//============================================================================= // ShadowDemo.cpp by Frank Luna (C) 2005 All Rights Reserved. // // Prevents double blending with the stencil buffer. // // Controls: Use mouse to orbit and zoom; use the 'W' and 'S' keys to // alter the height of the camera. // Use 'A' and 'D' keys to translate the teapot on the x-axis. //============================================================================= #include "d3dApp.h" #include "DirectInput.h" #include #include "GfxStats.h" #include #include "Vertex.h" class ShadowDemo : public D3DApp { public: ShadowDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP); ~ShadowDemo(); bool checkDeviceCaps(); void onLostDevice(); void onResetDevice(); void updateScene(float dt); void drawScene(); // Helper methods void buildRoomGeometry(); void buildFX(); void buildViewMtx(); void buildProjMtx(); void drawRoom(); void drawMirror(); void drawTeapot(); void drawReflectedTeapot(); void drawTeapotShadow(); void genSphericalTexCoords(); private: GfxStats* mGfxStats; IDirect3DVertexBuffer9* mRoomVB; ID3DXMesh* mTeapot; IDirect3DTexture9* mFloorTex; IDirect3DTexture9* mWallTex; IDirect3DTexture9* mMirrorTex; 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 mWhiteMtrl; Mtrl mShadowMtrl; D3DXVECTOR3 mLightVecW; D3DXCOLOR mAmbientLight; D3DXCOLOR mDiffuseLight; D3DXCOLOR mSpecularLight; float mCameraRotationY; float mCameraRadius; float mCameraHeight; D3DXMATRIX mRoomWorld; 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 ShadowDemo app(hInstance, "Shadow Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING); gd3dApp = &app; DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND); gDInput = &di; return gd3dApp->run(); } ShadowDemo::ShadowDemo(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 = 15.0f; mCameraRotationY = 1.4f * D3DX_PI; mCameraHeight = 5.0f; mLightVecW = D3DXVECTOR3(-0.577f, 0.577f, -0.577f); 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); mWhiteMtrl.ambient = WHITE; mWhiteMtrl.diffuse = WHITE; mWhiteMtrl.spec = WHITE * 0.8f; mWhiteMtrl.specPower = 16.0f; mShadowMtrl.ambient = BLACK; mShadowMtrl.diffuse = BLACK; mShadowMtrl.diffuse.a = 0.5f; // 50% transparent. mShadowMtrl.spec = BLACK; mShadowMtrl.specPower = 1.0f; D3DXMatrixIdentity(&mRoomWorld); D3DXMatrixTranslation(&mTeapotWorld, 0.0f, 3.0f, -6.0f); HR(D3DXCreateTextureFromFile(gd3dDevice, "checkboard.dds", &mFloorTex)); HR(D3DXCreateTextureFromFile(gd3dDevice, "brick2.dds", &mWallTex)); HR(D3DXCreateTextureFromFile(gd3dDevice, "ice.dds", &mMirrorTex)); HR(D3DXCreateTextureFromFile(gd3dDevice, "brick1.dds", &mTeapotTex)); HR(D3DXCreateTeapot(gd3dDevice, &mTeapot, 0)); // Generate texture coordinates for the teapot. genSphericalTexCoords(); // Room geometry count. mGfxStats->addVertices(24); mGfxStats->addTriangles(8); // We draw the teapot 3 times--one regularly, one reflected and one shadowed. mGfxStats->addVertices(mTeapot->GetNumVertices() * 3); mGfxStats->addTriangles(mTeapot->GetNumFaces() * 3); buildRoomGeometry(); buildFX(); onResetDevice(); } ShadowDemo::~ShadowDemo() { delete mGfxStats; ReleaseCOM(mRoomVB); ReleaseCOM(mTeapot); ReleaseCOM(mFloorTex); ReleaseCOM(mWallTex); ReleaseCOM(mMirrorTex); ReleaseCOM(mTeapotTex); ReleaseCOM(mFX); DestroyAllVertexDeclarations(); } bool ShadowDemo::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 ShadowDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); } void ShadowDemo::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 ShadowDemo::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(); // Update teapot position by modifying the translation elements // in its world matrix. if( gDInput->keyDown(DIK_A) ) mTeapotWorld(3,0) -= 2.0f * dt; if( gDInput->keyDown(DIK_D) ) mTeapotWorld(3,0) += 2.0f * dt; } void ShadowDemo::drawScene() { // Clear the backbuffer and depth buffer. HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, 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))); // All objects use the same material (except the shadow). HR(mFX->SetValue(mhAmbientMtrl, &mWhiteMtrl.ambient, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseMtrl, &mWhiteMtrl.diffuse, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecularMtrl, &mWhiteMtrl.spec, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecularPower, mWhiteMtrl.specPower)); drawRoom(); drawMirror(); drawTeapot(); drawReflectedTeapot(); HR(mFX->SetValue(mhAmbientMtrl, &mShadowMtrl.ambient, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseMtrl, &mShadowMtrl.diffuse, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecularMtrl, &mShadowMtrl.spec, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecularPower, mShadowMtrl.specPower)); drawTeapotShadow(); mGfxStats->display(); HR(gd3dDevice->EndScene()); // Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); } void