t - startTime)*0.001f;
-
- app.Update(deltaTime);
- app.Render();
-
- startTime = t;
- }
- }
-
- app.Cleanup();
-
- return msg.wParam;
- }
-
- APPLICATION::APPLICATION()
- {
- m_pDevice = NULL;
- m_mainWindow = 0;
- m_wireframe = m_fogOverride = false;
- srand(GetTickCount());
- m_fps = m_lastFps = m_thisPlayer = 0;
- m_time = GetTickCount();
- m_firstFogOfWar = true;
-
- m_pVisibleTexture = m_pVisitedTexture = NULL;
- }
-
- HRESULT APPLICATION::Init(HINSTANCE hInstance, int width, int height, bool windowed)
- {
- debug.Print("Application initiated");
-
- //Create Window Class
- WNDCLASS wc;
- memset(&wc, 0, sizeof(WNDCLASS));
- wc.style = CS_HREDRAW | CS_VREDRAW;
- wc.lpfnWndProc = (WNDPROC)::DefWindowProc;
- wc.hInstance = hInstance;
- wc.lpszClassName = "D3DWND";
-
- //Register Class and Create new Window
- RegisterClass(&wc);
- m_mainWindow = CreateWindow("D3DWND", "Example 10.1: Fog-of-War", WS_EX_TOPMOST, 0, 0, width, height, 0, 0, hInstance, 0);
- SetCursor(NULL);
- ShowWindow(m_mainWindow, SW_SHOW);
- UpdateWindow(m_mainWindow);
-
- //Create IDirect3D9 Interface
- IDirect3D9* d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
-
- if(d3d9 == NULL)
- {
- debug.Print("Direct3DCreate9() - FAILED");
- return E_FAIL;
- }
-
- //Check that the Device supports what we need from it
- D3DCAPS9 caps;
- d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);
-
- //Hardware Vertex Processing or not?
- int vp = 0;
- if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
- vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
- else vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
-
- //Check vertex & pixelshader versions
- if(caps.VertexShaderVersion < D3DVS_VERSION(2, 0) || caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
- {
- debug.Print("Warning - Your graphic card does not support vertex and pixelshaders version 2.0");
- }
-
- //Set D3DPRESENT_PARAMETERS
- D3DPRESENT_PARAMETERS d3dpp;
- d3dpp.BackBufferWidth = width;
- d3dpp.BackBufferHeight = height;
- d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
- d3dpp.BackBufferCount = 1;
- d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
- d3dpp.MultiSampleQuality = 0;
- d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
- d3dpp.hDeviceWindow = m_mainWindow;
- d3dpp.Windowed = windowed;
- d3dpp.EnableAutoDepthStencil = true;
- d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
- d3dpp.Flags = 0;
- d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
- d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
-
- //Create the IDirect3DDevice9
- if(FAILED(d3d9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, m_mainWindow,
- vp, &d3dpp, &m_pDevice)))
- {
- debug.Print("Failed to create IDirect3DDevice9");
- return E_FAIL;
- }
-
- //Release IDirect3D9 interface
- d3d9->Release();
-
- D3DXCreateFont(m_pDevice, 18, 0, 0, 1, false,
- DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
- DEFAULT_PITCH | FF_DONTCARE, "Arial", &m_pFont);
-
- LoadObjectResources(m_pDevice);
- LoadMapObjectResources(m_pDevice);
- LoadUnitResources(m_pDevice);
- LoadBuildingResources(m_pDevice);
- LoadPlayerResources(m_pDevice);
-
- m_terrain.Init(m_pDevice, INTPOINT(150,150));
-
- m_mouse.InitMouse(m_pDevice, m_mainWindow);
-
- m_camera.Init(m_pDevice);
- m_camera.m_fov = 0.6f;
- m_camera.m_radius = 50.0f;
-
- //Set sampler state
- for(int i=0;i<8;i++)
- {
- m_pDevice->SetSamplerState(i, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
- m_pDevice->SetSamplerState(i, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- m_pDevice->SetSamplerState(i, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
- }
-
- //Create Fog-of-war textures
- if(FAILED(m_pDevice->CreateTexture(256, 256, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &m_pVisibleTexture, NULL)))debug.Print("Failed to create texture: m_pVisibleTexture");
- if(FAILED(m_pDevice->CreateTexture(256, 256, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &m_pVisitedTexture, NULL)))debug.Print("Failed to create texture: m_pVisitedTexture");
-
- //Fog-of-war Shaders
- m_visitedShader.Init(m_pDevice, "shaders/visited.ps", PIXEL_SHADER);
- m_FogOfWarShader.Init(m_pDevice, "shaders/FogOfWar.ps", PIXEL_SHADER);
- m_firstFogOfWar = true;
-
- //Sprite
- D3DXCreateSprite(m_pDevice, &m_pSprite);
-
- //Add Players
- AddPlayers(4);
-
- return S_OK;
- }
-
- HRESULT APPLICATION::Update(float deltaTime)
- {
- //Update Fog-of-War
- FogOfWar();
-
- //Control camera
- m_camera.Update(m_mouse, m_terrain, deltaTime);
- m_mouse.Update(m_terrain);
-
- //Update Players
- for(int i=0;i<m_players.size();i++)
- if(m_players[i] != NULL)
- m_players[i]->UpdateMapObjects(deltaTime);
-
- //Update SightMatrices & visible variables
- if(m_terrain.m_updateSight)
- {
- m_terrain.m_updateSight = false;
-
- if(m_thisPlayer < m_players.size() && m_players[m_thisPlayer] != NULL)
- m_terrain.UpdateSightMatrices(m_players[m_thisPlayer]->m_mapObjects);
-
- for(int i=0;i<m_players.size();i++)
- if(m_players[i] != NULL)
- m_players[i]->IsMapObjectsVisible();
- }
-
- //Order units of m_thisPlayer's team around...
