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- //-----------------------------------------------------------------------------
- // File: BumpLens.cpp
- //
- // Desc: Code to simulate a magnifying glass using bumpmapping.
- //
- // Note: Based on a sample from the Matrox web site
- //
- // Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <tchar.h>
- #include <math.h>
- #include <stdio.h>
- #include "D3DX8.h"
- #include "D3DApp.h"
- #include "D3DFont.h"
- #include "D3DUtil.h"
- #include "DXUtil.h"
- #include "resource.h"
-
-
-
-
- //-----------------------------------------------------------------------------
- // Function prototypes and global (or static) variables
- //-----------------------------------------------------------------------------
- inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); }
-
- struct BUMPVERTEX // Vertex type used for bumpmap lens effect
- {
- D3DXVECTOR3 p;
- FLOAT tu1, tv1;
- FLOAT tu2, tv2;
- };
-
- struct BACKGROUNDVERTEX // Vertex type used for rendering background
- {
- D3DXVECTOR4 p;
- DWORD color;
- FLOAT tu, tv;
- };
-
- #define D3DFVF_BUMPVERTEX (D3DFVF_XYZ|D3DFVF_TEX2)
- #define D3DFVF_BACKGROUNDVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1)
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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;
-
- LPDIRECT3DVERTEXBUFFER8 m_pBackgroundVB;
- LPDIRECT3DVERTEXBUFFER8 m_pLensVB;
-
- FLOAT m_fLensX;
- FLOAT m_fLensY;
-
- LPDIRECT3DTEXTURE8 m_pBumpMapTexture;
- LPDIRECT3DTEXTURE8 m_pBackgroundTexture;
-
- BOOL m_bDeviceValidationFailed;
-
- HRESULT CreateBumpMap( UINT iWidth, UINT iHeight );
- HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
-
- 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("BumpLens: Lens Effect Using BumpMapping");
- m_bUseDepthBuffer = FALSE;
-
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
-
- m_pBumpMapTexture = NULL;
- m_pBackgroundTexture = NULL;
-
- m_pBackgroundVB = NULL;
- m_pLensVB = NULL;
- m_bDeviceValidationFailed = FALSE;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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()
- {
- // Get a triangle wave between -1 and 1
- m_fLensX = 2 * fabsf( 2 * ( (m_fTime/2) - floorf(m_fTime/2) ) - 1 ) - 1;
-
- // Get a regulated sine wave between -1 and 1
- m_fLensY = 2 * fabsf( sinf( m_fTime ) ) - 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()
- {
- // Begin the scene
- if( FAILED( m_pd3dDevice->BeginScene() ) )
- return S_OK;
-
- // Render the background
- m_pd3dDevice->SetTexture( 0, m_pBackgroundTexture );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
-
- m_pd3dDevice->SetVertexShader( D3DFVF_BACKGROUNDVERTEX );
- m_pd3dDevice->SetStreamSource( 0, m_pBackgroundVB, sizeof(BACKGROUNDVERTEX) );
- m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
-
- // Render the lens
- m_pd3dDevice->SetTexture( 0, m_pBumpMapTexture );
- m_pd3dDevice->SetTexture( 1, m_pBackgroundTexture );
-
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
-
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT00, F2DW(0.2f) );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT01, F2DW(0.0f) );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT10, F2DW(0.0f) );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT11, F2DW(0.2f) );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVLSCALE, F2DW(1.0f) );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVLOFFSET, F2DW(0.0f) );
-
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
-
- // Generate texture coords depending on objects camera space position
- D3DXMATRIX mat;
- mat._11 = 0.5f; mat._12 = 0.0f;
- mat._21 = 0.0f; mat._22 =-0.5f;
- mat._31 = 0.0f; mat._32 = 0.0f;
- mat._41 = 0.5f; mat._42 = 0.5f;
-
- // Scale-by-z here
- D3DXMATRIX matView, matProj;
- m_pd3dDevice->GetTransform( D3DTS_VIEW, &matView );
- m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProj );
- D3DXVECTOR3 vEyePt( matView._41, matView._42, matView._43 );
- FLOAT z = D3DXVec3Length( &vEyePt );
- mat._11 *= ( matProj._11 / ( matProj._33 * z + matProj._34 ) );
- mat._22 *= ( matProj._22 / ( matProj._33 * z + matProj._34 ) );
-
- m_pd3dDevice->SetTransform( D3DTS_TEXTURE1, &mat );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1);
-
- // Position the lens
- D3DXMATRIX matWorld;
- D3DXMatrixTranslation( &matWorld, 0.7f * (1000.0f-256.0f)*m_fLensX,
- 0.7f * (1000.0f-256.0f)*m_fLensY,
- 0.0f );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
-
- m_pd3dDevice->SetVertexShader( D3DFVF_BUMPVERTEX );
- m_pd3dDevice->SetStreamSource( 0, m_pLensVB, sizeof(BUMPVERTEX) );
-
- // Verify that the texture operations are possible on the device
- DWORD dwNumPasses;
- if( FAILED( m_pd3dDevice->ValidateDevice( &dwNumPasses ) ) )
- {
- // The right thing to do when device validation fails is to try
- // a different rendering technique. This sample just warns the user.
