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- //-----------------------------------------------------------------------------
- // File: mtexture.cpp
- //
- // Desc: Example code showing how to do multitexturing in D3D
- //
- // Note: This code uses the D3D Framework helper library.
- //
- // Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include "stdafx.h"
- #include <tchar.h>
- #include <math.h>
- #include <time.h>
- #include <stdio.h>
- #include <D3DX8.h>
- #include "D3DApp.h"
- #include "D3DFont.h"
- #include "D3DFile.h"
- #include "D3DUtil.h"
- #include "DXUtil.h"
- #include "MFCTex.h"
-
-
-
-
- //-----------------------------------------------------------------------------
- // Define a custom vertex that uses multiple sets of tex coords
- //-----------------------------------------------------------------------------
- struct WALLVERTEX
- {
- D3DXVECTOR3 p;
- DWORD dwColor;
- FLOAT tu1, tv1;
- FLOAT tu2, tv2;
- FLOAT tu3, tv3;
- };
-
- #define D3DFVF_WALLVERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX3 )
-
- #define FILL_WALLVERTEX( v, ax, ay, az, acolor, atu1, atv1, atu2, atv2, atu3, atv3 ) \
- { v.p.x = ax; v.p.y = ay; v.p.z = az; v.dwColor = acolor; \
- v.tu1 = atu1; v.tv1 = atv1; v.tu2 = atu2; v.tv2 = atv2;\
- v.tu3 = atu3; v.tv3 = atv3;\
- }
-
- #define WALL_VERT_NUM 10
-
-
- struct FLOORCEILINGVERTEX
- {
- D3DXVECTOR3 p;
- D3DXVECTOR3 n;
- FLOAT tu, tv;
- };
-
- #define D3DFVF_FLOORCEILINGVERTEX (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1 )
-
- #define FILL_FLOORCEILINGVERTEX( v, ax, ay, az, nx, ny, nz, atu, atv ) \
- { v.p.x = ax; v.p.y = ay; v.p.z = az; v.n.x = nx; v.n.y = ny; v.n.z = nz; \
- v.tu = atu; v.tv = atv; \
- }
-
- #define FLOORCEILING_VERT_NUM 12
-
-
-
- //-----------------------------------------------------------------------------
- // Storage of the texture stage states
- //-----------------------------------------------------------------------------
- WORD g_wT0COp, g_wT1COp, g_wT2COp;
- WORD g_wT0CArg1, g_wT1CArg1, g_wT2CArg1;
- WORD g_wT0CArg2, g_wT1CArg2, g_wT2CArg2;
- WORD g_wT0AOp, g_wT1AOp, g_wT2AOp;
- WORD g_wT0AArg1, g_wT1AArg1, g_wT2AArg1;
- WORD g_wT0AArg2, g_wT1AArg2, g_wT2AArg2;
- DWORD g_dwTextureFactor = 0xffffffff;
- DWORD g_dwDiffuseColor = 0xffffffff;
- DWORD g_dwMaxTextureBlendStages = 0;
-
-
-
-
-
- //-----------------------------------------------------------------------------
- // Function prototypes and global (or static) variables
- //-----------------------------------------------------------------------------
- LPDIRECT3DTEXTURE8 g_pFloorTexture = NULL;
- LPDIRECT3DTEXTURE8 g_pTexture0 = NULL;
- LPDIRECT3DTEXTURE8 g_pTexture1 = NULL;
- LPDIRECT3DTEXTURE8 g_pTexture2 = NULL;
-
- // Filenames for the textures (one for each texture stage)
- BOOL g_bTexturesChanged = FALSE;
- TCHAR g_strTexture0[256];
- TCHAR g_strTexture1[256];
- TCHAR g_strTexture2[256];
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: OneTimeSceneInit()
- // Desc: Called during initial app startup, this function performs all the
- // permanent initialization.
- //-----------------------------------------------------------------------------
- HRESULT CAppForm::OneTimeSceneInit()
- {
- m_pFont = new CD3DFont( _T("Arial"), 9, D3DFONT_BOLD );
-
- // Create some textures
- _tcscpy( g_strTexture0, _T("env2.bmp") );
- _tcscpy( g_strTexture1, _T("spotlite.bmp") );
- _tcscpy( g_strTexture2, _T("env3.bmp") );
-
- g_pFloorTexture = NULL;
- g_pTexture0 = NULL;
- g_pTexture1 = NULL;
- g_pTexture2 = NULL;
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: FrameMove()
- // Desc: Called once per frame, the call is the entry point for animating
- // the scene.
