topical media & game development
graphic-directx-game-11-SphereCylTex-SphereCylDemo.cpp / cpp
//=============================================================================
// SphereCylDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.
//
// Demonstrates how to generate texture coordinates for sphere and
// cylinder.
//
// 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 SphereCylDemo : public D3DApp
{
public:
SphereCylDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);
~SphereCylDemo();
bool checkDeviceCaps();
void onLostDevice();
void onResetDevice();
void updateScene(float dt);
void drawScene();
// Helper methods
void buildGeoBuffers();
void buildFX();
void buildViewMtx();
void buildProjMtx();
void drawGrid();
void drawCylinders();
void drawSpheres();
enum AXIS
{
X_AXIS,
Y_AXIS,
Z_AXIS
};
void genSphericalTexCoords();
void genCylTexCoords(AXIS axis);
private:
GfxStats* mGfxStats;
DWORD mNumGridVertices;
DWORD mNumGridTriangles;
ID3DXMesh* mCylinder;
ID3DXMesh* mSphere;
IDirect3DVertexBuffer9* mVB;
IDirect3DIndexBuffer9* mIB;
IDirect3DTexture9* mSphereTex;
IDirect3DTexture9* mCylTex;
IDirect3DTexture9* mGridTex;
ID3DXEffect* mFX;
D3DXHANDLE mhTech;
D3DXHANDLE mhWVP;
D3DXHANDLE mhWorldInvTrans;
D3DXHANDLE mhAmbientLight;
D3DXHANDLE mhDiffuseLight;
D3DXHANDLE mhSpecLight;
D3DXHANDLE mhLightVecW;
D3DXHANDLE mhAmbientMtrl;
D3DXHANDLE mhDiffuseMtrl;
D3DXHANDLE mhSpecMtrl;
D3DXHANDLE mhSpecPower;
D3DXHANDLE mhEyePos;
D3DXHANDLE mhWorld;
D3DXHANDLE mhTex;
D3DXCOLOR mAmbientLight;
D3DXCOLOR mDiffuseLight;
D3DXCOLOR mSpecLight;
D3DXVECTOR3 mLightVecW;
Mtrl mGridMtrl;
Mtrl mCylinderMtrl;
Mtrl mSphereMtrl;
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
SphereCylDemo app(hInstance, "Sphere-Cyl-Tex Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING);
gd3dApp = &app;
DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
gDInput = &di;
return gd3dApp->run();
}
SphereCylDemo::SphereCylDemo(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();
mCameraRadius = 50.0f;
mCameraRotationY = 1.2 * D3DX_PI;
mCameraHeight = 20.0f;
mAmbientLight = WHITE;
mDiffuseLight = WHITE;
mSpecLight = WHITE;
mLightVecW = D3DXVECTOR3(0.0, 0.0f, -1.0f);
mGridMtrl = Mtrl(WHITE*0.7f, WHITE, WHITE*0.5f, 16.0f);
mCylinderMtrl = Mtrl(WHITE*0.4f, WHITE, WHITE*0.8f, 8.0f);
mSphereMtrl = Mtrl(WHITE*0.4f, WHITE, WHITE*0.8f, 8.0f);
HR(D3DXCreateCylinder(gd3dDevice, 1.0f, 1.0f, 6.0f, 20, 20, &mCylinder, 0));
HR(D3DXCreateSphere(gd3dDevice, 1.0f, 20, 20, &mSphere, 0));
genSphericalTexCoords();
genCylTexCoords(Z_AXIS);
HR(D3DXCreateTextureFromFile(gd3dDevice, "marble.bmp", &mSphereTex));
HR(D3DXCreateTextureFromFile(gd3dDevice, "stone2.dds", &mCylTex));
HR(D3DXCreateTextureFromFile(gd3dDevice, "ground0.dds", &mGridTex));
buildGeoBuffers();
buildFX();
// If you look at the drawCylinders and drawSpheres functions, you see
// that we draw 14 cylinders and 14 spheres.
int numCylVerts = mCylinder->GetNumVertices() * 14;
int numSphereVerts = mSphere->GetNumVertices() * 14;
int numCylTris = mCylinder->GetNumFaces() * 14;
int numSphereTris = mSphere->GetNumFaces() * 14;
mGfxStats->addVertices(mNumGridVertices);
mGfxStats->addVertices(numCylVerts);
mGfxStats->addVertices(numSphereVerts);
mGfxStats->addTriangles(mNumGridTriangles);
mGfxStats->addTriangles(numCylTris);
mGfxStats->addTriangles(numSphereTris);
onResetDevice();
}
SphereCylDemo::~SphereCylDemo()
{
delete mGfxStats;
ReleaseCOM(mVB);
ReleaseCOM(mIB);
ReleaseCOM(mFX);
ReleaseCOM(mCylinder);
ReleaseCOM(mSphere);
ReleaseCOM(mSphereTex);
ReleaseCOM(mCylTex);
ReleaseCOM(mGridTex);
DestroyAllVertexDeclarations();
}
bool SphereCylDemo::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 SphereCylDemo::onLostDevice()
{
mGfxStats->onLostDevice();
HR(mFX->OnLostDevice());
}
void SphereCylDemo::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 SphereCylDemo::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 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 SphereCylDemo::drawScene()
{
// Clear the backbuffer and depth buffer.
HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0));
HR(gd3dDevice->BeginScene());
// Setup the rendering FX
HR(mFX->SetValue(mhAmbientLight, &mAmbientLight, sizeof(D3DXCOLOR)));
HR(mFX->SetValue(mhDiffuseLight, &mDiffuseLight, sizeof(D3DXCOLOR)));
HR(mFX->SetValue(mhSpecLight, &mSpecLight, sizeof(D3DXCOLOR)));
HR(mFX->SetValue(mhLightVecW, &mLightVecW, sizeof(D3DXVECTOR3)));
// Begin passes.
UINT numPasses = 0;
HR(mFX->Begin(&numPasses, 0));
for(UINT i = 0; i < numPasses; ++i)
{
HR(mFX->BeginPass(i));
drawGrid();
drawCylinders();
drawSpheres();
HR(mFX->EndPass());
}
HR(mFX->End());
mGfxStats->display();
HR(gd3dDevice->EndScene());
// Present the backbuffer.
HR(gd3dDevice->Present(0, 0, 0, 0));
}
void SphereCylDemo::buildGeoBuffers()
{
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, &mVB, 0));
// Now lock it to obtain a pointer to its internal data, and write the
// grid's vertex data.
VertexPNT* v = 0;
HR(mVB->Lock(0, 0, (void**)&v, 0));
float texScale = 0.2f;
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 = D3DXVECTOR2((float)j, (float)i) * texScale;
}
}
HR(mVB->Unlock());
// Obtain a pointer to a new index buffer.
HR(gd3dDevice->CreateIndexBuffer(mNumGridTriangles*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 < mNumGridTriangles*3; ++i)
k[i] = (WORD)indices[i];
HR(mIB->Unlock());
}
void SphereCylDemo::buildFX()
{
// Create the FX from a .fx file.
ID3DXBuffer* errors = 0;
HR(D3DXCreateEffectFromFile(gd3dDevice, "dirLightTex.fx",
0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors));
if( errors )
MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);
// Obtain handles.
mhTech = mFX->GetTechniqueByName("DirLightTexTech");
mhWVP = mFX->GetParameterByName(0, "gWVP");
mhWorldInvTrans = mFX->GetParameterByName(0, "gWorldInvTrans");
mhEyePos = mFX->GetParameterByName(0, "gEyePosW");
mhWorld = mFX->GetParameterByName(0, "gWorld");
mhAmbientLight = mFX->GetParameterByName(0, "gAmbientLight");
mhDiffuseLight = mFX->GetParameterByName(0, "gDiffuseLight");
mhSpecLight = mFX->GetParameterByName(0, "gSpecularLight");
mhLightVecW = mFX->GetParameterByName(0, "gLightVecW");
mhAmbientMtrl = mFX->GetParameterByName(0, "gAmbientMtrl");
mhDiffuseMtrl = mFX->GetParameterByName(0, "gDiffuseMtrl");
mhSpecMtrl = mFX->GetParameterByName(0, "gSpecularMtrl");
mhSpecPower = mFX->GetParameterByName(0, "gSpecularPower");
mhTex = mFX->GetParameterByName(0, "gTex");
}
void SphereCylDemo::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 SphereCylDemo::buildProjMtx()
{
float w = (float)md3dPP.BackBufferWidth;
float h = (float)md3dPP.BackBufferHeight;
D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.25f, w/h, 1.0f, 5000.0f);
}
void SphereCylDemo::drawGrid()
{
HR(gd3dDevice->SetStreamSource(0, mVB, 0, sizeof(VertexPNT)));
HR(gd3dDevice->SetIndices(mIB));
HR(gd3dDevice->SetVertexDeclaration(VertexPNT::Decl));
D3DXMATRIX W, WIT;
D3DXMatrixIdentity(&W);
D3DXMatrixInverse(&WIT, 0, &W);
D3DXMatrixTranspose(&WIT, &WIT);
HR(mFX->SetMatrix(mhWorld, &W));
HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj)));
