//============================================================================= // AsteroidsDemo.cpp by Frank Luna (C) 2005 All Rights Reserved. // // Demonstrates picking with a simple asteroids type game. // // Controls: Use mouse to look and 'W', 'S', 'A', and 'D' keys to move. // Left mouse button to pick asteroids. //============================================================================= #include "d3dApp.h" #include "DirectInput.h" #include #include "GfxStats.h" #include #include #include #include "Terrain.h" #include "Camera.h" #include "PSystem.h" // Create a simple firework particle system which goes off // whenever the user picks an asteroid. class FireWork : public PSystem { public: FireWork(const std::string& fxName, const std::string& techName, const std::string& texName, const D3DXVECTOR3& accel, const AABB& box, int maxNumParticles, float timePerParticle) : PSystem(fxName, techName, texName, accel, box, maxNumParticles, timePerParticle) { for(int i = 0; i < mMaxNumParticles; ++i) { initParticle(mParticles[i]); } } void initParticle(Particle& out) { out.initialTime = 0.0f; out.initialSize = GetRandomFloat(12.0f, 15.0f); out.lifeTime = 10.0f; // Generate Random Direction D3DXVECTOR3 d; GetRandomVec(d); // Compute velocity. float speed = GetRandomFloat(100.0f, 150.0f); out.initialVelocity = speed*d; out.initialColor = WHITE; out.mass = GetRandomFloat(2.0f, 4.0f); float r = GetRandomFloat(0.0f, 2.0f); out.initialPos = r*d; } }; // In order to not duplicate firework systems, we create // a firework "instance" structure, which stores the position of // the instance in world space and its relative time since being // created. In this way, we can draw several fireworks with only // one actual system by drawing the system in different world space // positions and at different times. struct FireWorkInstance { float time; D3DXMATRIX toWorld; }; // A simple asteroid structure to maintain the rotation, position, // and velocity of an asteroid. struct Asteroid { D3DXVECTOR3 axis; float theta; D3DXVECTOR3 pos; D3DXVECTOR3 vel; }; class AsteroidsDemo : public D3DApp { public: AsteroidsDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP); ~AsteroidsDemo(); bool checkDeviceCaps(); void onLostDevice(); void onResetDevice(); void updateScene(float dt); void drawScene(); void initAsteroids(); void buildFX(); void getWorldPickingRay(D3DXVECTOR3& originW, D3DXVECTOR3& dirW); private: GfxStats* mGfxStats; // We only need one firework system, as we just draw the same system // several times per frame in different positions and at different // relative times to simulate multiple systems. PSystem* mFireWork; // A list of firework *instances* std::list mFireWorkInstances; // A list of asteroids. static const int NUM_ASTEROIDS = 300; std::list mAsteroids; // We only need one actual mesh, as we just draw the same mesh several // times per frame in different positions to simulate multiple asteroids. ID3DXMesh* mAsteroidMesh; std::vector mAsteroidMtrls; std::vector mAsteroidTextures; AABB mAsteroidBox; // General light/texture FX ID3DXEffect* mFX; D3DXHANDLE mhTech; D3DXHANDLE mhWVP; D3DXHANDLE mhWorldInvTrans; D3DXHANDLE mhEyePos; D3DXHANDLE mhWorld; D3DXHANDLE mhTex; D3DXHANDLE mhMtrl; D3DXHANDLE mhLight; DirLight mLight; // Default texture if no texture present for subset. IDirect3DTexture9* mWhiteTex; }; 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 srand(time(0)); // Construct camera before application, since the application uses the camera. Camera camera; gCamera = &camera; AsteroidsDemo app(hInstance, "Asteroids Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING); gd3dApp = &app; DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND); gDInput = &di; return gd3dApp->run(); } AsteroidsDemo::AsteroidsDemo(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(); // Load the asteroid mesh and compute its bounding box in local space. LoadXFile("asteroid.x", &mAsteroidMesh, mAsteroidMtrls, mAsteroidTextures); VertexPNT* v = 0; HR(mAsteroidMesh->LockVertexBuffer(0, (void**)&v)); HR(D3DXComputeBoundingBox(&v->pos, mAsteroidMesh->GetNumVertices(), mAsteroidMesh->GetNumBytesPerVertex(), &mAsteroidBox.minPt, &mAsteroidBox.maxPt)); HR(mAsteroidMesh->UnlockVertexBuffer()); // Initialize camera. gCamera->pos() = D3DXVECTOR3(0.0f, 0.0f, 0.0f); gCamera->setSpeed(40.0f); // Initialize the particle system. D3DXMATRIX psysWorld; D3DXMatrixIdentity(&psysWorld); AABB psysBox; psysBox.maxPt = D3DXVECTOR3(INFINITY, INFINITY, INFINITY); psysBox.minPt = D3DXVECTOR3(-INFINITY, -INFINITY, -INFINITY); mFireWork = new FireWork("fireworks.fx", "FireWorksTech", "bolt.dds", D3DXVECTOR3(0.0f, -9.8f, 0.0f), psysBox, 500, -1.0f); mFireWork->setWorldMtx(psysWorld); // Call update once to put all particles in the "alive" list. mFireWork->update(0.0f); // Load the default texture. HR(D3DXCreateTextureFromFile(gd3dDevice, "whitetex.dds", &mWhiteTex)); // Init a light. mLight.dirW = D3DXVECTOR3(0.707f, 0.0f, 0.707f); D3DXVec3Normalize(&mLight.dirW, &mLight.dirW); mLight.ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); mLight.diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); mLight.spec = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); buildFX(); initAsteroids(); onResetDevice(); } AsteroidsDemo::~AsteroidsDemo() { delete mGfxStats; ReleaseCOM(mWhiteTex); ReleaseCOM(mFX); delete mFireWork; ReleaseCOM(mAsteroidMesh); for(UINT i = 0; i < mAsteroidTextures.size(); ++i) ReleaseCOM(mAsteroidTextures[i]); DestroyAllVertexDeclarations(); } bool AsteroidsDemo::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 AsteroidsDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); mFireWork->onLostDevice(); } void AsteroidsDemo::onResetDevice() { mGfxStats->onResetDevice(); HR(mFX->OnResetDevice()); mFireWork->onResetDevice(); // The aspect ratio depends on the backbuffer dimensions, which can // possibly change after a reset. So rebuild the projection matrix. float w = (float)md3dPP.BackBufferWidth; float h = (float)md3dPP.BackBufferHeight; gCamera->setLens(D3DX_PI * 0.25f, w/h, 0.01f, 5000.0f); } void AsteroidsDemo::updateScene(float dt) { mGfxStats->update(dt); mGfxStats->setTriCount(mAsteroidMesh->GetNumFaces()*mAsteroids.size()); mGfxStats->setVertexCount(mAsteroidMesh->GetNumVertices()*mAsteroids.size()); gDInput->poll(); gCamera->update(dt, 0, 0); // Update the asteroids' orientation and position. std::list::iterator asteroidIter = mAsteroids.begin(); while( asteroidIter != mAsteroids.end() ) { asteroidIter->theta += 4.0f*dt; asteroidIter->pos += asteroidIter->vel*dt; ++asteroidIter; } // Update and delete dead firework systems. std::list::iterator fireworkIter = mFireWorkInstances.begin(); while(fireworkIter != mFireWorkInstances.end()) { fireworkIter->time += dt; // Kill system after 1 seconds. if(fireworkIter->time > 1.0f) fireworkIter = mFireWorkInstances.erase(fireworkIter); else ++fireworkIter; } } void AsteroidsDemo::drawScene() { // Clear the backbuffer and depth buffer. HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff333333, 1.0f, 0)); HR(gd3dDevice->BeginScene()); HR(mFX->SetValue(mhEyePos, &gCamera->pos(), sizeof(D3DXVECTOR3))); HR(mFX->SetTechnique(mhTech)); UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); HR(mFX->BeginPass(0)); // Did we pick anything? D3DXVECTOR3 