- if(m_thisPlayer < m_players.size() && m_players[m_thisPlayer] != NULL)
- m_players[m_thisPlayer]->UnitOrders(m_mouse);
-
- //Keyboard input
- if(KEYDOWN('W'))
- {
- m_wireframe = !m_wireframe;
- Sleep(300);
- }
- else if(KEYDOWN(VK_RETURN))
- {
- m_fogOverride = !m_fogOverride;
- Sleep(300);
- }
- else if(KEYDOWN(VK_ESCAPE))
- {
- Quit();
- }
-
- return S_OK;
- }
-
- HRESULT APPLICATION::Render()
- {
- // Clear the viewport
- m_pDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
-
- //FPS Calculation
- m_fps++;
- if(GetTickCount() - m_time > 1000)
- {
- m_lastFps = m_fps;
- m_fps = 0;
- m_time = GetTickCount();
- }
-
- // Begin the scene
- if(SUCCEEDED(m_pDevice->BeginScene()))
- {
- if(m_wireframe)m_pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
- else m_pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
-
- m_terrain.Render(m_camera);
-
- for(int i=0;i<m_players.size();i++)
- if(m_players[i] != NULL)
- m_players[i]->RenderMapObjects(m_camera);
-
- //Select units
- if(m_thisPlayer < m_players.size() && m_players[m_thisPlayer] != NULL)
- {
- m_players[m_thisPlayer]->PaintSelectedMapObjects(m_camera);
- m_players[m_thisPlayer]->Select(m_mouse);
- }
- m_mouse.Paint();
-
- RECT r[] = {{10, 10, 0, 0}, {720, 10, 0, 0}};
- m_pFont->DrawText(NULL, "Return: Fog-Of-War Override On/Off", -1, &r[0], DT_LEFT| DT_TOP | DT_NOCLIP, 0xffffffff);
-
- //FPS
- char number[50];
- std::string text = "FPS: ";
- text += _itoa(m_lastFps, number, 10);
- m_pFont->DrawText(NULL, text.c_str(), -1, &r[1], DT_LEFT| DT_TOP | DT_NOCLIP, 0xffffffff);
-
- // End the scene.
- m_pDevice->EndScene();
- m_pDevice->Present(0, 0, 0, 0);
- }
-
- return S_OK;
- }
-
- HRESULT APPLICATION::Cleanup()
- {
- try
- {
- m_terrain.Release();
-
- UnloadObjectResources();
- UnloadMapObjectResources();
- UnloadUnitResources();
- UnloadBuildingResources();
- UnloadPlayerResources();
-
- if(m_pVisibleTexture)m_pVisibleTexture->Release();
- if(m_pVisitedTexture)m_pVisitedTexture->Release();
- m_pVisibleTexture = m_pVisitedTexture = NULL;
-
- for(int i=0;i<m_players.size();i++)
- if(m_players[i] != NULL)
- delete m_players[i];
- m_players.clear();
-
- if(m_pVisibleTexture)m_pVisibleTexture->Release();
- if(m_pVisitedTexture)m_pVisitedTexture->Release();
-
- m_pFont->Release();
- m_pDevice->Release();
-
- debug.Print("Application terminated");
- }
- catch(...){}
-
- return S_OK;
- }
-
- HRESULT APPLICATION::Quit()
- {
- ::DestroyWindow(m_mainWindow);
- ::PostQuitMessage(0);
- return S_OK;
- }
-
- void APPLICATION::AddPlayers(int noPlayers)
- {
- m_thisPlayer = 0;
-
- for(int i=0;i<m_players.size();i++)
- if(m_players[i] != NULL)
- delete m_players[i];
- m_players.clear();
-
- INTPOINT startLocations[] = {INTPOINT(30,30), INTPOINT(120,30), INTPOINT(30,120), INTPOINT(120,120)};
- D3DXVECTOR4 teamCols[] = {D3DXVECTOR4(1.0f, 0.0f, 0.0f, 1.0f), D3DXVECTOR4(0.0f, 1.0f, 0.0f, 1.0f),
- D3DXVECTOR4(0.0f, 0.0f, 1.0f, 1.0f), D3DXVECTOR4(1.0f, 1.0f, 0.0f, 1.0f)};
-
- if(noPlayers < 2)noPlayers = 2;
- if(noPlayers > 4)noPlayers = 4;
-
- for(int i=0;i<noPlayers;i++)
- {
- m_terrain.Progress("Creating Players", i / (float)noPlayers);
- m_players.push_back(new PLAYER(i, teamCols[i], startLocations[i], &m_terrain, m_pDevice));
- }
-
- //Center camera focus on the team...