ShadowDemo::buildRoomGeometry() { // Create and specify geometry. For this sample we draw a floor // and a wall with a mirror on it. We put the floor, wall, and // mirror geometry in one vertex buffer. // // |----|----|----| // |Wall|Mirr|Wall| // | | or | | // /--------------/ // / Floor / // /--------------/ // Create the vertex buffer. HR(gd3dDevice->CreateVertexBuffer(24 * sizeof(VertexPNT), D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &mRoomVB, 0)); // Write box vertices to the vertex buffer. VertexPNT* v = 0; HR(mRoomVB->Lock(0, 0, (void**)&v, 0)); // Floor: Observe we tile texture coordinates. v[0] = VertexPNT(-7.5f, 0.0f, -10.0f, 0.0f, 1.0f, 0.0f, 0.0f, 4.0f); v[1] = VertexPNT(-7.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f); v[2] = VertexPNT( 7.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 4.0f, 0.0f); v[3] = VertexPNT(-7.5f, 0.0f, -10.0f, 0.0f, 1.0f, 0.0f, 0.0f, 4.0f); v[4] = VertexPNT( 7.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 4.0f, 0.0f); v[5] = VertexPNT( 7.5f, 0.0f, -10.0f, 0.0f, 1.0f, 0.0f, 4.0f, 4.0f); // Wall: Observe we tile texture coordinates, and that we // leave a gap in the middle for the mirror. v[6] = VertexPNT(-7.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 2.0f); v[7] = VertexPNT(-7.5f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f); v[8] = VertexPNT(-2.5f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 2.0f, 0.0f); v[9] = VertexPNT(-7.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 2.0f); v[10] = VertexPNT(-2.5f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 2.0f, 0.0f); v[11] = VertexPNT(-2.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 2.0f, 2.0f); v[12] = VertexPNT(2.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 2.0f); v[13] = VertexPNT(2.5f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f); v[14] = VertexPNT(7.5f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 2.0f, 0.0f); v[15] = VertexPNT(2.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 2.0f); v[16] = VertexPNT(7.5f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 2.0f, 0.0f); v[17] = VertexPNT(7.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 2.0f, 2.0f); // Mirror v[18] = VertexPNT(-2.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f); v[19] = VertexPNT(-2.5f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f); v[20] = VertexPNT( 2.5f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f); v[21] = VertexPNT(-2.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f); v[22] = VertexPNT( 2.5f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f); v[23] = VertexPNT( 2.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f); HR(mRoomVB->Unlock()); } void ShadowDemo::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 ShadowDemo::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 ShadowDemo::buildProjMtx() { float w = (float)md3dPP.BackBufferWidth; float h = (float)md3dPP.BackBufferHeight; D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.25f, w/h, 1.0f, 5000.0f); } void ShadowDemo::drawRoom() { HR(mFX->SetMatrix(mhWVP, &(mRoomWorld*mView*mProj))); D3DXMATRIX worldInvTrans; D3DXMatrixInverse(&worldInvTrans, 0, &mRoomWorld); D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans); HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans)); HR(mFX->SetMatrix(mhWorld, &mRoomWorld)); HR(gd3dDevice->SetVertexDeclaration(VertexPNT::Decl)); HR(gd3dDevice->SetStreamSource(0, mRoomVB, 0, sizeof(VertexPNT))); // Begin passes. UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); for(UINT i = 0; i < numPasses; ++i) { HR(mFX->BeginPass(i)); // draw the floor HR(mFX->SetTexture(mhTex, mFloorTex)); HR(mFX->CommitChanges()); HR(gd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2)); // draw the walls HR(mFX->SetTexture(mhTex, mWallTex)); HR(mFX->CommitChanges()); HR(gd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 6, 4)); HR(mFX->EndPass()); } HR(mFX->End()); } void ShadowDemo::drawMirror() { HR(mFX->SetMatrix(mhWVP, &(mRoomWorld*mView*mProj))); D3DXMATRIX worldInvTrans; D3DXMatrixInverse(&worldInvTrans, 