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- //
- // CWater
- // Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
- //
-
- #include <d3dx8.h>
- #include "CWater.h"
-
- #define WATER_SHIFT 6
- #define WATER_SIZE (1 << WATER_SHIFT)
- #define WATER_AREA (WATER_SIZE * WATER_SIZE)
- #define WATER_MASK (WATER_SIZE - 1)
-
- #define WATER_SPHERE_HEIGHT 20.0f
- #define WATER_SPHERE_RADIUS2 (35.0f * 35.0f)
-
- #define WATER_INDEX(x, y) \
- ((x) | ((y) << WATER_SHIFT))
-
- #define WATER_INDEX_WRAP(x, y) \
- (((x) & WATER_MASK) | (((y) & WATER_MASK) << WATER_SHIFT))
-
-
- #if defined(_X86) && !defined(_WIN64)
- inline int f2i(float flt)
- {
- volatile int n;
-
- __asm
- {
- fld flt
- fistp n
- }
-
- return n;
- }
- #else
- inline int f2i(float flt)
- {
- return (int) flt;
- }
- #endif
-
-
-
- //////////////////////////////////////////////////////////////////////////////
- // Types /////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////////
-
- #pragma pack(1)
- typedef struct WATER_VERTEX
- {
- D3DXVECTOR3 m_vecPos;
- D3DXVECTOR3 m_vecNormal;
- D3DCOLOR m_dwDiffuse;
- D3DXVECTOR2 m_vecTex;
-
- } WATER_VERTEX;
-
- #define WATER_FVF (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0))
-
-
- typedef struct CAUSTICS_VERTEX
- {
- D3DXVECTOR3 m_vecPos;
- D3DCOLOR m_dwDiffuse;
-
- } CAUSTICS_VERTEX;
-
- #define CAUSTICS_FVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)
- #pragma pack()
-
-
- //////////////////////////////////////////////////////////////////////////////
- // CWater implementation /////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////////
-
- CWater::CWater()
- {
- m_fDepth = 0.0f;
- m_fScaleTex = 1.0f;
-
- m_uIndices = 0;
- m_uVertices = 0;
-
- m_pRefract = NULL;
- m_pSurface = NULL;
-
- m_pDevice = NULL;
- m_pibIndices = NULL;
- m_pvbVertices = NULL;
- m_pvbCaustics = NULL;
- }
-
-
- CWater::~CWater()
- {
- if(m_pSurface)
- delete [] m_pSurface;
- }
-
-
- HRESULT
- CWater::Initialize(float fSize, float fDepth)
- {
- m_fSize = fSize;
- m_fDepth = fDepth;
- m_fScaleTex = 1.0f / fSize;
-
- // Calculate number of vertices and indices
- m_uVertices = WATER_AREA;
- m_uIndices = m_uVertices * 2;
-
-
-
- // Create refraction table
- static WATER_REFRACT Refract[512];
-
- if(!m_pRefract)
- {
- m_pRefract = &Refract[256];
-
- for(UINT u = 0; u < 256; u++)
- {
- float fCos0 = (float) u / (float) 256.0f;
- float f0 = acosf(fCos0);
- float fSin0 = sinf(f0);
-
- float fSin1 = fSin0 / 1.333f; // water
- float f1 = asinf(fSin1);
- float fCos1 = cosf(f1);
-
- m_pRefract[u].fRefract = fSin0 / fSin1 * fCos1 - fCos0;
