//============================================================================= // SkinnedMeshDemo.cpp by Frank Luna (C) 2005 All Rights Reserved. // // Demonstrates how to load and animate a mesh with vertex blending. // // 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 #include "GfxStats.h" #include #include "Vertex.h" #include "SkinnedMesh.h" class SkinnedMeshDemo : public D3DApp { public: SkinnedMeshDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP); ~SkinnedMeshDemo(); bool checkDeviceCaps(); void onLostDevice(); void onResetDevice(); void updateScene(float dt); void drawScene(); // Helper methods void buildFX(); void buildViewMtx(); void buildProjMtx(); private: GfxStats* mGfxStats; SkinnedMesh* mSkinnedMesh; DirLight mLight; Mtrl mWhiteMtrl; IDirect3DTexture9* mTex; ID3DXEffect* mFX; D3DXHANDLE mhTech; D3DXHANDLE mhWVP; D3DXHANDLE mhWorldInvTrans; D3DXHANDLE mhFinalXForms; D3DXHANDLE mhEyePos; D3DXHANDLE mhWorld; D3DXHANDLE mhTex; D3DXHANDLE mhMtrl; D3DXHANDLE mhLight; 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 SkinnedMeshDemo app(hInstance, "Skinned Mesh Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING); gd3dApp = &app; DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND); gDInput = &di; return gd3dApp->run(); } SkinnedMeshDemo::SkinnedMeshDemo(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 = 6.0f; mCameraRotationY = 1.3 * D3DX_PI; mCameraHeight = 3.0f; 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); mWhiteMtrl.ambient = WHITE*0.9f; mWhiteMtrl.diffuse = WHITE*0.6f; mWhiteMtrl.spec = WHITE*0.6f; mWhiteMtrl.specPower = 48.0f; // Load the skinned mesh and its texture. mSkinnedMesh = new SkinnedMesh("tiny.x"); HR(D3DXCreateTextureFromFile(gd3dDevice, "Tiny_skin.bmp", &mTex)); // Scale the mesh down. D3DXMatrixScaling(&mWorld, 0.01f, 0.01f, 0.01f); mGfxStats->addVertices(mSkinnedMesh->numVertices()); mGfxStats->addTriangles(mSkinnedMesh->numTriangles()); buildFX(); onResetDevice(); } SkinnedMeshDemo::~SkinnedMeshDemo() { delete mGfxStats; delete mSkinnedMesh; ReleaseCOM(mFX); ReleaseCOM(mTex); DestroyAllVertexDeclarations(); } bool SkinnedMeshDemo::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 SkinnedMeshDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); } void SkinnedMeshDemo::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 SkinnedMeshDemo::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 < 2.0f ) mCameraRadius = 2.0f; // 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(); // Animate the skinned mesh. mSkinnedMesh->update(dt); } void SkinnedMeshDemo::drawScene() { // Clear the backbuffer and depth buffer. HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffeeeeee, 1.0f, 0)); HR(gd3dDevice->BeginScene()); // Set FX Parameters. In particular, for this demo note that we set the // final transformation matrix array for vertex blending. HR(mFX->SetMatrixArray(mhFinalXForms, mSkinnedMesh->getFinalXFormArray(), mSkinnedMesh->numBones())); 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->SetValue(mhMtrl, &mWhiteMtrl, sizeof(Mtrl))); HR(mFX->SetTexture(mhTex, mTex)); HR(mFX->SetTechnique(mhTech)); UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); HR(mFX->BeginPass(0)); mSkinnedMesh->draw(); HR(mFX->EndPass()); HR(mFX->End()); mGfxStats->display(); HR(gd3dDevice->EndScene()); // Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); } void SkinnedMeshDemo::buildFX() { // Create the FX from a .fx file. ID3DXBuffer* errors = 0; HR(D3DXCreateEffectFromFile(gd3dDevice, "vblend2.fx", 0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors)); if( errors ) MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0); // Obtain handles. mhTech = mFX->GetTechniqueByName("VBlend2Tech"); mhWVP = mFX->GetParameterByName(0, "gWVP"); mhWorldInvTrans = mFX->GetParameterByName(0, "gWorldInvTrans"); mhFinalXForms = mFX->GetParameterByName(0, "gFinalXForms"); 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 SkinnedMeshDemo::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 SkinnedMeshDemo::buildProjMtx() { float w = (float)md3dPP.BackBufferWidth; float h = (float)md3dPP.BackBufferHeight; D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.25f, w/h, 1.0f, 5000.0f); }