home *** CD-ROM | disk | FTP | other *** search
- //-----------------------------------------------------------------------------
- // File: VertexShader.cpp
- //
- // Desc: Example code showing how to do vertex shaders in D3D.
- //
- // Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <stdio.h>
- #include <math.h>
- #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
- {
- // Font for drawing text
- CD3DFont* m_pFont;
- CD3DFont* m_pFontSmall;
-
- // Scene
- LPDIRECT3DVERTEXBUFFER8 m_pVB;
- LPDIRECT3DINDEXBUFFER8 m_pIB;
- DWORD m_dwNumVertices;
- DWORD m_dwNumIndices;
- DWORD m_dwShader;
- DWORD m_dwSize;
-
- // Transforms
- D3DXMATRIX m_matPosition;
- D3DXMATRIX m_matView;
- D3DXMATRIX m_matProj;
-
- // Navigation
- BYTE m_bKey[256];
- FLOAT m_fSpeed;
- FLOAT m_fAngularSpeed;
- BOOL m_bShowHelp;
-
- D3DXVECTOR3 m_vVelocity;
- D3DXVECTOR3 m_vAngularVelocity;
-
- protected:
- HRESULT OneTimeSceneInit();
- HRESULT InitDeviceObjects();
- HRESULT RestoreDeviceObjects();
- HRESULT InvalidateDeviceObjects();
- HRESULT DeleteDeviceObjects();
- HRESULT FinalCleanup();
- HRESULT Render();
- HRESULT FrameMove();
- HRESULT ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format );
- LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
-
- 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("VertexShader");
- m_bUseDepthBuffer = TRUE;
-
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
- m_pFontSmall = new CD3DFont( _T("Arial"), 9, D3DFONT_BOLD );
- m_pIB = NULL;
- m_pVB = NULL;
- m_dwSize = 32;
- m_dwNumIndices = (m_dwSize - 1) * (m_dwSize - 1) * 6;
- m_dwNumVertices = m_dwSize * m_dwSize;
- m_dwShader = 0;
-
- ZeroMemory( m_bKey, sizeof(m_bKey) );
- m_fSpeed = 5.0f;
- m_fAngularSpeed = 1.0f;
- m_bShowHelp = FALSE;
-
- m_vVelocity = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- m_vAngularVelocity = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: OneTimeSceneInit()
- // Desc: Called during initial app startup, this function performs all the
- // permanent initialization.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::OneTimeSceneInit()
- {
- // Setup the view matrix
- D3DXVECTOR3 vEye = D3DXVECTOR3( 2.0f, 3.0f, 3.0f );
- D3DXVECTOR3 vAt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 vUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
- D3DXMatrixLookAtRH( &m_matView, &vEye, &vAt, &vUp );
-
- // Set the position matrix
- D3DXMatrixInverse( &m_matPosition, NULL, &m_matView );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: FrameMove()
- // Desc: Called once per frame, the call is the entry point for animating
- // the scene.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::FrameMove()
- {
- FLOAT fSecsPerFrame = m_fElapsedTime;
-
- // Process keyboard input
- D3DXVECTOR3 vT( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 vR( 0.0f, 0.0f, 0.0f );
-
- if( m_bKey[VK_LEFT] || m_bKey[VK_NUMPAD1] ) vT.x -= 1.0f; // Slide Left
- if( m_bKey[VK_RIGHT] || m_bKey[VK_NUMPAD3] ) vT.x += 1.0f; // Slide Right
- if( m_bKey[VK_DOWN] ) vT.y -= 1.0f; // Slide Down
