topical media & game development
graphic-directx-game-21-RenderToTex-RenderToTexDemo.cpp / cpp
//=============================================================================
// RenderToTexDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.
//
// Demonstrates how to implement a radar by rendering into a texture
// every frame.
//
// Controls: Use mouse to look and 'W', 'S', 'A', and 'D' keys to move.
//=============================================================================
include <d3dApp.h>
include <DirectInput.h>
include <crtdbg.h>
include <GfxStats.h>
include <list>
include <Terrain.h>
include <Camera.h>
include <DrawableTex2D.h>
include <Vertex.h>
include <Sky.h>
class RenderToTexDemo : public D3DApp
{
public:
RenderToTexDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);
~RenderToTexDemo();
bool checkDeviceCaps();
void onLostDevice();
void onResetDevice();
void updateScene(float dt);
void drawScene();
void buildFX();
private:
GfxStats* mGfxStats;
Terrain* mTerrain;
Sky* mSky;
// Two camera's for this demo.
Camera mFirstPersonCamera;
Camera mBirdsEyeCamera;
// The texture we draw into.
DrawableTex2D* mRadarMap;
bool mAutoGenMips;
IDirect3DVertexBuffer9* mRadarVB;
// General light/texture FX
ID3DXEffect* mRadarFX;
D3DXHANDLE mhTech;
D3DXHANDLE mhTex;
};
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
RenderToTexDemo app(hInstance, "RenderToTex Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING);
gd3dApp = &app;
DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
gDInput = &di;
return gd3dApp->run();
}
RenderToTexDemo::RenderToTexDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP)
: D3DApp(hInstance, winCaption, devType, requestedVP)
{
mAutoGenMips = true;
if(!checkDeviceCaps())
{
MessageBox(0, "checkDeviceCaps() Failed", 0, 0);
PostQuitMessage(0);
}
gCamera = &mFirstPersonCamera;
InitAllVertexDeclarations();
mGfxStats = new GfxStats();
mSky = new Sky("grassenvmap1024.dds", 10000.0f);
// Viewport is entire texture.
D3DVIEWPORT9 vp = {0, 0, 256, 256, 0.0f, 1.0f};
mRadarMap = new DrawableTex2D(256, 256, 0, D3DFMT_X8R8G8B8, true, D3DFMT_D24X8, vp, mAutoGenMips);
HR(gd3dDevice->CreateVertexBuffer(6*sizeof(VertexPT), D3DUSAGE_WRITEONLY,
0, D3DPOOL_MANAGED, &mRadarVB, 0));
// Radar quad takes up quadrant IV. Note that we specify coordinate directly in
// normalized device coordinates. I.e., world, view, projection matrices are all
// identity.
VertexPT* v = 0;
HR(mRadarVB->Lock(0, 0, (void**)&v, 0));
v[0] = VertexPT(0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
v[1] = VertexPT(1.0f, 0.0f, 0.0f, 1.0f, 0.0f);
v[2] = VertexPT(0.0f, -1.0f, 0.0f, 0.0f, 1.0f);
v[3] = VertexPT(0.0f, -1.0f, 0.0f, 0.0f, 1.0f);
v[4] = VertexPT(1.0f, 0.0f, 0.0f, 1.0f, 0.0f);
v[5] = VertexPT(1.0f, -1.0f, 0.0f, 1.0f, 1.0f);
HR(mRadarVB->Unlock());
mTerrain = new Terrain(513, 513, 4.0f, 4.0f,
"coastMountain513.raw",
"grass.dds",
"dirt.dds",
"rock.dds",
"blend_hm17.dds",
1.5f, 0.0f);
D3DXVECTOR3 toSun(1.0f, 1.0f, 1.0f);
D3DXVec3Normalize(&toSun, &toSun);
mTerrain->setDirToSunW(toSun);
// Initialize camera.
gCamera->pos().y = 250.0f;
gCamera->setSpeed(50.0f);
mGfxStats->addVertices(mTerrain->getNumVertices());
mGfxStats->addTriangles(mTerrain->getNumTriangles());
buildFX();
onResetDevice();
}
RenderToTexDemo::~RenderToTexDemo()
{
delete mGfxStats;
delete mTerrain;
delete mSky;
delete mRadarMap;
ReleaseCOM(mRadarVB);
ReleaseCOM(mRadarFX);
DestroyAllVertexDeclarations();
}
bool RenderToTexDemo::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;
// Check render target support. The adapter format can be either the display mode format
// for windowed mode, or D3DFMT_X8R8G8B8 for fullscreen mode, so we need to test against
// both. We use D3DFMT_X8R8G8B8 as the render texture format and D3DFMT_D24X8 as the
// render texture depth format.
