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- //-----------------------------------------------------------------------------
- // File: CWaterApp.cpp
- //
- // Desc:
- //
- // Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <tchar.h>
- #include <stdio.h>
- #include <d3dx8.h>
- #include "D3DApp.h"
- #include "D3DFont.h"
- #include "DXUtil.h"
- #include "CEnvironment.h"
- #include "CWater.h"
- #include "resource.h"
-
- #define WATER_DEPTH 20.0f
- #define WATER_CAUSTICS_SIZE 128
-
-
-
- //-----------------------------------------------------------------------------
- // Name: CMyD3DApplication
- // Desc:
- //-----------------------------------------------------------------------------
- class CMyD3DApplication : public CD3DApplication
- {
- public:
- CMyD3DApplication();
- HRESULT GetNextTechnique(INT nDir, BOOL bBypassValidate);
-
- virtual HRESULT OneTimeSceneInit();
- virtual HRESULT InitDeviceObjects();
- virtual HRESULT RestoreDeviceObjects();
- virtual HRESULT InvalidateDeviceObjects();
- virtual HRESULT DeleteDeviceObjects();
- virtual HRESULT FrameMove();
- virtual HRESULT Render();
-
- virtual LRESULT MsgProc( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
-
-
- private:
- // Water
- CWater m_Water;
- CEnvironment m_Environment;
-
- LPD3DXEFFECT m_pEffect;
- UINT_PTR m_iTechnique;
- LPD3DXRENDERTOSURFACE m_pRenderToSurface;
-
- D3DXVECTOR4 m_vecLight;
- D3DXCOLOR m_colorLight;
-
- LPDIRECT3DTEXTURE8 m_pFloorTex;
- LPDIRECT3DTEXTURE8 m_pCausticTex;
- LPDIRECT3DSURFACE8 m_pCausticSurf;
- LPDIRECT3DTEXTURE8 m_pSkyTex[6];
- LPDIRECT3DCUBETEXTURE8 m_pSkyCubeTex;
-
- CD3DFont* m_pFont;
- CD3DFont* m_pFontSmall;
-
- // Interface
- BYTE m_bKey[256];
-
- BOOL m_bPause;
- BOOL m_bDrawWater;
- BOOL m_bDrawCaustics;
- BOOL m_bDrawEnvironment;
- BOOL m_bShowHelp;
-
- FLOAT m_fSpeed;
- FLOAT m_fAngularSpeed;
- FLOAT m_fTime;
- FLOAT m_fSecsPerFrame;
-
- D3DXVECTOR3 m_vecVelocity;
- D3DXVECTOR3 m_vecAngularVelocity;
-
- D3DXMATRIX m_matIdentity;
- D3DXMATRIX m_matView;
- D3DXMATRIX m_matPosition;
- D3DXMATRIX m_matProjection;
- };
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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:
- //-----------------------------------------------------------------------------
- CMyD3DApplication::CMyD3DApplication()
- {
- m_strWindowTitle = _T("Water");
- m_bUseDepthBuffer = TRUE;
-
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
- m_pFontSmall = new CD3DFont( _T("Arial"), 9, D3DFONT_BOLD );
-
- // Water
- m_pEffect = NULL;
- m_iTechnique = 0;
-
- m_vecLight = D3DXVECTOR4(0.5f, -1.0f, 1.0f, 0.0f);
- m_colorLight = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
-
- m_pFloorTex = NULL;
- m_pCausticTex = NULL;
- m_pCausticSurf = NULL;
- m_pSkyCubeTex = NULL;
-
- for(UINT i = 0; i < 6; i++)
- m_pSkyTex[i] = NULL;
-
- // Misc
- memset(m_bKey, 0x00, sizeof(m_bKey));
-
- m_fSpeed = 25.0f;
- m_fAngularSpeed = 1.0f;
- m_fSecsPerFrame = 0.0f;
- m_fTime = 0.0f;
-
- m_vecVelocity = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
- m_vecAngularVelocity = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
-
