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graphic-directx-game-12-GateDemo-GateDemo.cpp / cpp



  //=============================================================================
  // GateDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.
  //
  // Demonstrates the alpha test by drawing a gate from a textured quad.
  //
  // 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 GateDemo : public D3DApp
  {
  public:
          GateDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);
          ~GateDemo();
  
          bool checkDeviceCaps();
          void onLostDevice();
          void onResetDevice();
          void updateScene(float dt);
          void drawScene();
  
          // Helper methods
          void buildGridGeometry();
          void buildGateGeometry();
          void buildFX();
          void buildViewMtx();
          void buildProjMtx();
  
          void drawGround();
          void drawGate();
  
  private:
          GfxStats* mGfxStats;
  
          DWORD mNumGridVertices;
          DWORD mNumGridTriangles;
          
          IDirect3DVertexBuffer9* mGridVB;
          IDirect3DIndexBuffer9*  mGridIB;
          IDirect3DVertexBuffer9* mGateVB;
          IDirect3DIndexBuffer9*  mGateIB;
          IDirect3DTexture9*     mGroundTex;
          IDirect3DTexture9*     mGateTex;
  
          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   mhTex;
  
          Mtrl mGroundMtrl;
          Mtrl mGateMtrl;
  
          D3DXVECTOR3 mLightVecW;
          D3DXCOLOR   mAmbientLight;
          D3DXCOLOR   mDiffuseLight;
          D3DXCOLOR   mSpecularLight;
  
          float mCameraRotationY;
          float mCameraRadius;
          float mCameraHeight;
  
          D3DXMATRIX mGroundWorld;
          D3DXMATRIX mGateWorld;
          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
  
          GateDemo app(hInstance, "Gate Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING);
          gd3dApp = &app;
  
          DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
          gDInput = &di;
  
      return gd3dApp->run();
  }
  
  GateDemo::GateDemo(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);
          mDiffuseLight  = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
          mAmbientLight  = D3DXCOLOR(0.6f, 0.6f, 0.6f, 1.0f);
          mSpecularLight = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
  
          mGroundMtrl.ambient   = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
          mGroundMtrl.diffuse   = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
          mGroundMtrl.spec      = D3DXCOLOR(0.4f, 0.4f, 0.4f, 1.0f);
          mGroundMtrl.specPower = 8.0f;
  
          mGateMtrl.ambient   = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
          mGateMtrl.diffuse   = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
          mGateMtrl.spec      = D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f);
          mGateMtrl.specPower = 8.0f;
  
          D3DXMatrixIdentity(&mGroundWorld);
          D3DXMatrixIdentity(&mGateWorld);
  
          HR(D3DXCreateTextureFromFile(gd3dDevice, "ground0.dds", &mGroundTex));
          HR(D3DXCreateTextureFromFile(gd3dDevice, "gatea.dds", &mGateTex));
  
          buildGridGeometry();
          buildGateGeometry();
  
          mGfxStats->addVertices(mNumGridVertices);
          mGfxStats->addTriangles(mNumGridTriangles);
  
          // Add gate quad vertices.
          mGfxStats->addVertices(4);
          mGfxStats->addTriangles(2);
  
          buildFX();
  
          onResetDevice();
  
          InitAllVertexDeclarations();
  }
  
  GateDemo::~GateDemo()
  {
          delete mGfxStats;
          ReleaseCOM(mGridVB);
          ReleaseCOM(mGridIB);
          ReleaseCOM(mGroundTex);
          ReleaseCOM(mGateVB);
          ReleaseCOM(mGateIB);
          ReleaseCOM(mGateTex);
          ReleaseCOM(mFX);
  
          DestroyAllVertexDeclarations();
  }
  
  bool GateDemo::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 GateDemo::onLostDevice()
  {
          mGfxStats->onLostDevice();
          HR(mFX->OnLostDevice());
  }
  
  void GateDemo::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 GateDemo::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 GateDemo::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->SetValue(mhLightVecW, &mLightVecW, sizeof(D3DXVECTOR3)));
          HR(mFX->SetValue(mhDiffuseLight, &mDiffuseLight, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhAmbientLight, &mAmbientLight, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhSpecularLight, &mSpecularLight, sizeof(D3DXCOLOR)));
          
          drawGround();
          drawGate();
          
          mGfxStats->display();
  
          HR(gd3dDevice->EndScene());
  
          // Present the backbuffer.
          HR(gd3dDevice->Present(0, 0, 0, 0));
  }
  
  void GateDemo::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 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(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 GateDemo::buildGateGeometry()
  {
          // Gate is just a rectangle aligned with the xy-plane.
          
