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- //-----------------------------------------------------------------------------
- // File: FishEye.cpp
- //
- // Desc: Example code showing how to do a fisheye lens effect with cubemapping.
- // The scene is rendering into a cubemap each frame, and then a
- // funky-shaped object is rendered using the cubemap and an environment
- // map.
- //
- // Copyright (c) 1997-2001 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"
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: struct ENVMAPPEDVERTEX
- // Desc: D3D vertex type for environment-mapped objects
- //-----------------------------------------------------------------------------
- struct ENVMAPPEDVERTEX
- {
- D3DXVECTOR3 p; // Position
- D3DXVECTOR3 n; // Normal
- };
-
- #define D3DFVF_ENVMAPVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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;
-
- CD3DMesh* m_pSkyBoxObject;
- LPDIRECT3DCUBETEXTURE8 m_pCubeMap;
-
- LPDIRECT3DVERTEXBUFFER8 m_pFishEyeLensVB;
- LPDIRECT3DINDEXBUFFER8 m_pFishEyeLensIB;
- DWORD m_dwNumFishEyeLensVertices;
- DWORD m_dwNumFishEyeLensFaces;
-
- HRESULT RenderScene();
- HRESULT RenderSceneIntoCubeMap();
- HRESULT GenerateFishEyeLens( DWORD, DWORD, FLOAT );
-
- protected:
- HRESULT OneTimeSceneInit();
- HRESULT InitDeviceObjects();
- HRESULT RestoreDeviceObjects();
- HRESULT InvalidateDeviceObjects();
- HRESULT DeleteDeviceObjects();
- HRESULT Render();
- HRESULT FrameMove();
- HRESULT FinalCleanup();
- HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
-
- 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("FishEye: Environment mapping");
- m_bUseDepthBuffer = TRUE;
-
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
- m_pSkyBoxObject = new CD3DMesh();
- m_pCubeMap = NULL;
- m_pFishEyeLensVB = NULL;
- m_pFishEyeLensIB = NULL;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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()
- {
- // When the window has focus, let the mouse adjust the scene
- if( GetFocus() )
- {
- D3DXQUATERNION quat = D3DUtil_GetRotationFromCursor( m_hWnd );
- D3DXMATRIX matTrackBall;
- D3DXMatrixRotationQuaternion( &matTrackBall, &quat );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matTrackBall );
-
- // Render the scene into the surfaces of the cubemap
- if( FAILED( RenderSceneIntoCubeMap() ) )
- return E_FAIL;
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RenderScene()
- // Desc: Renders all visual elements in the scene. This is called by the main
- // Render() function, and also by the RenderIntoCubeMap() function.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RenderScene()
- {
- // Render the skybox
- {
- // Save current state
- D3DXMATRIX matViewSave, matProjSave;
- m_pd3dDevice->GetTransform( D3DTS_VIEW, &matViewSave );
- m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProjSave );
-
- // Disable zbuffer, center view matrix, and set FOV to 90 degrees
- D3DXMATRIX matView = matViewSave;
- D3DXMATRIX matProj = matViewSave;
- matView._41 = matView._42 = matView._43 = 0.0f;
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/2, 1.0f, 0.5f, 10000.0f );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
-
- // Render the skybox
- m_pSkyBoxObject->Render( m_pd3dDevice );
-
- // Restore the render states
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matViewSave );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProjSave );
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
- }
-
- // Render any other elements of the scene here. In this sample, only a
- // skybox is render, but a much more interesting scene could be rendered
- // instead.
