//============================================================================= // PointLightDemo.cpp by Frank Luna (C) 2005 All Rights Reserved. // // Demonstrates an animated point light. // // Controls: Use mouse to orbit and zoom; use the 'W' and 'S' keys to // alter the height of the camera. //============================================================================= #include "d3dApp.h" #include "DirectInput.h" #include #include "GfxStats.h" #include #include "Vertex.h" class PointLightDemo : public D3DApp { public: PointLightDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP); ~PointLightDemo(); bool checkDeviceCaps(); void onLostDevice(); void onResetDevice(); void updateScene(float dt); void drawScene(); // Helper methods void buildGeoBuffers(); void buildFX(); void buildViewMtx(); void buildProjMtx(); void drawGrid(); void drawCylinders(); void drawSpheres(); private: GfxStats* mGfxStats; DWORD mNumGridVertices; DWORD mNumGridTriangles; ID3DXMesh* mCylinder; ID3DXMesh* mSphere; IDirect3DVertexBuffer9* mVB; IDirect3DIndexBuffer9* mIB; ID3DXEffect* mFX; D3DXHANDLE mhTech; D3DXHANDLE mhWVP; D3DXHANDLE mhWorldInvTrans; D3DXHANDLE mhAmbientLight; D3DXHANDLE mhDiffuseLight; D3DXHANDLE mhSpecLight; D3DXHANDLE mhLightPosW; D3DXHANDLE mhAttenuation012; D3DXHANDLE mhAmbientMtrl; D3DXHANDLE mhDiffuseMtrl; D3DXHANDLE mhSpecMtrl; D3DXHANDLE mhSpecPower; D3DXHANDLE mhEyePos; D3DXHANDLE mhWorld; D3DXCOLOR mAmbientLight; D3DXCOLOR mDiffuseLight; D3DXCOLOR mSpecLight; D3DXVECTOR3 mLightPosW; D3DXVECTOR3 mAttenuation012; Mtrl mGridMtrl; Mtrl mCylinderMtrl; Mtrl mSphereMtrl; float mCameraRotationY; float mCameraRadius; float mCameraHeight; D3DXMATRIX mView; D3DXMATRIX mProj; }; int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance, PSTR cmdLine, int showCmd) { // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif PointLightDemo app(hInstance, "Point Light Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING); gd3dApp = &app; DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND); gDInput = &di; return gd3dApp->run(); } PointLightDemo::PointLightDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP) : D3DApp(hInstance, winCaption, devType, requestedVP) { if(!checkDeviceCaps()) { MessageBox(0, "checkDeviceCaps() Failed", 0, 0); PostQuitMessage(0); } mGfxStats = new GfxStats(); mCameraRadius = 50.0f; mCameraRotationY = 1.2 * D3DX_PI; mCameraHeight = 20.0f; mAmbientLight = 0.4f*WHITE; mDiffuseLight = WHITE; mSpecLight = WHITE; mLightPosW = D3DXVECTOR3(0.0f, 3.0f, 0.0f); mAttenuation012 = D3DXVECTOR3(1.0f, 0.0f, 0.0f); mGridMtrl = Mtrl(BLUE, BLUE, WHITE, 16.0f); mCylinderMtrl = Mtrl(RED, RED, WHITE, 8.0f); mSphereMtrl = Mtrl(GREEN, GREEN, WHITE, 8.0f); HR(D3DXCreateCylinder(gd3dDevice, 1.0f, 1.0f, 6.0f, 20, 20, &mCylinder, 0)); HR(D3DXCreateSphere(gd3dDevice, 1.0f, 20, 20, &mSphere, 0)); buildGeoBuffers(); buildFX(); // If you look at the drawCylinders and drawSpheres functions, you see // that we draw 14 cylinders and 14 spheres. int numCylVerts = mCylinder->GetNumVertices() * 14; int numSphereVerts = mSphere->GetNumVertices() * 14; int numCylTris = mCylinder->GetNumFaces() * 14; int numSphereTris = mSphere->GetNumFaces() * 14; mGfxStats->addVertices(mNumGridVertices); mGfxStats->addVertices(numCylVerts); mGfxStats->addVertices(numSphereVerts); mGfxStats->addTriangles(mNumGridTriangles); mGfxStats->addTriangles(numCylTris); mGfxStats->addTriangles(numSphereTris); onResetDevice(); InitAllVertexDeclarations(); } PointLightDemo::~PointLightDemo() { delete mGfxStats; ReleaseCOM(mVB); ReleaseCOM(mIB); ReleaseCOM(mFX); ReleaseCOM(mCylinder); ReleaseCOM(mSphere); DestroyAllVertexDeclarations(); } bool PointLightDemo::checkDeviceCaps() { D3DCAPS9 caps; HR(gd3dDevice->GetDeviceCaps(&caps)); // Check for vertex shader version 2.0 support. if( caps.VertexShaderVersion < D3DVS_VERSION(2, 0) ) return false; // Check for pixel shader version 2.0 support. if( caps.PixelShaderVersion < D3DPS_VERSION(2, 0) ) return false; return