- m_pRefract[u].fRefractNorm = - fSin1 / fSin0;
- m_pRefract[u].dwDiffuse = ((((0xff - u)*(0xff - u)*(0xff - u)) << 8) & 0xff000000);
-
- Refract[u] = Refract[256];
- }
- }
-
-
-
- // Create maps
- if(!m_pSurface)
- {
- if(!(m_pSurface = new WATER_SURFACE[WATER_AREA]))
- return E_OUTOFMEMORY;
-
- memset(m_pSurface, 0x00, WATER_AREA * sizeof(WATER_SURFACE));
- }
-
- return S_OK;
- }
-
-
-
- HRESULT
- CWater::OnCreateDevice(IDirect3DDevice8 *pDevice)
- {
- m_pDevice = pDevice;
- return S_OK;
- }
-
-
- HRESULT
- CWater::OnResetDevice()
- {
- HRESULT hr;
-
- // Create indices
- if(!m_pibIndices)
- {
- WORD *pwIndices;
-
- if(FAILED(hr = m_pDevice->CreateIndexBuffer(m_uIndices * sizeof(WORD), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &m_pibIndices)))
- return hr;
-
- if(FAILED(hr = m_pibIndices->Lock(0, m_uIndices * sizeof(WORD), (BYTE**) &pwIndices, 0)))
- return hr;
-
-
- // Fill in indicies
- UINT uX = 0, uZ = 0;
- WORD *pwIndex = pwIndices;
-
- for(UINT uSize = WATER_SIZE; uSize != 0; uSize -= 2)
- {
- UINT u;
-
- // Top
- for(u = 0; u < uSize; u++)
- {
- *pwIndex++ = uX + uZ * WATER_SIZE;
- *pwIndex++ = uX + uZ * WATER_SIZE + WATER_SIZE;
- uX++;
- }
-
- uX--;
- uZ++;
-
-
- // Right
- for(u = 1; u < uSize; u++)
- {
- *pwIndex++ = uX + uZ * WATER_SIZE;
- *pwIndex++ = uX + uZ * WATER_SIZE - 1;
- uZ++;
- }
-
- uZ--;
- uX--;
-
-
- // Bottom
- for(u = 1; u < uSize; u++)
- {
- *pwIndex++ = uX + uZ * WATER_SIZE;
- *pwIndex++ = uX + uZ * WATER_SIZE - WATER_SIZE;
- uX--;
- }
-
- uX++;
- uZ--;
-
-
- // Left
- for(u = 2; u < uSize; u++)
- {
- *pwIndex++ = uX + uZ * WATER_SIZE;
- *pwIndex++ = uX + uZ * WATER_SIZE + 1;
- uZ--;
- }
-
- uZ++;
- uX++;
- }
-
- for(pwIndex = pwIndices; pwIndex < pwIndices + m_uIndices; pwIndex++)
- {
- if(*pwIndex >= m_uVertices)
- *pwIndex = 0;
- }
-
- m_pibIndices->Unlock();
- }
-
-
- // Create vertices
- if(!m_pvbVertices)
- {
- if(FAILED(hr = m_pDevice->CreateVertexBuffer(m_uVertices * sizeof(WATER_VERTEX),
- D3DUSAGE_DYNAMIC, WATER_FVF, D3DPOOL_DEFAULT, &m_pvbVertices)))
- {
- return hr;
- }
- }
-
-
- // Create caustics
- if(!m_pvbCaustics)
- {
- if(FAILED(hr = m_pDevice->CreateVertexBuffer(m_uVertices * sizeof(CAUSTICS_VERTEX),
- D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, CAUSTICS_FVF, D3DPOOL_DEFAULT, &m_pvbCaustics)))
- {
- return hr;
- }
- }
-
- return S_OK;
- }
-
- HRESULT
- CWater::OnLostDevice()
- {
- if(m_pibIndices)
- {
- m_pibIndices->Release();
- m_pibIndices = NULL;
- }
-
- if(m_pvbVertices)
- {
- m_pvbVertices->Release();
