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📄 ca_gameoflife.cpp

📁 游戏编程精华02-含有几十个游戏编程例子
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			m_pD3DDev->SetTexture(0, mpTextureFiltered[m_nTargetCellField] );
			hr = m_pD3DDev->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);

			break;
		case FULLSCREEN_NEIGHBOR_CALC:

			// Draw quad over full display
			D3DXMatrixScaling(&matWorld, 2.0f, 2.0f, 1.0f);

			D3DXMatrixMultiply(&matWorldViewProj, &matWorld, &matViewProj);
			D3DXMatrixTranspose(&matWorldViewProj, &matWorldViewProj);
			m_pD3DDev->SetVertexShaderConstant(CV_WORLDVIEWPROJ_0, &matWorldViewProj(0, 0), 4);

			// reset offsets to 0 (ie no offsets)
			offset.x = 0.0f;
			m_pD3DDev->SetVertexShaderConstant(CV_UV_OFFSET_TO_USE, &offset, 1);

			m_pD3DDev->SetTexture(0, mpTextureFiltered[ m_nTargetIntermediate ] );
			hr = m_pD3DDev->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);

			break;
		case ALL_TOGETHER :
		   // draw quad in upper left corner: original texture
			D3DXMatrixTranslation(&matWorld, -1.0f, 1.0f, 0.0f);

			D3DXMatrixMultiply(&matWorldViewProj, &matWorld, &matViewProj);
			D3DXMatrixTranspose(&matWorldViewProj, &matWorldViewProj);
			m_pD3DDev->SetVertexShaderConstant(CV_WORLDVIEWPROJ_0, &matWorldViewProj(0, 0), 4);

			// reset offsets to 0 (ie no offsets)
			offset.x = 0.0f;
			m_pD3DDev->SetVertexShaderConstant(CV_UV_OFFSET_TO_USE, &offset, 1);

			m_pD3DDev->SetTexture(0, m_pInitialStateTexture );
			hr = m_pD3DDev->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);


			// draw quads in the other corners, use generated textures
			for (int j = 0; j < 3; ++j)
			{
				D3DXMatrixTranslation(&matWorld, (j == 2) ? -1.0f :  1.0f, 
												 (j == 0) ?  1.0f : -1.0,
												 0.0f);
				D3DXMatrixMultiply(&matWorldViewProj, &matWorld, &matViewProj);
				D3DXMatrixTranspose(&matWorldViewProj, &matWorldViewProj);
				m_pD3DDev->SetVertexShaderConstant(CV_WORLDVIEWPROJ_0, &matWorldViewProj(0, 0), 4);


				pSrcTex = mpTextureFiltered[m_nTargetIntermediate];	// upper right corner


				if( j==1 )
					pSrcTex = mpTextureFiltered[m_nTargetCellField]; // lower right
				else if( j==2 )
					pSrcTex = mpTextureFiltered[m_nTargetCellField]; // lower left


				if( pSrcTex != 0 )
				{
					m_pD3DDev->SetTexture(0, pSrcTex );
					hr = m_pD3DDev->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);
				}
			}

			break;
		};		// switch for display config
	}
	else
	{
		// skip rendering this frame
		// Set normal render target in case the app is doing more rendering
		//   to the window
		hr = m_pD3DDev->SetRenderTarget(mpBackbufferColor, mpBackbufferDepth);

		nSkip++;
	}


	return( hr );
}




HRESULT CA_GameOfLife::DoSingleTimeStep_3Pass()
{

	HRESULT hr;
	int i;

	float pix_mult[4];


    // variable for writing to constant memory which uv-offsets to use
    D3DXVECTOR4     offset(0.0f, 1.0f, 0.0f, 0.0f);

	m_pD3DDev->SetVertexShaderConstant( CV_ONOFF_1, &offset,    1);


	// even if wireframe mode, render to texture as solid
	m_pD3DDev->SetRenderState(D3DRS_FILLMODE,			D3DFILL_SOLID );

	/////////////////////////////////////////////////////////////////

	DWORD wrapval = m_bWrap ?  D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP;
	for( i=0; i < 4 ; i++ )
	{
		m_pD3DDev->SetTextureStageState(i, D3DTSS_ADDRESSU,  wrapval);
		m_pD3DDev->SetTextureStageState(i, D3DTSS_ADDRESSV,  wrapval);
	}


	/////////////////////////////////////////////////////////
	// First, write the source texture into the blue channel
	// I do this in preparation for a 2D dependent green-blue lookup
	//   into a "rules" texture which governs how old pixels spawn
	//   or die into new pixels.  
	// The logic for the game of life depends on 9 pixels:  the source
	//   pixel and it's 8 neightbors.  These are accumulated in three
	//   passes.


