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graphic-directx-game-12-Teapot-with-TexAlpha-TeapotDemo.cpp / cpp



  //=============================================================================
  // TeapotDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.
  //
  // Demonstrates material alpha blending and transparency, by using 
  // the textures alpha channel info.
  //
  // 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 <crtdbg.h>
  include <GfxStats.h>
  include <list>
  include <Vertex.h>
  
  class TeapotDemo : public D3DApp
  {
  public:
          TeapotDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);
          ~TeapotDemo();
  
          bool checkDeviceCaps();
          void onLostDevice();
          void onResetDevice();
          void updateScene(float dt);
          void drawScene();
  
          // Helper methods
          void buildBoxGeometry();
          void buildFX();
          void buildViewMtx();
          void buildProjMtx();
  
          void drawCrate();
          void drawTeapot();
          void genSphericalTexCoords();
  
  private:
          GfxStats* mGfxStats;
          
          IDirect3DVertexBuffer9* mBoxVB;
          IDirect3DIndexBuffer9* mBoxIB;
          ID3DXMesh*             mTeapot;
          IDirect3DTexture9*     mCrateTex;
          IDirect3DTexture9*     mTeapotTex;
  
          ID3DXEffect* mFX;
          D3DXHANDLE   mhTech;
          D3DXHANDLE   mhWVP;
          D3DXHANDLE   mhWorldInvTrans;
          D3DXHANDLE   mhLightVecW;
          D3DXHANDLE   mhDiffuseMtrl;
          D3DXHANDLE   mhDiffuseLight;
          D3DXHANDLE   mhAmbientMtrl;
          D3DXHANDLE   mhAmbientLight;
          D3DXHANDLE   mhSpecularMtrl;
          D3DXHANDLE   mhSpecularLight;
          D3DXHANDLE   mhSpecularPower;
          D3DXHANDLE   mhEyePos;
          D3DXHANDLE   mhWorld;
          D3DXHANDLE   mhTex;
  
          Mtrl mCrateMtrl;
          Mtrl mTeapotMtrl;
  
          D3DXVECTOR3 mLightVecW;
          D3DXCOLOR   mAmbientLight;
          D3DXCOLOR   mDiffuseLight;
          D3DXCOLOR   mSpecularLight;
  
          float mCameraRotationY;
          float mCameraRadius;
          float mCameraHeight;
  
          D3DXMATRIX mCrateWorld;
          D3DXMATRIX mTeapotWorld;
  
          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
  
          TeapotDemo app(hInstance, "Transparent Teapot Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING);
          gd3dApp = &app;
  
          DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
          gDInput = &di;
  
      return gd3dApp->run();
  }
  
  TeapotDemo::TeapotDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP)
  : D3DApp(hInstance, winCaption, devType, requestedVP)
  {
          if(!checkDeviceCaps())
          {
                  MessageBox(0, "checkDeviceCaps() Failed", 0, 0);
                  PostQuitMessage(0);
          }
  
          InitAllVertexDeclarations();
  
          mGfxStats = new GfxStats();
          
          mCameraRadius    = 6.0f;
          mCameraRotationY = 1.2 * D3DX_PI;
          mCameraHeight    = 3.0f;
  
          mLightVecW     = D3DXVECTOR3(0.0, 0.0f, -1.0f);
          mDiffuseLight  = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
          mAmbientLight  = D3DXCOLOR(0.6f, 0.6f, 0.6f, 1.0f);
          mSpecularLight = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
  
          mCrateMtrl.ambient   = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
          mCrateMtrl.diffuse   = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
          mCrateMtrl.spec      = D3DXCOLOR(0.4f, 0.4f, 0.4f, 1.0f);
          mCrateMtrl.specPower = 8.0f;
  
          mTeapotMtrl.ambient   = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
          mTeapotMtrl.diffuse   = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
          mTeapotMtrl.spec      = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f);
          mTeapotMtrl.specPower = 16.0f;
  
          // Set the crate back a bit.
          D3DXMatrixTranslation(&mCrateWorld, 0.0f, 0.0f, 2.0f);
          D3DXMatrixIdentity(&mTeapotWorld);
  