true; } void PointLightDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); } void PointLightDemo::onResetDevice() { mGfxStats->onResetDevice(); HR(mFX->OnResetDevice()); // The aspect ratio depends on the backbuffer dimensions, which can // possibly change after a reset. So rebuild the projection matrix. buildProjMtx(); } void PointLightDemo::updateScene(float dt) { mGfxStats->update(dt); // Get snapshot of input devices. gDInput->poll(); // Check input. if( gDInput->keyDown(DIK_W) ) mCameraHeight += 25.0f * dt; if( gDInput->keyDown(DIK_S) ) mCameraHeight -= 25.0f * dt; // Divide to make mouse less sensitive. mCameraRotationY += gDInput->mouseDX() / 100.0f; mCameraRadius += gDInput->mouseDY() / 25.0f; // If we rotate over 360 degrees, just roll back to 0 if( fabsf(mCameraRotationY) >= 2.0f * D3DX_PI ) mCameraRotationY = 0.0f; // Don't let radius get too small. if( mCameraRadius < 5.0f ) mCameraRadius = 5.0f; // The camera position/orientation relative to world space can // change every frame based on input, so we need to rebuild the // view matrix every frame with the latest changes. buildViewMtx(); // Oscillate the light up and down the world z-axis. static float theta = 0.0f; theta += dt; // Reset the angle every period so that theta // doesn't get too big. if(theta >= 2.0f*D3DX_PI) theta = 0.0f; mLightPosW.z = 25.0f*sinf(theta); } void PointLightDemo::drawScene() { // Clear the backbuffer and depth buffer. HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0)); HR(gd3dDevice->BeginScene()); // Setup the rendering FX HR(mFX->SetValue(mhAmbientLight, &mAmbientLight, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseLight, &mDiffuseLight, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecLight, &mSpecLight, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhLightPosW, &mLightPosW, sizeof(D3DXVECTOR3))); HR(mFX->SetValue(mhAttenuation012, &mAttenuation012, sizeof(D3DXVECTOR3))); // Begin passes. UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); for(UINT i = 0; i < numPasses; ++i) { HR(mFX->BeginPass(i)); drawGrid(); drawCylinders(); drawSpheres(); HR(mFX->EndPass()); } HR(mFX->End()); mGfxStats->display(); HR(gd3dDevice->EndScene()); // Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); } void PointLightDemo::buildGeoBuffers() { std::vector verts; std::vector indices; GenTriGrid(100, 100, 1.0f, 1.0f, D3DXVECTOR3(0.0f, 0.0f, 0.0f), verts, indices); // Save vertex count and triangle count for DrawIndexedPrimitive arguments. mNumGridVertices = 100*100; mNumGridTriangles = 99*99*2; // Obtain a pointer to a new vertex buffer. HR(gd3dDevice->CreateVertexBuffer(mNumGridVertices * sizeof(VertexPN), D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &mVB, 0)); // Now lock it to obtain a pointer to its internal data, and write the // grid's vertex data. VertexPN* v = 0; HR(mVB->Lock(0, 0, (void**)&v, 0)); for(DWORD i = 0; i < mNumGridVertices; ++i) { v[i].pos = verts[i]; v[i].normal = D3DXVECTOR3(0.0f, 1.0f, 0.0f); } HR(mVB->Unlock()); // Obtain a pointer to a new index buffer. HR(gd3dDevice->CreateIndexBuffer(mNumGridTriangles*3*sizeof(WORD), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &mIB, 0)); // Now lock it to obtain a pointer to its internal data, and write the // grid's index data. WORD* k = 0; HR(mIB->Lock(0, 0, (void**)&k, 0)); for(DWORD i = 0; i < mNumGridTriangles*3; ++i) k[i] = (WORD)indices[i]; HR(mIB->Unlock()); } void PointLightDemo::buildFX() { // Create the FX from a .fx file. ID3DXBuffer* errors = 0; HR(D3DXCreateEffectFromFile(gd3dDevice, "pointlight.fx", 0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors)); if( errors ) MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0); // Obtain handles. mhTech = mFX->GetTechniqueByName("PointLightTech"); mhWVP = mFX->GetParameterByName(0, "gWVP"); mhWorldInvTrans = mFX->GetParameterByName(0, "gWorldInvTrans"); mhEyePos = mFX->GetParameterByName(0, "gEyePosW"); mhWorld = mFX->GetParameterByName(0, "gWorld"); mhAmbientLight = mFX->GetParameterByName(0, "gAmbientLight"); mhDiffuseLight = mFX->GetParameterByName(0, "gDiffuseLight"); mhSpecLight = mFX->GetParameterByName(0, "gSpecLight"); mhLightPosW = mFX->GetParameterByName(0, "gLightPosW"); mhAttenuation012 = mFX->GetParameterByName(0, "gAttenuation012"); mhAmbientMtrl = mFX->GetParameterByName(0, "gAmbientMtrl"); mhDiffuseMtrl = mFX->GetParameterByName(0, "gDiffuseMtrl"); mhSpecMtrl = mFX->GetParameterByName(0, "gSpecMtrl"); mhSpecPower = mFX->GetParameterByName(0, "gSpecPower"); } void PointLightDemo::buildViewMtx() { float x = mCameraRadius * cosf(mCameraRotationY); float z = mCameraRadius * sinf(mCameraRotationY); D3DXVECTOR3 pos(x, mCameraHeight, z); D3DXVECTOR3 target(0.0f, 0.0f, 0.0f); D3DXVECTOR3 up(0.0f, 1.0f, 0.0f); D3DXMatrixLookAtLH(&mView, &pos, &target, &up); HR(mFX->SetValue(mhEyePos, &pos, sizeof(D3DXVECTOR3))); } void PointLightDemo::buildProjMtx() { float w = (float)md3dPP.BackBufferWidth; float h = (float)md3dPP.BackBufferHeight; D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.25f, w/h, 1.0f, 5000.0f); } void PointLightDemo::drawGrid() { HR(gd3dDevice->SetStreamSource(0, mVB, 0, sizeof(VertexPN))); HR(gd3dDevice->SetIndices(mIB)); HR(gd3dDevice->SetVertexDeclaration(VertexPN::Decl)); D3DXMATRIX W, WIT; D3DXMatrixIdentity(&W); D3DXMatrixInverse(&WIT, 0, &W); D3DXMatrixTranspose(&WIT, &WIT); HR(mFX->SetMatrix(mhWorld, &W)); HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj))); HR(mFX->SetMatrix(mhWorldInvTrans, &WIT)); HR(mFX->SetValue(mhAmbientMtrl, &mGridMtrl.ambient, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseMtrl, &mGridMtrl.diffuse, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecMtrl, &mGridMtrl.spec, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecPower, mGridMtrl.specPower)); HR(mFX->CommitChanges()); HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, mNumGridVertices, 0, mNumGridTriangles)); } void PointLightDemo::drawCylinders() { D3DXMATRIX T, R, W, WIT; D3DXMatrixRotationX(&R, D3DX_PI*0.5f); HR(mFX->SetValue(mhAmbientMtrl, &mCylinderMtrl.ambient, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseMtrl, &mCylinderMtrl.diffuse, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecMtrl, &mCylinderMtrl.spec, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecPower, mCylinderMtrl.specPower)); for(int z = -30; z <= 30; z+= 10) { D3DXMatrixTranslation(&T, -10.0f, 3.0f, (float)z); W = R*T; D3DXMatrixInverse(&WIT, 0, &W); D3DXMatrixTranspose(&WIT, &WIT); HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj))); HR(mFX->SetMatrix(mhWorld, &W)); HR(mFX->SetMatrix(mhWorldInvTrans, &WIT)); HR(mFX->CommitChanges()); HR(mCylinder->DrawSubset(0)); D3DXMatrixTranslation(&T, 10.0f, 3.0f, (float)z); W = R*T; D3DXMatrixInverse(&WIT, 0, &W); D3DXMatrixTranspose(&WIT, &WIT); HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj))); HR(mFX->SetMatrix(mhWorld, &W)); HR(mFX->SetMatrix(mhWorldInvTrans, &WIT)); HR(mFX->CommitChanges()); HR(mCylinder->DrawSubset(0)); } } void PointLightDemo::drawSpheres() { D3DXMATRIX W, WIT; HR(mFX->SetValue(mhAmbientMtrl, &mSphereMtrl.ambient, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseMtrl, &mSphereMtrl.diffuse, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecMtrl, &mSphereMtrl.spec, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecPower, mSphereMtrl.specPower)); for(int z = -30; z <= 30; z+= 10) { D3DXMatrixTranslation(&W, -10.0f, 7.5f, (float)z); D3DXMatrixInverse(&WIT, 0, &W); D3DXMatrixTranspose(&WIT, &WIT); HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj))); HR(mFX->SetMatrix(mhWorld, &W)); HR(mFX->SetMatrix(mhWorldInvTrans, &WIT)); HR(mFX->CommitChanges()); HR(mSphere->DrawSubset(0)); D3DXMatrixTranslation(&W, 10.0f, 7.5f, (float)z); D3DXMatrixInverse(&WIT, 0, &W); D3DXMatrixTranspose(&WIT, &WIT); HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj))); HR(mFX->SetMatrix(mhWorld, &W)); HR(mFX->SetMatrix(mhWorldInvTrans, &WIT)); HR(mFX->CommitChanges()); HR(mSphere->DrawSubset(0)); } }