- D3DXMatrixIdentity(&m_matIdentity);
- D3DXMatrixIdentity(&m_matView);
- D3DXMatrixIdentity(&m_matPosition);
- D3DXMatrixIdentity(&m_matProjection);
-
- m_bShowHelp = FALSE;
- m_bPause = FALSE;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: GetNextTechnique
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::GetNextTechnique(INT nDir, BOOL bBypassValidate)
- {
- D3DXEFFECT_DESC effect;
- UINT_PTR iTechnique = m_iTechnique;
-
- m_pEffect->GetDesc(&effect);
-
- for(;;)
- {
- iTechnique += nDir;
-
- if(((INT_PTR) iTechnique) < 0)
- iTechnique = effect.Techniques - 1;
-
- if(iTechnique >= effect.Techniques)
- iTechnique = 0;
-
- if(nDir && (iTechnique == m_iTechnique))
- break;
-
- if(!nDir)
- nDir = 1;
-
-
- m_pEffect->SetTechnique((LPCSTR) iTechnique);
-
- if(bBypassValidate || (iTechnique == effect.Techniques - 1) ||
- (m_bDrawCaustics || !m_pEffect->IsParameterUsed("tCAU")) && SUCCEEDED(m_pEffect->Validate()))
- {
- m_iTechnique = iTechnique;
-
- char szText[256];
- sprintf(szText, "Water - Technique %d", m_iTechnique);
- SetWindowText(m_hWnd, szText);
-
- return S_OK;
- }
- }
-
- m_pEffect->SetTechnique((LPCSTR) m_iTechnique);
- return E_FAIL;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: OneTimeSceneInit
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::OneTimeSceneInit()
- {
- HRESULT hr;
-
- // Initialize Water
- if(FAILED(hr = m_Water.Initialize(64.0f, WATER_DEPTH)))
- return hr;
-
- // Initialize Environment
- if(FAILED(hr = m_Environment.Initialize(1000.0f)))
- return hr;
-
- // Misc stuff
- D3DXMatrixRotationX(&m_matPosition, D3DX_PI * -0.3f);
- m_matPosition._42 = 15.0f;
- m_matPosition._43 = 15.0f;
-
- D3DXMatrixInverse(&m_matView, NULL, &m_matPosition);
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitDeviceObjects
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InitDeviceObjects()
- {
- HRESULT hr;
- TCHAR sz[512];
-
- m_bDrawWater = TRUE;
- m_bDrawCaustics = TRUE;
- m_bDrawEnvironment = TRUE;
-
-
- // Initialize the font's internal textures
- m_pFont->InitDeviceObjects( m_pd3dDevice );
- m_pFontSmall->InitDeviceObjects( m_pd3dDevice );
-
- // Floor
- DXUtil_FindMediaFile(sz, _T("Water.bmp"));
- D3DXCreateTextureFromFileEx(m_pd3dDevice, sz, D3DX_DEFAULT, D3DX_DEFAULT,
- D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT,
- D3DX_DEFAULT, 0, NULL, NULL, &m_pFloorTex);
-
-
- // Sky
- TCHAR* szSkyTex[6] =
- {
- _T("lobbyxpos.bmp"), _T("lobbyxneg.bmp"),
- _T("lobbyypos.bmp"), _T("lobbyyneg.bmp"),
- _T("lobbyzneg.bmp"), _T("lobbyzpos.bmp")
- };
-
- for(UINT i = 0; i < 6; i++)
- {
- DXUtil_FindMediaFile(sz, szSkyTex[i]);
- D3DXCreateTextureFromFileEx(m_pd3dDevice, sz, D3DX_DEFAULT, D3DX_DEFAULT,
- 1, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT,
- 0, NULL, NULL, &m_pSkyTex[i]);
- }
-
- if(SUCCEEDED(D3DXCreateCubeTexture(m_pd3dDevice, 128, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, &m_pSkyCubeTex)))
- {
- for(UINT i = 0; i < 6; i++)
- {
- if(m_pSkyTex[i])
- {
- IDirect3DSurface8 *pSrc;
- IDirect3DSurface8 *pDest;
-
- m_pSkyTex[i]->GetSurfaceLevel(0, &pSrc);
- m_pSkyCubeTex->GetCubeMapSurface((D3DCUBEMAP_FACES) i, 0, &pDest);
