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- //-----------------------------------------------------------------------------
- // File: VertexBlend.cpp
- //
- // Desc: Example code showing how to do a skinning effect, using the vertex
- // blending feature of Direct3D. Normally, Direct3D transforms each
- // vertex through the world matrix. The vertex blending feature,
- // however, uses mulitple world matrices and a per-vertex blend factor
- // to transform each vertex.
- //
- // Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <math.h>
- #include <stdio.h>
- #include <D3DX8.h>
- #include "D3DApp.h"
- #include "D3DFile.h"
- #include "D3DFont.h"
- #include "D3DUtil.h"
- #include "DXUtil.h"
- #include "resource.h"
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: struct BLENDVERTEX
- // Desc: Custom vertex which includes a blending factor
- //-----------------------------------------------------------------------------
- struct BLENDVERTEX
- {
- D3DXVECTOR3 v; // Referenced as v0 in the vertex shader
- FLOAT blend; // Referenced as v1.x in the vertex shader
- D3DXVECTOR3 n; // Referenced as v3 in the vertex shader
- FLOAT tu, tv; // Referenced as v7 in the vertex shader
- };
-
- #define D3DFVF_BLENDVERTEX (D3DFVF_XYZB1|D3DFVF_NORMAL|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;
- CD3DMesh* m_pObject; // Object to use for vertex blending
- DWORD m_dwNumVertices;
- DWORD m_dwNumFaces;
- LPDIRECT3DVERTEXBUFFER8 m_pVB;
- LPDIRECT3DINDEXBUFFER8 m_pIB;
-
- D3DXMATRIX m_matUpperArm; // Vertex blending matrices
- D3DXMATRIX m_matLowerArm;
-
- DWORD m_dwVertexShader; // Vertex shader
- BOOL m_bUseVertexShader;
-
- protected:
- HRESULT OneTimeSceneInit();
- HRESULT InitDeviceObjects();
- HRESULT RestoreDeviceObjects();
- HRESULT InvalidateDeviceObjects();
- HRESULT DeleteDeviceObjects();
- HRESULT Render();
- HRESULT FrameMove();
- HRESULT FinalCleanup();
- HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
- 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("VertexBlend: Surface Skinning Example");
- m_bUseDepthBuffer = TRUE;
-
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
- m_pObject = new CD3DMesh();
- m_pVB = NULL;
- m_pIB = NULL;
- m_dwVertexShader = 0L;
- m_bUseVertexShader = 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()
- {
- // Set the vertex blending matrices for this frame
- D3DXVECTOR3 vAxis( 2+sinf(m_fTime*3.1f), 2+sinf(m_fTime*3.3f), sinf(m_fTime*3.5f) );
- D3DXMatrixRotationAxis( &m_matLowerArm, &vAxis, sinf(3*m_fTime) );
- D3DXMatrixIdentity( &m_matUpperArm );
-
- // Set the vertex shader constants. Note: outside of the blend matrices,
- // most of these values don't change, so don't need to really be set every
- // frame. It's just done here for clarity
- if( m_bUseVertexShader )
- {
- // Some basic constants
- D3DXVECTOR4 vZero(0,0,0,0);
- D3DXVECTOR4 vOne(1,1,1,1);
-
- // Lighting vector (normalized) and material colors. (Use red light
- // to show difference from non-vertex shader case.)
