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graphic-directx-game-21-Water-Water.cpp / cpp



  //=============================================================================
  // Water.cpp by Frank Luna (C) 2004 All Rights Reserved.
  //=============================================================================
  
  include <Water.h>
  include <Vertex.h>
  include <Camera.h>
  
  Water::Water(InitInfo& initInfo)
  {
          mInitInfo = initInfo;
  
          mWidth = (initInfo.vertCols-1)*initInfo.dx;
          mDepth = (initInfo.vertRows-1)*initInfo.dz;
  
          mWaveMapOffset0 = D3DXVECTOR2(0.0f, 0.0f);
          mWaveMapOffset1 = D3DXVECTOR2(0.0f, 0.0f);
  
          DWORD numTris  = (initInfo.vertRows-1)*(initInfo.vertCols-1)*2;
          DWORD numVerts = initInfo.vertRows*initInfo.vertCols;
  
          //===============================================================
          // Allocate the mesh.
  
          D3DVERTEXELEMENT9 elems[MAX_FVF_DECL_SIZE];
          UINT numElems = 0;
          HR(VertexPT::Decl->GetDeclaration(elems, &numElems));
          HR(D3DXCreateMesh(numTris, numVerts, 
                  D3DXMESH_MANAGED, elems, gd3dDevice, &mMesh));
  
          //===============================================================
          // Write the grid vertices and triangles to the mesh.
  
          VertexPT* v = 0;
          HR(mMesh->LockVertexBuffer(0, (void**)&v));
          
          std::vector<D3DXVECTOR3> verts;
          std::vector<DWORD> indices;
          GenTriGrid(mInitInfo.vertRows, mInitInfo.vertCols, mInitInfo.dx, 
                  mInitInfo.dz, D3DXVECTOR3(0.0f, 0.0f, 0.0f), verts, indices);
  
          for(int i = 0; i < mInitInfo.vertRows; ++i)
          {
                  for(int j = 0; j < mInitInfo.vertCols; ++j)
                  {
                          DWORD index   = i * mInitInfo.vertCols + j;
                          v[index].pos  = verts[index];
                          v[index].tex0 = D3DXVECTOR2((float)j/mInitInfo.vertCols, 
                                                          (float)i/mInitInfo.vertRows)
  										* initInfo.texScale;
                  }
          }
          HR(mMesh->UnlockVertexBuffer());
  
          //===============================================================
          // Write triangle data so we can compute normals.
  
          WORD* indexBuffPtr = 0;
          HR(mMesh->LockIndexBuffer(0, (void**)&indexBuffPtr));
          DWORD* attBuff = 0;
          HR(mMesh->LockAttributeBuffer(0, &attBuff));
          for(UINT i = 0; i < mMesh->GetNumFaces(); ++i)
          {
                  indexBuffPtr[i*3+0] = (WORD)indices[i*3+0];
                  indexBuffPtr[i*3+1] = (WORD)indices[i*3+1];
                  indexBuffPtr[i*3+2] = (WORD)indices[i*3+2];
  
                  attBuff[i] = 0; // All in subset 0.
          }
          HR(mMesh->UnlockIndexBuffer());
          HR(mMesh->UnlockAttributeBuffer());
  
          //===============================================================
          // Optimize for the vertex cache and build attribute table.
  
          DWORD* adj = new DWORD[mMesh->GetNumFaces()*3];
          HR(mMesh->GenerateAdjacency(EPSILON, adj));
          HR(mMesh->OptimizeInplace(D3DXMESHOPT_VERTEXCACHE|D3DXMESHOPT_ATTRSORT,
                  adj, 0, 0, 0));
          delete[] adj;
  
          //===============================================================
          // Create textures/effect.
  
          HR(D3DXCreateTextureFromFile(gd3dDevice, initInfo.waveMapFilename0.c_str(), &mWaveMap0));
          HR(D3DXCreateTextureFromFile(gd3dDevice, initInfo.waveMapFilename1.c_str(), &mWaveMap1));
          buildFX();
  }
  
  Water::~Water()
  {
          ReleaseCOM(mMesh);
          ReleaseCOM(mFX);
          ReleaseCOM(mWaveMap0);
          ReleaseCOM(mWaveMap1);
  }
  
