//============================================================================= // EnvMapDemo.cpp by Frank Luna (C) 2005 All Rights Reserved. // // Demonstrates how to texture a sky sphere with an environment map // and how to simulate reflections on arbitrary objects with an // environment map. // // Controls: Use mouse to look and 'W', 'S', 'A', and 'D' keys to move. //============================================================================= #include "d3dApp.h" #include "DirectInput.h" #include #include "GfxStats.h" #include #include "Camera.h" #include "Sky.h" #include "Vertex.h" class EnvMapDemo : public D3DApp { public: EnvMapDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP); ~EnvMapDemo(); bool checkDeviceCaps(); void onLostDevice(); void onResetDevice(); void updateScene(float dt); void drawScene(); void buildFX(); private: GfxStats* mGfxStats; Sky* mSky; ID3DXMesh* mSceneMesh; D3DXMATRIX mSceneWorld; std::vector mSceneMtrls; std::vector mSceneTextures; IDirect3DTexture9* mWhiteTex; ID3DXEffect* mFX; D3DXHANDLE mhTech; D3DXHANDLE mhWVP; D3DXHANDLE mhWorldInvTrans; D3DXHANDLE mhEyePosW; D3DXHANDLE mhWorld; D3DXHANDLE mhTex; D3DXHANDLE mhMtrl; D3DXHANDLE mhLight; D3DXHANDLE mhEnvMap; DirLight mLight; }; 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 // Construct camera before application, since the application uses the camera. Camera camera; gCamera = &camera; EnvMapDemo app(hInstance, "Environment Map Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING); gd3dApp = &app; DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND); gDInput = &di; return gd3dApp->run(); } EnvMapDemo::EnvMapDemo(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(); mSky = new Sky("grassenvmap1024.dds", 10000.0f); mLight.dirW = D3DXVECTOR3(0.0f, 1.0f, 2.0f); D3DXVec3Normalize(&mLight.dirW, &mLight.dirW); mLight.ambient = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f); mLight.diffuse = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f); mLight.spec = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f); LoadXFile("skullocc.x", &mSceneMesh, mSceneMtrls, mSceneTextures); D3DXMatrixIdentity(&mSceneWorld); HR(D3DXCreateTextureFromFile(gd3dDevice, "whitetex.dds", &mWhiteTex)); // Initialize camera. gCamera->pos().y = 3.0f; gCamera->pos().z = -10.0f; gCamera->setSpeed(5.0f); mGfxStats->addVertices(mSceneMesh->GetNumVertices()); mGfxStats->addTriangles(mSceneMesh->GetNumFaces()); mGfxStats->addVertices(mSky->getNumVertices()); mGfxStats->addTriangles(mSky->getNumTriangles()); buildFX(); onResetDevice(); } EnvMapDemo::~EnvMapDemo() { delete mGfxStats; delete mSky; ReleaseCOM(mFX); ReleaseCOM(mSceneMesh); for(UINT i = 0; i < mSceneTextures.size(); ++i) ReleaseCOM(mSceneTextures[i]); ReleaseCOM(mWhiteTex); DestroyAllVertexDeclarations(); } bool EnvMapDemo::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 EnvMapDemo::onLostDevice() { mGfxStats->onLostDevice(); mSky->onLostDevice(); HR(mFX->OnLostDevice()); } void EnvMapDemo::onResetDevice() { mGfxStats->onResetDevice(); mSky->onResetDevice(); HR(mFX->OnResetDevice()); // The aspect ratio depends on the backbuffer dimensions, which can // possibly change after a reset. So rebuild the projection matrix. float w = (float)md3dPP.BackBufferWidth; float h = (float)md3dPP.BackBufferHeight; gCamera->setLens(D3DX_PI * 0.25f, w/h, 1.0f, 2000.0f); } void EnvMapDemo::updateScene(float dt) { mGfxStats->update(dt); gDInput->poll(); gCamera->update(dt, 0, 0); } void EnvMapDemo::drawScene() { HR(gd3dDevice->BeginScene()); // Draw sky first--this also replaces our gd3dDevice->Clear call. mSky->draw(); HR(mFX->SetValue(mhLight, &mLight, sizeof(DirLight))); HR(mFX->SetMatrix(mhWVP, &(mSceneWorld*gCamera->viewProj()))); HR(mFX->SetValue(mhEyePosW, &gCamera->pos(), sizeof(D3DXVECTOR3))); UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); HR(mFX->BeginPass(0)); for(UINT j = 0; j < mSceneMtrls.size(); ++j) { HR(mFX->SetValue(mhMtrl, &mSceneMtrls[j], sizeof(Mtrl))); // If there is a texture, then use. if(mSceneTextures[j] != 0) { HR(mFX->SetTexture(mhTex, mSceneTextures[j])); } // But if not, then set a pure white texture. When the texture color // is multiplied by the color from lighting, it is like multiplying by // 1 and won't change the color from lighting. else { HR(mFX->SetTexture(mhTex, mWhiteTex)); } HR(mFX->CommitChanges()); HR(mSceneMesh->DrawSubset(j)); } HR(mFX->EndPass()); HR(mFX->End()); mGfxStats->display(); HR(gd3dDevice->EndScene()); // Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); } void EnvMapDemo::buildFX() { // Create the FX from a .fx file. ID3DXBuffer* errors = 0; HR(D3DXCreateEffectFromFile(gd3dDevice, "EnvMap.fx", 0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors)); if( errors ) MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0); // Obtain handles. mhTech = mFX->GetTechniqueByName("EnvMapTech"); mhWVP = mFX->GetParameterByName(0, "gWVP"); mhWorldInvTrans = mFX->GetParameterByName(0, "gWorldInvTrans"); mhMtrl = mFX->GetParameterByName(0, "gMtrl"); mhLight = mFX->GetParameterByName(0, "gLight"); mhEyePosW = mFX->GetParameterByName(0, "gEyePosW"); mhWorld = mFX->GetParameterByName(0, "gWorld"); mhTex = mFX->GetParameterByName(0, "gTex"); mhEnvMap = mFX->GetParameterByName(0, "gEnvMap"); // Set parameters that do not vary: // World is the identity, so inverse-transpose also identity. HR(mFX->SetMatrix(mhWorldInvTrans, &mSceneWorld)); HR(mFX->SetMatrix(mhWorld, &mSceneWorld)); HR(mFX->SetTexture(mhEnvMap, mSky->getEnvMap())); HR(mFX->SetTechnique(mhTech)); }