0, &mRoomWorld); D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans); HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans)); HR(mFX->SetMatrix(mhWorld, &mRoomWorld)); HR(mFX->SetTexture(mhTex, mMirrorTex)); HR(gd3dDevice->SetVertexDeclaration(VertexPNT::Decl)); HR(gd3dDevice->SetStreamSource(0, mRoomVB, 0, sizeof(VertexPNT))); // Begin passes. UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); for(UINT i = 0; i < numPasses; ++i) { HR(mFX->BeginPass(i)); // draw the mirror HR(gd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 18, 2)); HR(mFX->EndPass()); } HR(mFX->End()); } void ShadowDemo::drawTeapot() { // Cylindrically interpolate texture coordinates. HR(gd3dDevice->SetRenderState(D3DRS_WRAP0, D3DWRAPCOORD_0)); 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)); } void ShadowDemo::drawReflectedTeapot() { HR(gd3dDevice->SetRenderState(D3DRS_STENCILENABLE, true)); HR(gd3dDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS)); HR(gd3dDevice->SetRenderState(D3DRS_STENCILREF, 0x1)); HR(gd3dDevice->SetRenderState(D3DRS_STENCILMASK, 0xffffffff)); HR(gd3dDevice->SetRenderState(D3DRS_STENCILWRITEMASK, 0xffffffff)); HR(gd3dDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP)); HR(gd3dDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP)); HR(gd3dDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE)); // disable writes to the depth and back buffers HR(gd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, false)); HR(gd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true)); HR(gd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO)); HR(gd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE)); // Draw mirror to stencil only. drawMirror(); // Re-enable depth writes HR(gd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, true )); // Only draw reflected teapot to the pixels where the mirror // was drawn to. HR(gd3dDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_EQUAL)); HR(gd3dDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP)); // Build Reflection transformation. D3DXMATRIX R; D3DXPLANE plane(0.0f, 0.0f, 1.0f, 0.0f); // xy plane D3DXMatrixReflect(&R, &plane); // Save the original teapot world matrix. D3DXMATRIX oldTeapotWorld = mTeapotWorld; // Add reflection transform. mTeapotWorld = mTeapotWorld * R; // Reflect light vector also. D3DXVECTOR3 oldLightVecW = mLightVecW; D3DXVec3TransformNormal(&mLightVecW, &mLightVecW, &R); HR(mFX->SetValue(mhLightVecW, &mLightVecW, sizeof(D3DXVECTOR3))); // Disable depth buffer and render the reflected teapot. HR(gd3dDevice->SetRenderState(D3DRS_ZENABLE, false)); HR(gd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false)); // Finally, draw the reflected teapot HR(gd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW)); drawTeapot(); mTeapotWorld = oldTeapotWorld; mLightVecW = oldLightVecW; // Restore render states. HR(gd3dDevice->SetRenderState(D3DRS_ZENABLE, true)); HR(gd3dDevice->SetRenderState( D3DRS_STENCILENABLE, false)); HR(gd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW)); } void ShadowDemo::drawTeapotShadow() { HR(gd3dDevice->SetRenderState(D3DRS_STENCILENABLE, true)); HR(gd3dDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_EQUAL)); HR(gd3dDevice->SetRenderState(D3DRS_STENCILREF, 0x0)); HR(gd3dDevice->SetRenderState(D3DRS_STENCILMASK, 0xffffffff)); HR(gd3dDevice->SetRenderState(D3DRS_STENCILWRITEMASK, 0xffffffff)); HR(gd3dDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP)); HR(gd3dDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP)); HR(gd3dDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCR)); // Position shadow. D3DXVECTOR4 lightDirection(0.577f, -0.577f, 0.577f, 0.0f); D3DXPLANE groundPlane(0.0f, -1.0f, 0.0f, 0.0f); D3DXMATRIX S; D3DXMatrixShadow(&S, &lightDirection, &groundPlane); // Offset the shadow up slightly so that there is no // z-fighting with the shadow and ground. D3DXMATRIX eps; D3DXMatrixTranslation(&eps, 0.0f, 0.001f, 0.0f); // Save the original teapot world matrix. D3DXMATRIX oldTeapotWorld = mTeapotWorld; // Add shadow projection transform. mTeapotWorld = mTeapotWorld * S * eps; // Alpha blend the shadow. HR(gd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true)); HR(gd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA)); HR(gd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA)); drawTeapot(); // Restore settings. mTeapotWorld = oldTeapotWorld; HR(gd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false)); HR(gd3dDevice->SetRenderState(D3DRS_STENCILENABLE, false)); } void ShadowDemo::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); }