topical media & game development
graphic-directx-game-21-Water-Water.cpp / cpp
//=============================================================================
// Water.cpp by Frank Luna (C) 2004 All Rights Reserved.
//=============================================================================
include <Water.h>
include <Vertex.h>
include <Camera.h>
Water::Water(InitInfo& initInfo)
{
mInitInfo = initInfo;
mWidth = (initInfo.vertCols-1)*initInfo.dx;
mDepth = (initInfo.vertRows-1)*initInfo.dz;
mWaveMapOffset0 = D3DXVECTOR2(0.0f, 0.0f);
mWaveMapOffset1 = D3DXVECTOR2(0.0f, 0.0f);
DWORD numTris = (initInfo.vertRows-1)*(initInfo.vertCols-1)*2;
DWORD numVerts = initInfo.vertRows*initInfo.vertCols;
//===============================================================
// Allocate the mesh.
D3DVERTEXELEMENT9 elems[MAX_FVF_DECL_SIZE];
UINT numElems = 0;
HR(VertexPT::Decl->GetDeclaration(elems, &numElems));
HR(D3DXCreateMesh(numTris, numVerts,
D3DXMESH_MANAGED, elems, gd3dDevice, &mMesh));
//===============================================================
// Write the grid vertices and triangles to the mesh.
VertexPT* v = 0;
HR(mMesh->LockVertexBuffer(0, (void**)&v));
std::vector<D3DXVECTOR3> verts;
std::vector<DWORD> indices;
GenTriGrid(mInitInfo.vertRows, mInitInfo.vertCols, mInitInfo.dx,
mInitInfo.dz, D3DXVECTOR3(0.0f, 0.0f, 0.0f), verts, indices);
for(int i = 0; i < mInitInfo.vertRows; ++i)
{
for(int j = 0; j < mInitInfo.vertCols; ++j)
{
DWORD index = i * mInitInfo.vertCols + j;
v[index].pos = verts[index];
v[index].tex0 = D3DXVECTOR2((float)j/mInitInfo.vertCols,
(float)i/mInitInfo.vertRows)
* initInfo.texScale;
}
}
HR(mMesh->UnlockVertexBuffer());
//===============================================================
// Write triangle data so we can compute normals.
WORD* indexBuffPtr = 0;
HR(mMesh->LockIndexBuffer(0, (void**)&indexBuffPtr));
DWORD* attBuff = 0;
HR(mMesh->LockAttributeBuffer(0, &attBuff));
for(UINT i = 0; i < mMesh->GetNumFaces(); ++i)
{
indexBuffPtr[i*3+0] = (WORD)indices[i*3+0];
indexBuffPtr[i*3+1] = (WORD)indices[i*3+1];
indexBuffPtr[i*3+2] = (WORD)indices[i*3+2];
attBuff[i] = 0; // All in subset 0.
}
HR(mMesh->UnlockIndexBuffer());
HR(mMesh->UnlockAttributeBuffer());
//===============================================================
// Optimize for the vertex cache and build attribute table.
DWORD* adj = new DWORD[mMesh->GetNumFaces()*3];
HR(mMesh->GenerateAdjacency(EPSILON, adj));
HR(mMesh->OptimizeInplace(D3DXMESHOPT_VERTEXCACHE|D3DXMESHOPT_ATTRSORT,
adj, 0, 0, 0));
delete[] adj;
//===============================================================
// Create textures/effect.
HR(D3DXCreateTextureFromFile(gd3dDevice, initInfo.waveMapFilename0.c_str(), &mWaveMap0));
HR(D3DXCreateTextureFromFile(gd3dDevice, initInfo.waveMapFilename1.c_str(), &mWaveMap1));
buildFX();
}
Water::~Water()
{
ReleaseCOM(mMesh);
ReleaseCOM(mFX);
ReleaseCOM(mWaveMap0);
ReleaseCOM(mWaveMap1);
}
DWORD Water::getNumTriangles()
{
return mMesh->GetNumFaces();
}
DWORD Water::getNumVertices()
{
return mMesh->GetNumVertices();
}
void Water::onLostDevice()
{
HR(mFX->OnLostDevice());
}
void Water::onResetDevice()
{
HR(mFX->OnResetDevice());
}
void Water::update(float dt)
{
// Update texture coordinate offsets. These offsets are added to the
// texture coordinates in the vertex shader to animate them.
