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- //-----------------------------------------------------------------------------
- // File: Underwater.cpp
- //
- // Desc: Code to simulate underwater distortion.
- // Games could easily make use of this technique to achieve an underwater
- // effect without affecting geometry by rendering the scene to a texture
- // and applying the bump effect on a rectangle mapped with it.
- //
- // Note: From the Matrox web site demos
- //
- // Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <tchar.h>
- #include "D3DX8.h"
- #include "D3DApp.h"
- #include "D3DFont.h"
- #include "D3DUtil.h"
- #include "DXUtil.h"
- #include "resource.h"
-
-
-
-
- //-----------------------------------------------------------------------------
- // Function prototypes and global (or static) variables
- //-----------------------------------------------------------------------------
- inline FLOAT rnd() { return (((FLOAT)rand()-(FLOAT)rand())/(2L*RAND_MAX)); }
- inline FLOAT RND() { return (((FLOAT)rand())/RAND_MAX); }
- inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); }
-
- struct BUMPVERTEX
- {
- D3DXVECTOR3 p;
- D3DXVECTOR3 n;
- FLOAT tu1, tv1;
- FLOAT tu2, tv2;
- };
-
- #define D3DFVF_BUMPVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX2)
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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;
- LPDIRECT3DVERTEXBUFFER8 m_pWaterVB;
- LPDIRECT3DTEXTURE8 m_pBumpMap;
- LPDIRECT3DTEXTURE8 m_pBackgroundTexture;
- BOOL m_bDeviceValidationFailed;
-
- HRESULT CreateBumpMap();
- 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("BumpUnderWater: Effect Using BumpMapping");
- m_bUseDepthBuffer = TRUE;
-
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
- m_pWaterVB = NULL;
- m_pBumpMap = NULL;
- m_pBackgroundTexture = NULL;
- m_bDeviceValidationFailed = FALSE;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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()
- {
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT00, F2DW(0.01f) );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT01, F2DW(0.00f) );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT10, F2DW(0.00f) );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT11, F2DW(0.01f) );
-
- BUMPVERTEX* vWaterVertices;
- m_pWaterVB->Lock( 0, 0, (BYTE**)&vWaterVertices, 0 );
- vWaterVertices[0].tu1 = 0.000f; vWaterVertices[0].tv1 = 0.5f*m_fTime + 2.0f;
- vWaterVertices[1].tu1 = 0.000f; vWaterVertices[1].tv1 = 0.5f*m_fTime;
- vWaterVertices[2].tu1 = 1.000f; vWaterVertices[2].tv1 = 0.5f*m_fTime;
- vWaterVertices[3].tu1 = 1.000f; vWaterVertices[3].tv1 = 0.5f*m_fTime + 2.0f;
- m_pWaterVB->Unlock();
-
- 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 scene
- m_pd3dDevice->Clear( 0, NULL,D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
- 0xff000000, 1.0f, 0L );
-
- // Begin the scene
- if( FAILED( m_pd3dDevice->BeginScene() ) )
- return S_OK;
-
- // Render the waves
- m_pd3dDevice->SetTexture( 0, m_pBumpMap );
- m_pd3dDevice->SetTexture( 1, m_pBackgroundTexture );
-
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
-
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
-
- m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
- m_pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
-
- m_pd3dDevice->SetVertexShader( D3DFVF_BUMPVERTEX );
- m_pd3dDevice->SetStreamSource( 0, m_pWaterVB, sizeof(BUMPVERTEX) );
-
- // Verify that the texture operations are possible on the device
- DWORD dwNumPasses;
- if( FAILED( m_pd3dDevice->ValidateDevice( &dwNumPasses ) ) )
- {
- // The right thing to do when device validation fails is to try
- // a different rendering technique. This sample just warns the user.
- m_bDeviceValidationFailed = TRUE;
- }
-
- m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
-
- // 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 );
-
- if( m_bDeviceValidationFailed )
- {
- m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,0,0),
- _T("Warning: Device validation failed. Rendering may not look right.") );
- }
-
- // End the scene.