-
- if(pSrc && pDest)
- D3DXLoadSurfaceFromSurface(pDest, NULL, NULL, pSrc, NULL, NULL, D3DX_DEFAULT, 0);
-
- SAFE_RELEASE(pDest);
- SAFE_RELEASE(pSrc);
- }
- }
-
- D3DXFilterCubeTexture(m_pSkyCubeTex, NULL, 0, D3DX_DEFAULT);
- }
-
-
-
- // OnCreateDevice
- if(FAILED(hr = m_Water.OnCreateDevice(m_pd3dDevice)))
- return hr;
-
- if(FAILED(hr = m_Environment.OnCreateDevice(m_pd3dDevice)))
- return hr;
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RestoreDeviceObjects
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RestoreDeviceObjects()
- {
- HRESULT hr;
-
- // Restore the font
- m_pFont->RestoreDeviceObjects();
- m_pFontSmall->RestoreDeviceObjects();
-
- // Create light
- D3DLIGHT8 light;
- ZeroMemory(&light, sizeof(light));
-
- light.Type = D3DLIGHT_DIRECTIONAL;
- light.Diffuse.r = m_colorLight.r;
- light.Diffuse.g = m_colorLight.g;
- light.Diffuse.b = m_colorLight.b;
- light.Diffuse.a = m_colorLight.a;
- light.Specular.r = 1.0f;
- light.Specular.g = 1.0f;
- light.Specular.b = 1.0f;
- light.Specular.a = 0.0f;
- light.Direction.x = m_vecLight.x;
- light.Direction.y = m_vecLight.y;
- light.Direction.z = m_vecLight.z;
-
- m_pd3dDevice->SetLight(0, &light);
- m_pd3dDevice->LightEnable(0, TRUE);
-
-
- // Create material
- D3DMATERIAL8 material;
- ZeroMemory(&material, sizeof(material));
-
- material.Diffuse.a = 1.0f;
- material.Specular.r = 0.5f;
- material.Specular.g = 0.5f;
- material.Specular.b = 0.5f;
- material.Power = 20.0f;
-
- m_pd3dDevice->SetMaterial(&material);
-
- // Setup render states
- m_pd3dDevice->SetVertexShader(D3DFVF_XYZ);
-
- m_pd3dDevice->SetTransform(D3DTS_VIEW, &m_matView);
- m_pd3dDevice->SetTransform(D3DTS_WORLD, &m_matIdentity);
-
- m_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
- m_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
-
- m_pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
- m_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
- m_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
- m_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
- m_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
-
- m_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
- 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_ALPHAARG1, D3DTA_TEXTURE);
- m_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
- m_pd3dDevice->SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
- m_pd3dDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
- m_pd3dDevice->SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
- m_pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
-
- m_pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
- m_pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- m_pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
- m_pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
- m_pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
- m_pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
- m_pd3dDevice->SetTextureStageState(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
- m_pd3dDevice->SetTextureStageState(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
