//============================================================================= // CloudDemo.cpp by Frank Luna (C) 2005 All Rights Reserved. // // Demonstrates texture animation by scrolling two cloud textures. // // 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 CloudDemo : public D3DApp { public: CloudDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP); ~CloudDemo(); bool checkDeviceCaps(); void onLostDevice(); void onResetDevice(); void updateScene(float dt); void drawScene(); // Helper methods void buildGridGeometry(); void buildFX(); void buildViewMtx(); void buildProjMtx(); private: GfxStats* mGfxStats; DWORD mNumGridVertices; DWORD mNumGridTriangles; IDirect3DVertexBuffer9* mGridVB; IDirect3DIndexBuffer9* mGridIB; IDirect3DTexture9* mCloudTex0; IDirect3DTexture9* mCloudTex1; ID3DXEffect* mFX; D3DXHANDLE mhTech; D3DXHANDLE mhWVP; D3DXHANDLE mhCloudTex0; D3DXHANDLE mhCloudTex1; D3DXHANDLE mhTexOffset0; D3DXHANDLE mhTexOffset1; D3DXVECTOR2 mTexOffset0; D3DXVECTOR2 mTexOffset1; float mCameraRotationY; float mCameraRadius; float mCameraHeight; D3DXMATRIX mWorld; 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 CloudDemo app(hInstance, "Cloud Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING); gd3dApp = &app; DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND); gDInput = &di; return gd3dApp->run(); } CloudDemo::CloudDemo(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 = 30.0f; mCameraRotationY = 1.2 * D3DX_PI; mCameraHeight = 15.0f; D3DXMatrixIdentity(&mWorld); HR(D3DXCreateTextureFromFile(gd3dDevice, "cloud0.dds", &mCloudTex0)); HR(D3DXCreateTextureFromFile(gd3dDevice, "cloud1.dds", &mCloudTex1)); mTexOffset0 = D3DXVECTOR2(0.0f, 0.0f); mTexOffset1 = D3DXVECTOR2(0.0f, 0.0f); buildGridGeometry(); mGfxStats->addVertices(mNumGridVertices); mGfxStats->addTriangles(mNumGridTriangles); buildFX(); onResetDevice(); InitAllVertexDeclarations(); } CloudDemo::~CloudDemo() { delete mGfxStats; ReleaseCOM(mGridVB); ReleaseCOM(mGridIB); ReleaseCOM(mCloudTex0); ReleaseCOM(mCloudTex1); ReleaseCOM(mFX); DestroyAllVertexDeclarations(); } bool CloudDemo::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 CloudDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); } void CloudDemo::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 CloudDemo::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 by 50 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(); // Update texture coordinate offsets. These offsets are added to the // texture coordinates in the vertex shader to animate them. mTexOffset0 += D3DXVECTOR2(0.11f, 0.05f) * dt; mTexOffset1 += D3DXVECTOR2(0.25f, 0.1f) * dt; // Textures repeat every 1.0 unit, so reset back down to zero // so the coordinates do not grow. if(mTexOffset0.x >= 1.0f || mTexOffset0.x <= -1.0f) mTexOffset0.x = 0.0f; if(mTexOffset1.x >= 1.0f || mTexOffset1.x <= -1.0f) mTexOffset1.x = 0.0f; if(mTexOffset0.y >= 1.0f || mTexOffset0.y <= -1.0f) mTexOffset0.y = 0.0f; if(mTexOffset1.y >= 1.0f || mTexOffset1.y <= -1.0f) mTexOffset1.y = 0.0f; } void CloudDemo::drawScene() { // Clear the backbuffer and depth buffer. HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffeeeeee, 1.0f, 0)); HR(gd3dDevice->BeginScene()); // Setup the rendering FX HR(mFX->SetTechnique(mhTech)); HR(mFX->SetMatrix(mhWVP, &(mWorld*mView*mProj))); HR(mFX->SetTexture(mhCloudTex0, mCloudTex0)); HR(mFX->SetTexture(mhCloudTex1, mCloudTex1)); HR(mFX->SetValue(mhTexOffset0, &mTexOffset0, sizeof(D3DXVECTOR2))); HR(mFX->SetValue(mhTexOffset1, &mTexOffset1, sizeof(D3DXVECTOR2))); HR(gd3dDevice->SetVertexDeclaration(VertexPT::Decl)); HR(gd3dDevice->SetStreamSource(0, mGridVB, 0, sizeof(VertexPT))); HR(gd3dDevice->SetIndices(mGridIB)); // Begin passes. UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); for(UINT i = 0; i < numPasses; ++i) { HR(mFX->BeginPass(i)); HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, mNumGridVertices, 0, mNumGridTriangles)); HR(mFX->EndPass()); } HR(mFX->End()); mGfxStats->display(); HR(gd3dDevice->EndScene()); // Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); } void CloudDemo::buildGridGeometry() { 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(VertexPT), D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &mGridVB, 0)); // Now lock it to obtain a pointer to its internal data, and write the // grid's vertex data. VertexPT* v = 0; HR(mGridVB->Lock(0, 0, (void**)&v, 0)); float texScale = 0.02f; for(int i = 0; i < 100; ++i) { for(int j = 0; j < 100; ++j) { DWORD index = i * 100 + j; v[index].pos = verts[index]; v[index].tex0 = D3DXVECTOR2((float)j, (float)i) * texScale; } } HR(mGridVB->Unlock()); // Obtain a pointer to a new index buffer. HR(gd3dDevice->CreateIndexBuffer(mNumGridTriangles*3*sizeof(WORD), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &mGridIB, 0)); // Now lock it to obtain a pointer to its internal data, and write the // grid's index data. WORD* k = 0; HR(mGridIB->Lock(0, 0, (void**)&k, 0)); for(DWORD i = 0; i < mNumGridTriangles*3; ++i) k[i] = (WORD)indices[i]; HR(mGridIB->Unlock()); } void CloudDemo::buildFX() { // Create the FX from a .fx file. ID3DXBuffer* errors = 0; HR(D3DXCreateEffectFromFile(gd3dDevice, "clouds.fx", 0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors)); if( errors ) MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0); // Obtain handles. mhTech = mFX->GetTechniqueByName("CloudsTech"); mhWVP = mFX->GetParameterByName(0, "gWVP"); mhCloudTex0 = mFX->GetParameterByName(0, "gCloudTex0"); mhCloudTex1 = mFX->GetParameterByName(0, "gCloudTex1"); mhTexOffset0 = mFX->GetParameterByName(0, "gTexOffset0"); mhTexOffset1 = mFX->GetParameterByName(0, "gTexOffset1"); } void CloudDemo::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); } void CloudDemo::buildProjMtx() { float w = (float)md3dPP.BackBufferWidth; float h = (float)md3dPP.BackBufferHeight; D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.25f, w/h, 1.0f, 5000.0f); }