topical media & game development
graphic-directx-game-12-TeapotDemo-TeapotDemo.cpp / cpp
//=============================================================================
// TeapotDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.
//
// Demonstrates material alpha blending and transparency.
//
// 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, 0.5f);
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, "brick1.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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