- m_pd3dDevice->EndScene();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: CreateBumpMapFromSurface()
- // Desc: Creates a bumpmap from a surface
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::CreateBumpMap()
- {
- UINT iWidth = 256;
- UINT iHeight = 256;
-
- // Create the bumpmap's surface and texture objects
- if( FAILED( m_pd3dDevice->CreateTexture( iWidth, iHeight, 1, 0,
- D3DFMT_V8U8, D3DPOOL_MANAGED, &m_pBumpMap ) ) )
- {
- return E_FAIL;
- }
-
- // Fill the bumpmap texels to simulate a lens
- D3DLOCKED_RECT lrDst;
- m_pBumpMap->LockRect( 0, &lrDst, 0, 0 );
- DWORD dwDstPitch = (DWORD)lrDst.Pitch;
- BYTE* pDst = (BYTE*)lrDst.pBits;
-
- for( DWORD y=0; y<iHeight; y++ )
- {
- for( DWORD x=0; x<iWidth; x++ )
- {
- FLOAT fx = x/(FLOAT)iWidth - 0.5f;
- FLOAT fy = y/(FLOAT)iHeight - 0.5f;
- FLOAT r = sqrtf( fx*fx + fy*fy );
-
- CHAR iDu = (CHAR)(64*cosf(4.0f*(fx+fy)*D3DX_PI));
- CHAR iDv = (CHAR)(64*sinf(4.0f*(fx+fy)*D3DX_PI));
-
- pDst[2*x+0] = iDu;
- pDst[2*x+1] = iDv;
- }
- pDst += lrDst.Pitch;
- }
-
- m_pBumpMap->UnlockRect(0);
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitDeviceObjects()
- // Desc: Initialize scene objects
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InitDeviceObjects()
- {
- m_pFont->InitDeviceObjects( m_pd3dDevice );
-
- if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("LobbyXPos.bmp"),
- &m_pBackgroundTexture, D3DFMT_A8R8G8B8 ) ) )
- return E_FAIL;
-
- // create a bumpmap from info in source surface
- if( FAILED( CreateBumpMap() ) )
- return E_FAIL;
-
- if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(BUMPVERTEX),
- D3DUSAGE_WRITEONLY,
- D3DFVF_BUMPVERTEX,
- D3DPOOL_MANAGED, &m_pWaterVB ) ) )
- return E_FAIL;
-
- BUMPVERTEX* v;
- m_pWaterVB->Lock( 0, 0, (BYTE**)&v, 0 );
- v[0].p = D3DXVECTOR3(-60.0f,-60.0f, 0.0f ); v[0].n = D3DXVECTOR3( 0, 1, 0 );
- v[1].p = D3DXVECTOR3(-60.0f, 60.0f, 0.0f ); v[1].n = D3DXVECTOR3( 0, 1, 0 );
- v[2].p = D3DXVECTOR3( 60.0f,-60.0f, 0.0f ); v[2].n = D3DXVECTOR3( 0, 1, 0 );
- v[3].p = D3DXVECTOR3( 60.0f, 60.0f, 0.0f ); v[3].n = D3DXVECTOR3( 0, 1, 0 );
- v[0].tu2 = 0.000f; v[0].tv2 = 1.0f;
- v[1].tu2 = 0.000f; v[1].tv2 = 0.0f;
- v[2].tu2 = 1.000f; v[2].tv2 = 1.0f;
- v[3].tu2 = 1.000f; v[3].tv2 = 0.0f;
- m_pWaterVB->Unlock();
-
- m_bDeviceValidationFailed = FALSE;
-
- 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, -100.0f );
- 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 );
- D3DXMatrixPerspectiveFovLH( &matProj, 1.00f, 1.0f, 1.0f, 3000.0f );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
-
- // Set any appropiate state
- m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
- m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
- 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->SetTextureStageState( 1, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InvalidateDeviceObjects()
- // Desc:
- //-----------------------------------------------------------------------------
- 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_pWaterVB );
- SAFE_RELEASE( m_pBumpMap );
- SAFE_RELEASE( m_pBackgroundTexture );
-
- 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 )
- {
- // Device must be able to do bumpmapping
- if( 0 == ( pCaps->TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP ) )
- return E_FAIL;
-
- // Accept devices that can create D3DFMT_V8U8 textures
- if( SUCCEEDED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal,
- pCaps->DeviceType, Format,
- 0, D3DRTYPE_TEXTURE,
- D3DFMT_V8U8 ) ) )
- return S_OK;
-
- return E_FAIL;
- }
-
-
-
-
-