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- //-----------------------------------------------------------------------------
- // File: Billboard.cpp
- //
- // Desc: Example code showing how to do billboarding. The sample uses
- // billboarding to draw some trees.
- //
- // Note: This implementation is for billboards that are fixed to rotate
- // about the Y-axis, which is good for things like trees. For
- // unconstrained billboards, like explosions in a flight sim, the
- // technique is the same, but the the billboards are positioned slightly
- // differently. Try using the inverse of the view matrix, TL-vertices, or
- // some other technique.
- //
- // Copyright (c) 1995-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <basetsd.h>
- #include <stdio.h>
- #include <math.h>
- #include <D3DX8.h>
- #include "D3DApp.h"
- #include "D3DFile.h"
- #include "D3DFont.h"
- #include "D3DUtil.h"
- #include "DXUtil.h"
-
-
-
-
- //-----------------------------------------------------------------------------
- // Defines, constants, and global variables
- //-----------------------------------------------------------------------------
- #define NUM_TREES 500
-
- // Need global access to the eye direction used by the callback to sort trees
- D3DXVECTOR3 g_vDir;
-
- // Simple function to define "hilliness" for terrain
- inline FLOAT HeightField( FLOAT x, FLOAT y )
- {
- return 9*(cosf(x/20+0.2f)*cosf(y/15-0.2f)+1.0f);
- }
-
- // Custom vertex type for the trees
- struct TREEVERTEX
- {
- D3DXVECTOR3 p; // Vertex position
- DWORD color; // Vertex color
- FLOAT tu, tv; // Vertex texture coordinates
- };
-
- #define D3DFVF_TREEVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
-
- // Tree textures to use
- TCHAR* g_strTreeTextures[] =
- {
- _T("Tree02S.tga"),
- _T("Tree35S.tga"),
- _T("Tree01S.tga"),
- };
-
- #define NUMTREETEXTURES 3
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: Tree
- // Desc: Simple structure to hold data for rendering a tree
- //-----------------------------------------------------------------------------
- struct Tree
- {
- TREEVERTEX v[4]; // Four corners of billboard quad
- D3DXVECTOR3 vPos; // Origin of tree
- DWORD dwTreeTexture; // Which texture map to use
- DWORD dwOffset; // Offset into vertex buffer of tree's vertices
- };
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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_pTerrain; // Terrain object
- CD3DMesh* m_pSkyBox; // Skybox background object
-
- LPDIRECT3DVERTEXBUFFER8 m_pTreeVB; // Vertex buffer for rendering a tree
- LPDIRECT3DTEXTURE8 m_pTreeTextures[NUMTREETEXTURES]; // Tree images
- D3DXMATRIX m_matBillboardMatrix; // Used for billboard orientation
- Tree m_Trees[NUM_TREES]; // Array of tree info
-
- HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
- HRESULT DrawBackground();
- HRESULT DrawTrees();
-
- protected:
- HRESULT OneTimeSceneInit();
- HRESULT InitDeviceObjects();
- HRESULT RestoreDeviceObjects();
- HRESULT InvalidateDeviceObjects();
- HRESULT DeleteDeviceObjects();
- HRESULT FinalCleanup();
- HRESULT Render();
- HRESULT FrameMove();
-
- public:
- CMyD3DApplication();
- };
-
-
- CMyD3DApplication g_d3dApp;
-
- //-----------------------------------------------------------------------------
- // 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 )
- {
-
- if( FAILED( g_d3dApp.Create( hInst ) ) )
- return 0;
-
- return g_d3dApp.Run();
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: CMyD3DApplication()
- // Desc: Application constructor. Sets attributes for the app.