	hr = m_pD3DDev->SetRenderTarget( mpFilterTarget[m_nTargetIntermediate], NULL);


	//  Set simple pixel shader to multiply input texture by RGB = 0,0,1
	//   to select only blue, and add a small component of green + blue to 
	//   that in order to properly offset the dependent green-blue lookup
	//   to be done in a later stage

	SetPixelShader( m_SHI_TexelsToBlueWithBias );


	m_pD3DDev->SetTexture(0, m_pTexSrc );

	m_pD3DDev->SetRenderState( D3DRS_ALPHABLENDENABLE, false );


	// Render using offsets of zero
	offset.x = 0.0f;
    m_pD3DDev->SetVertexShaderConstant(CV_UV_OFFSET_TO_USE, &offset, 1);

	// draw the fan with normal texture coords
	hr = m_pD3DDev->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);



	////////////////////////////////////////////////////
	//	Excitation of Game Of Life simulation
	//	Every 400 steps draw the cell field into itself
	//   at offset coordinates to spawn new activity.

	static int count = 0;

	if( m_bOccasionalExcitation )
	{
		count++;

		if( count > 400 )
		{
			// Additive blending
			m_pD3DDev->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
			m_pD3DDev->SetRenderState( D3DRS_SRCBLEND,  D3DBLEND_ONE );
			m_pD3DDev->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );

			// Render using scrolling offsets of a few texels
			offset.x = 4.0f;
			m_pD3DDev->SetVertexShaderConstant(CV_UV_OFFSET_TO_USE, &offset, 1);

			// draw the fan with normal texture coords
			hr = m_pD3DDev->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);

			count = 0;
		}
	}


	
	/////////////////////////////////////////////////////////////////
	// Render 1st set of neighbors
	// Add in nearest neighbors


	hr = SetPixelShader( m_SHI_EqualWeightCombineShader );	

	hr = m_pD3DDev->SetRenderTarget( mpFilterTarget[m_nTargetIntermediate], NULL);
	ASSERT_IF_FAILED(hr);

	// Add result of pixel operations into the dest texture:
	// This adds the new green component from neighbor sampling
	//   into the previous blue on/off result from above

	m_pD3DDev->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
	m_pD3DDev->SetRenderState( D3DRS_SRCBLEND,  D3DBLEND_ONE );
	m_pD3DDev->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );

	// Render set of neighbors using bilinear filtering to sample
	//  equal weight of all 8 neighbors in just 4 texture samples

	offset.x = 3.0f;
    m_pD3DDev->SetVertexShaderConstant(CV_UV_OFFSET_TO_USE, &offset, 1);


	pix_mult[0] = 0.0f;		// red 
	pix_mult[1] = 0.25f;	// green
	pix_mult[2] = 0.0f;		// blue
	pix_mult[3] = 0.0f;		// alpha

	hr = m_pD3DDev->SetPixelShaderConstant( PCN_MULTFACTOR_1, &pix_mult, 1 );
	ASSERT_IF_FAILED(hr);

	hr = m_pD3DDev->SetPixelShaderConstant( PCN_MULTFACTOR_2, &pix_mult, 1 );
	ASSERT_IF_FAILED(hr);
	


	m_pD3DDev->SetTexture(0, m_pTexSrc );
    m_pD3DDev->SetTexture(1, m_pTexSrc );
    m_pD3DDev->SetTexture(2, m_pTexSrc );
    m_pD3DDev->SetTexture(3, m_pTexSrc );

	// Enable bilinear to count 8 neighbors with 4 samples
	for( i=0; i < 4; i++ )
	{
        m_pD3DDev->SetTextureStageState(i, D3DTSS_MAGFILTER, D3DTEXF_LINEAR		);
	    m_pD3DDev->SetTextureStageState(i, D3DTSS_MINFILTER, D3DTEXF_LINEAR		);
	}


	// draw the fan with displaced texture coordinates
	hr = m_pD3DDev->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);


	/////////////////////////////////////////////////////////////////
	/////////////////////////////////////////////////////////////////
	// Now do dependent 2D lookup into rules texture to set new
	//   source pixels;

	// Write white colors to final target

	m_pD3DDev->SetRenderState( D3DRS_ALPHABLENDENABLE, false );

	
	hr = SetPixelShader( m_SHI_DependentGB );
	ASSERT_IF_FAILED( hr );

	hr = m_pD3DDev->SetRenderTarget( mpFilterTarget[m_nTargetCellField], NULL);
	ASSERT_IF_FAILED(hr);

