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- //-----------------------------------------------------------------------------
- // File: CubeMap.cpp
- //
- // Desc: Example code showing how to do environment cube-mapping.
- //
- // Copyright (c) 1997-2000 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <tchar.h>
- #include <math.h>
- #include <stdio.h>
- #include <D3DX8.h>
- #include "D3DApp.h"
- #include "D3DFile.h"
- #include "D3DFont.h"
- #include "D3DUtil.h"
- #include "DXUtil.h"
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: struct ENVMAPPEDVERTEX
- // Desc: D3D vertex type for environment-mapped objects
- //-----------------------------------------------------------------------------
- struct ENVMAPPEDVERTEX
- {
- D3DXVECTOR3 p; // Position
- D3DXVECTOR3 n; // Normal
- };
-
- #define D3DFVF_ENVMAPVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)
-
- // CUBEMAP_RESOLUTION indicates how big to make the cubemap texture. Larger
- // textures will generate a better-looking reflection.
- #define CUBEMAP_RESOLUTION 256
-
-
-
- //-----------------------------------------------------------------------------
- // 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;
-
- LPDIRECT3DCUBETEXTURE8 m_pCubeMap;
-
- CD3DMesh* m_pShinyTeapot;
- CD3DMesh* m_pSkyBox;
- CD3DMesh* m_pAirplane;
- D3DXMATRIX m_matAirplane;
- IDirect3DSurface8* m_pCubeFaceZBuffer;
-
- HRESULT RenderScene( BOOL bRenderTeapot );
- HRESULT RenderSceneIntoCubeMap();
-
- HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
-
- 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: CMyD3DApplication()
- // Desc: Application constructor. Sets attributes for the app.
- //-----------------------------------------------------------------------------
- CMyD3DApplication::CMyD3DApplication()
- {
- m_strWindowTitle = _T("CubeMap: Environment cube-mapping");
- m_bUseDepthBuffer = TRUE;
-
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
- m_pShinyTeapot = new CD3DMesh();
- m_pSkyBox = new CD3DMesh();
- m_pAirplane = new CD3DMesh();
- m_pCubeMap = NULL;
- m_pCubeFaceZBuffer = 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()
- {
- // Animate file object
- D3DXMATRIX mat1;
- D3DXMatrixScaling( &m_matAirplane, 0.2f, 0.2f, 0.2f );
- D3DXMatrixTranslation( &mat1, 0.0f, 2.0f, 0.0f );
- D3DXMatrixMultiply( &m_matAirplane, &m_matAirplane, &mat1 );
- D3DXMatrixRotationX( &mat1, -2.9f*m_fTime );
- D3DXMatrixMultiply( &m_matAirplane, &m_matAirplane, &mat1 );
- D3DXMatrixRotationY( &mat1, 1.055f*m_fTime );
- D3DXMatrixMultiply( &m_matAirplane, &m_matAirplane, &mat1 );
-
- // When the window has focus, let the mouse adjust the camera view
- if( GetFocus() )
- {
- D3DXMATRIX matTrackBall, matTrans, matView;
- D3DXQUATERNION quat = D3DUtil_GetRotationFromCursor( m_hWnd );
- D3DXMatrixRotationQuaternion( &matTrackBall, &quat );
- D3DXMatrixTranslation( &matTrans, 0.0f, 0.0f, 5.0f );
- D3DXMatrixMultiply( &matView, &matTrackBall, &matTrans );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
- }
-
- // Render the scene into the surfaces of the cubemap
- if( FAILED( RenderSceneIntoCubeMap() ) )
- return E_FAIL;
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RenderSceneIntoCubeMap()
- // Desc: Renders the scene to each of the 6 faces of the cube map
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RenderSceneIntoCubeMap()
- {
- // Save transformation matrices of the device
- D3DXMATRIX matProjSave, matViewSave;
- m_pd3dDevice->GetTransform( D3DTS_VIEW, &matViewSave );
- m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProjSave );
-
- // Set the projection matrix for a field of view of 90 degrees
- D3DXMATRIX matProj;
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/2, 1.0f, 0.5f, 100.0f );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
-
- // Get the current view matrix, to concat it with the cubemap view vectors
- D3DXMATRIX matViewDir;
