topical media & game development
graphic-directx-game-17-Basic-Terrain-Demo-BasicTerrainDemo.cpp / cpp
//=============================================================================
// BasicTerrainDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.
//
// Builds off the Multi-Tex demo from chapter 10 by using a heightmap
// to adjust the grid heights to create hills and valleys.
//
// 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>
include <Heightmap.h>
class BasicTerrainDemo : public D3DApp
{
public:
BasicTerrainDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);
~BasicTerrainDemo();
bool checkDeviceCaps();
void onLostDevice();
void onResetDevice();
void updateScene(float dt);
void drawScene();
// Helper methods
void buildGridGeometry();
void buildFX();
void buildViewMtx();
void buildProjMtx();
private:
GfxStats* mGfxStats;
Heightmap mHeightmap;
ID3DXMesh* mTerrainMesh;
IDirect3DTexture9* mTex0;
IDirect3DTexture9* mTex1;
IDirect3DTexture9* mTex2;
IDirect3DTexture9* mBlendMap;
ID3DXEffect* mFX;
D3DXHANDLE mhTech;
D3DXHANDLE mhViewProj;
D3DXHANDLE mhDirToSunW;
D3DXHANDLE mhTex0;
D3DXHANDLE mhTex1;
D3DXHANDLE mhTex2;
D3DXHANDLE mhBlendMap;
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
BasicTerrainDemo app(hInstance, "Basic Terrain Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING);
gd3dApp = &app;
DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
gDInput = &di;
return gd3dApp->run();
}
BasicTerrainDemo::BasicTerrainDemo(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 = 80.0f;
mCameraRotationY = 1.2 * D3DX_PI;
mCameraHeight = 40.0f;
D3DXMatrixIdentity(&mWorld);
mHeightmap.loadRAW(129, 129, "heightmap17_129.raw", 0.25f, 0.0f);
// Load textures from file.
HR(D3DXCreateTextureFromFile(gd3dDevice, "grass.dds", &mTex0));
HR(D3DXCreateTextureFromFile(gd3dDevice, "dirt.dds", &mTex1));
HR(D3DXCreateTextureFromFile(gd3dDevice, "stone.dds", &mTex2));
HR(D3DXCreateTextureFromFile(gd3dDevice, "blend_hm17.dds", &mBlendMap));
buildGridGeometry();
mGfxStats->addVertices(mTerrainMesh->GetNumVertices());
mGfxStats->addTriangles(mTerrainMesh->GetNumFaces());
buildFX();
onResetDevice();
}
BasicTerrainDemo::~BasicTerrainDemo()
{
delete mGfxStats;
ReleaseCOM(mTerrainMesh);
ReleaseCOM(mTex0);
ReleaseCOM(mTex1);
ReleaseCOM(mTex2);
ReleaseCOM(mBlendMap);
ReleaseCOM(mFX);
DestroyAllVertexDeclarations();
}
bool BasicTerrainDemo::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 BasicTerrainDemo::onLostDevice()
{
mGfxStats->onLostDevice();
HR(mFX->OnLostDevice());
}
void BasicTerrainDemo::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 BasicTerrainDemo::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 BasicTerrainDemo::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->SetMatrix(mhViewProj, &(mView*mProj)));
HR(mFX->SetTechnique(mhTech));
UINT numPasses = 0;
HR(mFX->Begin(&numPasses, 0));
HR(mFX->BeginPass(0));
HR(mTerrainMesh->DrawSubset(0));
HR(mFX->EndPass());
HR(mFX->End());
mGfxStats->display();
HR(gd3dDevice->EndScene());
// Present the backbuffer.