  DWORD Water::getNumTriangles()
  {
          return mMesh->GetNumFaces();
  }
  
  DWORD Water::getNumVertices()
  {
          return mMesh->GetNumVertices();
  }
  
  void Water::onLostDevice()
  {
          HR(mFX->OnLostDevice());
  }
  
  void Water::onResetDevice()
  {
          HR(mFX->OnResetDevice());
  }
  
  void Water::update(float dt)
  {
          // Update texture coordinate offsets.  These offsets are added to the
          // texture coordinates in the vertex shader to animate them.
          mWaveMapOffset0 += mInitInfo.waveMapVelocity0 * dt;
          mWaveMapOffset1 += mInitInfo.waveMapVelocity1 * dt;
  
          // Textures repeat every 1.0 unit, so reset back down to zero
          // so the coordinates do not grow too large.
          if(mWaveMapOffset0.x >= 1.0f || mWaveMapOffset0.x <= -1.0f)
                  mWaveMapOffset0.x = 0.0f;
          if(mWaveMapOffset1.x >= 1.0f || mWaveMapOffset1.x <= -1.0f)
                  mWaveMapOffset1.x = 0.0f;
          if(mWaveMapOffset0.y >= 1.0f || mWaveMapOffset0.y <= -1.0f)
                  mWaveMapOffset0.y = 0.0f;
          if(mWaveMapOffset1.y >= 1.0f || mWaveMapOffset1.y <= -1.0f)
                  mWaveMapOffset1.y = 0.0f;
  }
  
  void Water::draw()
  {
          HR(mFX->SetMatrix(mhWVP, &(mInitInfo.toWorld*gCamera->viewProj())));
          HR(mFX->SetValue(mhEyePosW, &gCamera->pos(), sizeof(D3DXVECTOR3)));
          HR(mFX->SetValue(mhWaveMapOffset0, &mWaveMapOffset0, sizeof(D3DXVECTOR2)));
          HR(mFX->SetValue(mhWaveMapOffset1, &mWaveMapOffset1, sizeof(D3DXVECTOR2)));
  
          UINT numPasses = 0;
          HR(mFX->Begin(&numPasses, 0));
          HR(mFX->BeginPass(0));
  
          HR(mMesh->DrawSubset(0));
  
          HR(mFX->EndPass());
          HR(mFX->End());
  }
  
  void Water::buildFX()
  {
          ID3DXBuffer* errors = 0;
          HR(D3DXCreateEffectFromFile(gd3dDevice, "Water.fx",
                  0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors));
          if( errors )
                  MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);
  
           mhTech           = mFX->GetTechniqueByName("WaterTech");
          mhWorld          = mFX->GetParameterByName(0, "gWorld");
          mhWorldInv       = mFX->GetParameterByName(0, "gWorldInv");
          mhWVP            = mFX->GetParameterByName(0, "gWVP");
          mhEyePosW        = mFX->GetParameterByName(0, "gEyePosW");
          mhLight          = mFX->GetParameterByName(0, "gLight");
          mhMtrl           = mFX->GetParameterByName(0, "gMtrl");
          mhWaveMap0       = mFX->GetParameterByName(0, "gWaveMap0");
      mhWaveMap1       = mFX->GetParameterByName(0, "gWaveMap1");
          mhWaveMapOffset0 = mFX->GetParameterByName(0, "gWaveMapOffset0");
          mhWaveMapOffset1 = mFX->GetParameterByName(0, "gWaveMapOffset1");
          mhEnvMap         = mFX->GetParameterByName(0, "gEnvMap");
  
          // We don't need to set these every frame since they do not change.
          HR(mFX->SetMatrix(mhWorld, &mInitInfo.toWorld));
          D3DXMATRIX worldInv;
          D3DXMatrixInverse(&worldInv, 0, &mInitInfo.toWorld);
          HR(mFX->SetMatrix(mhWorldInv, &worldInv));
          HR(mFX->SetTechnique(mhTech));
          HR(mFX->SetTexture(mhWaveMap0, mWaveMap0));
          HR(mFX->SetTexture(mhWaveMap1, mWaveMap1));
          HR(mFX->SetValue(mhLight, &mInitInfo.dirLight, sizeof(DirLight)));
          HR(mFX->SetValue(mhMtrl, &mInitInfo.mtrl, sizeof(Mtrl)));
  }
  
  void Water::setEnvMap(IDirect3DCubeTexture9* envMap)
  {
          HR(mFX->SetTexture(mhEnvMap, envMap));
  }


(C) Æliens 20/2/2008

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