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- //-----------------------------------------------------------------------------
- // File: Emboss.cpp
- //
- // Desc: Shows how to do a bumpmapping technique called emobssing, in which a
- // heightmap is subtracted from itself, with slightly offset texture
- // coordinates for the second pass.
- //
- // Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <math.h>
- #include <stdio.h>
- #include <D3DX8.h>
- #include "D3DApp.h"
- #include "D3DFont.h"
- #include "D3DFile.h"
- #include "D3DUtil.h"
- #include "DXUtil.h"
- #include "resource.h"
-
-
-
-
- //-----------------------------------------------------------------------------
- // Defines, constants, and global variables
- //-----------------------------------------------------------------------------
- struct EMBOSSVERTEX
- {
- D3DXVECTOR3 p;
- D3DXVECTOR3 n;
- FLOAT tu, tv;
- FLOAT tu2, tv2;
- };
-
- #define D3DFVF_EMBOSSVERTEX (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; // Font for drawing text
- CD3DMesh* m_pObject; // Object to render
- D3DLIGHT8 m_Light; // The light
- BOOL m_bShowEmbossMethod; // Whether to do the embossing
-
- LPDIRECT3DTEXTURE8 m_pEmbossTexture; // The emboss texture
- D3DXVECTOR3 m_vBumpLightPos; // Light position
- D3DXVECTOR3* m_pTangents; // Array of vertex tangents
- D3DXVECTOR3* m_pBinormals; // Array of vertex binormals
-
- // Internal functions
- HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
- LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
- VOID ApplyEnvironmentMap();
- VOID ComputeTangentsAndBinormals();
-
- 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("Emboss: BumpMapping Technique");
- m_bUseDepthBuffer = TRUE;
- m_bShowCursorWhenFullscreen = TRUE;
-
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
- m_pObject = new CD3DMesh();
- m_pEmbossTexture = NULL;
- m_bShowEmbossMethod = TRUE;
- m_pTangents = NULL;
- m_pBinormals = NULL;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: OneTimeSceneInit()
- // Desc: Called during initial app startup, this function performs all the
- // permanent initialization.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::OneTimeSceneInit()
- {
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: ComputeTangentVector()
- // Desc: To find a tangent that heads in the direction of +tv(texcoords), find
- // the components of both vectors on the tangent surface, and add a
- // linear combination of the two projections that head in the +tv direction
- //-----------------------------------------------------------------------------
- D3DXVECTOR3 ComputeTangentVector( EMBOSSVERTEX pVtxA, EMBOSSVERTEX pVtxB,
- EMBOSSVERTEX pVtxC )
- {
- D3DXVECTOR3 vAB = pVtxB.p - pVtxA.p;
- D3DXVECTOR3 vAC = pVtxC.p - pVtxA.p;
- D3DXVECTOR3 n = pVtxA.n;
-
- // Components of vectors to neghboring vertices that are orthogonal to the
- // vertex normal
- D3DXVECTOR3 vProjAB = vAB - ( D3DXVec3Dot( &n, &vAB ) * n );
- D3DXVECTOR3 vProjAC = vAC - ( D3DXVec3Dot( &n, &vAC ) * n );
-
- // tu and tv texture coordinate differences
- FLOAT duAB = pVtxB.tu - pVtxA.tu;
- FLOAT duAC = pVtxC.tu - pVtxA.tu;
- FLOAT dvAB = pVtxB.tv - pVtxA.tv;
- FLOAT dvAC = pVtxC.tv - pVtxA.tv;
-
- if( duAC*dvAB > duAB*dvAC )
- {
- duAC = -duAC;
- duAB = -duAB;
- }
-
- D3DXVECTOR3 vTangent = duAC*vProjAB - duAB*vProjAC;
- D3DXVec3Normalize( &vTangent, &vTangent );
- return vTangent;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- VOID CMyD3DApplication::ComputeTangentsAndBinormals()
- {
- EMBOSSVERTEX* pVertices;
- WORD* pIndices;
- DWORD dwNumVertices;
- DWORD dwNumIndices;
-
- // Gain access to the object's vertex and index buffers
- LPDIRECT3DVERTEXBUFFER8 pVB;
- m_pObject->GetSysMemMesh()->GetVertexBuffer( &pVB );
- pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 );
- dwNumVertices = m_pObject->GetSysMemMesh()->GetNumVertices();
-
- LPDIRECT3DINDEXBUFFER8 pIB;
- m_pObject->GetSysMemMesh()->GetIndexBuffer( &pIB );
- pIB->Lock( 0, 0, (BYTE**)&pIndices, 0 );
- dwNumIndices = m_pObject->GetSysMemMesh()->GetNumFaces() * 3;
-
- // Allocate space for the vertices' tangents and binormals
- m_pTangents = new D3DXVECTOR3[dwNumVertices];
- m_pBinormals = new D3DXVECTOR3[dwNumVertices];
- ZeroMemory( m_pTangents, sizeof(D3DXVECTOR3)*dwNumVertices );
- ZeroMemory( m_pBinormals, sizeof(D3DXVECTOR3)*dwNumVertices );
-
- // Generate the vertices' tangents and binormals
- for( DWORD i=0; i<dwNumIndices; i+=3 )
- {
- WORD a = pIndices[i+0];
- WORD b = pIndices[i+1];
- WORD c = pIndices[i+2];
-
- // To find a tangent that heads in the direction of +tv(texcoords),
- // find the components of both vectors on the tangent surface ,
- // and add a linear combination of the two projections that head in the +tv direction
- m_pTangents[a] += ComputeTangentVector( pVertices[a], pVertices[b], pVertices[c] );
- m_pTangents[b] += ComputeTangentVector( pVertices[b], pVertices[a], pVertices[c] );
- m_pTangents[c] += ComputeTangentVector( pVertices[c], pVertices[a], pVertices[b] );
- }
-
- for( i=0; i<dwNumVertices; i++ )
- {
- // Normalize the tangents
- D3DXVec3Normalize( &m_pTangents[i], &m_pTangents[i] );
-
- // Compute the binormals
- D3DXVec3Cross( &m_pBinormals[i], &pVertices[i].n, &m_pTangents[i] );
- }
-
- // Unlock and release the vertex and index buffers
- pIB->Unlock();
- pVB->Unlock();
- pIB->Release();
- pVB->Release();
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: ApplyEnvironmentMap()
- // Desc: Performs a calculation on each of the vertices' normals to determine
- // what the texture coordinates should be for the environment map (in this
- // case the bump map).
