//============================================================================= // TriPickDemo.cpp by Frank Luna (C) 2005 All Rights Reserved. // // Demonstrates triangle picking with D3DXIntersect. // // Controls: Use mouse to look and 'W', 'S', 'A', and 'D' keys to move. // Left mouse button to pick triangle. //============================================================================= #include "d3dApp.h" #include "DirectInput.h" #include #include "GfxStats.h" #include #include #include #include "Camera.h" #include "Vertex.h" class TriPickDemo : public D3DApp { public: TriPickDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP); ~TriPickDemo(); 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; // Car mesh. ID3DXMesh* mMesh; std::vector mMeshMtrls; std::vector mMeshTextures; // 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; TriPickDemo app(hInstance, "Tri-Pick Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING); gd3dApp = &app; DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND); gDInput = &di; return gd3dApp->run(); } TriPickDemo::TriPickDemo(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 mesh data. LoadXFile("car.x", &mMesh, mMeshMtrls, mMeshTextures); // Initialize camera. gCamera->pos() = D3DXVECTOR3(-0.0f, 2.0f, -15.0f); gCamera->setSpeed(40.0f); // 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(0.5f, 0.5f, 0.5f, 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(); mGfxStats->addTriangles(mMesh->GetNumFaces()); mGfxStats->addVertices(mMesh->GetNumVertices()); onResetDevice(); } TriPickDemo::~TriPickDemo() { delete mGfxStats; ReleaseCOM(mWhiteTex); ReleaseCOM(mFX); ReleaseCOM(mMesh); for(UINT i = 0; i < mMeshTextures.size(); ++i) ReleaseCOM(mMeshTextures[i]); DestroyAllVertexDeclarations(); } bool TriPickDemo::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 TriPickDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); } void TriPickDemo::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. float w = (float)md3dPP.BackBufferWidth; float h = (float)md3dPP.BackBufferHeight; gCamera->setLens(D3DX_PI * 0.25f, w/h, 0.01f, 5000.0f); } void TriPickDemo::updateScene(float dt) { mGfxStats->update(dt); gDInput->poll(); gCamera->update(dt, 0, 0); } void TriPickDemo::drawScene() { // Clear the backbuffer and depth buffer. HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 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)); // Specify mesh directly in world space. D3DXMATRIX toWorld; D3DXMatrixIdentity(&toWorld); // Set FX parameters. 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)); // Draw the car in wireframe mode. HR(gd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME)); for(UINT j = 0; j < mMeshMtrls.size(); ++j) { HR(mFX->SetValue(mhMtrl, &mMeshMtrls[j], sizeof(Mtrl))); // If there is a texture, then use. if(mMeshTextures[j] != 0) { HR(mFX->SetTexture(mhTex, mMeshTextures[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)); } // Switch back to solid mode. HR(gd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID)); // 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); BOOL hit = 0; DWORD faceIndex = -1; float u = 0.0f; float v = 0.0f; float dist = 0.0f; ID3DXBuffer* allhits = 0; DWORD numHits = 0; HR(D3DXIntersect(mMesh, &originW, &dirW, &hit, &faceIndex, &u, &v, &dist, &allhits, &numHits)); ReleaseCOM(allhits); // We hit anything? if( hit ) { // Yes, draw the picked triangle in solid mode. IDirect3DVertexBuffer9* vb = 0; IDirect3DIndexBuffer9* ib = 0; HR(mMesh->GetVertexBuffer(&vb)); HR(mMesh->GetIndexBuffer(&ib)); HR(gd3dDevice->SetIndices(ib)); HR(gd3dDevice->SetVertexDeclaration(VertexPNT::Decl)); HR(gd3dDevice->SetStreamSource(0, vb, 0, sizeof(VertexPNT))); // faceIndex identifies the picked triangle to draw. HR(gd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, mMesh->GetNumVertices(), faceIndex*3, 1)) ReleaseCOM(vb); ReleaseCOM(ib); } } HR(mFX->EndPass()); HR(mFX->End()); mGfxStats->display(); HR(gd3dDevice->EndScene()); // Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); } void TriPickDemo::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 TriPickDemo::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); }