//============================================================================= // BasicTerrainDemo.cpp by Frank Luna (C) 2005 All Rights Reserved. // // Builds off the Multi-Tex demo from chapter 10 by using a heightmap // to adjust the grid heights to create hills and valleys. // // 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" #include "Heightmap.h" class BasicTerrainDemo : public D3DApp { public: BasicTerrainDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP); ~BasicTerrainDemo(); 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; Heightmap mHeightmap; ID3DXMesh* mTerrainMesh; IDirect3DTexture9* mTex0; IDirect3DTexture9* mTex1; IDirect3DTexture9* mTex2; IDirect3DTexture9* mBlendMap; ID3DXEffect* mFX; D3DXHANDLE mhTech; D3DXHANDLE mhViewProj; D3DXHANDLE mhDirToSunW; D3DXHANDLE mhTex0; D3DXHANDLE mhTex1; D3DXHANDLE mhTex2; D3DXHANDLE mhBlendMap; 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 BasicTerrainDemo app(hInstance, "Basic Terrain Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING); gd3dApp = &app; DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND); gDInput = &di; return gd3dApp->run(); } BasicTerrainDemo::BasicTerrainDemo(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 = 80.0f; mCameraRotationY = 1.2 * D3DX_PI; mCameraHeight = 40.0f; D3DXMatrixIdentity(&mWorld); mHeightmap.loadRAW(129, 129, "heightmap17_129.raw", 0.25f, 0.0f); // Load textures from file. HR(D3DXCreateTextureFromFile(gd3dDevice, "grass.dds", &mTex0)); HR(D3DXCreateTextureFromFile(gd3dDevice, "dirt.dds", &mTex1)); HR(D3DXCreateTextureFromFile(gd3dDevice, "stone.dds", &mTex2)); HR(D3DXCreateTextureFromFile(gd3dDevice, "blend_hm17.dds", &mBlendMap)); buildGridGeometry(); mGfxStats->addVertices(mTerrainMesh->GetNumVertices()); mGfxStats->addTriangles(mTerrainMesh->GetNumFaces()); buildFX(); onResetDevice(); } BasicTerrainDemo::~BasicTerrainDemo() { delete mGfxStats; ReleaseCOM(mTerrainMesh); ReleaseCOM(mTex0); ReleaseCOM(mTex1); ReleaseCOM(mTex2); ReleaseCOM(mBlendMap); ReleaseCOM(mFX); DestroyAllVertexDeclarations(); } bool BasicTerrainDemo::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 BasicTerrainDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); } void BasicTerrainDemo::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 BasicTerrainDemo::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(); } void BasicTerrainDemo::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->SetMatrix(mhViewProj, &(mView*mProj))); HR(mFX->SetTechnique(mhTech)); UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); HR(mFX->BeginPass(0)); HR(mTerrainMesh->DrawSubset(0)); HR(mFX->EndPass()); HR(mFX->End()); mGfxStats->display(); HR(gd3dDevice->EndScene()); // Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); } void BasicTerrainDemo::buildGridGeometry() { std::vector verts; std::vector indices; int vertRows = 129; int vertCols = 129; float dx = 1.0f; float dz = 1.0f; GenTriGrid(vertRows, vertCols, dx, dz, D3DXVECTOR3(0.0f, 0.0f, 0.0f), verts, indices); int numVerts = vertRows*vertCols; int numTris = (vertRows-1)*(vertCols-1)*2; // Create the mesh. D3DVERTEXELEMENT9 elems[MAX_FVF_DECL_SIZE]; UINT numElems = 0; HR(VertexPNT::Decl->GetDeclaration(elems, &numElems)); HR(D3DXCreateMesh(numTris, numVerts, D3DXMESH_MANAGED, elems, gd3dDevice, &mTerrainMesh)); // Write the vertices. VertexPNT* v = 0; HR(mTerrainMesh->LockVertexBuffer(0,(void**)&v)); // width/depth float w = (vertCols-1) * dx; float d = (vertRows-1) * dz; for(int i = 0; i < vertRows; ++i) { for(int j = 0; j < vertCols; ++j) { DWORD index = i * vertCols + j; v[index].pos = verts[index]; v[index].pos.y = mHeightmap(i, j); v[index].normal = D3DXVECTOR3(0.0f, 1.0f, 0.0f); v[index].tex0.x = (v[index].pos.x + (0.5f*w)) / w; v[index].tex0.y = (v[index].pos.z - (0.5f*d)) / -d; } } HR(mTerrainMesh->UnlockVertexBuffer()); // Write the indices and attribute buffer. WORD* k = 0; HR(mTerrainMesh->LockIndexBuffer(0, (void**)&k)); DWORD* attBuffer = 0; HR(mTerrainMesh->LockAttributeBuffer(0, &attBuffer)); // Compute the indices for each triangle. for(int i = 0; i < numTris; ++i) { k[i*3+0] = (WORD)indices[i*3+0]; k[i*3+1] = (WORD)indices[i*3+1]; k[i*3+2] = (WORD)indices[i*3+2]; attBuffer[i] = 0; // Always subset 0 } HR(mTerrainMesh->UnlockIndexBuffer()); HR(mTerrainMesh->UnlockAttributeBuffer()); // Generate normals and then optimize the mesh. HR(D3DXComputeNormals(mTerrainMesh, 0)); DWORD* adj = new DWORD[mTerrainMesh->GetNumFaces()*3]; HR(mTerrainMesh->GenerateAdjacency(EPSILON, adj)); HR(mTerrainMesh->OptimizeInplace(D3DXMESHOPT_VERTEXCACHE|D3DXMESHOPT_ATTRSORT, adj, 0, 0, 0)); delete[] adj; } void BasicTerrainDemo::buildFX() { ID3DXBuffer* errors = 0; HR(D3DXCreateEffectFromFile(gd3dDevice, "Terrain.fx", 0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors)); if( errors ) MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0); mhTech = mFX->GetTechniqueByName("TerrainTech"); mhViewProj = mFX->GetParameterByName(0, "gViewProj"); mhDirToSunW = mFX->GetParameterByName(0, "gDirToSunW"); mhTex0 = mFX->GetParameterByName(0, "gTex0"); mhTex1 = mFX->GetParameterByName(0, "gTex1"); mhTex2 = mFX->GetParameterByName(0, "gTex2"); mhBlendMap = mFX->GetParameterByName(0, "gBlendMap"); HR(mFX->SetTexture(mhTex0, mTex0)); HR(mFX->SetTexture(mhTex1, mTex1)); HR(mFX->SetTexture(mhTex2, mTex2)); HR(mFX->SetTexture(mhBlendMap, mBlendMap)); D3DXVECTOR3 d(0.0f, 1.0f, 0.0f); HR(mFX->SetValue(mhDirToSunW, &d, sizeof(D3DXVECTOR3))); } void BasicTerrainDemo::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 BasicTerrainDemo::buildProjMtx() { float w = (float)md3dPP.BackBufferWidth; float h = (float)md3dPP.BackBufferHeight; D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.25f, w/h, 1.0f, 5000.0f); }