- //-----------------------------------------------------------------------------
- CMyD3DApplication::CMyD3DApplication()
- {
- m_strWindowTitle = _T("Billboard: D3D Billboarding Example");
- m_bUseDepthBuffer = TRUE;
-
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
- m_pSkyBox = new CD3DMesh();
- m_pTerrain = new CD3DMesh();
- m_pTreeVB = NULL;
-
- for( DWORD i=0; i<NUMTREETEXTURES; i++ )
- m_pTreeTextures[i] = NULL;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: OneTimeSceneInit()
- // Desc: Called during initial app startup, this function performs all the
- // permanent initialization.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::OneTimeSceneInit()
- {
- // Initialize the tree data
- for( WORD i=0; i<NUM_TREES; i++ )
- {
- // Position the trees randomly
- FLOAT fTheta = 2.0f*D3DX_PI*(FLOAT)rand()/RAND_MAX;
- FLOAT fRadius = 25.0f + 55.0f * (FLOAT)rand()/RAND_MAX;
- m_Trees[i].vPos.x = fRadius * sinf(fTheta);
- m_Trees[i].vPos.z = fRadius * cosf(fTheta);
- m_Trees[i].vPos.y = HeightField( m_Trees[i].vPos.x, m_Trees[i].vPos.z );
-
- // Size the trees randomly
- FLOAT fWidth = 1.0f + 0.2f * (FLOAT)(rand()-rand())/RAND_MAX;
- FLOAT fHeight = 1.4f + 0.4f * (FLOAT)(rand()-rand())/RAND_MAX;
-
- // Each tree is a random color between red and green
- DWORD r = (255-190) + (DWORD)(190*(FLOAT)(rand())/RAND_MAX);
- DWORD g = (255-190) + (DWORD)(190*(FLOAT)(rand())/RAND_MAX);
- DWORD b = 0;
- DWORD dwColor = 0xff000000 + (r<<16) + (g<<8) + (b<<0);
-
- m_Trees[i].v[0].p = D3DXVECTOR3(-fWidth, 0*fHeight, 0.0f );
- m_Trees[i].v[0].color = dwColor;
- m_Trees[i].v[0].tu = 0.0f; m_Trees[i].v[0].tv = 1.0f;
- m_Trees[i].v[1].p = D3DXVECTOR3(-fWidth, 2*fHeight, 0.0f );
- m_Trees[i].v[1].color = dwColor;
- m_Trees[i].v[1].tu = 0.0f; m_Trees[i].v[1].tv = 0.0f;
- m_Trees[i].v[2].p = D3DXVECTOR3( fWidth, 0*fHeight, 0.0f );
- m_Trees[i].v[2].color = dwColor;
- m_Trees[i].v[2].tu = 1.0f; m_Trees[i].v[2].tv = 1.0f;
- m_Trees[i].v[3].p = D3DXVECTOR3( fWidth, 2*fHeight, 0.0f );
- m_Trees[i].v[3].color = dwColor;
- m_Trees[i].v[3].tu = 1.0f; m_Trees[i].v[3].tv = 0.0f;
-
- // Pick a random texture for the tree
- m_Trees[i].dwTreeTexture = (DWORD)( ( NUMTREETEXTURES * rand() ) / (FLOAT)RAND_MAX );
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: TreeSortCB()
- // Desc: Callback function for sorting trees in back-to-front order
- //-----------------------------------------------------------------------------
- int TreeSortCB( const VOID* arg1, const VOID* arg2 )
- {
- Tree* p1 = (Tree*)arg1;
- Tree* p2 = (Tree*)arg2;
-
- FLOAT d1 = p1->vPos.x * g_vDir.x + p1->vPos.z * g_vDir.z;
- FLOAT d2 = p2->vPos.x * g_vDir.x + p2->vPos.z * g_vDir.z;
- if (d1 < d2)
- return +1;
-
- return -1;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: FrameMove()
- // Desc: Called once per frame, the call is the entry point for animating
- // the scene.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::FrameMove()
- {
- // Get the eye and lookat points from the camera's path
- D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
- D3DXVECTOR3 vEyePt;
- D3DXVECTOR3 vLookatPt;
-
- vEyePt.x = 30.0f*cosf( 0.8f * ( m_fTime ) );
- vEyePt.z = 30.0f*sinf( 0.8f * ( m_fTime ) );
- vEyePt.y = 4 + HeightField( vEyePt.x, vEyePt.z );
-
- vLookatPt.x = 30.0f*cosf( 0.8f * ( m_fTime + 0.5f ) );
- vLookatPt.z = 30.0f*sinf( 0.8f * ( m_fTime + 0.5f ) );
- vLookatPt.y = vEyePt.y - 1.0f;
-
- // Set the app view matrix for normal viewing
- D3DXMATRIX matView;
- D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
-
- // Set up a rotation matrix to orient the billboard towards the camera.
- D3DXVECTOR3 vDir = vLookatPt - vEyePt;
- if( vDir.x > 0.0f )
- D3DXMatrixRotationY( &m_matBillboardMatrix, -atanf(vDir.z/vDir.x)+D3DX_PI/2 );
- else
- D3DXMatrixRotationY( &m_matBillboardMatrix, -atanf(vDir.z/vDir.x)-D3DX_PI/2 );
-
- // Sort trees in back-to-front order
- g_vDir = vDir;
- qsort( m_Trees, NUM_TREES, sizeof(Tree), TreeSortCB );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: DrawTrees()
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::DrawTrees()
- {
- // Set diffuse blending for alpha set in vertices.
- m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
- m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
-
- // Enable alpha testing (skips pixels with less than a certain alpha.)