- m_pvbVertices = NULL;
- }
-
- if(m_pvbCaustics)
- {
- m_pvbCaustics->Release();
- m_pvbCaustics = NULL;
- }
-
- return S_OK;
- }
-
- HRESULT
- CWater::OnDestroyDevice()
- {
- m_pDevice = NULL;
- return S_OK;
- }
-
-
-
- HRESULT
- CWater::Drop()
- {
- UINT uX = rand();
- UINT uY = rand();
-
- m_pSurface[WATER_INDEX_WRAP(uX, uY)].fVelocity -= 0.25f;
-
- m_pSurface[WATER_INDEX_WRAP(uX - 1, uY)].fVelocity -= 0.125f;
- m_pSurface[WATER_INDEX_WRAP(uX + 1, uY)].fVelocity -= 0.125f;
- m_pSurface[WATER_INDEX_WRAP(uX, uY - 1)].fVelocity -= 0.125f;
- m_pSurface[WATER_INDEX_WRAP(uX, uY + 1)].fVelocity -= 0.125f;
-
- m_pSurface[WATER_INDEX_WRAP(uX - 1, uY - 1)].fVelocity -= 0.0625f;
- m_pSurface[WATER_INDEX_WRAP(uX + 1, uY + 1)].fVelocity -= 0.0625f;
- m_pSurface[WATER_INDEX_WRAP(uX + 1, uY - 1)].fVelocity -= 0.0625f;
- m_pSurface[WATER_INDEX_WRAP(uX - 1, uY + 1)].fVelocity -= 0.0625f;
-
- return S_OK;
- }
-
-
- HRESULT
- CWater::Update(D3DXVECTOR3 &vecPos, D3DXVECTOR3 &vecLight, BOOL bCalcCaustics)
- {
- HRESULT hr;
- UINT uXN, uX, uXP, uY, uYN, uY0, uYP;
-
-
- // Compute desired height
- m_fAvgHeight = 0.0f;
- WATER_SURFACE *pSurface = m_pSurface;
-
-
-
- uYN = WATER_AREA - WATER_SIZE;
- uY0 = 0;
- uYP = WATER_SIZE;
-
- do
- {
- uXN = WATER_SIZE - 1;
- uX = 0;
- uXP = 1;
-
- do
- {
- // Bowl
- float fX = (float) uX - (WATER_SIZE >> 1);
- float fZ = (float) (uY0 >> WATER_SHIFT) - (WATER_SIZE >> 1);
- float fDesire;
-
- if((fX * fX + fZ * fZ) < (WATER_SPHERE_RADIUS2 - WATER_SPHERE_HEIGHT * WATER_SPHERE_HEIGHT))
- {
- fDesire =
- (m_pSurface[uXN + uYN].fHeight +
- m_pSurface[uXP + uYN].fHeight +
- m_pSurface[uXN + uYP].fHeight +
- m_pSurface[uXP + uYP].fHeight) * (1.0f / 12.0f)
- +
- (m_pSurface[uX + uYN].fHeight +
- m_pSurface[uXN + uY0].fHeight +
- m_pSurface[uXP + uY0].fHeight +
- m_pSurface[uX + uYP].fHeight) * (2.0f / 12.0f);
- }
- else
- {
- fDesire = 0.0f;
- pSurface->fHeight = 0.0f;
- pSurface->fVelocity = 0.0f;
- }
-
-
- // Update velocity
- if(pSurface->fVelocity > 0.01f || pSurface->fVelocity < -0.01f)
- pSurface->fVelocity *= 0.99f;
-
- pSurface->fVelocity += 0.25f * (fDesire - pSurface->fHeight);
- m_fAvgHeight += pSurface->fHeight + pSurface->fVelocity;
-
- pSurface++;
-
- uXN = uX;
- uX = uXP;
- uXP = (uXP + 1) & WATER_MASK;
- }
- while(uX);
-
- uYN = uY0;
- uY0 = uYP;
- uYP = (uYP + WATER_SIZE) & (WATER_MASK << WATER_SHIFT);
- }
- while(uY0);
-
- m_fAvgHeight /= (float) m_uVertices;
-
-
-
-
- // Calculate surface normals
- WATER_VERTEX *pVertices, *pVertex, *pVertexLim;
-
- D3DXVECTOR3 vec;
- D3DXVECTOR3 vecP, vecN;
