topical media & game development
graphic-directx-game-11-CloudDemo-CloudDemo.cpp / cpp
//=============================================================================
// CloudDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.
//
// Demonstrates texture animation by scrolling two cloud textures.
//
// 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 <crtdbg.h>
include <GfxStats.h>
include <list>
include <Vertex.h>
class CloudDemo : public D3DApp
{
public:
CloudDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);
~CloudDemo();
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;
DWORD mNumGridVertices;
DWORD mNumGridTriangles;
IDirect3DVertexBuffer9* mGridVB;
IDirect3DIndexBuffer9* mGridIB;
IDirect3DTexture9* mCloudTex0;
IDirect3DTexture9* mCloudTex1;
ID3DXEffect* mFX;
D3DXHANDLE mhTech;
D3DXHANDLE mhWVP;
D3DXHANDLE mhCloudTex0;
D3DXHANDLE mhCloudTex1;
D3DXHANDLE mhTexOffset0;
D3DXHANDLE mhTexOffset1;
D3DXVECTOR2 mTexOffset0;
D3DXVECTOR2 mTexOffset1;
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
CloudDemo app(hInstance, "Cloud Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING);
gd3dApp = &app;
DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
gDInput = &di;
return gd3dApp->run();
}
CloudDemo::CloudDemo(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 = 30.0f;
mCameraRotationY = 1.2 * D3DX_PI;
mCameraHeight = 15.0f;
D3DXMatrixIdentity(&mWorld);
HR(D3DXCreateTextureFromFile(gd3dDevice, "cloud0.dds", &mCloudTex0));
HR(D3DXCreateTextureFromFile(gd3dDevice, "cloud1.dds", &mCloudTex1));
mTexOffset0 = D3DXVECTOR2(0.0f, 0.0f);
mTexOffset1 = D3DXVECTOR2(0.0f, 0.0f);
buildGridGeometry();
mGfxStats->addVertices(mNumGridVertices);
mGfxStats->addTriangles(mNumGridTriangles);
buildFX();
onResetDevice();
InitAllVertexDeclarations();
}
CloudDemo::~CloudDemo()
{
delete mGfxStats;
ReleaseCOM(mGridVB);
ReleaseCOM(mGridIB);
ReleaseCOM(mCloudTex0);
ReleaseCOM(mCloudTex1);
ReleaseCOM(mFX);
DestroyAllVertexDeclarations();
}
bool CloudDemo::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 CloudDemo::onLostDevice()
{
mGfxStats->onLostDevice();
HR(mFX->OnLostDevice());
}
void CloudDemo::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 CloudDemo::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();
// Update texture coordinate offsets. These offsets are added to the
// texture coordinates in the vertex shader to animate them.
mTexOffset0 += D3DXVECTOR2(0.11f, 0.05f) * dt;
mTexOffset1 += D3DXVECTOR2(0.25f, 0.1f) * dt;
// Textures repeat every 1.0 unit, so reset back down to zero
// so the coordinates do not grow.
if(mTexOffset0.x >= 1.0f || mTexOffset0.x <= -1.0f)
mTexOffset0.x = 0.0f;
if(mTexOffset1.x >= 1.0f || mTexOffset1.x <= -1.0f)
mTexOffset1.x = 0.0f;
if(mTexOffset0.y >= 1.0f || mTexOffset0.y <= -1.0f)
mTexOffset0.y = 0.0f;
if(mTexOffset1.y >= 1.0f || mTexOffset1.y <= -1.0f)
mTexOffset1.y = 0.0f;
}
void CloudDemo::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->SetTechnique(mhTech));
HR(mFX->SetMatrix(mhWVP, &(mWorld*mView*mProj)));
HR(mFX->SetTexture(mhCloudTex0, mCloudTex0));
HR(mFX->SetTexture(mhCloudTex1, mCloudTex1));
HR(mFX->SetValue(mhTexOffset0, &mTexOffset0, sizeof(D3DXVECTOR2)));
HR(mFX->SetValue(mhTexOffset1, &mTexOffset1, sizeof(D3DXVECTOR2)));
HR(gd3dDevice->SetVertexDeclaration(VertexPT::Decl));
HR(gd3dDevice->SetStreamSource(0, mGridVB, 0, sizeof(VertexPT)));
HR(gd3dDevice->SetIndices(mGridIB));
// 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, mNumGridVertices, 0, mNumGridTriangles));
HR(mFX->EndPass());
}
HR(mFX->End());
mGfxStats->display();
HR(gd3dDevice->EndScene());
// Present the backbuffer.
HR(gd3dDevice->Present(0, 0, 0, 0));
}
void CloudDemo::buildGridGeometry()
{
std::vector<D3DXVECTOR3> verts;
std::vector<DWORD> 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.
mNumGridVertices = 100*100;
mNumGridTriangles = 99*99*2;
// Obtain a pointer to a new vertex buffer.
HR(gd3dDevice->CreateVertexBuffer(mNumGridVertices * sizeof(VertexPT),
D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &mGridVB, 0));
// Now lock it to obtain a pointer to its internal data, and write the
// grid's vertex data.
VertexPT* v = 0;
HR(mGridVB->Lock(0, 0, (void**)&v, 0));
float texScale = 0.02f;
for(int i = 0; i < 100; ++i)
{
for(int j = 0; j < 100; ++j)
{
DWORD index = i * 100 + j;
v[index].pos = verts[index];
v[index].tex0 = D3DXVECTOR2((float)j, (float)i) * texScale;
}
}
HR(mGridVB->Unlock());
// Obtain a pointer to a new index buffer.
HR(gd3dDevice->CreateIndexBuffer(mNumGridTriangles*3*sizeof(WORD), D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16, D3DPOOL_MANAGED, &mGridIB, 0));
// Now lock it to obtain a pointer to its internal data, and write the
// grid's index data.
WORD* k = 0;
HR(mGridIB->Lock(0, 0, (void**)&k, 0));
for(DWORD i = 0; i < mNumGridTriangles*3; ++i)
k[i] = (WORD)indices[i];
HR(mGridIB->Unlock());
}
void CloudDemo::buildFX()
{
// Create the FX from a .fx file.
ID3DXBuffer* errors = 0;
HR(D3DXCreateEffectFromFile(gd3dDevice, "clouds.fx",
0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors));
if( errors )
MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);
// Obtain handles.
mhTech = mFX->GetTechniqueByName("CloudsTech");
mhWVP = mFX->GetParameterByName(0, "gWVP");
mhCloudTex0 = mFX->GetParameterByName(0, "gCloudTex0");
mhCloudTex1 = mFX->GetParameterByName(0, "gCloudTex1");
mhTexOffset0 = mFX->GetParameterByName(0, "gTexOffset0");
mhTexOffset1 = mFX->GetParameterByName(0, "gTexOffset1");
}
void CloudDemo::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 CloudDemo::buildProjMtx()
{
float w = (float)md3dPP.BackBufferWidth;
float h = (float)md3dPP.BackBufferHeight;
D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.25f, w/h, 1.0f, 5000.0f);
}
(C) Æliens
20/2/2008
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