mWaveMapOffset0 += mInitInfo.waveMapVelocity0 * dt;
mWaveMapOffset1 += mInitInfo.waveMapVelocity1 * dt;
// Textures repeat every 1.0 unit, so reset back down to zero
// so the coordinates do not grow too large.
if(mWaveMapOffset0.x >= 1.0f || mWaveMapOffset0.x <= -1.0f)
mWaveMapOffset0.x = 0.0f;
if(mWaveMapOffset1.x >= 1.0f || mWaveMapOffset1.x <= -1.0f)
mWaveMapOffset1.x = 0.0f;
if(mWaveMapOffset0.y >= 1.0f || mWaveMapOffset0.y <= -1.0f)
mWaveMapOffset0.y = 0.0f;
if(mWaveMapOffset1.y >= 1.0f || mWaveMapOffset1.y <= -1.0f)
mWaveMapOffset1.y = 0.0f;
}
void Water::draw()
{
HR(mFX->SetMatrix(mhWVP, &(mInitInfo.toWorld*gCamera->viewProj())));
HR(mFX->SetValue(mhEyePosW, &gCamera->pos(), sizeof(D3DXVECTOR3)));
HR(mFX->SetValue(mhWaveMapOffset0, &mWaveMapOffset0, sizeof(D3DXVECTOR2)));
HR(mFX->SetValue(mhWaveMapOffset1, &mWaveMapOffset1, sizeof(D3DXVECTOR2)));
UINT numPasses = 0;
HR(mFX->Begin(&numPasses, 0));
HR(mFX->BeginPass(0));
HR(mMesh->DrawSubset(0));
HR(mFX->EndPass());
HR(mFX->End());
}
void Water::buildFX()
{
ID3DXBuffer* errors = 0;
HR(D3DXCreateEffectFromFile(gd3dDevice, "Water.fx",
0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors));
if( errors )
MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);
mhTech = mFX->GetTechniqueByName("WaterTech");
mhWorld = mFX->GetParameterByName(0, "gWorld");
mhWorldInv = mFX->GetParameterByName(0, "gWorldInv");
mhWVP = mFX->GetParameterByName(0, "gWVP");
mhEyePosW = mFX->GetParameterByName(0, "gEyePosW");
mhLight = mFX->GetParameterByName(0, "gLight");
mhMtrl = mFX->GetParameterByName(0, "gMtrl");
mhWaveMap0 = mFX->GetParameterByName(0, "gWaveMap0");
mhWaveMap1 = mFX->GetParameterByName(0, "gWaveMap1");
mhWaveMapOffset0 = mFX->GetParameterByName(0, "gWaveMapOffset0");
mhWaveMapOffset1 = mFX->GetParameterByName(0, "gWaveMapOffset1");
mhEnvMap = mFX->GetParameterByName(0, "gEnvMap");
// We don't need to set these every frame since they do not change.
HR(mFX->SetMatrix(mhWorld, &mInitInfo.toWorld));
D3DXMATRIX worldInv;
D3DXMatrixInverse(&worldInv, 0, &mInitInfo.toWorld);
HR(mFX->SetMatrix(mhWorldInv, &worldInv));
HR(mFX->SetTechnique(mhTech));
HR(mFX->SetTexture(mhWaveMap0, mWaveMap0));
HR(mFX->SetTexture(mhWaveMap1, mWaveMap1));
HR(mFX->SetValue(mhLight, &mInitInfo.dirLight, sizeof(DirLight)));
HR(mFX->SetValue(mhMtrl, &mInitInfo.mtrl, sizeof(Mtrl)));
}
void Water::setEnvMap(IDirect3DCubeTexture9* envMap)
{
HR(mFX->SetTexture(mhEnvMap, envMap));
}
(C) Æliens
20/2/2008
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