- if( m_bKey[VK_UP] ) vT.y += 1.0f; // Slide Up
- if( m_bKey['W'] ) vT.z -= 2.0f; // Move Forward
- if( m_bKey['S'] ) vT.z += 2.0f; // Move Backward
- if( m_bKey['A'] || m_bKey[VK_NUMPAD8] ) vR.x -= 1.0f; // Pitch Down
- if( m_bKey['Z'] || m_bKey[VK_NUMPAD2] ) vR.x += 1.0f; // Pitch Up
- if( m_bKey['E'] || m_bKey[VK_NUMPAD6] ) vR.y -= 1.0f; // Turn Right
- if( m_bKey['Q'] || m_bKey[VK_NUMPAD4] ) vR.y += 1.0f; // Turn Left
- if( m_bKey[VK_NUMPAD9] ) vR.z -= 2.0f; // Roll CW
- if( m_bKey[VK_NUMPAD7] ) vR.z += 2.0f; // Roll CCW
-
- m_vVelocity = m_vVelocity * 0.9f + vT * 0.1f;
- m_vAngularVelocity = m_vAngularVelocity * 0.9f + vR * 0.1f;
-
- // Update position and view matricies
- D3DXMATRIX matT, matR;
- D3DXQUATERNION qR;
-
- vT = m_vVelocity * fSecsPerFrame * m_fSpeed;
- vR = m_vAngularVelocity * fSecsPerFrame * m_fAngularSpeed;
-
- D3DXMatrixTranslation( &matT, vT.x, vT.y, vT.z);
- D3DXMatrixMultiply( &m_matPosition, &matT, &m_matPosition );
-
- D3DXQuaternionRotationYawPitchRoll( &qR, vR.y, vR.x, vR.z );
- D3DXMatrixRotationQuaternion( &matR, &qR );
-
- D3DXMatrixMultiply( &m_matPosition, &matR, &m_matPosition );
- D3DXMatrixInverse( &m_matView, NULL, &m_matPosition );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &m_matView );
-
- // Set up the vertex shader constants
- {
- D3DXMATRIX mat;
- D3DXMatrixMultiply( &mat, &m_matView, &m_matProj );
- D3DXMatrixTranspose( &mat, &mat );
-
- D3DXVECTOR4 vA( sinf(m_fTime)*15.0f, 0.0f, 0.5f, 1.0f );
- D3DXVECTOR4 vD( D3DX_PI, 1.0f/(2.0f*D3DX_PI), 2.0f*D3DX_PI, 0.05f );
-
- // Taylor series coefficients for sin and cos
- D3DXVECTOR4 vSin( 1.0f, -1.0f/6.0f, 1.0f/120.0f, -1.0f/5040.0f );
- D3DXVECTOR4 vCos( 1.0f, -1.0f/2.0f, 1.0f/ 24.0f, -1.0f/ 720.0f );
-
- m_pd3dDevice->SetVertexShaderConstant( 0, &mat, 4 );
- m_pd3dDevice->SetVertexShaderConstant( 4, &vA, 1 );
- m_pd3dDevice->SetVertexShaderConstant( 7, &vD, 1 );
- m_pd3dDevice->SetVertexShaderConstant( 10, &vSin, 1 );
- m_pd3dDevice->SetVertexShaderConstant( 11, &vCos, 1 );
- }
-
- 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,
- 0x000000ff, 1.0f, 0L );
-
- // Begin the scene
- if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
- {
- m_pd3dDevice->SetVertexShader( m_dwShader );
- m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(D3DXVECTOR2) );
- m_pd3dDevice->SetIndices( m_pIB, 0 );
- m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, m_dwNumVertices,
- 0, m_dwNumIndices/3 );
-
- // 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_bShowHelp )
- {
- m_pFontSmall->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255),
- _T("Keyboard controls:") );
- m_pFontSmall->DrawText( 20, 60, D3DCOLOR_ARGB(255,255,255,255),
- _T("Move\nTurn\nPitch\nSlide\n")
- _T("Help\nChange device\nExit") );
- m_pFontSmall->DrawText( 210, 60, D3DCOLOR_ARGB(255,255,255,255),
- _T("W,S\nE,Q\nA,Z\nArrow keys\n")
- _T("F1\nF2\nEsc") );
- }
- else
- {
- m_pFontSmall->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255),
- _T("Press F1 for help") );
- }
-
-
- // End the scene.