-
- if(FAILED(hr = m_pvbVertices->Lock(0, m_uVertices * sizeof(WATER_VERTEX), (BYTE **) &pVertices, 0)))
- return hr;
-
- pVertex = pVertices;
- pVertexLim = pVertex + m_uVertices;
- pSurface = m_pSurface;
-
- float fInc = m_fSize / (float) (WATER_SIZE - 1);
- float fZ = m_fSize * -0.5f;
-
- uYN = WATER_AREA - WATER_SIZE;
- uY0 = 0;
- uYP = WATER_SIZE;
-
- do
- {
- float fX = m_fSize * -0.5f;
-
- uXN = WATER_SIZE - 1;
- uX = 0;
- uXP = 1;
-
- do
- {
- // Update position and normal
- vecP.x = fX;
- vecP.y = pSurface->fHeight = pSurface->fHeight + pSurface->fVelocity - m_fAvgHeight;
- vecP.z = fZ;
-
- float f;
- f = m_pSurface[uXN + uYN].fHeight - m_pSurface[uXP + uYP].fHeight; vecN.x = vecN.z = f;
- f = m_pSurface[uX + uYN].fHeight - m_pSurface[uX + uYP].fHeight; vecN.z += f;
- f = m_pSurface[uXP + uYN].fHeight - m_pSurface[uXN + uYP].fHeight; vecN.x -= f; vecN.z += f;
- f = m_pSurface[uXN + uY0].fHeight - m_pSurface[uXP + uY0].fHeight; vecN.x += f;
-
- vecN.y = 1.0f;
- D3DXVec3Normalize(&vecN, &vecN);
-
- pSurface++;
-
-
- // Update texture coords and diffuse based upon refraction
- D3DXVec3Subtract(&vec, &vecPos, &vecP);
- D3DXVec3Normalize(&vec, &vec);
-
- WATER_REFRACT *pRefract;
- pRefract = m_pRefract + f2i(D3DXVec3Dot(&vec, &vecN) * 255.0f);
-
- pVertex->m_vecPos = vecP;
- pVertex->m_vecNormal = vecN;
- pVertex->m_dwDiffuse = pRefract->dwDiffuse;
-
-
- // Bowl
- D3DXVECTOR3 vecD;
- vecD = (vecN * pRefract->fRefract + vec) * pRefract->fRefractNorm;
- vecP.y -= WATER_SPHERE_HEIGHT;
-
- float fC = D3DXVec3Dot(&vecP, &vecP) - WATER_SPHERE_RADIUS2;
-
- if(fC < 0.0f)
- {
- float fB = D3DXVec3Dot(&vecD, &vecP) * 2.0f;
- float fD = fB * fB - 4.0f * fC;
- float fScale = (-fB + sqrtf(fD)) * 0.5f;
-
- pVertex->m_vecTex.x = (vecD.x * fScale + vecP.x) * m_fScaleTex + 0.5f;
- pVertex->m_vecTex.y = (vecD.z * fScale + vecP.z) * m_fScaleTex + 0.5f;
- }
- else
- {
- pVertex->m_vecTex.x = vecP.x * m_fScaleTex + 0.5f;
- pVertex->m_vecTex.y = vecP.z * m_fScaleTex + 0.5f;
- }
-
-
- pVertex++;
- fX += fInc;
-
- uXN = uX;
- uX = uXP;
- uXP = (uXP + 1) & WATER_MASK;
- }
- while(uX);
-
- fZ += fInc;
-
- uYN = uY0;
- uY0 = uYP;
- uYP = (uYP + WATER_SIZE) & (WATER_MASK << WATER_SHIFT);
- }
- while(uY0);
-
-
-
- // Calculate caustics
- if(bCalcCaustics)
- {
- CAUSTICS_VERTEX *pCaustics, *pCaustic;
-
- if(FAILED(hr = m_pvbCaustics->Lock(0, m_uVertices * sizeof(CAUSTICS_VERTEX), (BYTE **) &pCaustics, 0)))
- return hr;
-
-
- #define TABLE_SIZE 8
- static DWORD Table[TABLE_SIZE];
- if(!Table[0])
- {
- for(UINT u = 0; u < TABLE_SIZE; u++)
