topical media & game development
graphic-directx-game-13-StencilShadow-ShadowDemo.cpp / cpp
//=============================================================================
// ShadowDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.
//
// Prevents double blending with the stencil buffer.
//
// Controls: Use mouse to orbit and zoom; use the 'W' and 'S' keys to
// alter the height of the camera.
// Use 'A' and 'D' keys to translate the teapot on the x-axis.
//=============================================================================
include <d3dApp.h>
include <DirectInput.h>
include <crtdbg.h>
include <GfxStats.h>
include <list>
include <Vertex.h>
class ShadowDemo : public D3DApp
{
public:
ShadowDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);
~ShadowDemo();
bool checkDeviceCaps();
void onLostDevice();
void onResetDevice();
void updateScene(float dt);
void drawScene();
// Helper methods
void buildRoomGeometry();
void buildFX();
void buildViewMtx();
void buildProjMtx();
void drawRoom();
void drawMirror();
void drawTeapot();
void drawReflectedTeapot();
void drawTeapotShadow();
void genSphericalTexCoords();
private:
GfxStats* mGfxStats;
IDirect3DVertexBuffer9* mRoomVB;
ID3DXMesh* mTeapot;
IDirect3DTexture9* mFloorTex;
IDirect3DTexture9* mWallTex;
IDirect3DTexture9* mMirrorTex;
IDirect3DTexture9* mTeapotTex;
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 mWhiteMtrl;
Mtrl mShadowMtrl;
D3DXVECTOR3 mLightVecW;
D3DXCOLOR mAmbientLight;
D3DXCOLOR mDiffuseLight;
D3DXCOLOR mSpecularLight;
float mCameraRotationY;
float mCameraRadius;
float mCameraHeight;
D3DXMATRIX mRoomWorld;
D3DXMATRIX mTeapotWorld;
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
ShadowDemo app(hInstance, "Shadow Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING);
gd3dApp = &app;
DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
gDInput = &di;
return gd3dApp->run();
}
ShadowDemo::ShadowDemo(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 = 15.0f;
mCameraRotationY = 1.4f * D3DX_PI;
mCameraHeight = 5.0f;
mLightVecW = D3DXVECTOR3(-0.577f, 0.577f, -0.577f);
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);
mWhiteMtrl.ambient = WHITE;
mWhiteMtrl.diffuse = WHITE;
mWhiteMtrl.spec = WHITE * 0.8f;
mWhiteMtrl.specPower = 16.0f;
mShadowMtrl.ambient = BLACK;
mShadowMtrl.diffuse = BLACK;
mShadowMtrl.diffuse.a = 0.5f; // 50% transparent.
mShadowMtrl.spec = BLACK;
mShadowMtrl.specPower = 1.0f;
D3DXMatrixIdentity(&mRoomWorld);
D3DXMatrixTranslation(&mTeapotWorld, 0.0f, 3.0f, -6.0f);
HR(D3DXCreateTextureFromFile(gd3dDevice, "checkboard.dds", &mFloorTex));
HR(D3DXCreateTextureFromFile(gd3dDevice, "brick2.dds", &mWallTex));
HR(D3DXCreateTextureFromFile(gd3dDevice, "ice.dds", &mMirrorTex));
HR(D3DXCreateTextureFromFile(gd3dDevice, "brick1.dds", &mTeapotTex));
HR(D3DXCreateTeapot(gd3dDevice, &mTeapot, 0));
// Generate texture coordinates for the teapot.
genSphericalTexCoords();
// Room geometry count.
mGfxStats->addVertices(24);
mGfxStats->addTriangles(8);
// We draw the teapot 3 times--one regularly, one reflected and one shadowed.
mGfxStats->addVertices(mTeapot->GetNumVertices() * 3);
mGfxStats->addTriangles(mTeapot->GetNumFaces() * 3);
buildRoomGeometry();
buildFX();
onResetDevice();
}
ShadowDemo::~ShadowDemo()
{
delete mGfxStats;
ReleaseCOM(mRoomVB);
ReleaseCOM(mTeapot);
ReleaseCOM(mFloorTex);
ReleaseCOM(mWallTex);
ReleaseCOM(mMirrorTex);
ReleaseCOM(mTeapotTex);
ReleaseCOM(mFX);
DestroyAllVertexDeclarations();
}
bool ShadowDemo::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 ShadowDemo::onLostDevice()
{
mGfxStats->onLostDevice();
HR(mFX->OnLostDevice());
}
void ShadowDemo::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 ShadowDemo::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 < 3.0f )
mCameraRadius = 3.0f;
// 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 teapot position by modifying the translation elements
// in its world matrix.