- m_pd3dDevice->GetTransform( D3DTS_VIEW, &matViewDir );
- matViewDir._41 = 0.0f; matViewDir._42 = 0.0f; matViewDir._43 = 0.0f;
-
- // Store the current backbuffer and zbuffer
- LPDIRECT3DSURFACE8 pBackBuffer, pZBuffer;
- m_pd3dDevice->GetRenderTarget( &pBackBuffer );
- m_pd3dDevice->GetDepthStencilSurface( &pZBuffer );
-
- // Render to the six faces of the cube map
- for( DWORD i=0; i<6; i++ )
- {
- // Set the view transform for this cubemap surface
- D3DXMATRIX matView;
- matView = D3DUtil_GetCubeMapViewMatrix( (D3DCUBEMAP_FACES)i );
- D3DXMatrixMultiply( &matView, &matViewDir, &matView );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
-
- // Set the rendertarget to the i'th cubemap surface
- LPDIRECT3DSURFACE8 pCubeMapFace;
- m_pCubeMap->GetCubeMapSurface( (D3DCUBEMAP_FACES)i, 0, &pCubeMapFace );
- m_pd3dDevice->SetRenderTarget( pCubeMapFace, m_pCubeFaceZBuffer);
- pCubeMapFace->Release();
-
- // Render the scene (except for the teapot)
- m_pd3dDevice->BeginScene();
- RenderScene( FALSE );
- m_pd3dDevice->EndScene();
- }
-
- // Change the rendertarget back to the main backbuffer
- m_pd3dDevice->SetRenderTarget( pBackBuffer, pZBuffer );
- pBackBuffer->Release();
- pZBuffer->Release();
-
- // Restore the original transformation matrices
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matViewSave );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProjSave );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RenderScene()
- // Desc: Renders all visual elements in the scene. This is called by the main
- // Render() function, and also by the RenderIntoCubeMap() function.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RenderScene( BOOL bRenderTeapot )
- {
- // Clear the viewport
- m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0L );
-
- // Set the texture stage states
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_MIRROR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_MIRROR );
-
- // Render the Skybox
- {
- // Save the current matrix set
- D3DXMATRIX matViewSave, matProjSave;
- m_pd3dDevice->GetTransform( D3DTS_VIEW, &matViewSave );
- m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProjSave );
-
- // Disable zbuffer, center view matrix, and set FOV to 90 degrees
- D3DXMATRIX matView = matViewSave;
- D3DXMATRIX matProj = matViewSave;
- matView._41 = matView._42 = matView._43 = 0.0f;
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/2, 1.0f, 0.5f, 10000.0f );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
-
- // Render the skybox
- D3DXMATRIX matWorld;
- D3DXMatrixIdentity( &matWorld );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
- m_pSkyBox->Render( m_pd3dDevice );
-
- // Restore the render states
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matViewSave );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProjSave );
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
- }
-
- // Render the main file-based object
- {
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matAirplane );
- m_pAirplane->Render( m_pd3dDevice );
- }
-
- // Render the object with the environment-mapped body
- if( bRenderTeapot )
- {
- D3DXMATRIX matWorld;
- D3DXMatrixIdentity( &matWorld );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
-
- // Turn on texture-coord generation for cubemapping
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3 );
-
- // Render the object with the environment-mapped body
- m_pd3dDevice->SetTexture( 0, m_pCubeMap );
- m_pShinyTeapot->Render( m_pd3dDevice );
-
- // Restore the render states
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
- }
-
- 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()
- {
- // Begin the scene
- if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
- {
- // Render the scene, including the teapot
- RenderScene( TRUE );
-
- // 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()
- {
- // Load the file objects