- D3DXVECTOR4 vLight( 0.5f, 1.0f, -1.0f, 0.0f );
- D3DXVec4Normalize( &vLight, &vLight );
- FLOAT fDiffuse[] = { 1.00f, 1.00f, 0.00f, 0.00f };
- FLOAT fAmbient[] = { 0.25f, 0.25f, 0.25f, 0.25f };
-
- // Vertex shader operations use transposed matrices
- D3DXMATRIX matWorld0Transpose, matWorld1Transpose;
- D3DXMATRIX matView, matProj, matViewProj, matViewProjTranspose;
- m_pd3dDevice->GetTransform( D3DTS_VIEW, &matView );
- m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProj );
- D3DXMatrixMultiply( &matViewProj, &matView, &matProj );
- D3DXMatrixTranspose( &matWorld0Transpose, &m_matUpperArm );
- D3DXMatrixTranspose( &matWorld1Transpose, &m_matLowerArm );
- D3DXMatrixTranspose( &matViewProjTranspose, &matViewProj );
-
- // Set the vertex shader constants
- m_pd3dDevice->SetVertexShaderConstant( 0, &vZero, 1 );
- m_pd3dDevice->SetVertexShaderConstant( 1, &vOne, 1 );
- m_pd3dDevice->SetVertexShaderConstant( 4, &matWorld0Transpose, 4 );
- m_pd3dDevice->SetVertexShaderConstant( 8, &matWorld1Transpose, 4 );
- m_pd3dDevice->SetVertexShaderConstant( 12, &matViewProjTranspose, 4 );
- m_pd3dDevice->SetVertexShaderConstant( 20, &vLight, 1 );
- m_pd3dDevice->SetVertexShaderConstant( 21, &fDiffuse, 1 );
- m_pd3dDevice->SetVertexShaderConstant( 22, &fAmbient, 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() ) )
- {
- if( m_bUseVertexShader )
- {
- m_pd3dDevice->SetVertexShader( m_dwVertexShader );
- m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(BLENDVERTEX) );
- m_pd3dDevice->SetIndices( m_pIB, 0 );
- m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, m_dwNumVertices,
- 0, m_dwNumFaces );
- }
- else
- {
- // Enable vertex blending using API
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matUpperArm );
- m_pd3dDevice->SetTransform( D3DTS_WORLD1, &m_matLowerArm );
- m_pd3dDevice->SetRenderState( D3DRS_VERTEXBLEND, D3DVBF_1WEIGHTS );
-
- // Display the object
- m_pObject->Render( m_pd3dDevice );
- }
-
- // 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_bUseVertexShader )
- m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255), _T("Using vertex shader") );
- else
- m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255), _T("Using D3DRS_VERTEXBLEND") );
-
- // End the scene.
- m_pd3dDevice->EndScene();
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitDeviceObjects()
- // Desc: Initialize scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InitDeviceObjects()
- {
- // Initialize the font's internal textures
- m_pFont->InitDeviceObjects( m_pd3dDevice );
-
- // Load an object to render
- if( FAILED( m_pObject->Create( m_pd3dDevice, _T("mslogo.x") ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
-
- if( ( ( m_dwCreateFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
- ( m_dwCreateFlags & D3DCREATE_MIXED_VERTEXPROCESSING ) ) &&
- m_d3dCaps.VertexShaderVersion < D3DVS_VERSION(1,0) )
- {
- // No VS available, so don't try to use it or allow user to
- // switch to it
- m_bUseVertexShader = FALSE;
- EnableMenuItem( GetMenu( m_hWnd ), IDM_USEVERTEXSHADER, MF_GRAYED );
- }
- else if( m_d3dCaps.MaxVertexBlendMatrices < 2 )
- {
- // No blend matrices available, so don't try to use them or
- // allow user to switch to them
- m_bUseVertexShader = TRUE;
- EnableMenuItem( GetMenu( m_hWnd ), IDM_USEVERTEXSHADER, MF_GRAYED );
- }
- else
- {
- // Both techniques available, so default to blend matrices and
- // allow the user to switch techniques
- m_bUseVertexShader = FALSE;
- EnableMenuItem( GetMenu( m_hWnd ), IDM_USEVERTEXSHADER, MF_ENABLED );
- }
-
- // Set a custom FVF for the mesh
- m_pObject->SetFVF( m_pd3dDevice, D3DFVF_BLENDVERTEX );
-
- // Add blending weights to the mesh
- {
- // Gain acces to the mesh's vertices
- LPDIRECT3DVERTEXBUFFER8 pVB;
- BLENDVERTEX* pVertices;
- DWORD dwNumVertices = m_pObject->GetSysMemMesh()->GetNumVertices();
- m_pObject->GetSysMemMesh()->GetVertexBuffer( &pVB );
- pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 );
-
- // Calculate the min/max z values for all the vertices
- FLOAT fMinX = 1e10f;
- FLOAT fMaxX = -1e10f;
-
- for( DWORD i=0; i<dwNumVertices; i++ )
- {
- if( pVertices[i].v.x < fMinX )
