topical media & game development
graphic-directx-game-22-DisplacementMap-WaterDmap.cpp / cpp
//=============================================================================
// WaterDMap.cpp by Frank Luna (C) 2004 All Rights Reserved.
//=============================================================================
include <WaterDMap.h>
include <Vertex.h>
include <Camera.h>
WaterDMap::WaterDMap(InitInfo& initInfo)
{
mInitInfo = initInfo;
mWidth = (initInfo.vertCols-1)*initInfo.dx;
mDepth = (initInfo.vertRows-1)*initInfo.dz;
mWaveNMapOffset0 = D3DXVECTOR2(0.0f, 0.0f);
mWaveNMapOffset1 = D3DXVECTOR2(0.0f, 0.0f);
mWaveDMapOffset0 = D3DXVECTOR2(0.0f, 0.0f);
mWaveDMapOffset1 = 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(WaterDMapVertex::Decl->GetDeclaration(elems, &numElems));
HR(D3DXCreateMesh(numTris, numVerts,
D3DXMESH_MANAGED, elems, gd3dDevice, &mMesh));
//===============================================================
// Write the grid vertices and triangles to the mesh.
WaterDMapVertex* 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].scaledTexC = D3DXVECTOR2((float)j/mInitInfo.vertCols,
(float)i/mInitInfo.vertRows)
* initInfo.texScale;
v[index].normalizedTexC = D3DXVECTOR2((float)j/mInitInfo.vertCols,
(float)i/mInitInfo.vertRows);
}
}
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.
int m = mInitInfo.vertRows;
int n = mInitInfo.vertCols;
HR(D3DXCreateTextureFromFile(gd3dDevice, initInfo.waveMapFilename0.c_str(), &mWaveMap0));
HR(D3DXCreateTextureFromFile(gd3dDevice, initInfo.waveMapFilename1.c_str(), &mWaveMap1));
HR(D3DXCreateTextureFromFileEx(gd3dDevice, initInfo.dmapFilename0.c_str(), m, n,
1, 0, D3DFMT_R32F, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0, 0, 0, &mDispMap0));
HR(D3DXCreateTextureFromFileEx(gd3dDevice, initInfo.dmapFilename1.c_str(), m, n,
1, 0, D3DFMT_R32F, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0, 0, 0, &mDispMap1));
buildFX();
}
WaterDMap::~WaterDMap()
{
ReleaseCOM(mMesh);
ReleaseCOM(mFX);
ReleaseCOM(mWaveMap0);
ReleaseCOM(mWaveMap1);
ReleaseCOM(mDispMap0);
ReleaseCOM(mDispMap1);
}
DWORD WaterDMap::getNumTriangles()
{
return mMesh->GetNumFaces();
}
DWORD WaterDMap::getNumVertices()
{
return mMesh->GetNumVertices();
}
void WaterDMap::onLostDevice()
{
HR(mFX->OnLostDevice());
}
void WaterDMap::onResetDevice()
{
HR(mFX->OnResetDevice());
}
void WaterDMap::update(float dt)
{
// Update texture coordinate offsets. These offsets are added to the
// texture coordinates in the vertex shader to animate them.
mWaveNMapOffset0 += mInitInfo.waveNMapVelocity0 * dt;
mWaveNMapOffset1 += mInitInfo.waveNMapVelocity1 * dt;
mWaveDMapOffset0 += mInitInfo.waveDMapVelocity0 * dt;
mWaveDMapOffset1 += mInitInfo.waveDMapVelocity1 * dt;
// Textures repeat every 1.0 unit, so reset back down to zero
// so the coordinates do not grow too large.
if(mWaveNMapOffset0.x >= 1.0f || mWaveNMapOffset0.x <= -1.0f)
mWaveNMapOffset0.x = 0.0f;
if(mWaveNMapOffset1.x >= 1.0f || mWaveNMapOffset1.x <= -1.0f)
mWaveNMapOffset1.x = 0.0f;
if(mWaveNMapOffset0.y >= 1.0f || mWaveNMapOffset0.y <= -1.0f)
mWaveNMapOffset0.y = 0.0f;
if(mWaveNMapOffset1.y >= 1.0f || mWaveNMapOffset1.y <= -1.0f)
mWaveNMapOffset1.y = 0.0f;
if(mWaveDMapOffset0.x >= 1.0f || mWaveDMapOffset0.x <= -1.0f)
mWaveDMapOffset0.x = 0.0f;
if(mWaveDMapOffset1.x >= 1.0f || mWaveDMapOffset1.x <= -1.0f)
mWaveDMapOffset1.x = 0.0f;
if(mWaveDMapOffset0.y >= 1.0f || mWaveDMapOffset0.y <= -1.0f)
mWaveDMapOffset0.y = 0.0f;
if(mWaveDMapOffset1.y >= 1.0f || mWaveDMapOffset1.y <= -1.0f)
mWaveDMapOffset1.y = 0.0f;
}
void WaterDMap::draw()
{
HR(mFX->SetMatrix(mhWVP, &(mInitInfo.toWorld*gCamera->viewProj())));
HR(mFX->SetValue(mhEyePosW, &gCamera->pos(), sizeof(D3DXVECTOR3)));
HR(mFX->SetValue(mhWaveNMapOffset0, &mWaveNMapOffset0, sizeof(D3DXVECTOR2)));
HR(mFX->SetValue(mhWaveNMapOffset1, &mWaveNMapOffset1, sizeof(D3DXVECTOR2)));
HR(mFX->SetValue(mhWaveDMapOffset0, &mWaveDMapOffset0, sizeof(D3DXVECTOR2)));
HR(mFX->SetValue(mhWaveDMapOffset1, &mWaveDMapOffset1, 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 WaterDMap::buildFX()
{
ID3DXBuffer* errors = 0;
HR(D3DXCreateEffectFromFile(gd3dDevice, mInitInfo.fxFilename.c_str(),
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");
mhWaveNMapOffset0 = mFX->GetParameterByName(0, "gWaveNMapOffset0");
mhWaveNMapOffset1 = mFX->GetParameterByName(0, "gWaveNMapOffset1");
mhWaveDMapOffset0 = mFX->GetParameterByName(0, "gWaveDMapOffset0");
mhWaveDMapOffset1 = mFX->GetParameterByName(0, "gWaveDMapOffset1");
mhWaveDispMap0 = mFX->GetParameterByName(0, "gWaveDispMap0");
mhWaveDispMap1 = mFX->GetParameterByName(0, "gWaveDispMap1");
mhScaleHeights = mFX->GetParameterByName(0, "gScaleHeights");
mhGridStepSizeL = mFX->GetParameterByName(0, "gGridStepSizeL");
// 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->SetTexture(mhWaveDispMap0, mDispMap0));
HR(mFX->SetTexture(mhWaveDispMap1, mDispMap1));
HR(mFX->SetValue(mhLight, &mInitInfo.dirLight, sizeof(DirLight)));
HR(mFX->SetValue(mhMtrl, &mInitInfo.mtrl, sizeof(Mtrl)));
HR(mFX->SetValue(mhScaleHeights, &mInitInfo.scaleHeights, sizeof(D3DXVECTOR2)));
D3DXVECTOR2 stepSizes(mInitInfo.dx, mInitInfo.dz);
HR(mFX->SetValue(mhGridStepSizeL, &stepSizes, sizeof(D3DXVECTOR2)));
}
(C) Æliens
20/2/2008
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