topical media & game development
graphic-directx-game-21-Water-WaterDemo.cpp / cpp
//=============================================================================
// WaterDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.
//
// Uses normal maps to light water and environment map for reflections.
//
// 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 <Camera.h>
include <Sky.h>
include <Vertex.h>
include <Water.h>
class WaterDemo : public D3DApp
{
public:
WaterDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);
~WaterDemo();
bool checkDeviceCaps();
void onLostDevice();
void onResetDevice();
void updateScene(float dt);
void drawScene();
void buildFX();
private:
GfxStats* mGfxStats;
Water* mWater;
Sky* mSky;
ID3DXMesh* mSceneMesh;
D3DXMATRIX mSceneWorld;
D3DXMATRIX mSceneWorldInv;
std::vector<Mtrl> mSceneMtrls;
std::vector<IDirect3DTexture9*> mSceneTextures;
// Hack for this particular scene--usually you'd want to come up
// with a more general method of loading normal maps such that
// the ith normal map corresponds with the ith mesh subset.
// For example, you might call each color texture name_color and
// its corresponding normal map name_nmap. Then when you load the
// name_color texture you also load the corresponding normal map.
// If a texture doesn't have a normal map, you could use a default one
// like we use the default white texture.
IDirect3DTexture9* mSceneNormalMaps[2];
IDirect3DTexture9* mWhiteTex;
ID3DXEffect* mFX;
D3DXHANDLE mhTech;
D3DXHANDLE mhWVP;
D3DXHANDLE mhWorldInv;
D3DXHANDLE mhEyePosW;
D3DXHANDLE mhTex;
D3DXHANDLE mhMtrl;
D3DXHANDLE mhLight;
D3DXHANDLE mhNormalMap;
DirLight mLight;
};
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
// Construct camera before application, since the application uses the camera.
Camera camera;
gCamera = &camera;
WaterDemo app(hInstance, "Water Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING);
gd3dApp = &app;
DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
gDInput = &di;
return gd3dApp->run();
}
WaterDemo::WaterDemo(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();
mLight.dirW = D3DXVECTOR3(0.0f, -2.0f, -1.0f);
D3DXVec3Normalize(&mLight.dirW, &mLight.dirW);
mLight.ambient = D3DXCOLOR(0.3f, 0.3f, 0.3f, 1.0f);
mLight.diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
mLight.spec = D3DXCOLOR(0.7f, 0.7f, 0.7f, 1.0f);
mGfxStats = new GfxStats();
mSky = new Sky("grassenvmap1024.dds", 10000.0f);
D3DXMATRIX waterWorld;
D3DXMatrixTranslation(&waterWorld, 0.0f, 2.0f, 0.0f);
Mtrl waterMtrl;
waterMtrl.ambient = D3DXCOLOR(0.26f, 0.23f, 0.3f, 0.90f);
waterMtrl.diffuse = D3DXCOLOR(0.26f, 0.23f, 0.3f, 0.90f);
waterMtrl.spec = 1.0f*WHITE;
waterMtrl.specPower = 64.0f;
Water::InitInfo waterInitInfo;
waterInitInfo.dirLight = mLight;
waterInitInfo.mtrl = waterMtrl;
waterInitInfo.vertRows = 128;
waterInitInfo.vertCols = 128;
waterInitInfo.dx = 1.0f;
waterInitInfo.dz = 1.0f;
waterInitInfo.waveMapFilename0 = "wave0.dds";
waterInitInfo.waveMapFilename1 = "wave1.dds";
waterInitInfo.waveMapVelocity0 = D3DXVECTOR2(0.05f, 0.08f);
waterInitInfo.waveMapVelocity1 = D3DXVECTOR2(-0.02f, 0.1f);
waterInitInfo.texScale = 16.0f;
waterInitInfo.toWorld = waterWorld;
mWater = new Water(waterInitInfo);
mWater->setEnvMap(mSky->getEnvMap());
ID3DXMesh* tempMesh = 0;
LoadXFile(<BasicColumnScene.x>, &tempMesh, mSceneMtrls, mSceneTextures);
// Get the vertex declaration for the NMapVertex.
D3DVERTEXELEMENT9 elems[MAX_FVF_DECL_SIZE];
UINT numElems = 0;
HR(NMapVertex::Decl->GetDeclaration(elems, &numElems));
// Clone the mesh to the NMapVertex format.
ID3DXMesh* clonedTempMesh = 0;
HR(tempMesh->CloneMesh(D3DXMESH_MANAGED, elems, gd3dDevice, &clonedTempMesh));
// Now use D3DXComputeTangentFrameEx to build the TNB-basis for each vertex
// in the mesh.
HR(D3DXComputeTangentFrameEx(
clonedTempMesh, // Input mesh
D3DDECLUSAGE_TEXCOORD, 0, // Vertex element of input tex-coords.
D3DDECLUSAGE_BINORMAL, 0, // Vertex element to output binormal.
D3DDECLUSAGE_TANGENT, 0, // Vertex element to output tangent.