          HR(D3DXCreateTextureFromFile(gd3dDevice, "crate.jpg", &mCrateTex));
          HR(D3DXCreateTextureFromFile(gd3dDevice, "bricka.dds", &mTeapotTex));
  
          HR(D3DXCreateTeapot(gd3dDevice, &mTeapot, 0));
          // Generate texture coordinates for the teapot.
          genSphericalTexCoords();
  
          mGfxStats->addVertices(24);
          mGfxStats->addTriangles(12);
          mGfxStats->addVertices(mTeapot->GetNumVertices());
          mGfxStats->addTriangles(mTeapot->GetNumFaces());
  
          buildBoxGeometry();
          buildFX();
  
          onResetDevice();
  }
  
  TeapotDemo::~TeapotDemo()
  {
          delete mGfxStats;
          ReleaseCOM(mBoxVB);
          ReleaseCOM(mBoxIB);
          ReleaseCOM(mTeapot);
          ReleaseCOM(mCrateTex);
          ReleaseCOM(mTeapotTex);
          ReleaseCOM(mFX);
  
          DestroyAllVertexDeclarations();
  }
  
  bool TeapotDemo::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 TeapotDemo::onLostDevice()
  {
          mGfxStats->onLostDevice();
          HR(mFX->OnLostDevice());
  }
  
  void TeapotDemo::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 TeapotDemo::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 < 3.0f )
                  mCameraRadius = 3.0f;
  
          // 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();
  }
  
  void TeapotDemo::drawScene()
  {
          // Clear the backbuffer and depth buffer.
          HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffeeeeee, 1.0f, 0));
  
          HR(gd3dDevice->BeginScene());
  
          HR(mFX->SetTechnique(mhTech));
          HR(mFX->SetValue(mhLightVecW, &mLightVecW, sizeof(D3DXVECTOR3)));
          HR(mFX->SetValue(mhDiffuseLight, &mDiffuseLight, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhAmbientLight, &mAmbientLight, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhSpecularLight, &mSpecularLight, sizeof(D3DXCOLOR)));
  
          drawCrate();
          drawTeapot();
  
          mGfxStats->display();
  
          HR(gd3dDevice->EndScene());
  
          // Present the backbuffer.
          HR(gd3dDevice->Present(0, 0, 0, 0));
  }
  
  void TeapotDemo::buildBoxGeometry()
  {
          // Create the vertex buffer.
          HR(gd3dDevice->CreateVertexBuffer(24 * sizeof(VertexPNT), D3DUSAGE_WRITEONLY,
                  0, D3DPOOL_MANAGED,        &mBoxVB, 0));
  
          // Write box vertices to the vertex buffer.
          VertexPNT* v = 0;
          HR(mBoxVB->Lock(0, 0, (void**)&v, 0));
  
          // Fill in the front face vertex data.
          v[0] = VertexPNT(-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
          v[1] = VertexPNT(-1.0f,  1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f);
          v[2] = VertexPNT( 1.0f,  1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f);
          v[3] = VertexPNT( 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f);
  
          // Fill in the back face vertex data.
          v[4] = VertexPNT(-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
          v[5] = VertexPNT( 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f);
          v[6] = VertexPNT( 1.0f,  1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f);
          v[7] = VertexPNT(-1.0f,  1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f);
  
          // Fill in the top face vertex data.
          v[8]  = VertexPNT(-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f);
          v[9]  = VertexPNT(-1.0f, 1.0f,  1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f);
          v[10] = VertexPNT( 1.0f, 1.0f,  1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f);
          v[11] = VertexPNT( 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f);
  
          // Fill in the bottom face vertex data.
          v[12] = VertexPNT(-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f);
          v[13] = VertexPNT( 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f);
          v[14] = VertexPNT( 1.0f, -1.0f,  1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f);
          v[15] = VertexPNT(-1.0f, -1.0f,  1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f);
  
          // Fill in the left face vertex data.
          v[16] = VertexPNT(-1.0f, -1.0f,  1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f);
          v[17] = VertexPNT(-1.0f,  1.0f,  1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f);
          v[18] = VertexPNT(-1.0f,  1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f);
          v[19] = VertexPNT(-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f);
  