- m_bDeviceValidationFailed = TRUE;
- }
-
- // Render the lens
- m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
-
- // 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_bDeviceValidationFailed )
- {
- m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,0,0),
- _T("Warning: Device validation failed. Rendering may not look right.") );
- }
-
- // End the scene.
- m_pd3dDevice->EndScene();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: CreateBumpmap()
- // Desc: Create a bump map texture and fill its content to BUMPDUDV format
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::CreateBumpMap( UINT iWidth, UINT iHeight )
- {
- // Create the bumpmap's surface and texture objects
- if( FAILED( m_pd3dDevice->CreateTexture( iWidth, iHeight, 1, 0,
- D3DFMT_V8U8, D3DPOOL_MANAGED, &m_pBumpMapTexture ) ) )
- {
- return E_FAIL;
- }
-
- // Fill the bumpmap texels to simulate a lens
- D3DLOCKED_RECT d3dlr;
- m_pBumpMapTexture->LockRect( 0, &d3dlr, 0, 0 );
- DWORD dwDstPitch = (DWORD)d3dlr.Pitch;
- BYTE* pDst = (BYTE*)d3dlr.pBits;
- UINT mid = iWidth/2;
-
- for( DWORD y0 = 0; y0 < iHeight; y0++ )
- {
- CHAR* pDst = (CHAR*)d3dlr.pBits + y0*d3dlr.Pitch;
-
- for( DWORD x0 = 0; x0 < iWidth; x0++ )
- {
- DWORD x1 = ( (x0==iWidth-1) ? x0 : x0+1 );
- DWORD y1 = ( (x0==iHeight-1) ? y0 : y0+1 );
-
- FLOAT fDistSq00 = (FLOAT)( (x0-mid)*(x0-mid) + (y0-mid)*(y0-mid) );
- FLOAT fDistSq01 = (FLOAT)( (x1-mid)*(x1-mid) + (y0-mid)*(y0-mid) );
- FLOAT fDistSq10 = (FLOAT)( (x0-mid)*(x0-mid) + (y1-mid)*(y1-mid) );
-
- FLOAT v00 = ( fDistSq00 > (mid*mid) ) ? 0.0f : sqrtf( (mid*mid) - fDistSq00 );
- FLOAT v01 = ( fDistSq01 > (mid*mid) ) ? 0.0f : sqrtf( (mid*mid) - fDistSq01 );
- FLOAT v10 = ( fDistSq10 > (mid*mid) ) ? 0.0f : sqrtf( (mid*mid) - fDistSq10 );
-
- FLOAT iDu = (128/D3DX_PI)*atanf(v00-v01); // The delta-u bump value
- FLOAT iDv = (128/D3DX_PI)*atanf(v00-v10); // The delta-v bump value
-
- *pDst++ = (CHAR)(iDu);
- *pDst++ = (CHAR)(iDv);
- }
- }
-
- m_pBumpMapTexture->UnlockRect(0);
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitDeviceObjects()
- // Desc: Initialize scene objects
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InitDeviceObjects()
- {
- m_pFont->InitDeviceObjects( m_pd3dDevice );
-
- // Load the texture for the background image
- if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Lake.bmp"),
- &m_pBackgroundTexture ) ) )
- return E_FAIL;
-
- // Create the bump map texture
- if( FAILED( CreateBumpMap( 256, 256 ) ) )
- return E_FAIL;
-
- // Create a square for rendering the background
- if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(BACKGROUNDVERTEX),
- D3DUSAGE_WRITEONLY, D3DFVF_BACKGROUNDVERTEX,
- D3DPOOL_MANAGED, &m_pBackgroundVB ) ) )
- return E_FAIL;
-
- // Create a square for rendering the lens
- if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(BUMPVERTEX),
- D3DUSAGE_WRITEONLY, D3DFVF_BUMPVERTEX,