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RenderSceneIntoCubeMap()
- // Desc: Renders the scene to each of the 6 faces of the cube map
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RenderSceneIntoCubeMap()
- {
- // Save transformation matrices of the device
- D3DXMATRIX matProjSave, matViewSave;
- m_pd3dDevice->GetTransform( D3DTS_VIEW, &matViewSave );
- m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProjSave );
-
- // Set the projection matrix for a field of view of 90 degrees
- D3DXMATRIX matProj;
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/2, 1.0f, 0.5f, 100.0f );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
-
- // Get the current view matrix, to concat it with the cubemap view vectors
- D3DXMATRIX matViewDir;
- m_pd3dDevice->GetTransform( D3DTS_VIEW, &matViewDir );
- matViewDir._41 = 0.0f; matViewDir._42 = 0.0f; matViewDir._43 = 0.0f;
-
- // Store the current backbuffer and zbuffer
- LPDIRECT3DSURFACE8 pBackBuffer, pZBuffer;
- m_pd3dDevice->GetRenderTarget( &pBackBuffer );
- m_pd3dDevice->GetDepthStencilSurface( &pZBuffer );
-
- // Render to the six faces of the cube map
- for( DWORD i=0; i<6; i++ )
- {
- // Set the view transform for this cubemap surface
- D3DXMATRIX matView;
- matView = D3DUtil_GetCubeMapViewMatrix( (D3DCUBEMAP_FACES)i );
- D3DXMatrixMultiply( &matView, &matViewDir, &matView );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
-
- // Set the rendertarget to the i'th cubemap surface
- LPDIRECT3DSURFACE8 pCubeMapFace;
- m_pCubeMap->GetCubeMapSurface( (D3DCUBEMAP_FACES)i, 0, &pCubeMapFace );
- m_pd3dDevice->SetRenderTarget( pCubeMapFace, NULL );
- pCubeMapFace->Release();
-
- // Render the scene
- m_pd3dDevice->BeginScene();
- RenderScene();
- m_pd3dDevice->EndScene();
- }
-
- // Change the rendertarget back to the main backbuffer
- m_pd3dDevice->SetRenderTarget( pBackBuffer, pZBuffer );
- pBackBuffer->Release();
- pZBuffer->Release();
-
- // Restore the original transformation matrices
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matViewSave );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProjSave );
-
- 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;
-
- // Set the states we want: identity matrix, no z-buffer, and cubemap texture
- // coordinate generation
- D3DXMATRIX matWorld;
- D3DXMatrixIdentity( &matWorld );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3 );
-
- // Render the fisheye lens object with the environment-mapped body.
- m_pd3dDevice->SetTexture( 0, m_pCubeMap );
- m_pd3dDevice->SetVertexShader( D3DFVF_ENVMAPVERTEX );
- m_pd3dDevice->SetStreamSource( 0, m_pFishEyeLensVB, sizeof(ENVMAPPEDVERTEX) );
- m_pd3dDevice->SetIndices( m_pFishEyeLensIB, 0 );
- m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,
- 0, m_dwNumFishEyeLensVertices,
- 0, m_dwNumFishEyeLensFaces );
-
- // Restore the render states
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
-
- // 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()
- {
- HRESULT hr;
-
- // Initialize the font's internal textures
- m_pFont->InitDeviceObjects( m_pd3dDevice );
-
- // Load the file objects
- if( FAILED( hr = m_pSkyBoxObject->Create( m_pd3dDevice, _T("Lobby_skybox.x") ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
-
- // Create the fisheye lens
- if( FAILED( hr = GenerateFishEyeLens( 20, 20, 1.0f ) ) )
- return hr;
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RestoreDeviceObjects()
- // Desc: Restore device-memory objects and state after a device is created or
- // resized.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RestoreDeviceObjects()
- {
- HRESULT hr;
-
- m_pFont->RestoreDeviceObjects();
-
- // Restore device objects for the skybox
- m_pSkyBoxObject->RestoreDeviceObjects( m_pd3dDevice );
-
- // Create the cubemap
- if( FAILED( hr = m_pd3dDevice->CreateCubeTexture( 256, 1, D3DUSAGE_RENDERTARGET,
- m_d3dsdBackBuffer.Format,
- D3DPOOL_DEFAULT, &m_pCubeMap ) ) )
- return hr;
-
- // Set default render states
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_MIRROR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_MIRROR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MIPFILTER, D3DTEXF_NONE );
- m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
-
- // Set the transforms
- D3DXVECTOR3 m_vEyePt = D3DXVECTOR3( 0.0f, 0.0f,-5.0f );
- D3DXVECTOR3 m_vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 m_vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
-
- D3DXMATRIX matWorld, matView, matProj;
- D3DXMatrixIdentity( &matWorld );
- D3DXMatrixLookAtLH( &matView, &m_vEyePt, &m_vLookatPt, &m_vUpVec );
- D3DXMatrixOrthoLH( &matProj, 2.0f, 2.0f, 0.5f, 100.0f );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InvalidateDeviceObjects()
- // Desc: Called when the device-dependent objects are about to be lost.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InvalidateDeviceObjects()
- {
- m_pFont->InvalidateDeviceObjects();
- m_pSkyBoxObject->InvalidateDeviceObjects();
-
- SAFE_RELEASE( m_pCubeMap );
-
- 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_pSkyBoxObject->Destroy();
-
- SAFE_RELEASE( m_pFishEyeLensVB );
- SAFE_RELEASE( m_pFishEyeLensIB );
-
- 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_pSkyBoxObject );
-
- 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
-
- // Check for cubemapping devices
- if( 0 == ( pCaps->TextureCaps & D3DPTEXTURECAPS_CUBEMAP ) )
- return E_FAIL;
-
- // Check that we can create a cube texture that we can render into
- if( FAILED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal,
- pCaps->DeviceType, Format, D3DUSAGE_RENDERTARGET,
- D3DRTYPE_CUBETEXTURE, Format ) ) )
- {
- return E_FAIL;
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: GenerateFishEyeLens()
- // Desc: Makes vertex and index data for a fish eye lens
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::GenerateFishEyeLens( DWORD dwNumRings, DWORD dwNumSections,
- FLOAT fScale )
- {
- ENVMAPPEDVERTEX* pVertices;
- WORD* pIndices;
- DWORD dwNumTriangles = (dwNumRings+1) * dwNumSections * 2;
- DWORD dwNumVertices = (dwNumRings+1) * dwNumSections + 2;
- DWORD i, j, m;
-
- // Generate space for the required triangles and vertices.