if( gDInput->keyDown(DIK_A) )
mTeapotWorld(3,0) -= 2.0f * dt;
if( gDInput->keyDown(DIK_D) )
mTeapotWorld(3,0) += 2.0f * dt;
}
void ShadowDemo::drawScene()
{
// Clear the backbuffer and depth buffer.
HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER |
D3DCLEAR_STENCIL, 0xffeeeeee, 1.0f, 0));
HR(gd3dDevice->BeginScene());
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)));
// All objects use the same material (except the shadow).
HR(mFX->SetValue(mhAmbientMtrl, &mWhiteMtrl.ambient, sizeof(D3DXCOLOR)));
HR(mFX->SetValue(mhDiffuseMtrl, &mWhiteMtrl.diffuse, sizeof(D3DXCOLOR)));
HR(mFX->SetValue(mhSpecularMtrl, &mWhiteMtrl.spec, sizeof(D3DXCOLOR)));
HR(mFX->SetFloat(mhSpecularPower, mWhiteMtrl.specPower));
drawRoom();
drawMirror();
drawTeapot();
drawReflectedTeapot();
HR(mFX->SetValue(mhAmbientMtrl, &mShadowMtrl.ambient, sizeof(D3DXCOLOR)));
HR(mFX->SetValue(mhDiffuseMtrl, &mShadowMtrl.diffuse, sizeof(D3DXCOLOR)));
HR(mFX->SetValue(mhSpecularMtrl, &mShadowMtrl.spec, sizeof(D3DXCOLOR)));
HR(mFX->SetFloat(mhSpecularPower, mShadowMtrl.specPower));
drawTeapotShadow();
mGfxStats->display();
HR(gd3dDevice->EndScene());
// Present the backbuffer.
HR(gd3dDevice->Present(0, 0, 0, 0));
}
void ShadowDemo::buildRoomGeometry()
{
// Create and specify geometry. For this sample we draw a floor
// and a wall with a mirror on it. We put the floor, wall, and
// mirror geometry in one vertex buffer.
//
// |----|----|----|
// |Wall|Mirr|Wall|
// | | or | |
// /--------------/
// / Floor /
// /--------------/
// Create the vertex buffer.
HR(gd3dDevice->CreateVertexBuffer(24 * sizeof(VertexPNT), D3DUSAGE_WRITEONLY,
0, D3DPOOL_MANAGED, &mRoomVB, 0));
// Write box vertices to the vertex buffer.
VertexPNT* v = 0;
HR(mRoomVB->Lock(0, 0, (void**)&v, 0));
// Floor: Observe we tile texture coordinates.
v[0] = VertexPNT(-7.5f, 0.0f, -10.0f, 0.0f, 1.0f, 0.0f, 0.0f, 4.0f);
v[1] = VertexPNT(-7.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f);
v[2] = VertexPNT( 7.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 4.0f, 0.0f);
v[3] = VertexPNT(-7.5f, 0.0f, -10.0f, 0.0f, 1.0f, 0.0f, 0.0f, 4.0f);
v[4] = VertexPNT( 7.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 4.0f, 0.0f);
v[5] = VertexPNT( 7.5f, 0.0f, -10.0f, 0.0f, 1.0f, 0.0f, 4.0f, 4.0f);
// Wall: Observe we tile texture coordinates, and that we
// leave a gap in the middle for the mirror.