- //-----------------------------------------------------------------------------
- VOID CMyD3DApplication::ApplyEnvironmentMap()
- {
- EMBOSSVERTEX* pv;
- DWORD dwNumVertices;
- dwNumVertices = m_pObject->GetLocalMesh()->GetNumVertices();
-
- LPDIRECT3DVERTEXBUFFER8 pVB;
- m_pObject->GetLocalMesh()->GetVertexBuffer( &pVB );
- pVB->Lock( 0, 0, (BYTE**)&pv, 0 );
-
- // Get the World matrix
- D3DXMATRIX WV,InvWV;
- m_pd3dDevice->GetTransform( D3DTS_WORLD, &WV );
- D3DXMatrixInverse( &InvWV, NULL, &WV );
-
- // Get the current light position in object space
- D3DXVECTOR4 vTransformed;
- D3DXVec3Transform( &vTransformed, (D3DXVECTOR3*)&m_Light.Position, &InvWV );
- m_vBumpLightPos.x = vTransformed.x;
- m_vBumpLightPos.y = vTransformed.y;
- m_vBumpLightPos.z = vTransformed.z;
-
- // Dimensions of texture needed for shifting tex coords
- D3DSURFACE_DESC d3dsd;
- m_pEmbossTexture->GetLevelDesc( 0, &d3dsd );
-
- // Loop through the vertices, transforming each one and calculating
- // the correct texture coordinates.
- for( WORD i = 0; i < dwNumVertices; i++ )
- {
- // Find light vector in tangent space
- D3DXVECTOR3 vLightToVertex;
- D3DXVec3Normalize( &vLightToVertex, &(m_vBumpLightPos - pv[i].p) );
-
- // Create rotation matrix (rotate into tangent space)
- FLOAT r = D3DXVec3Dot( &vLightToVertex, &pv[i].n );
-
- if( r < 0.f )
- {
- // Don't shift coordinates when light below surface
- pv[i].tu2 = pv[i].tu;
- pv[i].tv2 = pv[i].tv;
- }
- else
- {
- // Shift coordinates for the emboss effect
- D3DXVECTOR2 vEmbossShift;
- vEmbossShift.x = D3DXVec3Dot( &vLightToVertex, &m_pTangents[i] );
- vEmbossShift.y = D3DXVec3Dot( &vLightToVertex, &m_pBinormals[i] );
- D3DXVec2Normalize( &vEmbossShift, &vEmbossShift );
- pv[i].tu2 = pv[i].tu + vEmbossShift.x/d3dsd.Width;
- pv[i].tv2 = pv[i].tv - vEmbossShift.y/d3dsd.Height;
- }
- }
-
- pVB->Unlock();
- pVB->Release();
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: FrameMove()
- // Desc: Called once per frame, the call is the entry point for animating
- // the scene.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::FrameMove()
- {
- // Rotate the object
- D3DXMATRIX matWorld;
- D3DXMatrixRotationY( &matWorld, m_fTime );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
-
- 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 backbuffer
- m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
- 0x00000000, 1.0f, 0L );
-
- // Begin the scene
- if( FAILED( m_pd3dDevice->BeginScene() ) )
- return S_OK;
-
- // Stage 0 is the base texture, with the height map in the alpha channel
- m_pd3dDevice->SetTexture( 0, m_pEmbossTexture );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
-
- if( m_bShowEmbossMethod )
- {
- // Stage 1 passes through the RGB channels (SELECTARG2 = CURRENT), and
- // does a signed add with the inverted alpha channel. The texture coords
- // associated with Stage 1 are the shifted ones, so the result is:
- // (height - shifted_height) * tex.RGB * diffuse.RGB
- m_pd3dDevice->SetTexture( 1, m_pEmbossTexture );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_ADDSIGNED );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE|D3DTA_COMPLEMENT );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
-
- // Set up the alpha blender to multiply the alpha channel (monochrome emboss)
- // with the src color (lighted texture)
- m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
- m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ZERO );
- }
-
- // Render the object
- m_pObject->Render( m_pd3dDevice );
-
- // Restore render states
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
- m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
-
- // Draw some text
- 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 );
- m_pFont->DrawText( 2, 40, 0xffffff00, _T("Move the light with the mouse") );
- m_pFont->DrawText( 2, 60, 0xffffff00, _T("Emboss-mode:") );
- m_pFont->DrawText( 130, 60, 0xffffffff, m_bShowEmbossMethod ? _T("ON") : _T("OFF") );
-
- // End the scene.