- m_camera.m_focus = m_terrain.GetWorldPos(m_players[m_thisPlayer]->GetCenter());
- }
-
- void APPLICATION::FogOfWar()
- {
- try
- {
- if(m_pVisibleTexture == NULL || m_pVisitedTexture == NULL)return;
-
- //Set orthogonal rendering view & projection
- m_terrain.SetOrthogonalView();
-
- //Retrieve the surface of the back buffer
- IDirect3DSurface9 *backSurface = NULL;
- m_pDevice->GetRenderTarget(0, &backSurface);
-
- //Render the Visible Texture here...
- {
- //Set texture stages and Renderstates
- m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
- m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
- m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_ADD);
- m_pDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- m_pDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TEXTURE);
- m_pDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_ADD);
-
- m_pDevice->SetRenderState(D3DRS_ZWRITEENABLE, false);
- m_pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
- m_pDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
- m_pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_DESTALPHA);
-
- //Get the surface of the m_pVisibleTexture
- IDirect3DSurface9 *visibleSurface = NULL;
- m_pVisibleTexture->GetSurfaceLevel(0, &visibleSurface);
-
- //Set render target to the visible surface
- m_pDevice->SetRenderTarget(0, visibleSurface);
-
- //Clear render target to black
- if(m_fogOverride)m_pDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff333333, 1.0f, 0);
- else m_pDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
-
- m_pDevice->BeginScene();
-
- //Render the sightTexture for all map objects in thisPlayer.
- if(m_thisPlayer < m_players.size() && m_players[m_thisPlayer] != NULL)
- for(int u=0;u<m_players[m_thisPlayer]->m_mapObjects.size();u++)
- if(m_players[m_thisPlayer]->m_mapObjects[u] != NULL)
- m_players[m_thisPlayer]->m_mapObjects[u]->RenderSightMesh();
-
- m_pDevice->EndScene();
-
- //Restore renderstates etc.
- m_pDevice->SetRenderState(D3DRS_ZWRITEENABLE, true);
- m_pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
- m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
- m_pDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
-
- //Release visible surface
- visibleSurface->Release();
- }
-
- //Render the Visited Texture here...
- {
- IDirect3DSurface9 *visitedSurface = NULL;
- m_pVisitedTexture->GetSurfaceLevel(0, &visitedSurface);
-
- //Render to the visted texture
- m_pDevice->SetRenderTarget(0, visitedSurface);
- if(m_firstFogOfWar)
- {
- m_pDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
- m_firstFogOfWar = false;
- }
-
- if(!m_fogOverride)
- {
- m_pDevice->BeginScene();
-
- m_pDevice->SetTexture(0, m_pVisibleTexture);
- m_pDevice->SetTexture(1, m_pVisitedTexture);
-
- m_pSprite->Begin(0);
- m_visitedShader.Begin();
- m_pSprite->Draw(m_pVisibleTexture, NULL, NULL, &D3DXVECTOR3(0.0f, 0.0f, 0.0f), 0xffffffff);
- m_pSprite->End();
-
- m_visitedShader.End();
- m_pDevice->EndScene();
- }
-
- //Release visited surface
- visitedSurface->Release();
- }
-
- //Render the final FogOfWarTexture
- {
- //Get and set surface of the FogOfWarTexture...
- IDirect3DSurface9 *FogOfWarSurface = NULL;
- m_terrain.m_pFogOfWarTexture->GetSurfaceLevel(0, &FogOfWarSurface);
- m_pDevice->SetRenderTarget(0, FogOfWarSurface);
-
- m_pDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
- m_pDevice->BeginScene();
-
- //Set Textures
- m_pDevice->SetTexture(0, m_pVisibleTexture);
- m_pDevice->SetTexture(1, m_pVisitedTexture);
- m_pDevice->SetTexture(2, m_terrain.m_pLightMap);
-
- //Draw to the Fog-of-War texture
- m_pSprite->Begin(0);
- m_FogOfWarShader.Begin();
- m_pSprite->Draw(m_pVisibleTexture, NULL, NULL, &D3DXVECTOR3(0.0f, 0.0f, 0.0f), 0xffffffff);
- m_pSprite->End();
-
- m_FogOfWarShader.End();
- m_pDevice->EndScene();
-
- //Release fog of war surface
- FogOfWarSurface->Release();
- }
-
- //Reset render target to back buffer
- m_pDevice->SetRenderTarget(0, backSurface);
- backSurface->Release();
- }
- catch(...)
- {
- debug.Print("Error in APPLICATION::FogOfWar()");
- }
- }