- m_pd3dDevice->SetTextureStageState(1, D3DTSS_MIPFILTER, D3DTEXF_POINT);
- m_pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);
-
-
-
-
- // Create caustic texture
- D3DDISPLAYMODE mode;
- m_pd3dDevice->GetDisplayMode(&mode);
-
- if(FAILED(hr = D3DXCreateTexture(m_pd3dDevice, WATER_CAUSTICS_SIZE, WATER_CAUSTICS_SIZE, 1, D3DUSAGE_RENDERTARGET, mode.Format, D3DPOOL_DEFAULT, &m_pCausticTex)) &&
- FAILED(hr = D3DXCreateTexture(m_pd3dDevice, WATER_CAUSTICS_SIZE, WATER_CAUSTICS_SIZE, 1, 0, mode.Format, D3DPOOL_DEFAULT, &m_pCausticTex)))
- {
- return hr;
- }
-
- D3DSURFACE_DESC desc;
- m_pCausticTex->GetSurfaceLevel(0, &m_pCausticSurf);
- m_pCausticSurf->GetDesc(&desc);
-
- if(FAILED(hr = D3DXCreateRenderToSurface(m_pd3dDevice, desc.Width, desc.Height,
- desc.Format, FALSE, D3DFMT_UNKNOWN, &m_pRenderToSurface)))
- {
- return hr;
- }
-
-
-
- // Shader
- TCHAR sz[512];
- DXUtil_FindMediaFile(sz, _T("water.sha"));
-
- if(FAILED(hr = D3DXCreateEffectFromFile(m_pd3dDevice, sz, &m_pEffect, NULL)))
- return hr;
-
- m_pEffect->SetMatrix("mID", &m_matIdentity);
- m_pEffect->SetMatrix("mENV", &m_matIdentity);
-
- m_pEffect->SetTexture("tFLR", m_pFloorTex);
- m_pEffect->SetTexture("tCAU", m_pCausticTex);
- m_pEffect->SetTexture("tENV", m_pSkyCubeTex);
-
- if(FAILED(hr = GetNextTechnique(0, FALSE)))
- return hr;
-
-
- // Set surfaces
- if(FAILED(hr = m_Environment.SetSurfaces(
- m_pSkyTex[D3DCUBEMAP_FACE_NEGATIVE_X], m_pSkyTex[D3DCUBEMAP_FACE_POSITIVE_X],
- m_pSkyTex[D3DCUBEMAP_FACE_NEGATIVE_Y], m_pSkyTex[D3DCUBEMAP_FACE_POSITIVE_Y],
- m_pSkyTex[D3DCUBEMAP_FACE_POSITIVE_Z], m_pSkyTex[D3DCUBEMAP_FACE_NEGATIVE_Z])))
- {
- return hr;
- }
-
-
- // OnResetDevice
- if(FAILED(hr = m_Water.OnResetDevice()))
- return hr;
-
- if(FAILED(hr = m_Environment.OnResetDevice()))
- return hr;
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InvalidateDeviceObjects
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InvalidateDeviceObjects()
- {
- HRESULT hr;
-
- m_pFont->InvalidateDeviceObjects();
- m_pFontSmall->InvalidateDeviceObjects();
-
- if(FAILED(hr = m_Water.OnLostDevice()))
- return hr;
-
- if(FAILED(hr = m_Environment.OnLostDevice()))
- return hr;
-
- SAFE_RELEASE(m_pRenderToSurface);
- SAFE_RELEASE(m_pEffect);
- SAFE_RELEASE(m_pCausticSurf);
- SAFE_RELEASE(m_pCausticTex);
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: DeleteDeviceObjects
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::DeleteDeviceObjects()
- {
- HRESULT hr;
-
- m_pFont->DeleteDeviceObjects();
- m_pFontSmall->DeleteDeviceObjects();
-
- if(FAILED(hr = m_Water.OnDestroyDevice()))
- return hr;
-
- if(FAILED(hr = m_Environment.OnDestroyDevice()))
- return hr;
-
- SAFE_RELEASE(m_pFloorTex);
- SAFE_RELEASE(m_pSkyCubeTex);
-
- for(UINT i = 0; i < 6; i++)
- SAFE_RELEASE(m_pSkyTex[i]);
-
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: FrameMove
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::FrameMove()
- {
- HRESULT hr;
-
- //
- // Process keyboard input
- //
-
- D3DXVECTOR3 vecT(0.0f, 0.0f, 0.0f);
- D3DXVECTOR3 vecR(0.0f, 0.0f, 0.0f);
-
- if(m_bKey[VK_NUMPAD1] || m_bKey[VK_LEFT]) vecT.x -= 1.0f; // Slide Left