- if( FAILED( m_pShinyTeapot->Create( m_pd3dDevice, _T("teapot.x") ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
- if( FAILED( m_pSkyBox->Create( m_pd3dDevice, _T("lobby_skybox.x") ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
- if( FAILED( m_pAirplane->Create( m_pd3dDevice, _T("airplane 2.x") ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
-
- // Set mesh properties
- m_pAirplane->SetFVF( m_pd3dDevice, D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1 );
- m_pShinyTeapot->SetFVF( m_pd3dDevice, D3DFVF_ENVMAPVERTEX );
- m_pShinyTeapot->UseMeshMaterials( FALSE );
-
- // Restore the device-dependent objects
- m_pFont->InitDeviceObjects( m_pd3dDevice );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RestoreDeviceObjects()
- // Desc: Restore device-memory objects and state after a device is created or
- // resized.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RestoreDeviceObjects()
- {
- HRESULT hr;
-
- // InitDeviceObjects for file objects (build textures and vertex buffers)
- m_pShinyTeapot->RestoreDeviceObjects( m_pd3dDevice );
- m_pSkyBox->RestoreDeviceObjects( m_pd3dDevice );
- m_pAirplane->RestoreDeviceObjects( m_pd3dDevice );
- m_pFont->RestoreDeviceObjects();
-
- // Create the cubemap, with a format that matches the backbuffer, since
- // we'll be rendering into it
- if( FAILED( hr = m_pd3dDevice->CreateCubeTexture( CUBEMAP_RESOLUTION, 1, D3DUSAGE_RENDERTARGET,
- m_d3dsdBackBuffer.Format,
- D3DPOOL_DEFAULT, &m_pCubeMap ) ) )
- return E_FAIL;
-
- // We create a separate Z buffer for the cube faces, because user could
- // resize rendering window so that it is smaller than a cube face. In
- // this case we cannot use the rendering window Z buffer for cube faces.
- if( FAILED( hr = m_pd3dDevice->CreateDepthStencilSurface(
- CUBEMAP_RESOLUTION, CUBEMAP_RESOLUTION,
- D3DFMT_D16, D3DMULTISAMPLE_NONE, &m_pCubeFaceZBuffer) ) )
- return E_FAIL;
-
- // Set default render states
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00aaaaaa );
- m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
-
- // Set the transform matrices
- D3DXMATRIX matProj;
- FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 0.5f, 100.0f );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
-
- // Setup a material
- D3DMATERIAL8 mtrl;
- D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f, 1.0f );
- m_pd3dDevice->SetMaterial( &mtrl );
-
- // Set up a light
- if( m_d3dCaps.VertexProcessingCaps & D3DVTXPCAPS_DIRECTIONALLIGHTS )
- {
- D3DLIGHT8 light;
- D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, 0.0f, 0.0f, 1.0f );
- light.Ambient.r = 0.3f;
- light.Ambient.g = 0.3f;
- light.Ambient.b = 0.3f;
- m_pd3dDevice->SetLight( 0, &light );
- m_pd3dDevice->LightEnable( 0, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InvalidateDeviceObjects()
- // Desc: Called when the device-dependent objects are about to be lost.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InvalidateDeviceObjects()
- {
- m_pShinyTeapot->InvalidateDeviceObjects();
- m_pSkyBox->InvalidateDeviceObjects();
- m_pAirplane->InvalidateDeviceObjects();
- m_pFont->InvalidateDeviceObjects();
-
- SAFE_RELEASE( m_pCubeMap );
- SAFE_RELEASE( m_pCubeFaceZBuffer );
-
- 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();
-
- m_pShinyTeapot->Destroy();
- m_pSkyBox->Destroy();
- m_pAirplane->Destroy();
-
- 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 );
- SAFE_DELETE( m_pShinyTeapot );
- SAFE_DELETE( m_pSkyBox );
- SAFE_DELETE( m_pAirplane );
-
- 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
-
- // Check for cubemapping devices
- if( 0 == ( pCaps->TextureCaps & D3DPTEXTURECAPS_CUBEMAP ) )
- return E_FAIL;
-
- // Check that we can create a cube texture that we can render into
- if( FAILED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal,
- pCaps->DeviceType, Format, D3DUSAGE_RENDERTARGET,
- D3DRTYPE_CUBETEXTURE, Format ) ) )
- {
- return E_FAIL;
- }
-
- return S_OK;
- }
-
-
-
-