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- //-----------------------------------------------------------------------------
- // File: ShadowVolume.cpp
- //
- // Desc: Example code showing how to use stencil buffers to implement shadow
- // volumes.
- //
- // Copyright (c) 1998-2000 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <math.h>
- #include <stdio.h>
- #include <D3DX8.h>
- #include "D3DApp.h"
- #include "D3DUtil.h"
- #include "D3DFile.h"
- #include "D3DFont.h"
- #include "DXUtil.h"
-
-
-
-
- //-----------------------------------------------------------------------------
- // External definitions and prototypes
- //-----------------------------------------------------------------------------
- inline DWORD FtoDW( FLOAT f ) { return *((DWORD*)&f); }
-
- struct VERTEX
- {
- D3DXVECTOR3 p;
- D3DXVECTOR3 n;
- FLOAT tu, tv;
- };
-
- struct SHADOWVERTEX
- {
- D3DXVECTOR4 p;
- D3DCOLOR color;
- };
-
- #define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
- #define D3DFVF_SHADOWVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: struct ShadowVolume
- // Desc: A shadow volume object
- //-----------------------------------------------------------------------------
- class ShadowVolume
- {
- D3DXVECTOR3 m_pVertices[32000]; // Vertex data for rendering shadow volume
- DWORD m_dwNumVertices;
-
- public:
- VOID Reset() { m_dwNumVertices = 0L; }
- HRESULT BuildFromMesh( LPD3DXMESH pObject, D3DXVECTOR3 vLight );
- HRESULT Render( LPDIRECT3DDEVICE8 pd3dDevice );
- };
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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;
- CD3DArcBall m_ArcBall;
-
- CD3DMesh* m_pAirplane;
- CD3DMesh* m_pTerrainObject;
- ShadowVolume* m_pShadowVolume;
-
- D3DXMATRIX m_matObjectMatrix;
- D3DXMATRIX m_matTerrainMatrix;
-
- LPDIRECT3DVERTEXBUFFER8 m_pBigSquareVB;
- HRESULT DrawShadow();
- HRESULT RenderShadow();
-
- HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
-
- protected:
- HRESULT OneTimeSceneInit();
- HRESULT InitDeviceObjects();
- HRESULT RestoreDeviceObjects();
- HRESULT InvalidateDeviceObjects();
- HRESULT DeleteDeviceObjects();
- HRESULT Render();
- HRESULT FrameMove();
- HRESULT FinalCleanup();
-
- public:
- LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
-
- 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:
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT ShadowVolume::Render( LPDIRECT3DDEVICE8 pd3dDevice )
- {
- pd3dDevice->SetVertexShader( D3DFVF_XYZ );
-
- return pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLELIST, m_dwNumVertices/3,
- m_pVertices, sizeof(D3DXVECTOR3) );
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: AddEdge()
- // Desc: Adds an edge to a list of silohuette edges of a shadow volume.
- //-----------------------------------------------------------------------------
- VOID AddEdge( WORD* pEdges, DWORD& dwNumEdges, WORD v0, WORD v1 )
- {
- // Remove interior edges (which appear in the list twice)
- for( DWORD i=0; i < dwNumEdges; i++ )
- {
- if( ( pEdges[2*i+0] == v0 && pEdges[2*i+1] == v1 ) ||
- ( pEdges[2*i+0] == v1 && pEdges[2*i+1] == v0 ) )
- {
- if( dwNumEdges > 1 )
- {
- pEdges[2*i+0] = pEdges[2*(dwNumEdges-1)+0];
- pEdges[2*i+1] = pEdges[2*(dwNumEdges-1)+1];
- }
- dwNumEdges--;
- return;
- }
- }
-
- pEdges[2*dwNumEdges+0] = v0;
- pEdges[2*dwNumEdges+1] = v1;
- dwNumEdges++;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: BuildFromMesh()
- // Desc: Takes a mesh as input, and uses it to build a shadowvolume. The
- // technique used considers each triangle of the mesh, and adds it's
- // edges to a temporary list. The edge list is maintained, such that
- // only silohuette edges are kept. Finally, the silohuette edges are
- // extruded to make the shadow volume vertex list.