- if( m_d3dCaps.AlphaCmpCaps & D3DPCMPCAPS_GREATEREQUAL )
- {
- m_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_ALPHAREF, 0x08 );
- m_pd3dDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
- }
-
- // Loop through and render all trees
- m_pd3dDevice->SetStreamSource( 0, m_pTreeVB, sizeof(TREEVERTEX) );
- m_pd3dDevice->SetVertexShader( D3DFVF_TREEVERTEX );
- for( DWORD i=0; i<NUM_TREES; i++ )
- {
- // Set the tree texture
- m_pd3dDevice->SetTexture( 0, m_pTreeTextures[m_Trees[i].dwTreeTexture] );
-
- // Translate the billboard into place
- m_matBillboardMatrix._41 = m_Trees[i].vPos.x;
- m_matBillboardMatrix._42 = m_Trees[i].vPos.y;
- m_matBillboardMatrix._43 = m_Trees[i].vPos.z;
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matBillboardMatrix );
-
- // Render the billboard
- m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, m_Trees[i].dwOffset, 2 );
- }
-
- // Restore state
- D3DXMATRIX matWorld;
- D3DXMatrixIdentity( &matWorld );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
- m_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, FALSE );
- 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_ZBUFFER, 0x00000000, 1.0f, 0L );
-
- // Begin the scene
- if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
- {
- // Render the Skybox
- {
- // Center view matrix for skybox and disable zbuffer
- D3DXMATRIX matView, matViewSave;
- m_pd3dDevice->GetTransform( D3DTS_VIEW, &matViewSave );
- matView = matViewSave;
- matView._41 = 0.0f; matView._42 = -0.3f; matView._43 = 0.0f;
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
- // Some cards do not disable writing to Z when
- // D3DRS_ZENABLE is FALSE. So do it explicitly
- m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
-
- // Render the skybox
- m_pSkyBox->Render( m_pd3dDevice );
-
- // Restore the render states
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matViewSave );
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE);
- }
-
- // Draw the terrain
- m_pTerrain->Render( m_pd3dDevice );
-
- // Draw the trees
- DrawTrees();
-
- // 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: This creates all device-dependent managed objects, such as managed
- // textures and managed vertex buffers.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InitDeviceObjects()
- {
- // Initialize the font's internal textures
- m_pFont->InitDeviceObjects( m_pd3dDevice );
-
- // Create the tree textures
- for( DWORD i=0; i<NUMTREETEXTURES; i++ )
- {
- if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, g_strTreeTextures[i],
- &m_pTreeTextures[i] ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
- }
-
- // Create a quad for rendering each tree
- if( FAILED( m_pd3dDevice->CreateVertexBuffer( NUM_TREES*4*sizeof(TREEVERTEX),
- D3DUSAGE_WRITEONLY, D3DFVF_TREEVERTEX,
- D3DPOOL_MANAGED, &m_pTreeVB ) ) )
- {
- return E_FAIL;
- }
-
- // Copy tree mesh data into vertexbuffer
- TREEVERTEX* v;
- m_pTreeVB->Lock( 0, 0, (BYTE**)&v, 0 );
-
- INT iTree;
- DWORD dwOffset = 0;
- for( iTree = 0; iTree < NUM_TREES; iTree++ )
- {
- memcpy( &v[dwOffset], m_Trees[iTree].v, 4*sizeof(TREEVERTEX) );
- m_Trees[iTree].dwOffset = dwOffset;
- dwOffset += 4;
- }
-
- m_pTreeVB->Unlock();
-
- // Load the skybox
- if( FAILED( m_pSkyBox->Create( m_pd3dDevice, _T("SkyBox2.x") ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
-
- // Load the terrain
- if( FAILED( m_pTerrain->Create( m_pd3dDevice, _T("SeaFloor.x") ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
-
- // Add some "hilliness" to the terrain
- LPDIRECT3DVERTEXBUFFER8 pVB;
- if( SUCCEEDED( m_pTerrain->GetSysMemMesh()->GetVertexBuffer( &pVB ) ) )
- {
- struct VERTEX { FLOAT x,y,z,tu,tv; };
- VERTEX* pVertices;
- DWORD dwNumVertices = m_pTerrain->GetSysMemMesh()->GetNumVertices();
-
- pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 );
-
- for( DWORD i=0; i<dwNumVertices; i++ )
- pVertices[i].y = HeightField( pVertices[i].x, pVertices[i].z );
-
- pVB->Unlock();
- pVB->Release();
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RestoreDeviceObjects()
- // Desc: Restore device-memory objects and state after a device is created or
- // resized.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RestoreDeviceObjects()
- {
- // Restore the device objects for the meshes and fonts
- m_pTerrain->RestoreDeviceObjects( m_pd3dDevice );
- m_pSkyBox->RestoreDeviceObjects( m_pd3dDevice );
- m_pFont->RestoreDeviceObjects();
-
- // Set the transform matrices (view and world are updated per frame)
- D3DXMATRIX matProj;
- FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
-
- // Set up the default texture states
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP );
-
- m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InvalidateDeviceObjects()
- // Desc: Called when the device-dependent objects are about to be lost.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InvalidateDeviceObjects()
- {
- m_pTerrain->InvalidateDeviceObjects();
- m_pSkyBox->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();
-
- m_pTerrain->Destroy();
- m_pSkyBox->Destroy();
-
- for( DWORD i=0; i<NUMTREETEXTURES; i++ )
- SAFE_RELEASE( m_pTreeTextures[i] );
-
- SAFE_RELEASE( m_pTreeVB )
-
- 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_pTerrain );
- SAFE_DELETE( m_pSkyBox );
-
- 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 alpha textures and/or straight alpha. Make sure the
- // device supports them
- if( pCaps->TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE )
- return S_OK;
- if( pCaps->TextureCaps & D3DPTEXTURECAPS_ALPHA )
- return S_OK;
-
- return E_FAIL;
- }
-
-
-
-
-