topical media & game development
graphic-directx-game-14-Bounding-Box-Demo-BoundingBoxDemo.cpp / cpp
//=============================================================================
// BoundingBoxDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.
//
// Demonstrates how to compute the bounding box of a mesh with D3DXComputeBoundingBox.
//
// 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 BoundingBoxDemo : public D3DApp
{
public:
BoundingBoxDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);
~BoundingBoxDemo();
bool checkDeviceCaps();
void onLostDevice();
void onResetDevice();
void updateScene(float dt);
void drawScene();
// Helper methods
void buildFX();
void buildViewMtx();
void buildProjMtx();
private:
GfxStats* mGfxStats;
ID3DXMesh* mMesh;
std::vector<Mtrl> mMtrl;
std::vector<IDirect3DTexture9*> mTex;
IDirect3DTexture9* mWhiteTex;
ID3DXMesh* mBox;
Mtrl mBoxMtrl;
AABB mBoundingBox;
D3DXMATRIX mBoundingBoxOffset;
ID3DXEffect* mFX;
D3DXHANDLE mhTech;
D3DXHANDLE mhWVP;
D3DXHANDLE mhWorldInvTrans;
D3DXHANDLE mhEyePos;
D3DXHANDLE mhWorld;
D3DXHANDLE mhTex;
D3DXHANDLE mhMtrl;
D3DXHANDLE mhLight;
DirLight mLight;
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
BoundingBoxDemo app(hInstance, "Bounding Box Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING);
gd3dApp = &app;
DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
gDInput = &di;
return gd3dApp->run();
}
BoundingBoxDemo::BoundingBoxDemo(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 = 30.0f;
mCameraRotationY = 1.2 * D3DX_PI;
mCameraHeight = 10.0f;
mLight.dirW = D3DXVECTOR3(1.0f, -1.0f, -2.0f);
D3DXVec3Normalize(&mLight.dirW, &mLight.dirW);
mLight.ambient = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
mLight.diffuse = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f);
mLight.spec = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f);
LoadXFile(<bigship1.x>, &mMesh, mMtrl, mTex);
D3DXMatrixIdentity(&mWorld);
// Compute the bounding box.
VertexPNT* v = 0;
HR(mMesh->LockVertexBuffer(0, (void**)&v));
HR(D3DXComputeBoundingBox(&v[0].pos, mMesh->GetNumVertices(),
sizeof(VertexPNT), &mBoundingBox.minPt, &mBoundingBox.maxPt));
HR(mMesh->UnlockVertexBuffer());
float width = mBoundingBox.maxPt.x - mBoundingBox.minPt.x;
float height = mBoundingBox.maxPt.y - mBoundingBox.minPt.y;
float depth = mBoundingBox.maxPt.z - mBoundingBox.minPt.z;
// Build a box mesh so that we can render the bounding box visually.
HR(D3DXCreateBox(gd3dDevice, width, height, depth, &mBox, 0));
// It is possible that the mesh was not centered about the origin
// when it was modeled. But the bounding box mesh is built around the
// origin. So offset the bounding box (mesh) center so that it
// matches the true mathematical bounding box center.
D3DXVECTOR3 center = mBoundingBox.center();
D3DXMatrixTranslation(&mBoundingBoxOffset,
center.x, center.y, center.z);
// Define the box material--make semi-transparent.
mBoxMtrl.ambient = D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f);
mBoxMtrl.diffuse = D3DXCOLOR(0.0f, 0.0f, 1.0f, 0.5f);
mBoxMtrl.spec = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
mBoxMtrl.specPower = 8.0f;
// Create the white dummy texture.