- //-----------------------------------------------------------------------------
- HRESULT CAppForm::FrameMove()
- {
- // Setup the world spin matrix
- D3DXMATRIX matWorldSpin;
- D3DXMatrixRotationY( &matWorldSpin, -m_fTime/9 );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorldSpin );
-
- // keep texture coordinates in a reasonable range
- static FLOAT fTimeKeySub = 0.0f;
- FLOAT fTexTimeKey = m_fTime + fTimeKeySub;
- if( fTexTimeKey > 160.0f )
- {
- fTimeKeySub -= 160.0f;
- }
-
- WALLVERTEX* pVertices;
- m_pVBWalls->Lock( 0, 0, (BYTE**)&pVertices, 0 );
- // Rotate the light map around the walls each frame
- for( int i=0; i<(WALL_VERT_NUM/2); i++ )
- {
- pVertices[2*i+0].tu2 = fTexTimeKey/(WALL_VERT_NUM/2)+i;
- pVertices[2*i+1].tu2 = fTexTimeKey/(WALL_VERT_NUM/2)+i;
- }
- for( i=0; i<WALL_VERT_NUM; i++ )
- pVertices[i].dwColor = g_dwDiffuseColor;
- m_pVBWalls->Unlock();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: SetTextureStageStatesForRendering()
- // Desc: Sets up the texture stage, as per the global variables defining each
- // stage.
- //-----------------------------------------------------------------------------
- HRESULT SetTextureStageStatesForRendering( LPDIRECT3DDEVICE8 pd3dDevice )
- {
- // If new textures were selected, restore them now
- if( g_bTexturesChanged )
- {
- SAFE_RELEASE( g_pFloorTexture );
- SAFE_RELEASE( g_pTexture0 );
- SAFE_RELEASE( g_pTexture1 );
- SAFE_RELEASE( g_pTexture2 );
- if( FAILED( D3DUtil_CreateTexture( pd3dDevice, _T("floor.bmp"), &g_pFloorTexture ) ) )
- g_pFloorTexture = NULL;
- if( FAILED( D3DUtil_CreateTexture( pd3dDevice, g_strTexture0, &g_pTexture0 ) ) )
- g_pTexture0 = NULL;
- if( FAILED( D3DUtil_CreateTexture( pd3dDevice, g_strTexture1, &g_pTexture1 ) ) )
- g_pTexture1 = NULL;
- if( FAILED( D3DUtil_CreateTexture( pd3dDevice, g_strTexture2, &g_pTexture2 ) ) )
- g_pTexture2 = NULL;
- g_bTexturesChanged = FALSE;
- }
-
- pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, g_dwTextureFactor );
-
- pd3dDevice->SetTexture( 0, g_pTexture0 );
- pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
- pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
- pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, g_wT0CArg1 );
- pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, g_wT0COp );
- pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, g_wT0CArg2 );
- pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, g_wT0AArg1 );
- pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, g_wT0AOp );
- pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, g_wT0AArg2 );
-
- if( g_dwMaxTextureBlendStages > 1 )
- {
- pd3dDevice->SetTexture( 1, g_pTexture1 );
- pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 );
- pd3dDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
- pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, g_wT1CArg1 );
- pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, g_wT1COp );
- pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, g_wT1CArg2 );
- pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAARG1, g_wT1AArg1 );
- pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, g_wT1AOp );
- pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAARG2, g_wT1AArg2 );
- }
-
- if( g_dwMaxTextureBlendStages > 2)
- {
- pd3dDevice->SetTexture( 2, g_pTexture2 );
- pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXCOORDINDEX, 0 );
- pd3dDevice->SetTextureStageState( 2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
- pd3dDevice->SetTextureStageState( 2, D3DTSS_COLORARG1, g_wT2CArg1 );
- pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, g_wT2COp );
- pd3dDevice->SetTextureStageState( 2, D3DTSS_COLORARG2, g_wT2CArg2 );
- pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAARG1, g_wT2AArg1 );
- pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, g_wT2AOp );
- pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAARG2, g_wT2AArg2 );
- }
-
- 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 CAppForm::Render()
- {
- HRESULT hr;
-
- m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
- 0x000000ff, 1.0f, 0L );
-
- // Begin the scene
- if( FAILED( m_pd3dDevice->BeginScene() ) )
- return E_FAIL;
-
- // Render the floor and ceiling (using single-textured vertices)
- m_pd3dDevice->SetTexture( 0, g_pFloorTexture );
- m_pd3dDevice->SetTexture( 1, NULL );
- m_pd3dDevice->SetTexture( 2, NULL );
-
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
- m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
- m_pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
-
- m_pd3dDevice->SetVertexShader( D3DFVF_FLOORCEILINGVERTEX );
- m_pd3dDevice->SetStreamSource( 0, m_pVBFloorCeiling, sizeof(FLOORCEILINGVERTEX) );
- m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 4 );
-
- // Setup the texture stages' state
- SetTextureStageStatesForRendering( m_pd3dDevice );
-
- // Validate the device. This checks to see if the texture stage states we
- // set up are valid for the device. If so, render the object.
