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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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