originW(0.0f, 0.0f, 0.0f); D3DXVECTOR3 dirW(0.0f, 0.0f, 0.0f); if( gDInput->mouseButtonDown(0) ) { getWorldPickingRay(originW, dirW); } std::list::iterator iter = mAsteroids.begin(); while( iter != mAsteroids.end() ) { // Build world matrix based on current rotation and position settings. D3DXMATRIX R, T; D3DXMatrixRotationAxis(&R, &iter->axis, iter->theta); D3DXMatrixTranslation(&T, iter->pos.x, iter->pos.y, iter->pos.z); D3DXMATRIX toWorld = R*T; // Transform AABB to world space. AABB box; mAsteroidBox.xform(toWorld, box); // Did we pick it? if(D3DXBoxBoundProbe(&box.minPt, &box.maxPt, &originW, &dirW)) { // Create a firework instance. FireWorkInstance inst; inst.time = 0.0f; inst.toWorld = toWorld; mFireWorkInstances.push_back(inst); // Remove asteroid from list and move onto the next node. iter = mAsteroids.erase(iter); continue; } // Only draw if AABB is visible. if( gCamera->isVisible( box ) ) { HR(mFX->SetMatrix(mhWVP, &(toWorld*gCamera->viewProj()))); D3DXMATRIX worldInvTrans; D3DXMatrixInverse(&worldInvTrans, 0, &toWorld); D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans); HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans)); HR(mFX->SetMatrix(mhWorld, &toWorld)); for(UINT j = 0; j < mAsteroidMtrls.size(); ++j) { HR(mFX->SetValue(mhMtrl, &mAsteroidMtrls[j], sizeof(Mtrl))); // If there is a texture, then use. if(mAsteroidTextures[j] != 0) { HR(mFX->SetTexture(mhTex, mAsteroidTextures[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(mAsteroidMesh->DrawSubset(j)); } } ++iter; } HR(mFX->EndPass()); HR(mFX->End()); // Draw fireworks. std::list::iterator psysIter = mFireWorkInstances.begin(); while(psysIter != mFireWorkInstances.end()) { mFireWork->setTime(psysIter->time); mFireWork->setWorldMtx(psysIter->toWorld); mFireWork->draw(); ++psysIter; } mGfxStats->display(); HR(gd3dDevice->EndScene()); // Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); } void AsteroidsDemo::initAsteroids() { Asteroid a; for(int i = 0; i < NUM_ASTEROIDS; ++i) { // Generate a random rotation axis. GetRandomVec(a.axis); // No rotation to start, but we will rotate as // a function of time. a.theta = 0.0f; // Random position in world space. a.pos.x = GetRandomFloat(-500.0f, 500.0f); a.pos.y = GetRandomFloat(-500.0f, 500.0f); a.pos.z = GetRandomFloat(-500.0f, 500.0f); // Random velocity in world space. float speed = GetRandomFloat(10.0f, 20.0f); D3DXVECTOR3 dir; GetRandomVec(dir); a.vel = speed*dir; mAsteroids.push_back(a); } } void AsteroidsDemo::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"); HR(mFX->SetValue(mhLight, &mLight, sizeof(DirLight))); } void AsteroidsDemo::getWorldPickingRay(D3DXVECTOR3& originW, D3DXVECTOR3& dirW) { // Get the screen point clicked. POINT s; GetCursorPos(&s); // Make it relative to the client area window. ScreenToClient(mhMainWnd, &s); // By the way we've been constructing things, the entire // backbuffer is the viewport. float w = (float)md3dPP.BackBufferWidth; float h = (float)md3dPP.BackBufferHeight; D3DXMATRIX proj = gCamera->proj(); float x = (2.0f*s.x/w - 1.0f) / proj(0,0); float y = (-2.0f*s.y/h + 1.0f) / proj(1,1); // Build picking ray in view space. D3DXVECTOR3 origin(0.0f, 0.0f, 0.0f); D3DXVECTOR3 dir(x, y, 1.0f); // So if the view matrix transforms coordinates from // world space to view space, then the inverse of the // view matrix transforms coordinates from view space // to world space. D3DXMATRIX invView; D3DXMatrixInverse(&invView, 0, &gCamera->view()); // Transform picking ray to world space. D3DXVec3TransformCoord(&originW, &origin, &invView); D3DXVec3TransformNormal(&dirW, &dir, &invView); D3DXVec3Normalize(&dirW, &dirW); }