          // Fill in the right face vertex data.
          v[20] = VertexPNT( 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f);
          v[21] = VertexPNT( 1.0f,  1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f);
          v[22] = VertexPNT( 1.0f,  1.0f,  1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f);
          v[23] = VertexPNT( 1.0f, -1.0f,  1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f);
  
          HR(mBoxVB->Unlock());
  
          // Create the index buffer.
          HR(gd3dDevice->CreateIndexBuffer(36 * sizeof(WORD),        D3DUSAGE_WRITEONLY,
                  D3DFMT_INDEX16,        D3DPOOL_MANAGED, &mBoxIB, 0));
  
          // Write box indices to the index buffer.
          WORD* i = 0;
          HR(mBoxIB->Lock(0, 0, (void**)&i, 0));
  
          // Fill in the front face index data
          i[0] = 0; i[1] = 1; i[2] = 2;
          i[3] = 0; i[4] = 2; i[5] = 3;
  
          // Fill in the back face index data
          i[6] = 4; i[7]  = 5; i[8]  = 6;
          i[9] = 4; i[10] = 6; i[11] = 7;
  
          // Fill in the top face index data
          i[12] = 8; i[13] =  9; i[14] = 10;
          i[15] = 8; i[16] = 10; i[17] = 11;
  
          // Fill in the bottom face index data
          i[18] = 12; i[19] = 13; i[20] = 14;
          i[21] = 12; i[22] = 14; i[23] = 15;
  
          // Fill in the left face index data
          i[24] = 16; i[25] = 17; i[26] = 18;
          i[27] = 16; i[28] = 18; i[29] = 19;
  
          // Fill in the right face index data
          i[30] = 20; i[31] = 21; i[32] = 22;
          i[33] = 20; i[34] = 22; i[35] = 23;
  
          HR(mBoxIB->Unlock());
  }
  
  void TeapotDemo::buildFX()
  {
          // Create the FX from a .fx file.
          ID3DXBuffer* errors = 0;
          HR(D3DXCreateEffectFromFile(gd3dDevice, "DirLightTex.fx", 
                  0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors));
          if( errors )
                  MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);
  
          // Obtain handles.
          mhTech          = mFX->GetTechniqueByName("DirLightTexTech");
          mhWVP           = mFX->GetParameterByName(0, "gWVP");
          mhWorldInvTrans = mFX->GetParameterByName(0, "gWorldInvTrans");
          mhLightVecW     = mFX->GetParameterByName(0, "gLightVecW");
          mhDiffuseMtrl   = mFX->GetParameterByName(0, "gDiffuseMtrl");
          mhDiffuseLight  = mFX->GetParameterByName(0, "gDiffuseLight");
          mhAmbientMtrl   = mFX->GetParameterByName(0, "gAmbientMtrl");
          mhAmbientLight  = mFX->GetParameterByName(0, "gAmbientLight");
          mhSpecularMtrl  = mFX->GetParameterByName(0, "gSpecularMtrl");
          mhSpecularLight = mFX->GetParameterByName(0, "gSpecularLight");
          mhSpecularPower = mFX->GetParameterByName(0, "gSpecularPower");
          mhEyePos        = mFX->GetParameterByName(0, "gEyePosW");
          mhWorld         = mFX->GetParameterByName(0, "gWorld");
          mhTex           = mFX->GetParameterByName(0, "gTex");
  }
  
  void TeapotDemo::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 TeapotDemo::buildProjMtx()
  {
          float w = (float)md3dPP.BackBufferWidth;
          float h = (float)md3dPP.BackBufferHeight;
          D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.25f, w/h, 1.0f, 5000.0f);
  }
  
  void TeapotDemo::drawCrate()
  {
          HR(mFX->SetValue(mhAmbientMtrl, &mCrateMtrl.ambient, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhDiffuseMtrl, &mCrateMtrl.diffuse, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhSpecularMtrl, &mCrateMtrl.spec, sizeof(D3DXCOLOR)));
          HR(mFX->SetFloat(mhSpecularPower, mCrateMtrl.specPower));
  