HR(mFX->SetMatrix(mhWorldInvTrans, &WIT));
HR(mFX->SetValue(mhAmbientMtrl, &mGridMtrl.ambient, sizeof(D3DXCOLOR)));
HR(mFX->SetValue(mhDiffuseMtrl, &mGridMtrl.diffuse, sizeof(D3DXCOLOR)));
HR(mFX->SetValue(mhSpecMtrl, &mGridMtrl.spec, sizeof(D3DXCOLOR)));
HR(mFX->SetFloat(mhSpecPower, mGridMtrl.specPower));
HR(mFX->SetTexture(mhTex, mGridTex));
HR(mFX->CommitChanges());
HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, mNumGridVertices, 0, mNumGridTriangles));
}
void SphereCylDemo::drawCylinders()
{
HR(gd3dDevice->SetRenderState(D3DRS_WRAP0, D3DWRAP_U));
D3DXMATRIX T, R, W, WIT;
D3DXMatrixRotationX(&R, -D3DX_PI*0.5f);
HR(mFX->SetValue(mhAmbientMtrl, &mCylinderMtrl.ambient, sizeof(D3DXCOLOR)));
HR(mFX->SetValue(mhDiffuseMtrl, &mCylinderMtrl.diffuse, sizeof(D3DXCOLOR)));
HR(mFX->SetValue(mhSpecMtrl, &mCylinderMtrl.spec, sizeof(D3DXCOLOR)));
HR(mFX->SetFloat(mhSpecPower, mCylinderMtrl.specPower));
HR(mFX->SetTexture(mhTex, mCylTex));
for(int z = -30; z <= 30; z+= 10)
{
D3DXMatrixTranslation(&T, -10.0f, 3.0f, (float)z);
W = R*T;
D3DXMatrixInverse(&WIT, 0, &W);
D3DXMatrixTranspose(&WIT, &WIT);
HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj)));
HR(mFX->SetMatrix(mhWorld, &W));
HR(mFX->SetMatrix(mhWorldInvTrans, &WIT));
HR(mFX->CommitChanges());
HR(mCylinder->DrawSubset(0));
D3DXMatrixTranslation(&T, 10.0f, 3.0f, (float)z);
W = R*T;
D3DXMatrixInverse(&WIT, 0, &W);
D3DXMatrixTranspose(&WIT, &WIT);
HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj)));
HR(mFX->SetMatrix(mhWorld, &W));
HR(mFX->SetMatrix(mhWorldInvTrans, &WIT));
HR(mFX->CommitChanges());
HR(mCylinder->DrawSubset(0));
}
// Disable.
HR(gd3dDevice->SetRenderState(D3DRS_WRAP0, 0));
}
void SphereCylDemo::drawSpheres()
{
HR(gd3dDevice->SetRenderState(D3DRS_WRAP0, D3DWRAP_U));
D3DXMATRIX W, WIT;
HR(mFX->SetValue(mhAmbientMtrl, &mSphereMtrl.ambient, sizeof(D3DXCOLOR)));
HR(mFX->SetValue(mhDiffuseMtrl, &mSphereMtrl.diffuse, sizeof(D3DXCOLOR)));
HR(mFX->SetValue(mhSpecMtrl, &mSphereMtrl.spec, sizeof(D3DXCOLOR)));
HR(mFX->SetFloat(mhSpecPower, mSphereMtrl.specPower));
HR(mFX->SetTexture(mhTex, mSphereTex));
for(int z = -30; z <= 30; z+= 10)
{
D3DXMatrixTranslation(&W, -10.0f, 7.5f, (float)z);
D3DXMatrixInverse(&WIT, 0, &W);
D3DXMatrixTranspose(&WIT, &WIT);
HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj)));
HR(mFX->SetMatrix(mhWorld, &W));
HR(mFX->SetMatrix(mhWorldInvTrans, &WIT));
HR(mFX->CommitChanges());
HR(mSphere->DrawSubset(0));
D3DXMatrixTranslation(&W, 10.0f, 7.5f, (float)z);
D3DXMatrixInverse(&WIT, 0, &W);
D3DXMatrixTranspose(&WIT, &WIT);
HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj)));
HR(mFX->SetMatrix(mhWorld, &W));
HR(mFX->SetMatrix(mhWorldInvTrans, &WIT));
HR(mFX->CommitChanges());
HR(mSphere->DrawSubset(0));
}
// Disable.
HR(gd3dDevice->SetRenderState(D3DRS_WRAP0, 0));
}
void SphereCylDemo::genSphericalTexCoords()
{
// D3DXCreate* functions generate vertices with position
// and normal data. But for texturing, we also need
// tex-coords. So clone the mesh to change the vertex
// format to a format with tex-coords.