HR(D3DXCreateTextureFromFile(gd3dDevice, "whitetex.dds", &mWhiteTex));
// Add main mesh geometry count.
mGfxStats->addVertices(mMesh->GetNumVertices());
mGfxStats->addTriangles(mMesh->GetNumFaces());
// Add bounding box geometry count.
mGfxStats->addVertices(mBox->GetNumVertices());
mGfxStats->addTriangles(mBox->GetNumFaces());
buildFX();
onResetDevice();
}
BoundingBoxDemo::~BoundingBoxDemo()
{
delete mGfxStats;
ReleaseCOM(mMesh);
ReleaseCOM(mFX);
for(UINT i = 0; i < mTex.size(); ++i)
ReleaseCOM(mTex[i]);
ReleaseCOM(mWhiteTex);
ReleaseCOM(mBox);
DestroyAllVertexDeclarations();
}
bool BoundingBoxDemo::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 BoundingBoxDemo::onLostDevice()
{
mGfxStats->onLostDevice();
HR(mFX->OnLostDevice());
}
void BoundingBoxDemo::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 BoundingBoxDemo::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();
}
void BoundingBoxDemo::drawScene()
{
// Clear the backbuffer and depth buffer.
HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffeeeeee, 1.0f, 0));
HR(gd3dDevice->BeginScene());
HR(mFX->SetValue(mhLight, &mLight, sizeof(DirLight)));
HR(mFX->SetMatrix(mhWVP, &(mWorld*mView*mProj)));
D3DXMATRIX worldInvTrans;
D3DXMatrixInverse(&worldInvTrans, 0, &mWorld);
D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans);
HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans));
HR(mFX->SetMatrix(mhWorld, &mWorld));
HR(mFX->SetTechnique(mhTech));
UINT numPasses = 0;
HR(mFX->Begin(&numPasses, 0));
HR(mFX->BeginPass(0));
// Draw the mesh.
for(UINT j = 0; j < mMtrl.size(); ++j)
{
HR(mFX->SetValue(mhMtrl, &mMtrl[j], sizeof(Mtrl)));
// If there is a texture, then use.
if(mTex[j] != 0)
{
HR(mFX->SetTexture(mhTex, mTex[j]));
}
// But if not, then set a pure white texture. When the texture color
// is multiplied by the color from lighting, it is like multiplying by
// 1 and won't change the color from lighting.
else
{
HR(mFX->SetTexture(mhTex, mWhiteTex));
}
HR(mFX->CommitChanges());
HR(mMesh->DrawSubset(j));
}
// Draw the bounding box with alpha blending.
HR(gd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true));
HR(gd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA));
HR(gd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA));
HR(mFX->SetMatrix(mhWVP, &(mBoundingBoxOffset*mView*mProj)));
D3DXMatrixInverse(&worldInvTrans, 0, &mBoundingBoxOffset);
D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans);
HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans));
HR(mFX->SetMatrix(mhWorld, &mBoundingBoxOffset));
HR(mFX->SetValue(mhMtrl, &mBoxMtrl, sizeof(Mtrl)));
HR(mFX->SetTexture(mhTex, mWhiteTex));
HR(mFX->CommitChanges());
HR(mBox->DrawSubset(0));
HR(gd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false));
HR(mFX->EndPass());
HR(mFX->End());
mGfxStats->display();
HR(gd3dDevice->EndScene());
// Present the backbuffer.
HR(gd3dDevice->Present(0, 0, 0, 0));
}
void BoundingBoxDemo::buildFX()
{
// Create the FX from a .fx file.
ID3DXBuffer* errors = 0;
HR(D3DXCreateEffectFromFile(gd3dDevice, "PhongDirLtTex.fx",
0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors));
if( errors )
MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);
// Obtain handles.
mhTech = mFX->GetTechniqueByName("PhongDirLtTexTech");
mhWVP = mFX->GetParameterByName(0, "gWVP");
mhWorldInvTrans = mFX->GetParameterByName(0, "gWorldInvTrans");
mhMtrl = mFX->GetParameterByName(0, "gMtrl");
mhLight = mFX->GetParameterByName(0, "gLight");
mhEyePos = mFX->GetParameterByName(0, "gEyePosW");
mhWorld = mFX->GetParameterByName(0, "gWorld");
mhTex = mFX->GetParameterByName(0, "gTex");
}
void BoundingBoxDemo::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 BoundingBoxDemo::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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