- if( FAILED( m_pd3dDevice->CreateVertexBuffer( dwNumVertices*sizeof(ENVMAPPEDVERTEX),
- D3DUSAGE_WRITEONLY, D3DFVF_ENVMAPVERTEX,
- D3DPOOL_MANAGED, &m_pFishEyeLensVB ) ) )
- return E_FAIL;
-
- if( FAILED( m_pd3dDevice->CreateIndexBuffer( dwNumTriangles*3*sizeof(WORD),
- D3DUSAGE_WRITEONLY, D3DFMT_INDEX16,
- D3DPOOL_MANAGED, &m_pFishEyeLensIB ) ) )
- return E_FAIL;
-
- m_pFishEyeLensVB->Lock( 0, 0, (BYTE**)&pVertices, 0 );
- m_pFishEyeLensIB->Lock( 0, 0, (BYTE**)&pIndices, 0 );
-
- // Generate vertices at the end points.
- pVertices->p = D3DXVECTOR3( 0.0f, 0.0f, fScale );
- pVertices->n = D3DXVECTOR3( 0.0f, 0.0f, 1.0f );
- pVertices++;
-
- // Generate vertex points for rings
- FLOAT r = 0.0f;
- for( i = 0; i < (dwNumRings+1); i++ )
- {
- FLOAT phi = 0.0f;
-
- for( j = 0; j < dwNumSections; j++ )
- {
- FLOAT x = r * sinf(phi);
- FLOAT y = r * cosf(phi);
- FLOAT z = 0.5f - 0.5f * ( x*x + y*y );
-
- FLOAT nx = -x;
- FLOAT ny = -y;
- FLOAT nz = 1.0f;
-
- pVertices->p = D3DXVECTOR3( x, y, z );
- pVertices->n = D3DXVECTOR3( nx, ny, nz );
- pVertices++;
-
- phi += (FLOAT)(2*D3DX_PI / dwNumSections);
- }
-
- r += 1.5f/dwNumRings;
- }
-
- // Generate triangles for the centerpiece
- for( i = 0; i < 2*dwNumSections; i++ )
- {
- *pIndices++ = (WORD)(0);
- *pIndices++ = (WORD)(i + 1);
- *pIndices++ = (WORD)(1 + ((i + 1) % dwNumSections));
- }
-
- // Generate triangles for the rings
- m = 1; // 1st vertex begins at 1 to skip top point
-
- for( i = 0; i < dwNumRings; i++ )
- {
- for( j = 0; j < dwNumSections; j++ )
- {
- *pIndices++ = (WORD)(m + j);
- *pIndices++ = (WORD)(m + dwNumSections + j);
- *pIndices++ = (WORD)(m + dwNumSections + ((j + 1) % dwNumSections));
-
- *pIndices++ = (WORD)(m + j);
- *pIndices++ = (WORD)(m + dwNumSections + ((j + 1) % dwNumSections));
- *pIndices++ = (WORD)(m + ((j + 1) % dwNumSections));
- }
- m += dwNumSections;
- }
-
- m_pFishEyeLensVB->Unlock();
- m_pFishEyeLensIB->Unlock();
- m_dwNumFishEyeLensVertices = dwNumVertices;
- m_dwNumFishEyeLensFaces = dwNumTriangles;
-
- return S_OK;
- }
-
-
-
-
-