- if(m_bKey[VK_NUMPAD3] || m_bKey[VK_RIGHT]) vecT.x += 1.0f; // Slide Right
- if(m_bKey[VK_DOWN]) vecT.y -= 1.0f; // Slide Down
- if(m_bKey[VK_UP]) vecT.y += 1.0f; // Slide Up
- if(m_bKey['W']) vecT.z -= 2.0f; // Move Forward
- if(m_bKey['S']) vecT.z += 2.0f; // Move Backward
- if(m_bKey['A'] || m_bKey[VK_NUMPAD8]) vecR.x -= 1.0f; // Pitch Down
- if(m_bKey['Z'] || m_bKey[VK_NUMPAD2]) vecR.x += 1.0f; // Pitch Up
- if(m_bKey['E'] || m_bKey[VK_NUMPAD6]) vecR.y -= 1.0f; // Turn Right
- if(m_bKey['Q'] || m_bKey[VK_NUMPAD4]) vecR.y += 1.0f; // Turn Left
- if(m_bKey[VK_NUMPAD9]) vecR.z -= 2.0f; // Roll CW
- if(m_bKey[VK_NUMPAD7]) vecR.z += 2.0f; // Roll CCW
-
- m_vecVelocity = m_vecVelocity * 0.9f + vecT * 0.1f;
- m_vecAngularVelocity = m_vecAngularVelocity * 0.9f + vecR * 0.1f;
-
-
-
- //
- // Update position and view matricies
- //
-
- D3DXMATRIX matT, matR;
- D3DXQUATERNION qR;
-
- vecT = m_vecVelocity * m_fElapsedTime * m_fSpeed;
- vecR = m_vecAngularVelocity * m_fElapsedTime * m_fAngularSpeed;
-
- D3DXMatrixTranslation(&matT, vecT.x, vecT.y, vecT.z);
- D3DXMatrixMultiply(&m_matPosition, &matT, &m_matPosition);
-
- D3DXQuaternionRotationYawPitchRoll(&qR, vecR.y, vecR.x, vecR.z);
- D3DXMatrixRotationQuaternion(&matR, &qR);
-
- D3DXMatrixMultiply(&m_matPosition, &matR, &m_matPosition);
- D3DXMatrixInverse(&m_matView, NULL, &m_matPosition);
-
-
- //
- // Update simulation
- //
-
- if(!m_bPause && m_bDrawWater)
- {
- BOOL bCaustics = m_bDrawCaustics && m_pEffect->IsParameterUsed("tCAU");
- D3DXVECTOR3 vecPos(m_matPosition._41, m_matPosition._42, m_matPosition._43);
- D3DXVECTOR3 vecLight(0.0f, 1.0f, 0.0f);
-
- m_Water.Update(vecPos, vecLight, bCaustics);
- m_fTime += m_fSecsPerFrame;
-
- if(bCaustics)
- {
- if(SUCCEEDED(m_pRenderToSurface->BeginScene(m_pCausticSurf, NULL)))
- {
- D3DXMATRIX matProj;
- D3DXMATRIX matView;
-
- D3DXMatrixOrthoRH(&matProj, 63.0f, 63.0f, 1.0f, 100.0f);
- D3DXMatrixRotationX(&matView, 0.5f * D3DX_PI);
- matView._43 = -50.0f;
-
- m_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);
- m_pd3dDevice->SetTransform(D3DTS_VIEW, &matView);
-
- m_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0f, 0);
-
- m_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
- m_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
- m_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
-
- m_Water.DrawCaustics();
-
- m_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
- m_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
- m_pd3dDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
-
- m_pRenderToSurface->EndScene();
- }
- else
- {
- m_bDrawCaustics = FALSE;
- m_pEffect->SetTexture("tCAU", NULL);
-
- if(FAILED(hr = GetNextTechnique(0, FALSE)))
- return hr;
- }
- }
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: Render
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::Render()
- {
- HRESULT hr;
-
- if(FAILED(hr = m_pd3dDevice->BeginScene()))
- return hr;
-
- // Draw Environment
- FLOAT fAspectRatio = (FLOAT)m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
- D3DXMatrixPerspectiveFovRH(&m_matProjection, D3DXToRadian(60.0f), fAspectRatio, 0.1f, 2000.0f);
