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- //-----------------------------------------------------------------------------
- // File: ClipMirror.cpp
- //
- // Desc: This sample shows how to use clip planes to implement a planar mirror.
- // The scene is reflected in a mirror and rendered in a 2nd pass. The
- // corners of the mirrors, together with the camera eye point, are used
- // to define a custom set of clip planes so that the reflected geometry
- // appears only within the mirror's boundaries.
- //
- // Note: This code uses the D3D Framework helper library.
- //
- // Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <math.h>
- #include <D3DX8.h>
- #include "D3DApp.h"
- #include "D3DFile.h"
- #include "D3DFont.h"
- #include "D3DUtil.h"
- #include "DXUtil.h"
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: struct MIRRORVERTEX
- // Desc: Custom mirror vertex type
- //-----------------------------------------------------------------------------
- struct MIRRORVERTEX
- {
- D3DXVECTOR3 p;
- D3DXVECTOR3 n;
- DWORD color;
- };
-
- #define D3DFVF_MIRRORVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_DIFFUSE)
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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_pTeapot; // The teapot object
- D3DXMATRIX m_matTeapot; // Teapot's local matrix
-
- LPDIRECT3DVERTEXBUFFER8 m_pMirrorVB;
-
- D3DXVECTOR3 m_vEyePt; // Vectors defining the camera
- D3DXVECTOR3 m_vLookatPt;
- D3DXVECTOR3 m_vUpVec;
-
- HRESULT RenderMirror();
- HRESULT RenderScene();
-
- protected:
- HRESULT OneTimeSceneInit();
- HRESULT InitDeviceObjects();
- HRESULT RestoreDeviceObjects();
- HRESULT InvalidateDeviceObjects();
- HRESULT DeleteDeviceObjects();
- HRESULT Render();
- HRESULT FrameMove();
- HRESULT ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format );
- 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("ClipMirror: Using D3D Clip Planes");
- m_bUseDepthBuffer = TRUE;
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
- m_pTeapot = new CD3DMesh;
- m_pMirrorVB = NULL;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: OneTimeSceneInit()
- // Desc: Called during initial app startup, this function performs all the
- // permanent initialization.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::OneTimeSceneInit()
- {
- // Initialize the camera's orientation
- m_vEyePt = D3DXVECTOR3( 0.0f, 2.0f, -6.5f );
- m_vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- m_vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: FrameMove()
- // Desc: Called once per frame, the call is the entry point for animating
- // the scene.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::FrameMove()
- {
- // Set the teapot's local matrix (rotating about the y-axis)
- D3DXMatrixRotationY( &m_matTeapot, m_fTime );
-
- // When the window has focus, let the mouse adjust the camera view
- if( GetFocus() )
- {
- D3DXQUATERNION quat = D3DUtil_GetRotationFromCursor( m_hWnd );
- m_vEyePt.x = 5*quat.y;
- m_vEyePt.y = 5*quat.x;
- m_vEyePt.z = -sqrtf( 50.0f - 25*quat.x*quat.x - 25*quat.y*quat.y );
-
- D3DXMATRIX matView;
- D3DXMatrixLookAtLH( &matView, &m_vEyePt, &m_vLookatPt, &m_vUpVec );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RenderScene()
- // Desc: Renders all objects in the scene.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RenderScene()
- {
- D3DXMATRIX matLocal, matWorldSaved;
- m_pd3dDevice->GetTransform( D3DTS_WORLD, &matWorldSaved );
-
- // Build the local matrix
- D3DXMatrixMultiply( &matLocal, &m_matTeapot, &matWorldSaved );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matLocal );
-
- // Render the object
- m_pTeapot->Render( m_pd3dDevice );
-
- // Restore the modified render states
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorldSaved );
-
- // 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 );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RenderMirror()
- // Desc: Renders the scene as reflected in a mirror. The corners of the mirror
- // define a plane, which is used to build the reflection matrix. The
- // scene is rendered with the cull-mode reversed, since all normals in
- // the scene are likewise reflected.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RenderMirror()
- {
- D3DXMATRIX matWorldSaved;
- D3DXMATRIX matReflectInMirror;
- D3DXPLANE plane;
-
- // Save the world matrix so it can be restored
- m_pd3dDevice->GetTransform( D3DTS_WORLD, &matWorldSaved );
-
- // Get the four corners of the mirror. (This should be dynamic rather than
- // hardcoded.)
- D3DXVECTOR3 a(-1.5f, 1.5f, 3.0f );
- D3DXVECTOR3 b( 1.5f, 1.5f, 3.0f );
- D3DXVECTOR3 c( -1.5f,-1.5f, 3.0f );
- D3DXVECTOR3 d( 1.5f,-1.5f, 3.0f );
-
- // Construct the reflection matrix
- D3DXPlaneFromPoints( &plane, &a, &b, &c );
- D3DXMatrixReflect( &matReflectInMirror, &plane );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matReflectInMirror );
-
- // Reverse the cull mode (since normals will be reflected)
- m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
-
- // Set the custom clip planes (so geometry is clipped by mirror edges).
