//============================================================================= // 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 #include "GfxStats.h" #include #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); }