D3DDECLUSAGE_NORMAL, 0, // Vertex element to output normal.
0, // Options
0, // Adjacency
0.01f, 0.25f, 0.01f, // Thresholds for handling errors
&mSceneMesh, // Output mesh
0)); // Vertex Remapping
// Done with temps.
ReleaseCOM(tempMesh);
ReleaseCOM(clonedTempMesh);
D3DXMatrixIdentity(&mSceneWorld);
D3DXMatrixIdentity(&mSceneWorldInv);
HR(D3DXCreateTextureFromFile(gd3dDevice, "floor_nmap.bmp", &mSceneNormalMaps[0]));
HR(D3DXCreateTextureFromFile(gd3dDevice, "bricks_nmap.bmp", &mSceneNormalMaps[1]));
HR(D3DXCreateTextureFromFile(gd3dDevice, "whitetex.dds", &mWhiteTex));
// Initialize camera.
gCamera->pos().y = 7.0f;
gCamera->pos().z = -30.0f;
gCamera->setSpeed(10.0f);
mGfxStats->addVertices(mSceneMesh->GetNumVertices());
mGfxStats->addTriangles(mSceneMesh->GetNumFaces());
mGfxStats->addVertices(mWater->getNumVertices());
mGfxStats->addTriangles(mWater->getNumTriangles());
mGfxStats->addVertices(mSky->getNumVertices());
mGfxStats->addTriangles(mSky->getNumTriangles());
buildFX();
onResetDevice();
}
WaterDemo::~WaterDemo()
{
delete mGfxStats;
delete mSky;
delete mWater;
ReleaseCOM(mFX);
ReleaseCOM(mSceneMesh);
for(UINT i = 0; i < mSceneTextures.size(); ++i)
ReleaseCOM(mSceneTextures[i]);
ReleaseCOM(mWhiteTex);
ReleaseCOM(mSceneNormalMaps[0]);
ReleaseCOM(mSceneNormalMaps[1]);
DestroyAllVertexDeclarations();
}
bool WaterDemo::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 WaterDemo::onLostDevice()
{
mGfxStats->onLostDevice();
mSky->onLostDevice();
mWater->onLostDevice();
HR(mFX->OnLostDevice());
}
void WaterDemo::onResetDevice()
{
mGfxStats->onResetDevice();
mSky->onResetDevice();
mWater->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, 1.0f, 5000.0f);
}
void WaterDemo::updateScene(float dt)
{
mGfxStats->update(dt);
gDInput->poll();
gCamera->update(dt, 0, 0);
mWater->update(dt);
}
void WaterDemo::drawScene()
{
HR(gd3dDevice->BeginScene());
mSky->draw();
HR(mFX->SetValue(mhLight, &mLight, sizeof(DirLight)));
HR(mFX->SetMatrix(mhWVP, &(mSceneWorld*gCamera->viewProj())));
HR(mFX->SetValue(mhEyePosW, &gCamera->pos(), sizeof(D3DXVECTOR3)));
UINT numPasses = 0;
HR(mFX->Begin(&numPasses, 0));
HR(mFX->BeginPass(0));
for(UINT j = 0; j < mSceneMtrls.size(); ++j)
{
HR(mFX->SetValue(mhMtrl, &mSceneMtrls[j], sizeof(Mtrl)));
// If there is a texture, then use.
if(mSceneTextures[j] != 0)
{
HR(mFX->SetTexture(mhTex, mSceneTextures[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->SetTexture(mhNormalMap, mSceneNormalMaps[j]));
HR(mFX->CommitChanges());
HR(mSceneMesh->DrawSubset(j));
}
HR(mFX->EndPass());
HR(mFX->End());
// Draw alpha blended object last.
mWater->draw();
mGfxStats->display();
HR(gd3dDevice->EndScene());
// Present the backbuffer.
HR(gd3dDevice->Present(0, 0, 0, 0));
}
void WaterDemo::buildFX()
{
// Create the FX from a .fx file.
ID3DXBuffer* errors = 0;
HR(D3DXCreateEffectFromFile(gd3dDevice, "NormalMap.fx",
0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors));
if( errors )
MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);
// Obtain handles.
mhTech = mFX->GetTechniqueByName("NormalMapTech");
mhWVP = mFX->GetParameterByName(0, "gWVP");
mhWorldInv = mFX->GetParameterByName(0, "gWorldInv");
mhMtrl = mFX->GetParameterByName(0, "gMtrl");
mhLight = mFX->GetParameterByName(0, "gLight");
mhEyePosW = mFX->GetParameterByName(0, "gEyePosW");
mhTex = mFX->GetParameterByName(0, "gTex");
mhNormalMap = mFX->GetParameterByName(0, "gNormalMap");
// Set parameters that do not vary:
// World is the identity, so inverse is also identity.
HR(mFX->SetMatrix(mhWorldInv, &mSceneWorldInv));
HR(mFX->SetTechnique(mhTech));
}
(C) Æliens
20/2/2008
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