- DWORD dwNumPasses;
- if( SUCCEEDED( hr = m_pd3dDevice->ValidateDevice( &dwNumPasses ) ) )
- {
- // Render the multi-textured object
- m_pd3dDevice->SetVertexShader( D3DFVF_WALLVERTEX );
- m_pd3dDevice->SetStreamSource( 0, m_pVBWalls, sizeof(WALLVERTEX) );
- m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 8);
- }
-
- TCHAR* pstr;
- switch( hr )
- {
- case D3DERR_UNSUPPORTEDCOLOROPERATION:
- pstr = _T("Unsupported color op");
- break;
- case D3DERR_UNSUPPORTEDCOLORARG:
- pstr = _T("Unsupported color arg");
- break;
- case D3DERR_UNSUPPORTEDALPHAOPERATION:
- pstr = _T("Unsupported alpha op");
- break;
- case D3DERR_UNSUPPORTEDALPHAARG:
- pstr = _T("Unsupported alpha arg");
- break;
- case D3DERR_TOOMANYOPERATIONS:
- pstr = _T("Too many texture ops");
- break;
- case D3DERR_WRONGTEXTUREFORMAT:
- pstr = _T("Incompatible texture formats");
- break;
- case D3DERR_CONFLICTINGRENDERSTATE:
- pstr = _T("Conflicting render state");
- break;
- case S_OK:
- pstr = _T("Device validated OK");
- break;
- default:
- pstr = _T("Using DX5 driver");
- break;
- }
- m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), pstr );
-
- // End the scene.
- m_pd3dDevice->EndScene();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitDeviceObjects()
- // Desc: Initialize scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CAppForm::InitDeviceObjects()
- {
- UpdateUIForDeviceCapabilites();
-
- // Initialize the font's internal textures
- m_pFont->InitDeviceObjects( m_pd3dDevice );
-
- // Create the walls vertex buffer
- if( FAILED( m_pd3dDevice->CreateVertexBuffer( WALL_VERT_NUM * sizeof(WALLVERTEX),
- 0, D3DFVF_WALLVERTEX, D3DPOOL_MANAGED, &m_pVBWalls ) ) )
- {
- return E_FAIL;
- }
-
- WALLVERTEX* pVertices;
- m_pVBWalls->Lock( 0, 0, (BYTE**)&pVertices, 0 );
-
- FILL_WALLVERTEX( pVertices[ 0], -5.0f,-5.0f, 5.0f, g_dwDiffuseColor, 0.00f, 1.0f, 1.00, 1.0f, 1.00, 1.0f );
- FILL_WALLVERTEX( pVertices[ 1], -5.0f, 5.0f, 5.0f, g_dwDiffuseColor, 0.00f, 0.0f, 1.00, 0.0f, 1.00, 0.0f );
- FILL_WALLVERTEX( pVertices[ 2], 5.0f,-5.0f, 5.0f, g_dwDiffuseColor, 1.00f, 1.0f, 0.00, 1.0f, 0.00, 1.0f );
- FILL_WALLVERTEX( pVertices[ 3], 5.0f, 5.0f, 5.0f, g_dwDiffuseColor, 1.00f, 0.0f, 0.00, 0.0f, 0.00, 0.0f );
- FILL_WALLVERTEX( pVertices[ 4], 5.0f,-5.0f,-5.0f, g_dwDiffuseColor, 2.00f, 1.0f, 1.00, 1.0f, 1.00, 1.0f );
- FILL_WALLVERTEX( pVertices[ 5], 5.0f, 5.0f,-5.0f, g_dwDiffuseColor, 2.00f, 0.0f, 1.00, 0.0f, 1.00, 0.0f );
- FILL_WALLVERTEX( pVertices[ 6], -5.0f,-5.0f,-5.0f, g_dwDiffuseColor, 3.00f, 1.0f, 1.00, 1.0f, 1.00, 1.0f );
- FILL_WALLVERTEX( pVertices[ 7], -5.0f, 5.0f,-5.0f, g_dwDiffuseColor, 3.00f, 0.0f, 1.00, 0.0f, 1.00, 0.0f );
- FILL_WALLVERTEX( pVertices[ 8], -5.0f,-5.0f, 5.0f, g_dwDiffuseColor, 4.00f, 1.0f, 0.00, 1.0f, 0.00, 1.0f );
- FILL_WALLVERTEX( pVertices[ 9], -5.0f, 5.0f, 5.0f, g_dwDiffuseColor, 4.00f, 0.0f, 0.00, 0.0f, 0.00, 0.0f );
-
- m_pVBWalls->Unlock();
-
- // Create the floor/ceiling vertex buffer
- if( FAILED( m_pd3dDevice->CreateVertexBuffer( FLOORCEILING_VERT_NUM * sizeof(FLOORCEILINGVERTEX),
- 0, D3DFVF_FLOORCEILINGVERTEX, D3DPOOL_MANAGED, &m_pVBFloorCeiling ) ) )
- {
- return E_FAIL;
- }
-
- FLOORCEILINGVERTEX* pFloorVertices;
- m_pVBFloorCeiling->Lock( 0, 0, (BYTE**)&pFloorVertices, 0 );