- fMinX = pVertices[i].v.x;
- if( pVertices[i].v.x > fMaxX )
- fMaxX = pVertices[i].v.x;
- }
-
- for( i=0; i<dwNumVertices; i++ )
- {
- // Set the blend factors for the vertices
- FLOAT a = ( pVertices[i].v.x - fMinX ) / ( fMaxX - fMinX );
- pVertices[i].blend = 1.0f-sinf(a*D3DX_PI*1.0f);
- }
-
- // Done with the mesh's vertex buffer data
- 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()
- {
- m_pFont->RestoreDeviceObjects();
-
- // Restore mesh's local memory objects
- m_pObject->RestoreDeviceObjects( m_pd3dDevice );
-
- // Get access to the mesh vertex and index buffers
- m_pObject->GetLocalMesh()->GetVertexBuffer( &m_pVB );
- m_pObject->GetLocalMesh()->GetIndexBuffer( &m_pIB );
- m_dwNumVertices = m_pObject->GetLocalMesh()->GetNumVertices();
- m_dwNumFaces = m_pObject->GetLocalMesh()->GetNumFaces();
-
- if( ( m_dwCreateFlags & D3DCREATE_SOFTWARE_VERTEXPROCESSING ) ||
- m_d3dCaps.VertexShaderVersion >= D3DVS_VERSION(1,0) )
- {
- // Setup the vertex declaration
- DWORD adwDecl[50];
- D3DXDeclaratorFromFVF( D3DFVF_BLENDVERTEX, adwDecl );
-
- // Create vertex shader from a file
- if( FAILED( D3DUtil_CreateVertexShader( m_pd3dDevice,
- _T("Blend.vsh"), adwDecl,
- &m_dwVertexShader ) ) )
- {
- return E_FAIL;
- }
- }
- // Set miscellaneous render states
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00404040 );
-
- // Set the projection matrix
- D3DXMATRIX matProj;
- FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 10000.0f );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
-
- // Set the app view matrix for normal viewing
- D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f,-5.0f,-10.0f );
- D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
- D3DXMATRIX matView;
- D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
-
- // Create a directional light. (Use yellow light to distinguish from
- // vertex shader case.)
- D3DLIGHT8 light;
- D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, -0.5f, -1.0f, 1.0f );
- light.Diffuse.r = 1.0f;
- light.Diffuse.g = 1.0f;
- light.Diffuse.b = 0.0f;
- m_pd3dDevice->SetLight( 0, &light );
- m_pd3dDevice->LightEnable( 0, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InvalidateDeviceObjects()
- // Desc: Called when the device-dependent objects are about to be lost.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InvalidateDeviceObjects()
- {
- m_pFont->InvalidateDeviceObjects();
- m_pObject->InvalidateDeviceObjects();
-
- if( m_dwVertexShader != 0 )
- m_pd3dDevice->DeleteVertexShader( m_dwVertexShader );
-
- SAFE_RELEASE( m_pVB );
- SAFE_RELEASE( m_pIB );
-
- 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_pObject->Destroy();
-
- 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_pObject );
-
- 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 that the device supports at least one of the two techniques
- // used in this sample: either a vertex shader, or at least two blend
- // matrices and a directional light.
-
- if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
- (dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
- {
- if( pCaps->VertexShaderVersion >= D3DVS_VERSION(1,0) )
- return S_OK;
- }
- else
- {
- // Software vertex processing always supports vertex shaders
- return S_OK;
- }
-
- // Check that the device can blend vertices with at least two matrices
- // (Software can always do up to 4 blend matrices)
- if( pCaps->MaxVertexBlendMatrices < 2 )
- return E_FAIL;
-
- // If this is a TnL device, make sure it supports directional lights
- if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
- (dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
- {
- if( !(pCaps->VertexProcessingCaps & D3DVTXPCAPS_DIRECTIONALLIGHTS ) )
- 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 menu commands
- if( WM_COMMAND == uMsg )
- {
- switch( LOWORD(wParam) )
- {
- case IDM_USEVERTEXSHADER:
- m_bUseVertexShader = !m_bUseVertexShader;
- CheckMenuItem( GetMenu(hWnd), IDM_USEVERTEXSHADER,
- m_bUseVertexShader ? MF_CHECKED : MF_UNCHECKED );
- break;
- }
- }
-
- // Pass remaining messages to default handler
- return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
- }
-
-
-
-