topical media & game development
graphic-directx-game-11-MultiTexDemo-MultiTexDemo.cpp / cpp
//=============================================================================
// MultiTexDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.
//
// Demonstrates multi-texturing.
//
// 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 MultiTexDemo : public D3DApp
{
public:
MultiTexDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);
~MultiTexDemo();
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* mTex0;
IDirect3DTexture9* mTex1;
IDirect3DTexture9* mTex2;
IDirect3DTexture9* mBlendMap;
ID3DXEffect* mFX;
D3DXHANDLE mhTech;
D3DXHANDLE mhWVP;
D3DXHANDLE mhWorldInvTrans;
D3DXHANDLE mhLightVecW;
D3DXHANDLE mhDiffuseMtrl;
D3DXHANDLE mhDiffuseLight;
D3DXHANDLE mhAmbientMtrl;
D3DXHANDLE mhAmbientLight;
D3DXHANDLE mhSpecularMtrl;
D3DXHANDLE mhSpecularLight;
D3DXHANDLE mhSpecularPower;
D3DXHANDLE mhEyePos;
D3DXHANDLE mhWorld;
D3DXHANDLE mhTex0;
D3DXHANDLE mhTex1;
D3DXHANDLE mhTex2;
D3DXHANDLE mhBlendMap;
D3DXVECTOR3 mLightVecW;
D3DXCOLOR mAmbientMtrl;
D3DXCOLOR mAmbientLight;
D3DXCOLOR mDiffuseMtrl;
D3DXCOLOR mDiffuseLight;
D3DXCOLOR mSpecularMtrl;
D3DXCOLOR mSpecularLight;
float mSpecularPower;
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
MultiTexDemo app(hInstance, "MultiTex Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING);
gd3dApp = &app;
DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
gDInput = &di;
return gd3dApp->run();
}
MultiTexDemo::MultiTexDemo(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 = 6.0f;
mCameraRotationY = 1.2 * D3DX_PI;
mCameraHeight = 3.0f;
mLightVecW = D3DXVECTOR3(0.0, 0.707f, -0.707f);
mDiffuseMtrl = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
mDiffuseLight = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
mAmbientMtrl = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
mAmbientLight = D3DXCOLOR(0.6f, 0.6f, 0.6f, 1.0f);
mSpecularMtrl = D3DXCOLOR(0.4f, 0.4f, 0.4f, 1.0f);
mSpecularLight = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
mSpecularPower = 8.0f;
D3DXMatrixIdentity(&mWorld);
// Load textures from file.
HR(D3DXCreateTextureFromFile(gd3dDevice, "grass0.dds", &mTex0));
HR(D3DXCreateTextureFromFile(gd3dDevice, "stone2.dds", &mTex1));
HR(D3DXCreateTextureFromFile(gd3dDevice, "ground0.dds", &mTex2));
HR(D3DXCreateTextureFromFile(gd3dDevice, "blendmap.jpg", &mBlendMap));
buildGridGeometry();
mGfxStats->addVertices(mNumGridVertices);
mGfxStats->addTriangles(mNumGridTriangles);
buildFX();
onResetDevice();
InitAllVertexDeclarations();
}
MultiTexDemo::~MultiTexDemo()
{
delete mGfxStats;
ReleaseCOM(mGridVB);
ReleaseCOM(mGridIB);
ReleaseCOM(mTex0);
ReleaseCOM(mTex1);
ReleaseCOM(mTex2);
ReleaseCOM(mBlendMap);
ReleaseCOM(mFX);
DestroyAllVertexDeclarations();
}
bool MultiTexDemo::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 MultiTexDemo::onLostDevice()
{
mGfxStats->onLostDevice();
HR(mFX->OnLostDevice());
}
void MultiTexDemo::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 MultiTexDemo::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 MultiTexDemo::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)));
D3DXMATRIX worldInvTrans;
D3DXMatrixInverse(&worldInvTrans, 0, &mWorld);
D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans);
HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans));
HR(mFX->SetValue(mhLightVecW, &mLightVecW, sizeof(D3DXVECTOR3)));
HR(mFX->SetValue(mhDiffuseMtrl, &mDiffuseMtrl, sizeof(D3DXCOLOR)));
HR(mFX->SetValue(mhDiffuseLight, &mDiffuseLight, sizeof(D3DXCOLOR)));
HR(mFX->SetValue(mhAmbientMtrl, &mAmbientMtrl, sizeof(D3DXCOLOR)));
HR(mFX->SetValue(mhAmbientLight, &mAmbientLight, sizeof(D3DXCOLOR)));
HR(mFX->SetValue(mhSpecularLight, &mSpecularLight, sizeof(D3DXCOLOR)));
HR(mFX->SetValue(mhSpecularMtrl, &mSpecularMtrl, sizeof(D3DXCOLOR)));
HR(mFX->SetFloat(mhSpecularPower, mSpecularPower));
HR(mFX->SetMatrix(mhWorld, &mWorld));
HR(mFX->SetTexture(mhTex0, mTex0));
HR(mFX->SetTexture(mhTex1, mTex1));
HR(mFX->SetTexture(mhTex2, mTex2));
HR(mFX->SetTexture(mhBlendMap, mBlendMap));
HR(gd3dDevice->SetVertexDeclaration(VertexPNT::Decl));
HR(gd3dDevice->SetStreamSource(0, mGridVB, 0, sizeof(VertexPNT)));
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 MultiTexDemo::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(VertexPNT),
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.
VertexPNT* v = 0;
HR(mGridVB->Lock(0, 0, (void**)&v, 0));
float w = 99.0f;
float d = 99.0f;
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].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(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 MultiTexDemo::buildFX()
{
// Create the FX from a .fx file.
ID3DXBuffer* errors = 0;
HR(D3DXCreateEffectFromFile(gd3dDevice, "TerrainMultiTex.fx",
0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors));
if( errors )
MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);
// Obtain handles.
mhTech = mFX->GetTechniqueByName("TerrainMultiTexTech");
mhWVP = mFX->GetParameterByName(0, "gWVP");
mhWorldInvTrans = mFX->GetParameterByName(0, "gWorldInvTrans");
mhLightVecW = mFX->GetParameterByName(0, "gLightVecW");
mhDiffuseMtrl = mFX->GetParameterByName(0, "gDiffuseMtrl");
mhDiffuseLight = mFX->GetParameterByName(0, "gDiffuseLight");
mhAmbientMtrl = mFX->GetParameterByName(0, "gAmbientMtrl");
mhAmbientLight = mFX->GetParameterByName(0, "gAmbientLight");
mhSpecularMtrl = mFX->GetParameterByName(0, "gSpecularMtrl");
mhSpecularLight = mFX->GetParameterByName(0, "gSpecularLight");
mhSpecularPower = mFX->GetParameterByName(0, "gSpecularPower");
mhEyePos = mFX->GetParameterByName(0, "gEyePosW");
mhWorld = mFX->GetParameterByName(0, "gWorld");
mhTex0 = mFX->GetParameterByName(0, "gTex0");
mhTex1 = mFX->GetParameterByName(0, "gTex1");
mhTex2 = mFX->GetParameterByName(0, "gTex2");
mhBlendMap = mFX->GetParameterByName(0, "gBlendMap");
}
void MultiTexDemo::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);
HR(mFX->SetValue(mhEyePos, &pos, sizeof(D3DXVECTOR3)));
}
void MultiTexDemo::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
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.