- Table[u] = (0x40 / (u + 1)) * 0x00010101;
- }
-
-
- pVertex = pVertices;
- pCaustic = pCaustics;
-
- for(uY = 0; uY < WATER_SIZE; uY++)
- {
- for(uX = 0; uX < WATER_SIZE; uX++)
- {
- WATER_REFRACT *pRefract;
- pRefract = m_pRefract + f2i(pVertex->m_vecNormal.y * 255.0f);
-
-
- // Bowl
- D3DXVECTOR3 vecD, vecP;
- vecD = (pVertex->m_vecNormal * pRefract->fRefract + vecLight) * pRefract->fRefractNorm;
- vecP = pVertex->m_vecPos;
- vecP.y -= WATER_SPHERE_HEIGHT;
-
- float fC = D3DXVec3Dot(&vecP, &vecP) - WATER_SPHERE_RADIUS2;
-
- if(fC < 0.0f)
- {
- float fB = D3DXVec3Dot(&vecD, &vecP) * 2.0f;
- float fD = fB * fB - 4.0f * fC;
- float fScale = (-fB + sqrtf(fD)) * 0.5f;
-
- pCaustic->m_vecPos.x = vecD.x * fScale + vecP.x;
- pCaustic->m_vecPos.y = 0.0f;
- pCaustic->m_vecPos.z = vecD.z * fScale + vecP.z;
- }
- else
- {
- pCaustic->m_vecPos.x = vecP.x;
- pCaustic->m_vecPos.y = 0.0f;
- pCaustic->m_vecPos.z = vecP.z;
- }
-
-
- if(uX && uY)
- {
- float fArea;
- fArea = (pCaustic[-WATER_SIZE - 1].m_vecPos.x - pCaustic->m_vecPos.x) *
- (pCaustic[-WATER_SIZE ].m_vecPos.z - pCaustic->m_vecPos.z) -
- (pCaustic[-WATER_SIZE - 1].m_vecPos.z - pCaustic->m_vecPos.z) *
- (pCaustic[-WATER_SIZE ].m_vecPos.x - pCaustic->m_vecPos.x);
-
- if(fArea < 0.0f)
- fArea = -fArea;
-
- UINT u = f2i(fArea * fArea * 4.0f);
- pCaustic->m_dwDiffuse = u < TABLE_SIZE ? Table[u] : 0;
- }
-
- pCaustic++;
- pVertex++;
- }
-
- pCaustic[-WATER_SIZE].m_dwDiffuse = pCaustic[-1].m_dwDiffuse;
- }
-
-
- for(uX = 0; uX < WATER_SIZE; uX++)
- {
- pCaustics[uX].m_dwDiffuse = pCaustics[uX + (WATER_AREA - WATER_SIZE)].m_dwDiffuse;
- }
-
- m_pvbCaustics->Unlock();
- }
-
-
- m_pvbVertices->Unlock();
- return S_OK;
- }
-
-
- HRESULT
- CWater::DrawCaustics()
- {
- HRESULT hr;
-
- if(FAILED(hr = m_pDevice->SetVertexShader(CAUSTICS_FVF)))
- return hr;
-
- if(FAILED(hr = m_pDevice->SetStreamSource(0, m_pvbCaustics, sizeof(CAUSTICS_VERTEX))))
- return hr;
-
- if(FAILED(hr = m_pDevice->SetIndices(m_pibIndices, 0)))
- return hr;
-
- if(FAILED(hr = m_pDevice->DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, 0, m_uVertices, 0, m_uIndices -2)))
- return hr;
-
- return S_OK;
- }
-
- HRESULT
- CWater::DrawSurface()
- {
- HRESULT hr;
-
- if(FAILED(hr = m_pDevice->SetStreamSource(0, m_pvbVertices, sizeof(WATER_VERTEX))))
- return hr;
-
- if(FAILED(hr = m_pDevice->SetIndices(m_pibIndices, 0)))
- return hr;
-
- if(FAILED(hr = m_pDevice->DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, 0, m_uVertices, 0, m_uIndices -2)))
- return hr;
-
- return S_OK;
- }
-
-