- m_pd3dDevice->EndScene();
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitDeviceObjects()
- // Desc: Initialize scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InitDeviceObjects()
- {
- m_pFont->InitDeviceObjects( m_pd3dDevice );
- m_pFontSmall->InitDeviceObjects( m_pd3dDevice );
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RestoreDeviceObjects()
- // Desc: Initialize scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RestoreDeviceObjects()
- {
- HRESULT hr;
-
- m_pFont->RestoreDeviceObjects();
- m_pFontSmall->RestoreDeviceObjects();
-
- // Setup render states
- m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
- m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
-
- // Create index buffer
- {
- WORD* pIndices;
-
- if( FAILED( hr = m_pd3dDevice->CreateIndexBuffer( m_dwNumIndices*sizeof(WORD),
- 0, D3DFMT_INDEX16,
- D3DPOOL_DEFAULT, &m_pIB ) ) )
- return hr;
-
- if( FAILED( hr = m_pIB->Lock( 0, m_dwNumIndices*sizeof(WORD), (BYTE**)&pIndices, 0 ) ) )
- return hr;
-
- for( DWORD y=1; y<m_dwSize; y++ )
- {
- for( DWORD x=1; x<m_dwSize; x++ )
- {
- *pIndices++ = (WORD)( (y-1)*m_dwSize + (x-1) );
- *pIndices++ = (WORD)( (y-0)*m_dwSize + (x-1) );
- *pIndices++ = (WORD)( (y-1)*m_dwSize + (x-0) );
-
- *pIndices++ = (WORD)( (y-1)*m_dwSize + (x-0) );
- *pIndices++ = (WORD)( (y-0)*m_dwSize + (x-1) );
- *pIndices++ = (WORD)( (y-0)*m_dwSize + (x-0) );
- }
- }
-
- if( FAILED( hr = m_pIB->Unlock() ) )
- return hr;
- }
-
-
- // Create vertex buffer
- {
- D3DXVECTOR2 *pVertices;
-
- if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( m_dwNumVertices*sizeof(D3DXVECTOR2),
- 0, 0,
- D3DPOOL_DEFAULT, &m_pVB ) ) )
- return hr;
-
- if( FAILED( hr = m_pVB->Lock( 0, m_dwNumVertices*sizeof(D3DXVECTOR2), (BYTE**)&pVertices, 0 ) ) )
- return hr;
-
- for( DWORD y=0; y<m_dwSize; y++ )
- {
- for( DWORD x=0; x<m_dwSize; x++ )
- {
- *pVertices++ = D3DXVECTOR2( ((float)x / (float)(m_dwSize-1) - 0.5f) * D3DX_PI,
- ((float)y / (float)(m_dwSize-1) - 0.5f) * D3DX_PI );
- }
- }
-
- if( FAILED( hr = m_pVB->Unlock() ) )
- return hr;
- }
-
- // Create vertex shader
- {
- TCHAR strVertexShaderPath[512];
- LPD3DXBUFFER pCode;
-
- DWORD dwDecl[] =
- {
- D3DVSD_STREAM(0),
- D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT2),
- D3DVSD_END()
- };
-
- // Find the vertex shader file
- DXUtil_FindMediaFile( strVertexShaderPath, _T("Ripple.vsh") );
-
- // Assemble the vertex shader from the file
- if( FAILED( hr = D3DXAssembleShaderFromFile( strVertexShaderPath,
- 0, NULL, &pCode, NULL ) ) )
- return hr;
-
- // Create the vertex shader
- hr = m_pd3dDevice->CreateVertexShader( dwDecl, (DWORD*)pCode->GetBufferPointer(),
- &m_dwShader, 0 );
- pCode->Release();
- if( FAILED(hr) )
- return hr;
- }
-
- // Set up the projection matrix
- FLOAT fAspectRatio = (FLOAT)m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
- D3DXMatrixPerspectiveFovRH( &m_matProj, D3DXToRadian(60.0f), fAspectRatio, 0.1f, 100.0f );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &m_matProj );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InvalidateDeviceObjects()
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InvalidateDeviceObjects()
- {
- m_pFont->InvalidateDeviceObjects();
- m_pFontSmall->InvalidateDeviceObjects();
- SAFE_RELEASE( m_pIB );
- SAFE_RELEASE( m_pVB );
- m_pd3dDevice->DeleteVertexShader( m_dwShader );
-
- 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_pFontSmall->DeleteDeviceObjects();
- 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_pFontSmall );
- 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_HARDWARE_VERTEXPROCESSING ) ||
- (dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
- {
- if( pCaps->VertexShaderVersion < D3DVS_VERSION(1,0) )
- 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 )
- {
- // Handle key presses
- switch( uMsg )
- {
- case WM_KEYUP:
- m_bKey[wParam] = 0;
- break;
-
- case WM_KEYDOWN:
- m_bKey[wParam] = 1;
- break;
-
- case WM_COMMAND:
- {
- switch( LOWORD(wParam) )
- {
- case IDM_TOGGLEHELP:
- m_bShowHelp = !m_bShowHelp;
- break;
- }
- }
- }
-
- // Pass remaining messages to default handler
- return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
- }
-
-
-
-