- FILL_FLOORCEILINGVERTEX( pFloorVertices[0], -5,-5, 5, 0, 1, 0, 0.0f, 0.0f );
- FILL_FLOORCEILINGVERTEX( pFloorVertices[1], 5,-5, 5, 0, 1, 0, 0.0f, 1.0f );
- FILL_FLOORCEILINGVERTEX( pFloorVertices[2], 5,-5,-5, 0, 1, 0, 1.0f, 1.0f );
- FILL_FLOORCEILINGVERTEX( pFloorVertices[3], 5,-5,-5, 0, 1, 0, 1.0f, 1.0f );
- FILL_FLOORCEILINGVERTEX( pFloorVertices[4], -5,-5,-5, 0, 1, 0, 1.0f, 0.0f );
- FILL_FLOORCEILINGVERTEX( pFloorVertices[5], -5,-5, 5, 0, 1, 0, 0.0f, 0.0f );
- FILL_FLOORCEILINGVERTEX( pFloorVertices[6], 5, 5,-5, 0,-1, 0, 1.0f, 1.0f );
- FILL_FLOORCEILINGVERTEX( pFloorVertices[7], 5, 5, 5, 0,-1, 0, 0.0f, 1.0f );
- FILL_FLOORCEILINGVERTEX( pFloorVertices[8], -5, 5, 5, 0,-1, 0, 0.0f, 0.0f );
- FILL_FLOORCEILINGVERTEX( pFloorVertices[9], -5, 5, 5, 0,-1, 0, 0.0f, 0.0f );
- FILL_FLOORCEILINGVERTEX( pFloorVertices[10], -5, 5,-5, 0,-1, 0, 1.0f, 0.0f );
- FILL_FLOORCEILINGVERTEX( pFloorVertices[11], 5, 5,-5, 0,-1, 0, 1.0f, 1.0f );
- m_pVBFloorCeiling->Unlock();
-
- g_bTexturesChanged = TRUE; // Force texture reload
-
- g_dwMaxTextureBlendStages = m_d3dCaps.MaxTextureBlendStages;
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RestoreDeviceObjects()
- // Desc: Initialize scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CAppForm::RestoreDeviceObjects()
- {
- m_pFont->RestoreDeviceObjects();
-
- // Create and set up the shine materials w/ textures
- D3DMATERIAL8 mtrl;
- D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f );
- m_pd3dDevice->SetMaterial( &mtrl );
-
- // Set the transform matrices
- D3DXMATRIX matWorld, matView, matProj;
- D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -4.0f );
- D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
-
- D3DXMatrixIdentity( &matWorld );
- D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/2, 1.0f, 1.0f, 1000.0f );
-
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
-
- // Set any appropiate state
- m_pd3dDevice->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 CAppForm::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 CAppForm::DeleteDeviceObjects()
- {
- m_pFont->DeleteDeviceObjects();
- SAFE_RELEASE( m_pVBWalls );
- SAFE_RELEASE( m_pVBFloorCeiling );
- SAFE_RELEASE( g_pFloorTexture );
- SAFE_RELEASE( g_pTexture0 );
- SAFE_RELEASE( g_pTexture1 );
- SAFE_RELEASE( g_pTexture2 );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: FinalCleanup()
- // Desc: Called before the app exits, this function gives the app the chance
- // to cleanup after itself.
- //-----------------------------------------------------------------------------
- HRESULT CAppForm::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 CAppForm::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
- D3DFORMAT Format )
- {
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: SetTextureMaps()
- // Desc: Changes the texture maps used during rendering of the room.
- //-----------------------------------------------------------------------------
- VOID CAppForm::SetTextureMaps( const TCHAR* strTexture0, const TCHAR* strTexture1,
- const TCHAR* strTexture2 )
- {
- _tcscpy( g_strTexture0, strTexture0 );
- _tcscpy( g_strTexture1, strTexture1 );
- _tcscpy( g_strTexture2, strTexture2 );
-
- g_bTexturesChanged = TRUE;
- }
-
-
-
-
-