//============================================================================= // TriGridDemo.cpp by Frank Luna (C) 2005 All Rights Reserved. // // Demonstrates how to build and render a grid. // // 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" class TriGridDemo : public D3DApp { public: TriGridDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP); ~TriGridDemo(); bool checkDeviceCaps(); void onLostDevice(); void onResetDevice(); void updateScene(float dt); void drawScene(); // Helper methods void buildGeoBuffers(); void buildFX(); void buildViewMtx(); void buildProjMtx(); private: GfxStats* mGfxStats; DWORD mNumVertices; DWORD mNumTriangles; IDirect3DVertexBuffer9* mVB; IDirect3DIndexBuffer9* mIB; ID3DXEffect* mFX; D3DXHANDLE mhTech; D3DXHANDLE mhWVP; float mCameraRotationY; float mCameraRadius; float mCameraHeight; 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 TriGridDemo app(hInstance, "Grid Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING); gd3dApp = &app; DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND); gDInput = &di; if(!gd3dApp->checkDeviceCaps()) return 0; else return gd3dApp->run(); } TriGridDemo::TriGridDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP) : D3DApp(hInstance, winCaption, devType, requestedVP) { if(!checkDeviceCaps()) { MessageBox(0, "checkDeviceCaps() Failed", 0, 0); PostQuitMessage(0); } mGfxStats = new GfxStats(); mCameraRadius = 10.0f; mCameraRotationY = 1.2 * D3DX_PI; mCameraHeight = 5.0f; buildGeoBuffers(); buildFX(); onResetDevice(); InitAllVertexDeclarations(); } TriGridDemo::~TriGridDemo() { delete mGfxStats; ReleaseCOM(mVB); ReleaseCOM(mIB); ReleaseCOM(mFX); DestroyAllVertexDeclarations(); } bool TriGridDemo::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 TriGridDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); } void TriGridDemo::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 TriGridDemo::updateScene(float dt) { mGfxStats->setVertexCount(mNumVertices); mGfxStats->setTriCount(mNumTriangles); 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 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 TriGridDemo::drawScene() { // Clear the backbuffer and depth buffer. HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0)); HR(gd3dDevice->BeginScene()); // Let Direct3D know the vertex buffer, index buffer and vertex // declaration we are using. HR(gd3dDevice->SetStreamSource(0, mVB, 0, sizeof(VertexPos))); HR(gd3dDevice->SetIndices(mIB)); HR(gd3dDevice->SetVertexDeclaration(VertexPos::Decl)); // Setup the rendering FX HR(mFX->SetTechnique(mhTech)); HR(mFX->SetMatrix(mhWVP, &(mView*mProj))); // 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, mNumVertices, 0, mNumTriangles)); HR(mFX->EndPass()); } HR(mFX->End()); mGfxStats->display(); HR(gd3dDevice->EndScene()); // Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); } void TriGridDemo::buildGeoBuffers() { std::vector verts; std::vector indices; GenTriGrid(100, 100, 1.0f, 1.0f, D3DXVECTOR3(0.0f, 0.0f, 0.0f), verts, indices); // Save vertex count and triangle count for DrawIndexedPrimitive arguments. mNumVertices = 100*100; mNumTriangles = 99*99*2; // Obtain a pointer to a new vertex buffer. HR(gd3dDevice->CreateVertexBuffer(mNumVertices * sizeof(VertexPos), D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &mVB, 0)); // Now lock it to obtain a pointer to its internal data, and write the // grid's vertex data. VertexPos* v = 0; HR(mVB->Lock(0, 0, (void**)&v, 0)); for(DWORD i = 0; i < mNumVertices; ++i) v[i] = verts[i]; HR(mVB->Unlock()); // Obtain a pointer to a new index buffer. HR(gd3dDevice->CreateIndexBuffer(mNumTriangles*3*sizeof(WORD), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &mIB, 0)); // Now lock it to obtain a pointer to its internal data, and write the // grid's index data. WORD* k = 0; HR(mIB->Lock(0, 0, (void**)&k, 0)); for(DWORD i = 0; i < mNumTriangles*3; ++i) k[i] = (WORD)indices[i]; HR(mIB->Unlock()); } void TriGridDemo::buildFX() { // Create the FX from a .fx file. ID3DXBuffer* errors = 0; HR(D3DXCreateEffectFromFile(gd3dDevice, "transform.fx", 0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors)); if( errors ) MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0); // Obtain handles. mhTech = mFX->GetTechniqueByName("TransformTech"); mhWVP = mFX->GetParameterByName(0, "gWVP"); } void TriGridDemo::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 TriGridDemo::buildProjMtx() { float w = (float)md3dPP.BackBufferWidth; float h = (float)md3dPP.BackBufferHeight; D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.25f, w/h, 1.0f, 5000.0f); }