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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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