          HR(mFX->SetMatrix(mhWVP, &(mCrateWorld*mView*mProj)));
          D3DXMATRIX worldInvTrans;
          D3DXMatrixInverse(&worldInvTrans, 0, &mCrateWorld);
          D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans);
          HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans));
          HR(mFX->SetMatrix(mhWorld, &mCrateWorld));
          HR(mFX->SetTexture(mhTex, mCrateTex));
  
          HR(gd3dDevice->SetVertexDeclaration(VertexPNT::Decl));
          HR(gd3dDevice->SetStreamSource(0, mBoxVB, 0, sizeof(VertexPNT)));
          HR(gd3dDevice->SetIndices(mBoxIB));
  
          // 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, 24, 0, 12));
                  HR(mFX->EndPass());
          }
          HR(mFX->End());
  }
  
  void TeapotDemo::drawTeapot()
  {
          // Cylindrically interpolate texture coordinates.
          HR(gd3dDevice->SetRenderState(D3DRS_WRAP0, D3DWRAPCOORD_0));
  
          // Enable alpha blending.
          HR(gd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true));
          HR(gd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA));
          HR(gd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA));
  
          HR(mFX->SetValue(mhAmbientMtrl, &mTeapotMtrl.ambient, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhDiffuseMtrl, &mTeapotMtrl.diffuse, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhSpecularMtrl, &mTeapotMtrl.spec, sizeof(D3DXCOLOR)));
          HR(mFX->SetFloat(mhSpecularPower, mTeapotMtrl.specPower));
  
          HR(mFX->SetMatrix(mhWVP, &(mTeapotWorld*mView*mProj)));
          D3DXMATRIX worldInvTrans;
          D3DXMatrixInverse(&worldInvTrans, 0, &mTeapotWorld);
          D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans);
          HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans));
          HR(mFX->SetMatrix(mhWorld, &mTeapotWorld));
          HR(mFX->SetTexture(mhTex, mTeapotTex));
  
          // Begin passes.
          UINT numPasses = 0;
          HR(mFX->Begin(&numPasses, 0));
          for(UINT i = 0; i < numPasses; ++i)
          {
                  HR(mFX->BeginPass(i));
                  HR(mTeapot->DrawSubset(0));
                  HR(mFX->EndPass());
          }
          HR(mFX->End());
  
          // Disable wrap.
          HR(gd3dDevice->SetRenderState(D3DRS_WRAP0, 0));
  
          // Disable alpha blending.
          HR(gd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false));
  }
  
  void TeapotDemo::genSphericalTexCoords()
  {
          // D3DXCreate* functions generate vertices with position 
          // and normal data.  But for texturing, we also need
          // tex-coords.  So clone the mesh to change the vertex
          // format to a format with tex-coords.
  
          D3DVERTEXELEMENT9 elements[64];
          UINT numElements = 0;
          VertexPNT::Decl->GetDeclaration(elements, &numElements);
  
          ID3DXMesh* temp = 0;
          HR(mTeapot->CloneMesh(D3DXMESH_SYSTEMMEM, 
                  elements, gd3dDevice, &temp));
  
          ReleaseCOM(mTeapot);
  
          // Now generate texture coordinates for each vertex.
          VertexPNT* vertices = 0;
          HR(temp->LockVertexBuffer(0, (void**)&vertices));
  
          for(UINT i = 0; i < temp->GetNumVertices(); ++i)
          {
                  // Convert to spherical coordinates.
                  D3DXVECTOR3 p = vertices[i].pos;
          
                  float theta = atan2f(p.z, p.x);
                  float phi   = acosf(p.y / sqrtf(p.x*p.x+p.y*p.y+p.z*p.z));
  
                  // Phi and theta give the texture coordinates, but are not in 
                  // the range [0, 1], so scale them into that range.
  
                  float u = theta / (2.0f*D3DX_PI);
                  float v = phi   / D3DX_PI;
                  
                  // Save texture coordinates.
                  
                  vertices[i].tex0.x = u;
                  vertices[i].tex0.y = v;
          }
          HR(temp->UnlockVertexBuffer());
  
          // Clone back to a hardware mesh.
          HR(temp->CloneMesh(D3DXMESH_MANAGED | D3DXMESH_WRITEONLY,
                  elements, gd3dDevice, &mTeapot));
  
          ReleaseCOM(temp);
  }


(C) Æliens 20/2/2008

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