D3DDISPLAYMODE mode;
md3dObject->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &mode);
// Windowed.
if(FAILED(md3dObject->CheckDeviceFormat(D3DADAPTER_DEFAULT, mDevType, mode.Format,
D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8)))
return false;
if(FAILED(md3dObject->CheckDepthStencilMatch(D3DADAPTER_DEFAULT, mDevType, mode.Format,
D3DFMT_X8R8G8B8, D3DFMT_D24X8)))
return false;
// Fullscreen.
if(FAILED(md3dObject->CheckDeviceFormat(D3DADAPTER_DEFAULT, mDevType, D3DFMT_X8R8G8B8,
D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8)))
return false;
if(FAILED(md3dObject->CheckDepthStencilMatch(D3DADAPTER_DEFAULT, mDevType, D3DFMT_X8R8G8B8,
D3DFMT_X8R8G8B8, D3DFMT_D24X8)))
return false;
if( caps.Caps2 & D3DCAPS2_CANAUTOGENMIPMAP )
{
HRESULT hr = D3D_OK;
// Windowed.
hr = md3dObject->CheckDeviceFormat(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, mode.Format, D3DUSAGE_AUTOGENMIPMAP,
D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8);
if(hr == D3DOK_NOAUTOGEN)
mAutoGenMips = false;
// Fullscreen.
hr = md3dObject->CheckDeviceFormat(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_AUTOGENMIPMAP,
D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8);
if(hr == D3DOK_NOAUTOGEN)
mAutoGenMips = false;
}
return true;
}
void RenderToTexDemo::onLostDevice()
{
mGfxStats->onLostDevice();
mTerrain->onLostDevice();
mRadarMap->onLostDevice();
mSky->onLostDevice();
HR(mRadarFX->OnLostDevice());
}
void RenderToTexDemo::onResetDevice()
{
mGfxStats->onResetDevice();
mTerrain->onResetDevice();
mRadarMap->onResetDevice();
mSky->onResetDevice();
HR(mRadarFX->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;
mFirstPersonCamera.setLens(D3DX_PI * 0.25f, w/h, 1.0f, 2000.0f);
mBirdsEyeCamera.setLens(D3DX_PI * 0.25f, w/h, 1.0f, 2000.0f);
}
void RenderToTexDemo::updateScene(float dt)
{
mGfxStats->update(dt);
gDInput->poll();
gCamera->update(dt, mTerrain, 5.5f);
}
void RenderToTexDemo::drawScene()
{
// Draw into radar map.
D3DXVECTOR3 pos(gCamera->pos().x, gCamera->pos().y + 1000.0f, gCamera->pos().z);
D3DXVECTOR3 up(0.0f, 0.0f, 1.0f);
mBirdsEyeCamera.lookAt(pos, gCamera->pos(), up);
mRadarMap->beginScene();
gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0);
gCamera = &mBirdsEyeCamera;
mTerrain->draw();
mRadarMap->endScene();
gCamera = &mFirstPersonCamera;
HR(gd3dDevice->BeginScene());
mSky->draw();
mTerrain->draw();
HR(gd3dDevice->SetStreamSource(0, mRadarVB, 0, sizeof(VertexPT)));
HR(gd3dDevice->SetVertexDeclaration (VertexPT::Decl));
HR(mRadarFX->SetTexture(mhTex, mRadarMap->d3dTex()));
UINT numPasses = 0;
HR(mRadarFX->Begin(&numPasses, 0));
HR(mRadarFX->BeginPass(0));
HR(gd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2));
HR(mRadarFX->EndPass());
HR(mRadarFX->End());
mGfxStats->display();
HR(gd3dDevice->EndScene());
// Present the backbuffer.
HR(gd3dDevice->Present(0, 0, 0, 0));
}
void RenderToTexDemo::buildFX()
{
// Create the generic Light & Tex FX from a .fx file.
ID3DXBuffer* errors = 0;
HR(D3DXCreateEffectFromFile(gd3dDevice, "Radar.fx",
0, 0, 0, 0, &mRadarFX, &errors));
if( errors )
MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);
// Obtain handles.
mhTech = mRadarFX->GetTechniqueByName("RadarTech");
mhTex = mRadarFX->GetParameterByName(0, "gTex");
}
(C) Æliens
20/2/2008
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