- D3DPOOL_MANAGED, &m_pLensVB ) ) )
- return E_FAIL;
-
- BUMPVERTEX* vLens;
- m_pLensVB->Lock( 0, 0, (BYTE**)&vLens, 0 );
- vLens[0].p = D3DXVECTOR3(-256.0f,-256.0f, 0.0f );
- vLens[1].p = D3DXVECTOR3(-256.0f, 256.0f, 0.0f );
- vLens[2].p = D3DXVECTOR3( 256.0f,-256.0f, 0.0f );
- vLens[3].p = D3DXVECTOR3( 256.0f, 256.0f, 0.0f );
- vLens[0].tu1 = 0.0f; vLens[0].tv1 = 1.0f;
- vLens[1].tu1 = 0.0f; vLens[1].tv1 = 0.0f;
- vLens[2].tu1 = 1.0f; vLens[2].tv1 = 1.0f;
- vLens[3].tu1 = 1.0f; vLens[3].tv1 = 0.0f;
- m_pLensVB->Unlock();
-
- m_bDeviceValidationFailed = FALSE;
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RestoreDeviceObjects()
- // Desc: Initialize scene objects
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RestoreDeviceObjects()
- {
- m_pFont->RestoreDeviceObjects();
-
- // Set the transform matrices
- D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -2001.0f );
- D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
- D3DXMATRIX matWorld, matView, matProj;
-
- D3DXMatrixIdentity( &matWorld );
- D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
- FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 3000.0f );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
-
- // Set any appropiate state
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MIPFILTER, D3DTEXF_NONE );
-
- // Size the background image
- BACKGROUNDVERTEX* vBackground;
- m_pBackgroundVB->Lock( 0, 0, (BYTE**)&vBackground, 0 );
- for( UINT i=0; i<4; i ++ )
- {
- vBackground[i].p = D3DXVECTOR4( 0.0f, 0.0f, 0.9f, 1.0f );
- vBackground[i].color = 0xffffffff;
- }
- vBackground[0].p.y = (FLOAT)m_d3dsdBackBuffer.Height;
- vBackground[2].p.y = (FLOAT)m_d3dsdBackBuffer.Height;
- vBackground[2].p.x = (FLOAT)m_d3dsdBackBuffer.Width;
- vBackground[3].p.x = (FLOAT)m_d3dsdBackBuffer.Width;
- vBackground[0].tu = 0.0f; vBackground[0].tv = 1.0f;
- vBackground[1].tu = 0.0f; vBackground[1].tv = 0.0f;
- vBackground[2].tu = 1.0f; vBackground[2].tv = 1.0f;
- vBackground[3].tu = 1.0f; vBackground[3].tv = 0.0f;
- m_pBackgroundVB->Unlock();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InvalidateDeviceObjects()
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::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();
- SAFE_RELEASE( m_pBackgroundTexture );
- SAFE_RELEASE( m_pBumpMapTexture );
- SAFE_RELEASE( m_pBackgroundVB );
- SAFE_RELEASE( m_pLensVB );
-
- 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 );
- 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
-
- // Device must be able to do bumpmapping
- if( 0 == ( pCaps->TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP ) )
- return E_FAIL;
-
- // Accept devices that can create D3DFMT_V8U8 textures
- if( SUCCEEDED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal,
- pCaps->DeviceType, Format,
- 0, D3DRTYPE_TEXTURE,
- D3DFMT_V8U8 ) ) )
- return S_OK;
-
- return E_FAIL;
- }
-
-
-
-