HR(gd3dDevice->Present(0, 0, 0, 0));
}
void BasicTerrainDemo::buildGridGeometry()
{
std::vector<D3DXVECTOR3> verts;
std::vector<DWORD> indices;
int vertRows = 129;
int vertCols = 129;
float dx = 1.0f;
float dz = 1.0f;
GenTriGrid(vertRows, vertCols, dx, dz,
D3DXVECTOR3(0.0f, 0.0f, 0.0f), verts, indices);
int numVerts = vertRows*vertCols;
int numTris = (vertRows-1)*(vertCols-1)*2;
// Create the mesh.
D3DVERTEXELEMENT9 elems[MAX_FVF_DECL_SIZE];
UINT numElems = 0;
HR(VertexPNT::Decl->GetDeclaration(elems, &numElems));
HR(D3DXCreateMesh(numTris, numVerts,
D3DXMESH_MANAGED, elems, gd3dDevice, &mTerrainMesh));
// Write the vertices.
VertexPNT* v = 0;
HR(mTerrainMesh->LockVertexBuffer(0,(void**)&v));
// width/depth
float w = (vertCols-1) * dx;
float d = (vertRows-1) * dz;
for(int i = 0; i < vertRows; ++i)
{
for(int j = 0; j < vertCols; ++j)
{
DWORD index = i * vertCols + j;
v[index].pos = verts[index];
v[index].pos.y = mHeightmap(i, j);
v[index].normal = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
v[index].tex0.x = (v[index].pos.x + (0.5f*w)) / w;
v[index].tex0.y = (v[index].pos.z - (0.5f*d)) / -d;
}
}
HR(mTerrainMesh->UnlockVertexBuffer());
// Write the indices and attribute buffer.
WORD* k = 0;
HR(mTerrainMesh->LockIndexBuffer(0, (void**)&k));
DWORD* attBuffer = 0;
HR(mTerrainMesh->LockAttributeBuffer(0, &attBuffer));
// Compute the indices for each triangle.
for(int i = 0; i < numTris; ++i)
{
k[i*3+0] = (WORD)indices[i*3+0];
k[i*3+1] = (WORD)indices[i*3+1];
k[i*3+2] = (WORD)indices[i*3+2];
attBuffer[i] = 0; // Always subset 0
}
HR(mTerrainMesh->UnlockIndexBuffer());
HR(mTerrainMesh->UnlockAttributeBuffer());
// Generate normals and then optimize the mesh.
HR(D3DXComputeNormals(mTerrainMesh, 0));
DWORD* adj = new DWORD[mTerrainMesh->GetNumFaces()*3];
HR(mTerrainMesh->GenerateAdjacency(EPSILON, adj));
HR(mTerrainMesh->OptimizeInplace(D3DXMESHOPT_VERTEXCACHE|D3DXMESHOPT_ATTRSORT,
adj, 0, 0, 0));
delete[] adj;
}
void BasicTerrainDemo::buildFX()
{
ID3DXBuffer* errors = 0;
HR(D3DXCreateEffectFromFile(gd3dDevice, "Terrain.fx",
0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors));
if( errors )
MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);
mhTech = mFX->GetTechniqueByName("TerrainTech");
mhViewProj = mFX->GetParameterByName(0, "gViewProj");
mhDirToSunW = mFX->GetParameterByName(0, "gDirToSunW");
mhTex0 = mFX->GetParameterByName(0, "gTex0");
mhTex1 = mFX->GetParameterByName(0, "gTex1");
mhTex2 = mFX->GetParameterByName(0, "gTex2");
mhBlendMap = mFX->GetParameterByName(0, "gBlendMap");
HR(mFX->SetTexture(mhTex0, mTex0));
HR(mFX->SetTexture(mhTex1, mTex1));
HR(mFX->SetTexture(mhTex2, mTex2));
HR(mFX->SetTexture(mhBlendMap, mBlendMap));
D3DXVECTOR3 d(0.0f, 1.0f, 0.0f);
HR(mFX->SetValue(mhDirToSunW, &d, sizeof(D3DXVECTOR3)));
}
void BasicTerrainDemo::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);
}
void BasicTerrainDemo::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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