- // This is the heart of this sample. The mirror has 4 edges, so there are
- // 4 clip planes, each defined by two mirror vertices and the eye point.
- m_pd3dDevice->SetClipPlane( 0, *D3DXPlaneFromPoints( &plane, &b, &a, &m_vEyePt ) );
- m_pd3dDevice->SetClipPlane( 1, *D3DXPlaneFromPoints( &plane, &d, &b, &m_vEyePt ) );
- m_pd3dDevice->SetClipPlane( 2, *D3DXPlaneFromPoints( &plane, &c, &d, &m_vEyePt ) );
- m_pd3dDevice->SetClipPlane( 3, *D3DXPlaneFromPoints( &plane, &a, &c, &m_vEyePt ) );
- m_pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE,
- D3DCLIPPLANE0 | D3DCLIPPLANE1 | D3DCLIPPLANE2 | D3DCLIPPLANE3 );
-
- // Render the scene
- RenderScene();
-
- // Restore the modified render states
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorldSaved );
- m_pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE, 0x00 );
- m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
-
- // Finally, render the mirror itself (as an alpha-blended quad)
- m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
- m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
-
- m_pd3dDevice->SetStreamSource( 0, m_pMirrorVB, sizeof(MIRRORVERTEX) );
- m_pd3dDevice->SetVertexShader( D3DFVF_MIRRORVERTEX );
- m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
-
- 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
- m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
- 0x000000ff, 1.0f, 0L );
-
- // Begin the scene
- if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
- {
- // Render the scene
- RenderScene();
-
- // Render the scene in the mirror
- RenderMirror();
-
- // 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 );
-
- // Set up the geometry objects
- if( FAILED( m_pTeapot->Create( m_pd3dDevice, _T("Teapot.x") ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
-
- // Create a square for rendering the mirror
- if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(MIRRORVERTEX),
- D3DUSAGE_WRITEONLY,
- D3DFVF_MIRRORVERTEX,
- D3DPOOL_MANAGED, &m_pMirrorVB ) ) )
- return E_FAIL;
-
- // Initialize the mirror's vertices
- MIRRORVERTEX* v;
- m_pMirrorVB->Lock( 0, 0, (BYTE**)&v, 0 );
- v[0].p = D3DXVECTOR3(-1.5f, 1.5f, 3.0f );
- v[2].p = D3DXVECTOR3(-1.5f,-1.5f, 3.0f );
- v[1].p = D3DXVECTOR3( 1.5f, 1.5f, 3.0f );
- v[3].p = D3DXVECTOR3( 1.5f,-1.5f, 3.0f );
- v[0].n = v[1].n = v[2].n = v[3].n = D3DXVECTOR3(0.0f,0.0f,-1.0f);
- v[0].color = v[1].color = v[2].color = v[3].color = 0x80ffffff;
- m_pMirrorVB->Unlock();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RestoreDeviceObjects()
- // Desc: Initialize scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RestoreDeviceObjects()
- {
- m_pFont->RestoreDeviceObjects();
-
- // Set up the geometry objects
- m_pTeapot->RestoreDeviceObjects( m_pd3dDevice );
-
- // Set up the textures
- 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_MINFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
-
- // Set miscellaneous render states
- m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
-
- // Set up the matrices
- D3DXMATRIX matWorld, matView, matProj;
- D3DXMatrixIdentity( &matWorld );
- D3DXMatrixLookAtLH( &matView, &m_vEyePt, &m_vLookatPt, &m_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 );
-
- // Set up a light
- if( ( m_d3dCaps.VertexProcessingCaps & D3DVTXPCAPS_DIRECTIONALLIGHTS ) ||
- !( m_dwCreateFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING ) )
- {
- D3DLIGHT8 light;
- D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, 0.2f, -1.0f, -0.2f );
- m_pd3dDevice->SetLight( 0, &light );
- m_pd3dDevice->LightEnable( 0, TRUE );
- }
- m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xff555555 );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InvalidateDeviceObjects()
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InvalidateDeviceObjects()
- {
- m_pFont->InvalidateDeviceObjects();
- m_pTeapot->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_pTeapot->Destroy();
-
- SAFE_RELEASE( m_pMirrorVB );
-
- 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
-
- if( ( dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
- ( dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
- {
- if( pCaps->MaxUserClipPlanes < 4 )
- return E_FAIL;
- }
-
- 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_pTeapot );
-
- return S_OK;
- }
-
-
-
-
-