home *** CD-ROM | disk | FTP | other *** search
- //-----------------------------------------------------------------------------
- // File: StencilDepth.cpp
- //
- // Desc: Example code showing how to use stencil buffers to show the depth
- // complexity of a scene.
- //
- // Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <D3DX8.h>
- #include "D3DApp.h"
- #include "D3DFile.h"
- #include "D3DFont.h"
- #include "D3DUtil.h"
- #include "DXUtil.h"
- #include "resource.h"
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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;
- BOOL m_bShowDepthComplexity;
- CD3DFile* m_pFileObject;
-
- LPDIRECT3DVERTEXBUFFER8 m_pBigSquareVB;
-
- VOID SetStatesForRecordingDepthComplexity();
- VOID ShowDepthComplexity();
- HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
-
- D3DXMATRIX m_matWorldMatrix;
-
- 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: CMyD3DApplication()
- // Desc: Application constructor. Sets attributes for the app.
- //-----------------------------------------------------------------------------
- CMyD3DApplication::CMyD3DApplication()
- {
- m_strWindowTitle = _T("StencilDepth: Displaying Depth Complexity");
- m_bUseDepthBuffer = TRUE;
- m_dwMinDepthBits = 16;
- m_dwMinStencilBits = 4;
-
- m_bShowDepthComplexity = TRUE;
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
- m_pFileObject = new CD3DFile();
- m_pBigSquareVB = NULL;
-
- D3DXMatrixIdentity( &m_matWorldMatrix );
-
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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()
- {
- // Setup the world spin matrix
- D3DXMatrixRotationAxis( &m_matWorldMatrix, &D3DXVECTOR3(1.0f,1.0f,0.0f), m_fTime/2 );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: SetStatesForRecordingDepthComplexity()
- // Desc: Turns on stencil and other states for recording the depth complexity
- // during the rendering of a scene.
- //-----------------------------------------------------------------------------
- VOID CMyD3DApplication::SetStatesForRecordingDepthComplexity()
- {
- // Clear the stencil buffer
- m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_STENCIL, 0x0, 1.0f, 0L );
-
- // Turn stenciling
- m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0 );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x00000000 );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILWRITEMASK,0xffffffff );
-
- // Increment the stencil buffer for each pixel drawn
- m_pd3dDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_INCRSAT );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT );
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: ShowDepthComplexity()
- // Desc: Draws the contents of the stencil buffer in false color. Use alpha
- // blending of one red, one green, and one blue rectangle to do false
- // coloring of bits 1, 2, and 4 in the stencil buffer.
- //-----------------------------------------------------------------------------
- VOID CMyD3DApplication::ShowDepthComplexity()
- {
- // Turn off the buffer, and enable alpha blending
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
- m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCCOLOR );
- m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR );
-
- // Set up the stencil states
- m_pd3dDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_NOTEQUAL );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0 );
-
- // Set the background to black
- m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET, 0x00000000, 1.0f, 0L );
-
- // Set render states for drawing a rectangle that covers the viewport.
- // The color of the rectangle will be passed in D3DRS_TEXTUREFACTOR
- m_pd3dDevice->SetVertexShader( D3DFVF_XYZRHW );
- m_pd3dDevice->SetStreamSource( 0, m_pBigSquareVB, sizeof(D3DXVECTOR4) );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TFACTOR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
-
- // Draw a red rectangle wherever the 1st stencil bit is set
- m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x01 );
- m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xffff0000 );
- m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
-
- // Draw a green rectangle wherever the 2nd stencil bit is set
- m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x02 );
- m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xff00ff00 );
- m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
-
- // Draw a blue rectangle wherever the 3rd stencil bit is set
- m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x04 );
- m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xff0000ff );
- m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
-
- // Restore states
- 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->SetRenderState( D3DRS_ZENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
- m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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() ) )
- {
- if( m_bShowDepthComplexity )
- SetStatesForRecordingDepthComplexity();
-
- // Render the scene
- m_pFileObject->Render( m_pd3dDevice, &m_matWorldMatrix );
-
- // Show the depth complexity of the scene
- if( m_bShowDepthComplexity )
- ShowDepthComplexity();
-
- // 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 a .X file
- if( FAILED( m_pFileObject->Create( m_pd3dDevice, _T("Heli.x") ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
-
- // Create a big square for rendering the stencilbuffer contents
- if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(D3DXVECTOR4),
- D3DUSAGE_WRITEONLY, D3DFVF_XYZRHW,
- D3DPOOL_MANAGED, &m_pBigSquareVB ) ) )
- return E_FAIL;
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RestoreDeviceObjects()
- // Desc: Initialize scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RestoreDeviceObjects()
- {
- HRESULT hr;
-
- m_pFont->RestoreDeviceObjects();
-
- if( FAILED( hr = m_pFileObject->RestoreDeviceObjects( m_pd3dDevice ) ) )
- return hr;
-
- // Setup textures (the .X file may have 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 );
-
- m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_COLORVERTEX, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00000000 );
-
- // Set the transform matrices
- D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f,-15.0f );
- D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
- D3DXMATRIX matWorld, matView, matProj;
-
- D3DXMatrixIdentity( &m_matWorldMatrix );
- 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_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 );
-
- D3DLIGHT8 light;
- D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, 0.0f, -1.0f, 0.0f );
- m_pd3dDevice->SetLight( 0, &light );
- m_pd3dDevice->LightEnable( 0, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
-
- // Resize the quad used to render the stencilbuffer contents
- D3DXVECTOR4* v;
- FLOAT sx = (FLOAT)m_d3dsdBackBuffer.Width;
- FLOAT sy = (FLOAT)m_d3dsdBackBuffer.Height;
- m_pBigSquareVB->Lock( 0, 0, (BYTE**)&v, 0 );
- v[0] = D3DXVECTOR4( 0, sy, 0.0f, 1.0f );
- v[1] = D3DXVECTOR4( 0, 0, 0.0f, 1.0f );
- v[2] = D3DXVECTOR4( sx, sy, 0.0f, 1.0f );
- v[3] = D3DXVECTOR4( sx, 0, 0.0f, 1.0f );
- m_pBigSquareVB->Unlock();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InvalidateDeviceObjects()
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InvalidateDeviceObjects()
- {
- m_pFont->InvalidateDeviceObjects();
- m_pFileObject->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_pFileObject->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_pFileObject );
-
- 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 directional lights
- if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
- (dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
- {
- if( 0 == ( pCaps->VertexProcessingCaps & D3DVTXPCAPS_DIRECTIONALLIGHTS ) )
- 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 uMsg, WPARAM wParam,
- LPARAM lParam )
- {
- if( WM_COMMAND == uMsg )
- {
- switch( LOWORD(wParam) )
- {
- case IDM_SHOWDEPTHCOMPLEXITY:
- m_bShowDepthComplexity = !m_bShowDepthComplexity;
- CheckMenuItem( GetMenu(hWnd), IDM_SHOWDEPTHCOMPLEXITY,
- m_bShowDepthComplexity ? MF_CHECKED : MF_UNCHECKED );
- break;
- }
- }
-
- return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
- }
-
-
-
-