D3DVERTEXELEMENT9 elements[64];
UINT numElements = 0;
VertexPNT::Decl->GetDeclaration(elements, &numElements);
ID3DXMesh* temp = 0;
HR(mSphere->CloneMesh(D3DXMESH_SYSTEMMEM,
elements, gd3dDevice, &temp));
ReleaseCOM(mSphere);
// Now generate texture coordinates for each vertex.
VertexPNT* vertices = 0;
HR(temp->LockVertexBuffer(0, (void**)&vertices));
for(UINT i = 0; i < temp->GetNumVertices(); ++i)
{
// Convert to spherical coordinates.
D3DXVECTOR3 p = vertices[i].pos;
float theta = atan2f(p.z, p.x);
float phi = acosf(p.y / sqrtf(p.x*p.x+p.y*p.y+p.z*p.z));
// Phi and theta give the texture coordinates, but are not in
// the range [0, 1], so scale them into that range.
float u = theta / (2.0f*D3DX_PI);
float v = phi / D3DX_PI;
// Save texture coordinates.
vertices[i].tex0.x = u;
vertices[i].tex0.y = v;
}
HR(temp->UnlockVertexBuffer());
// Clone back to a hardware mesh.
HR(temp->CloneMesh(D3DXMESH_MANAGED | D3DXMESH_WRITEONLY,
elements, gd3dDevice, &mSphere));
ReleaseCOM(temp);
}
void SphereCylDemo::genCylTexCoords(AXIS axis)
{
// D3DXCreate* functions generate vertices with position
// and normal data. But for texturing, we also need
// tex-coords. So clone the mesh to change the vertex
// format to a format with tex-coords.
D3DVERTEXELEMENT9 elements[64];
UINT numElements = 0;
VertexPNT::Decl->GetDeclaration(elements, &numElements);
ID3DXMesh* temp = 0;
HR(mCylinder->CloneMesh(D3DXMESH_SYSTEMMEM,
elements, gd3dDevice, &temp));
ReleaseCOM(mCylinder);
// Now generate texture coordinates for each vertex.
VertexPNT* vertices = 0;
HR(temp->LockVertexBuffer(0, (void**)&vertices));
// We need to get the height of the cylinder we are projecting the
// vertices onto. That height depends on which axis the client has
// specified that the cylinder lies on. The height is determined by
// finding the height of the bounding cylinder on the specified axis.
D3DXVECTOR3 maxPoint(-FLT_MAX, -FLT_MAX, -FLT_MAX);
D3DXVECTOR3 minPoint(FLT_MAX, FLT_MAX, FLT_MAX);
for(UINT i = 0; i < temp->GetNumVertices(); ++i)
{
D3DXVec3Maximize(&maxPoint, &maxPoint, &vertices[i].pos);
D3DXVec3Minimize(&minPoint, &minPoint, &vertices[i].pos);
}
float a = 0.0f;
float b = 0.0f;
float h = 0.0f;
switch( axis )
{
case X_AXIS:
a = minPoint.x;
b = maxPoint.x;
h = b-a;
break;
case Y_AXIS:
a = minPoint.y;
b = maxPoint.y;
h = b-a;
break;
case Z_AXIS:
a = minPoint.z;
b = maxPoint.z;
h = b-a;
break;
}
// Iterate over each vertex and compute its texture coordinate.
for(UINT i = 0; i < temp->GetNumVertices(); ++i)
{
// Get the coordinates along the axes orthogonal to the
// axis the cylinder is aligned with.
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
switch( axis )
{
case X_AXIS:
x = vertices[i].pos.y;
z = vertices[i].pos.z;
y = vertices[i].pos.x;
break;
case Y_AXIS:
x = vertices[i].pos.x;
z = vertices[i].pos.z;
y = vertices[i].pos.y;
break;
case Z_AXIS:
x = vertices[i].pos.x;
z = vertices[i].pos.y;
y = vertices[i].pos.z;
break;
}
// Convert to cylindrical coordinates.
float theta = atan2f(z, x);
float y2 = y - b; // Transform [a, b]-->[-h, 0]
// Transform theta from [0, 2*pi] to [0, 1] range and
// transform y2 from [-h, 0] to [0, 1].
float u = theta / (2.0f*D3DX_PI);
float v = y2 / -h;
// Save texture coordinates.
vertices[i].tex0.x = u;
vertices[i].tex0.y = v;
}
HR(temp->UnlockVertexBuffer());
// Clone back to a hardware mesh.
HR(temp->CloneMesh(D3DXMESH_MANAGED | D3DXMESH_WRITEONLY,
elements, gd3dDevice, &mCylinder));
ReleaseCOM(temp);
}
(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.