- //-----------------------------------------------------------------------------
- HRESULT ShadowVolume::BuildFromMesh( LPD3DXMESH pMesh, D3DXVECTOR3 vLight )
- {
- // Note: the MESHVERTEX format depends on the FVF of the mesh
- struct MESHVERTEX { D3DXVECTOR3 p, n; FLOAT tu, tv; };
- DWORD dwFVF = pMesh->GetFVF();
-
- MESHVERTEX* pVertices;
- WORD* pIndices;
-
- // Lock the geometry buffers
- pMesh->LockVertexBuffer( 0L, (BYTE**)&pVertices );
- pMesh->LockIndexBuffer( 0L, (BYTE**)&pIndices );
- DWORD dwNumVertices = pMesh->GetNumVertices();
- DWORD dwNumFaces = pMesh->GetNumFaces();
-
- // Allocate a temporary edge list
- WORD* pEdges = new WORD[dwNumFaces*6];
- DWORD dwNumEdges = 0;
-
- // For each face
- for( DWORD i=0; i<dwNumFaces; i++ )
- {
- WORD wFace0 = pIndices[3*i+0];
- WORD wFace1 = pIndices[3*i+1];
- WORD wFace2 = pIndices[3*i+2];
-
- D3DXVECTOR3 v0 = pVertices[wFace0].p;
- D3DXVECTOR3 v1 = pVertices[wFace1].p;
- D3DXVECTOR3 v2 = pVertices[wFace2].p;
-
- // Transform vertices or transform light?
- D3DXVECTOR3 vNormal;
- D3DXVec3Cross( &vNormal, &(v2-v1), &(v1-v0) );
-
- if( D3DXVec3Dot( &vNormal, &vLight ) >= 0.0f )
- {
- AddEdge( pEdges, dwNumEdges, wFace0, wFace1 );
- AddEdge( pEdges, dwNumEdges, wFace1, wFace2 );
- AddEdge( pEdges, dwNumEdges, wFace2, wFace0 );
- }
- }
-
- for( i=0; i<dwNumEdges; i++ )
- {
- D3DXVECTOR3 v1 = pVertices[pEdges[2*i+0]].p;
- D3DXVECTOR3 v2 = pVertices[pEdges[2*i+1]].p;
- D3DXVECTOR3 v3 = v1 - vLight*10;
- D3DXVECTOR3 v4 = v2 - vLight*10;
-
- // Add a quad (two triangles) to the vertex list
- m_pVertices[m_dwNumVertices++] = v1;
- m_pVertices[m_dwNumVertices++] = v2;
- m_pVertices[m_dwNumVertices++] = v3;
-
- m_pVertices[m_dwNumVertices++] = v2;
- m_pVertices[m_dwNumVertices++] = v4;
- m_pVertices[m_dwNumVertices++] = v3;
- }
- // Delete the temporary edge list
- delete pEdges;
-
- // Unlock the geometry buffers
- pMesh->UnlockVertexBuffer();
- pMesh->UnlockIndexBuffer();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: CMyD3DApplication()
- // Desc: Application constructor. Sets attributes for the app.
- //-----------------------------------------------------------------------------
- CMyD3DApplication::CMyD3DApplication()
- {
- m_strWindowTitle = _T("ShadowVolume: RealTime Shadows Using The StencilBuffer");
- m_bUseDepthBuffer = TRUE;
- m_dwMinDepthBits = 16;
- m_dwMinStencilBits = 4;
- m_bShowCursorWhenFullscreen = TRUE;
-
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
- m_pAirplane = new CD3DMesh();
- m_pTerrainObject = new CD3DMesh();
- m_pShadowVolume = NULL;
- m_pBigSquareVB = NULL;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: OneTimeSceneInit()
- // Desc: Called during initial app startup, this function performs all the
- // permanent initialization.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::OneTimeSceneInit()
- {
- // Construct a shadow volume object;
- m_pShadowVolume = new ShadowVolume();
-
- // 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: FrameMove()
- // Desc: Called once per frame, the call is the entry point for animating
- // the scene.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::FrameMove()
- {
- // Setup the world spin matrix
- D3DXMatrixTranslation( &m_matTerrainMatrix, 0.0f, 0.0f, 0.0f );
-
- // Setup viewing postion from ArcBall
- D3DXMatrixInverse( &m_matObjectMatrix, NULL, m_ArcBall.GetRotationMatrix() );
- D3DXMatrixMultiply( &m_matObjectMatrix, &m_matObjectMatrix, m_ArcBall.GetTranslationMatrix() );
-
- // Move the light
- FLOAT Lx = 5;
- FLOAT Ly = 5;
- FLOAT Lz = -5;
- D3DLIGHT8 light;
- D3DUtil_InitLight( light, D3DLIGHT_POINT, Lx, Ly, Lz );
- light.Attenuation0 = 0.9f;
- light.Attenuation1 = 0.0f;
- m_pd3dDevice->SetLight( 0, &light );
-
- // Transform the light vector to be in object space
- D3DXVECTOR3 vLight;
- D3DXMATRIX m;
- D3DXMatrixInverse( &m, NULL, &m_matObjectMatrix );
- vLight.x = Lx*m._11 + Ly*m._21 + Lz*m._31 + m._41;
- vLight.y = Lx*m._12 + Ly*m._22 + Lz*m._32 + m._42;
- vLight.z = Lx*m._13 + Ly*m._23 + Lz*m._33 + m._43;
-
- // Build the shadow volume
- m_pShadowVolume->Reset();
- m_pShadowVolume->BuildFromMesh( m_pAirplane->GetSysMemMesh(), vLight );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RenderShadow()
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RenderShadow()
- {
- // Disable z-buffer writes (note: z-testing still occurs), and enable the
- // stencil-buffer
- m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
-
- // Dont bother with interpolating color
- m_pd3dDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT );
-
- // Set up stencil compare fuction, reference value, and masks.
- // Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true.
- // Note: since we set up the stencil-test to always pass, the STENCILFAIL
- // renderstate is really not needed.
- m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
-
- // If ztest passes, inc/decrement stencil buffer value
- m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0x1 );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0xffffffff );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_INCR );
-
- // Make sure that no pixels get drawn to the frame buffer
- m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
- m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
-
- // Draw front-side of shadow volume in stencil/z only
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
- m_pShadowVolume->Render( m_pd3dDevice );
-
- // Now reverse cull order so back sides of shadow volume are written.
- m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
-
- // Decrement stencil buffer value
- m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_DECR );
-
- // Draw back-side of shadow volume in stencil/z only
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
- m_pShadowVolume->Render( m_pd3dDevice );
-
- // Restore render states
- m_pd3dDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_GOURAUD );
- m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
- m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
- m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: DrawShadow()
- // Desc: Draws a big gray polygon over scene according to the mask in the
- // stencil buffer. (Any pixel with stencil==1 is in the shadow.)
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::DrawShadow()
- {
- // Set renderstates (disable z-buffering, enable stencil, disable fog, and
- // turn on alphablending)
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
- m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
- m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
-
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
-
- // Only write where stencil val >= 1 (count indicates # of shadows that
- // overlap that pixel)
- m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0x1 );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_LESSEQUAL );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
-
- // Draw a big, gray square
- m_pd3dDevice->SetVertexShader( D3DFVF_SHADOWVERTEX );
- m_pd3dDevice->SetStreamSource( 0, m_pBigSquareVB, sizeof(SHADOWVERTEX) );
- m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
-
- // Restore render states
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
- m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
-
- 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, zbuffer, and stencil buffer
- m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL,
- 0xff0000ff, 1.0f, 0L );
-
- // Begin the scene
- if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
- {
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matTerrainMatrix );
- m_pTerrainObject->Render( m_pd3dDevice );
-
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
- m_pAirplane->Render( m_pd3dDevice );
-
- /*
- // Draw shadow volume
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
- m_pShadowVolume->Render( m_pd3dDevice );
- */
-
- // Render the shadow volume into the stenicl buffer, then add it into
- // the scene
- RenderShadow();
- DrawShadow();
-
- // 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()
- {
- // Initialize the font's internal textures
- m_pFont->InitDeviceObjects( m_pd3dDevice );
-
- // Load an object to cast the shadow
- if( FAILED( m_pAirplane->Create( m_pd3dDevice, _T("airplane 2.x") ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
-
- // Load some terrain
- if( FAILED( m_pTerrainObject->Create( m_pd3dDevice, _T("SeaFloor.x") ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
-
- // Set a reasonable vertex type
- m_pAirplane->SetFVF( m_pd3dDevice, D3DFVF_VERTEX );
- m_pTerrainObject->SetFVF( m_pd3dDevice, D3DFVF_VERTEX );
-
- // Tweak the terrain vertices
- {
- LPDIRECT3DVERTEXBUFFER8 pVB;
- VERTEX* pVertices;
- DWORD dwNumVertices = m_pTerrainObject->GetSysMemMesh()->GetNumVertices();