v[6] = VertexPNT(-7.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 2.0f);
v[7] = VertexPNT(-7.5f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f);
v[8] = VertexPNT(-2.5f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 2.0f, 0.0f);
v[9] = VertexPNT(-7.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 2.0f);
v[10] = VertexPNT(-2.5f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 2.0f, 0.0f);
v[11] = VertexPNT(-2.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 2.0f, 2.0f);
v[12] = VertexPNT(2.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 2.0f);
v[13] = VertexPNT(2.5f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f);
v[14] = VertexPNT(7.5f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 2.0f, 0.0f);
v[15] = VertexPNT(2.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 2.0f);
v[16] = VertexPNT(7.5f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 2.0f, 0.0f);
v[17] = VertexPNT(7.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 2.0f, 2.0f);
// Mirror
v[18] = VertexPNT(-2.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
v[19] = VertexPNT(-2.5f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f);
v[20] = VertexPNT( 2.5f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f);
v[21] = VertexPNT(-2.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
v[22] = VertexPNT( 2.5f, 5.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f);
v[23] = VertexPNT( 2.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f);
HR(mRoomVB->Unlock());
}
void ShadowDemo::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 ShadowDemo::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 ShadowDemo::buildProjMtx()
{
float w = (float)md3dPP.BackBufferWidth;
float h = (float)md3dPP.BackBufferHeight;
D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.25f, w/h, 1.0f, 5000.0f);
}
void ShadowDemo::drawRoom()
{
HR(mFX->SetMatrix(mhWVP, &(mRoomWorld*mView*mProj)));
D3DXMATRIX worldInvTrans;
D3DXMatrixInverse(&worldInvTrans, 0, &mRoomWorld);
D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans);
HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans));
HR(mFX->SetMatrix(mhWorld, &mRoomWorld));
HR(gd3dDevice->SetVertexDeclaration(VertexPNT::Decl));
HR(gd3dDevice->SetStreamSource(0, mRoomVB, 0, sizeof(VertexPNT)));
// Begin passes.
UINT numPasses = 0;
HR(mFX->Begin(&numPasses, 0));
for(UINT i = 0; i < numPasses; ++i)
{
HR(mFX->BeginPass(i));
// draw the floor
HR(mFX->SetTexture(mhTex, mFloorTex));
HR(mFX->CommitChanges());
HR(gd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2));
// draw the walls
HR(mFX->SetTexture(mhTex, mWallTex));
HR(mFX->CommitChanges());
HR(gd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 6, 4));
HR(mFX->EndPass());
}
HR(mFX->End());
}
void ShadowDemo::drawMirror()
{
HR(mFX->SetMatrix(mhWVP, &(mRoomWorld*mView*mProj)));
D3DXMATRIX worldInvTrans;
D3DXMatrixInverse(&worldInvTrans, 0, &mRoomWorld);
D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans);
HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans));
HR(mFX->SetMatrix(mhWorld, &mRoomWorld));
HR(mFX->SetTexture(mhTex, mMirrorTex));
HR(gd3dDevice->SetVertexDeclaration(VertexPNT::Decl));
HR(gd3dDevice->SetStreamSource(0, mRoomVB, 0, sizeof(VertexPNT)));
// Begin passes.
UINT numPasses = 0;
HR(mFX->Begin(&numPasses, 0));
for(UINT i = 0; i < numPasses; ++i)
{
HR(mFX->BeginPass(i));
// draw the mirror
HR(gd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 18, 2));
HR(mFX->EndPass());
}
HR(mFX->End());
}
void ShadowDemo::drawTeapot()
{
// Cylindrically interpolate texture coordinates.
HR(gd3dDevice->SetRenderState(D3DRS_WRAP0, D3DWRAPCOORD_0));
HR(mFX->SetMatrix(mhWVP, &(mTeapotWorld*mView*mProj)));
D3DXMATRIX worldInvTrans;
D3DXMatrixInverse(&worldInvTrans, 0, &mTeapotWorld);
D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans);
HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans));
HR(mFX->SetMatrix(mhWorld, &mTeapotWorld));
HR(mFX->SetTexture(mhTex, mTeapotTex));
// Begin passes.
UINT numPasses = 0;
HR(mFX->Begin(&numPasses, 0));
for(UINT i = 0; i < numPasses; ++i)
{
HR(mFX->BeginPass(i));
HR(mTeapot->DrawSubset(0));
HR(mFX->EndPass());
}
HR(mFX->End());
// Disable wrap.