- m_pd3dDevice->EndScene();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitDeviceObjects()
- // Desc: Initialize scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InitDeviceObjects()
- {
- // Init the font
- m_pFont->InitDeviceObjects( m_pd3dDevice );
-
- // Load texture map. Note that this is a special textures, which has a
- // height field stored in the alpha channel
- if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("emboss1.tga"),
- &m_pEmbossTexture, D3DFMT_A8R8G8B8 ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
-
- // Load geometry
- if( FAILED( m_pObject->Create( m_pd3dDevice, _T("tiger.x") ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
-
- // Set attributes for the geometry
- m_pObject->SetFVF( m_pd3dDevice, D3DFVF_EMBOSSVERTEX );
- m_pObject->UseMeshMaterials( FALSE );
-
- // Compute the object's tangents and binormals, whaich are needed for the
- // emboss-tecnhique's texture-coordinate shifting calculations
- ComputeTangentsAndBinormals();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RestoreDeviceObjects()
- // Desc: Restore device-memory objects and state after a device is created or
- // resized.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RestoreDeviceObjects()
- {
- // Restore device objects
- m_pObject->RestoreDeviceObjects( m_pd3dDevice );
- m_pFont->RestoreDeviceObjects();
-
- // Set up the textures
- 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 );
-
- // Set the view and projection matrices
- D3DXMATRIX matView, matProj;
- D3DXVECTOR3 vFromPt = D3DXVECTOR3( 0.0f, 0.0f, 3.5f );
- D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
- D3DXMatrixLookAtLH( &matView, &vFromPt, &vLookatPt, &vUpVec );
- FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 1000.0f );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
-
- // Setup a material
- D3DMATERIAL8 mtrl;
- D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f );
- m_pd3dDevice->SetMaterial( &mtrl );
-
- // Set up the light
- D3DUtil_InitLight( m_Light, D3DLIGHT_POINT, 5.0f, 5.0f, -20.0f );
- m_Light.Attenuation0 = 1.0f;
- m_pd3dDevice->SetLight( 0, &m_Light );
- m_pd3dDevice->LightEnable( 0, TRUE );
-
- // Set miscellaneous render states
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00444444 );
-
- ApplyEnvironmentMap();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InvalidateDeviceObjects()
- // Desc: Called when the device-dependent objects are about to be lost.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InvalidateDeviceObjects()
- {
- m_pFont->InvalidateDeviceObjects();
- m_pObject->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()
- {
- SAFE_RELEASE( m_pEmbossTexture );
-
- m_pObject->Destroy();
- m_pFont->DeleteDeviceObjects();
-
- SAFE_DELETE_ARRAY( m_pTangents );
- SAFE_DELETE_ARRAY( m_pBinormals );
-
- 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_pObject );
-
- 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
-
- // This sample uses the ADDSIGNED texture blending mode
- if( 0 == ( pCaps->TextureOpCaps & D3DTEXOPCAPS_ADDSIGNED ) )
- return E_FAIL;
- if( pCaps->MaxTextureBlendStages < 2 )
- return E_FAIL;
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: MsgProc()
- // Desc: Overrrides the main WndProc, so the sample can do custom message
- // handling (e.g. processing mouse, keyboard, or menu commands).
- //-----------------------------------------------------------------------------
- LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT msg, WPARAM wParam,
- LPARAM lParam )
- {
- switch( msg )
- {
- case WM_COMMAND:
- if( LOWORD(wParam) == IDM_EMBOSSTOGGLE )
- m_bShowEmbossMethod = !m_bShowEmbossMethod;
- break;
-
- case WM_MOUSEMOVE:
- if( m_pd3dDevice != NULL )
- {
- FLOAT w = (FLOAT)m_d3dsdBackBuffer.Width;
- FLOAT h = (FLOAT)m_d3dsdBackBuffer.Height;
- m_Light.Position.x = 200.0f * ( 0.5f - LOWORD(lParam) / w );
- m_Light.Position.y = 200.0f * ( 0.5f - HIWORD(lParam) / h );
- m_Light.Position.z = 100.0f;
- m_pd3dDevice->SetLight( 0, &m_Light );
- ApplyEnvironmentMap();
- }
- break;
- }
-
- return CD3DApplication::MsgProc( hWnd, msg, wParam, lParam );
- }
-
-
-
-
-