-
- // Lock the vertex buffer to access the terrain geometry
- m_pTerrainObject->GetSysMemMesh()->GetVertexBuffer( &pVB );
- pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 );
-
- // Add some more bumpiness to the terrain object
- for( DWORD i=0; i<dwNumVertices; i++ )
- {
- pVertices[i].p.y += 1*(rand()/(FLOAT)RAND_MAX);
- pVertices[i].p.y += 2*(rand()/(FLOAT)RAND_MAX);
- pVertices[i].p.y += 1*(rand()/(FLOAT)RAND_MAX);
- }
-
- // Release the vertex buffer
- pVB->Unlock();
- pVB->Release();
- }
-
- // Create a big square for rendering the stencilbuffer contents
- if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(SHADOWVERTEX),
- D3DUSAGE_WRITEONLY, D3DFVF_SHADOWVERTEX,
- D3DPOOL_MANAGED, &m_pBigSquareVB ) ) )
- return E_FAIL;
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RestoreDeviceObjects()
- // Desc: Restore device-memory objects and state after a device is created or
- // resized.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RestoreDeviceObjects()
- {
- m_pFont->RestoreDeviceObjects();
-
- // Initialize the vertex buffers for the file-based objects
- m_pAirplane->RestoreDeviceObjects( m_pd3dDevice );
- m_pTerrainObject->RestoreDeviceObjects( m_pd3dDevice );
-
- // Create and set up the shine materials w/ textures
- D3DMATERIAL8 mtrl;
- D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f );
- m_pd3dDevice->SetMaterial( &mtrl );
-
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
-
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
-
- // Set the transform matrices
- D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 10.0f, -20.0f );
- 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, 100.0f );
-
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
-
- // Turn on fog
- FLOAT fFogStart = 30.0f;
- FLOAT fFogEnd = 80.0f;
- m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_FOGCOLOR, 0xff0000ff );
- m_pd3dDevice->SetRenderState( D3DRS_FOGTABLEMODE, D3DFOG_NONE );
- m_pd3dDevice->SetRenderState( D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR );
- m_pd3dDevice->SetRenderState( D3DRS_RANGEFOGENABLE, FALSE );
- m_pd3dDevice->SetRenderState( D3DRS_FOGSTART, FtoDW(fFogStart) );
- m_pd3dDevice->SetRenderState( D3DRS_FOGEND, FtoDW(fFogEnd) );
-
- // Set the ArcBall parameters
- m_ArcBall.SetWindow( m_d3dsdBackBuffer.Width, m_d3dsdBackBuffer.Height, 2.0f );
- m_ArcBall.SetRadius( 5.0f );
-
- m_pd3dDevice->LightEnable( 0, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00303030 );
-
- // Set the size of the big square shadow
- SHADOWVERTEX* v;
- FLOAT sx = (FLOAT)m_d3dsdBackBuffer.Width;
- FLOAT sy = (FLOAT)m_d3dsdBackBuffer.Height;
- m_pBigSquareVB->Lock( 0, 0, (BYTE**)&v, 0 );
- v[0].p = D3DXVECTOR4( 0, sy, 0.0f, 1.0f );
- v[1].p = D3DXVECTOR4( 0, 0, 0.0f, 1.0f );
- v[2].p = D3DXVECTOR4( sx, sy, 0.0f, 1.0f );
- v[3].p = D3DXVECTOR4( sx, 0, 0.0f, 1.0f );
- v[0].color = 0x7f000000;
- v[1].color = 0x7f000000;
- v[2].color = 0x7f000000;
- v[3].color = 0x7f000000;
- m_pBigSquareVB->Unlock();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InvalidateDeviceObjects()
- // Desc: Called when the device-dependent objects are about to be lost.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InvalidateDeviceObjects()
- {
- m_pFont->InvalidateDeviceObjects();
- m_pAirplane->InvalidateDeviceObjects();
- m_pTerrainObject->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();
- m_pAirplane->Destroy();
- m_pTerrainObject->Destroy();
-
- SAFE_RELEASE( m_pBigSquareVB );
-
- 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_pAirplane );
- SAFE_DELETE( m_pTerrainObject );
- SAFE_DELETE( m_pShadowVolume );
-
- 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 )
- {
- // Make sure device supports point lights
- if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
- (dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
- {
- if( 0 == ( pCaps->VertexProcessingCaps & D3DVTXPCAPS_POSITIONALLIGHTS ) )
- return E_FAIL;
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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 the context menu
- if( WM_CONTEXTMENU == uMsg )
- return 0;
-
- return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
- }
-
-
-
-