HR(gd3dDevice->SetRenderState(D3DRS_WRAP0, 0));
}
void ShadowDemo::drawReflectedTeapot()
{
HR(gd3dDevice->SetRenderState(D3DRS_STENCILENABLE, true));
HR(gd3dDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS));
HR(gd3dDevice->SetRenderState(D3DRS_STENCILREF, 0x1));
HR(gd3dDevice->SetRenderState(D3DRS_STENCILMASK, 0xffffffff));
HR(gd3dDevice->SetRenderState(D3DRS_STENCILWRITEMASK, 0xffffffff));
HR(gd3dDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP));
HR(gd3dDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP));
HR(gd3dDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE));
// disable writes to the depth and back buffers
HR(gd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, false));
HR(gd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true));
HR(gd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO));
HR(gd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE));
// Draw mirror to stencil only.
drawMirror();
// Re-enable depth writes
HR(gd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, true ));
// Only draw reflected teapot to the pixels where the mirror
// was drawn to.
HR(gd3dDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_EQUAL));
HR(gd3dDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP));
// Build Reflection transformation.
D3DXMATRIX R;
D3DXPLANE plane(0.0f, 0.0f, 1.0f, 0.0f); // xy plane
D3DXMatrixReflect(&R, &plane);
// Save the original teapot world matrix.
D3DXMATRIX oldTeapotWorld = mTeapotWorld;
// Add reflection transform.
mTeapotWorld = mTeapotWorld * R;
// Reflect light vector also.
D3DXVECTOR3 oldLightVecW = mLightVecW;
D3DXVec3TransformNormal(&mLightVecW, &mLightVecW, &R);
HR(mFX->SetValue(mhLightVecW, &mLightVecW, sizeof(D3DXVECTOR3)));
// Disable depth buffer and render the reflected teapot.
HR(gd3dDevice->SetRenderState(D3DRS_ZENABLE, false));
HR(gd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false));
// Finally, draw the reflected teapot
HR(gd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW));
drawTeapot();
mTeapotWorld = oldTeapotWorld;
mLightVecW = oldLightVecW;
// Restore render states.
HR(gd3dDevice->SetRenderState(D3DRS_ZENABLE, true));
HR(gd3dDevice->SetRenderState( D3DRS_STENCILENABLE, false));
HR(gd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW));
}
void ShadowDemo::drawTeapotShadow()
{
HR(gd3dDevice->SetRenderState(D3DRS_STENCILENABLE, true));
HR(gd3dDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_EQUAL));
HR(gd3dDevice->SetRenderState(D3DRS_STENCILREF, 0x0));
HR(gd3dDevice->SetRenderState(D3DRS_STENCILMASK, 0xffffffff));
HR(gd3dDevice->SetRenderState(D3DRS_STENCILWRITEMASK, 0xffffffff));
HR(gd3dDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP));
HR(gd3dDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP));
HR(gd3dDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCR));
// Position shadow.
D3DXVECTOR4 lightDirection(0.577f, -0.577f, 0.577f, 0.0f);
D3DXPLANE groundPlane(0.0f, -1.0f, 0.0f, 0.0f);
D3DXMATRIX S;
D3DXMatrixShadow(&S, &lightDirection, &groundPlane);
// Offset the shadow up slightly so that there is no
// z-fighting with the shadow and ground.
D3DXMATRIX eps;
D3DXMatrixTranslation(&eps, 0.0f, 0.001f, 0.0f);
// Save the original teapot world matrix.
D3DXMATRIX oldTeapotWorld = mTeapotWorld;
// Add shadow projection transform.
mTeapotWorld = mTeapotWorld * S * eps;
// Alpha blend the shadow.
HR(gd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true));
HR(gd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA));
HR(gd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA));
drawTeapot();
// Restore settings.
mTeapotWorld = oldTeapotWorld;
HR(gd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false));
HR(gd3dDevice->SetRenderState(D3DRS_STENCILENABLE, false));
}
void ShadowDemo::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(mTeapot->CloneMesh(D3DXMESH_SYSTEMMEM,
elements, gd3dDevice, &temp));
ReleaseCOM(mTeapot);
// 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, &mTeapot));
ReleaseCOM(temp);
}
(C) Æliens
20/2/2008
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