- m_pd3dDevice->SetTransform(D3DTS_PROJECTION, &m_matProjection);
-
- if(m_bDrawEnvironment)
- {
- D3DXMATRIX mat(m_matView);
- mat._41 = mat._42 = mat._43 = 0.0f;
- m_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
-
- m_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
- m_pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
-
- m_Environment.Draw();
-
- m_pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
- m_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
- }
- else
- {
- m_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
- }
-
- m_pd3dDevice->SetTransform(D3DTS_VIEW, &m_matView);
-
- // Draw water
- if(m_bDrawWater)
- {
- // Setup matrices
- if(m_pEffect->IsParameterUsed("mENV"))
- {
- D3DXMATRIX matP(m_matPosition);
- matP._41 = matP._42 = matP._43 = 0.0f;
-
- D3DXMATRIX mat;
- D3DXMatrixScaling(&mat, 1.0f, 1.0f, -1.0f);
-
- D3DXMatrixMultiply(&mat, &matP, &mat);
-
- // matCube
- m_pEffect->SetMatrix("mENV", &mat);
- }
-
- // Draw water
- UINT uPasses;
- m_pEffect->Begin(&uPasses, 0);
-
- for(UINT uPass = 0; uPass < uPasses; uPass++)
- {
- m_pEffect->Pass(uPass);
- m_Water.DrawSurface();
- }
-
- m_pEffect->End();
- }
-
- // Show info
- 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 );
-
- TCHAR szText[100];
- wsprintf( szText, _T("Using Technique %d"), m_iTechnique );
- m_pFontSmall->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,100,100), szText );
-
- if( m_bShowHelp )
- {
- m_pFontSmall->DrawText( 2, 60, D3DCOLOR_ARGB(255,100,100,200),
- _T("Keyboard controls:") );
- m_pFontSmall->DrawText( 20, 80, D3DCOLOR_ARGB(255,100,100,200),
- _T("Add Drop\n")
- _T("Next Technique\n")
- _T("Next Tech. (no validate)\n")
- _T("Prev Technique\n")
- _T("Prev Tech. (no validate)\n")
- _T("Move\nTurn\nPitch\nSlide\n")
- _T("Help\nChange device\nExit") );
- m_pFontSmall->DrawText( 210, 80, D3DCOLOR_ARGB(255,100,100,200),
- _T("D\n")
- _T("PageDn\nShift-PageDn\n")
- _T("PageUp\nShift-PageUp\n")
- _T("W,S\nE,Q\nA,Z\nArrow keys\n")
- _T("F1\nF2\nEsc") );
- }
- else
- {
- m_pFontSmall->DrawText( 2, 60, D3DCOLOR_ARGB(255,100,100,200),
- _T("Press F1 for help") );
- }
-
-
- if(FAILED(hr = m_pd3dDevice->EndScene()))
- return hr;
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: MsgProc
- // Desc:
- //-----------------------------------------------------------------------------
- LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
- LPARAM lParam )
- {
- switch( uMsg )
- {
- case WM_KEYDOWN:
- m_bKey[wParam] = TRUE;
- break;
-
- case WM_KEYUP:
- m_bKey[wParam] = FALSE;
- break;
-
- case WM_COMMAND:
- {
- switch( LOWORD(wParam) )
- {
- case IDM_ADDDROP:
- m_Water.Drop();
- break;
-
- case IDM_NEXT_TECHNIQUE:
- GetNextTechnique(1, FALSE);
- break;
-
- case IDM_NEXT_TECHNIQUE_NOVALIDATE:
- GetNextTechnique(1, TRUE);
- break;
-
- case IDM_PREV_TECHNIQUE:
- GetNextTechnique(-1, FALSE);
- break;
-
- case IDM_PREV_TECHNIQUE_NOVALIDATE:
- GetNextTechnique(-1, TRUE);
- break;
-
- case IDM_TOGGLEHELP:
- m_bShowHelp = !m_bShowHelp;
- break;
- }
- }
-
- }
-
- return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
- }
-
-
-