  
          // Obtain a pointer to a new vertex buffer.
          HR(gd3dDevice->CreateVertexBuffer(4* sizeof(VertexPNT), 
                  D3DUSAGE_WRITEONLY,        0, D3DPOOL_MANAGED, &mGateVB, 0));
  
          // Now lock it to obtain a pointer to its internal data, and write the
          // grid's vertex data.
          VertexPNT* v = 0;
          HR(mGateVB->Lock(0, 0, (void**)&v, 0));
  
          // Scale texture coordinates by 4 units in the v-direction for tiling.
          v[0] = VertexPNT(-20.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
          v[1] = VertexPNT(-20.0f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f);
          v[2] = VertexPNT( 20.0f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 4.0f, 0.0f);
          v[3] = VertexPNT( 20.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 4.0f, 1.0f);
          HR(mGateVB->Unlock());
  
          // Obtain a pointer to a new index buffer.
          HR(gd3dDevice->CreateIndexBuffer(6*sizeof(WORD), D3DUSAGE_WRITEONLY,
                  D3DFMT_INDEX16, D3DPOOL_MANAGED, &mGateIB, 0));
  
          // Now lock it to obtain a pointer to its internal data, and write the
          // grid's index data.
  
          WORD* k = 0;
          HR(mGateIB->Lock(0, 0, (void**)&k, 0));
  
          k[0] = 0;  k[1] = 1;  k[2] = 2; // Triangle 0
          k[3] = 0;  k[4] = 2;  k[5] = 3; // Triangle 1
  
          HR(mGateIB->Unlock());
  }
  
  void GateDemo::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");
          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");
          mhTex           = mFX->GetParameterByName(0, "gTex");
  }
  
  void GateDemo::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 GateDemo::buildProjMtx()
  {
          float w = (float)md3dPP.BackBufferWidth;
          float h = (float)md3dPP.BackBufferHeight;
          D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.25f, w/h, 1.0f, 5000.0f);
  }
  
  void GateDemo::drawGround()
  {
          HR(mFX->SetValue(mhAmbientMtrl, &mGroundMtrl.ambient, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhDiffuseMtrl, &mGroundMtrl.diffuse, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhSpecularMtrl, &mGroundMtrl.spec, sizeof(D3DXCOLOR)));
          HR(mFX->SetFloat(mhSpecularPower, mGroundMtrl.specPower));
  
          HR(mFX->SetMatrix(mhWVP, &(mGroundWorld*mView*mProj)));
          D3DXMATRIX worldInvTrans;
          D3DXMatrixInverse(&worldInvTrans, 0, &mGroundWorld);
          D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans);
          HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans));
          HR(mFX->SetMatrix(mhWorld, &mGroundWorld));
          HR(mFX->SetTexture(mhTex, mGroundTex));
  
          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());
  }
  
  void GateDemo::drawGate()
  {
          // Enable alpha test.
          HR(gd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, true));
          HR(gd3dDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL));
          HR(gd3dDevice->SetRenderState(D3DRS_ALPHAREF, 100));
  
          // Turn off backface culling so you can see both sides of the gate.
          HR(gd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE));
  
          HR(mFX->SetValue(mhAmbientMtrl, &mGateMtrl.ambient, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhDiffuseMtrl, &mGateMtrl.diffuse, sizeof(D3DXCOLOR)));
          HR(mFX->SetValue(mhSpecularMtrl, &mGateMtrl.spec, sizeof(D3DXCOLOR)));
          HR(mFX->SetFloat(mhSpecularPower, mGateMtrl.specPower));
  
          HR(mFX->SetMatrix(mhWVP, &(mGateWorld*mView*mProj)));
          D3DXMATRIX worldInvTrans;
          D3DXMatrixInverse(&worldInvTrans, 0, &mGateWorld);
          D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans);
          HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans));
          HR(mFX->SetMatrix(mhWorld, &mGateWorld));
          HR(mFX->SetTexture(mhTex, mGateTex));
  
          HR(gd3dDevice->SetVertexDeclaration(VertexPNT::Decl));
          HR(gd3dDevice->SetStreamSource(0, mGateVB, 0, sizeof(VertexPNT)));
          HR(gd3dDevice->SetIndices(mGateIB));
  
          // 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, 4, 0, 2));
                  HR(mFX->EndPass());
          }
          HR(mFX->End());
  
          // Disable alpha test.
          HR(gd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false));
  
          // Turn culling back on.
          HR(gd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW));
  }


(C) Æliens 20/2/2008

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