	// Render using offsets of zero
	offset.x = 0.0f;
    m_pD3DDev->SetVertexShaderConstant(CV_UV_OFFSET_TO_USE, &offset, 1);


	m_pD3DDev->SetTexture(0, mpTextureFiltered[ m_nTargetIntermediate ] );
	m_pD3DDev->SetTexture(1, m_pRulesTexture );


	m_pD3DDev->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_POINT	);
	m_pD3DDev->SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_POINT	);
	m_pD3DDev->SetTextureStageState(0, D3DTSS_ADDRESSU,  D3DTADDRESS_CLAMP);
	m_pD3DDev->SetTextureStageState(0, D3DTSS_ADDRESSV,  D3DTADDRESS_CLAMP);

	m_pD3DDev->SetTextureStageState(1, D3DTSS_MAGFILTER, D3DTEXF_POINT	);
	m_pD3DDev->SetTextureStageState(1, D3DTSS_MINFILTER, D3DTEXF_POINT	);
	m_pD3DDev->SetTextureStageState(1, D3DTSS_ADDRESSU,  D3DTADDRESS_CLAMP);
	m_pD3DDev->SetTextureStageState(1, D3DTSS_ADDRESSV,  D3DTADDRESS_CLAMP);


	// Draw the quad to render in all new cells 
	hr = m_pD3DDev->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);
	ASSERT_IF_FAILED(hr);


	////////////////////////////////////////////////////////////
	// Flip the state variable for the next round of rendering

	switch( m_nFlipState )
	{
	case 0:
		m_nFlipState = 1;
		break;
	case 1:
		m_nFlipState = 2;
		break;
	case 2:
		m_nFlipState = 1;
		break;
	}


	return hr;



}



void CA_GameOfLife::CreateAndWriteUVOffsets(int width, int height)
{

	// This sets vertex shader constants used to displace the
	//  source texture over several additive samples.  This is 
	//  used to accumulate neighboring texel information that we
	//  need to run the game - the 8 surrounding texels, and the 
	//  single source texel which will either spawn or die in the 
	//  next generation.
	// Label the texels as follows, for a source texel "e" that
	//  we want to compute for the next generation:
	//		
    //          abc
    //          def
    //          ghi:


    // first the easy one: no offsets for sampling center
	//  occupied or unoccupied
	// Use index offset value 0.0 to access these in the 
	//  vertex shader.

    
    m_fPerTexelWidth  = 1.0f/static_cast<float>(width);
    m_fPerTexelHeight = 1.0f/static_cast<float>(height);
	

	HRESULT hr;

	// Change the multiplier to 2 or 3 to spread the texel sampling.  This
	//  has the effect of running several independent "games" in neighboring
	//  texels, which do not affect eachother.

	m_fPerTexelWidth	*= 1;	// 1 = no change - run standard game of life
    m_fPerTexelHeight *= 1;


	float woff, hoff;
	woff =  m_fPerTexelWidth/2.0f;
	hoff =  m_fPerTexelHeight/2.0f;

	// Ofset set 0 : center texel sampling
    float      noOffsetX[4] = { woff,woff,woff,woff };
    float      noOffsetY[4] = { hoff,hoff,hoff,hoff };


	// Offset set 1:  Nearest neighbors -  b,d,f,h texels
	// Use index offset 1.0 to access these

    float		type1OffsetX[4] = { -  m_fPerTexelWidth + woff, 
                                       m_fPerTexelWidth + woff,  
                                       0.0f + woff,
									   0.0f + woff };

    float		type1OffsetY[4] = {    0.0f + hoff, 
                                       0.0f + hoff,
									   m_fPerTexelHeight + hoff, 
                                    -  m_fPerTexelHeight + hoff  };


	// These are a,c,g,i texels == diagonal neightbors
	// Use index offset 2.0 to use these

    float		type2OffsetX[4] = { -  m_fPerTexelWidth, 
                                    -  m_fPerTexelWidth,  
                                       m_fPerTexelWidth,   
                                       m_fPerTexelWidth  };
    float		type2OffsetY[4] = { -  m_fPerTexelHeight, 
                                       m_fPerTexelHeight, 
                                       m_fPerTexelHeight, 
                                    -  m_fPerTexelHeight };
	
	// These offsets are for use with bilinear filtering
	//   of the neighbors, to sample all 8 neighbors in
	//   one pass instead of two.  Bilinear averages the
	//   two bordering texels, but the coordinate must be
	//   exactly on the texel border to make this work.
	//		[0] = on the border of the ab texels
	//      [1] = between cf texels
	//		[2] = between ih texels
	//		[3] = between gd texels



    float      type3OffsetX[4] = {	- m_fPerTexelWidth/2.0f	+ woff,
									  m_fPerTexelWidth		+ woff,
									  m_fPerTexelWidth/2.0f	+ woff,
									- m_fPerTexelWidth		+ woff	};
	
    float      type3OffsetY[4] = {	- m_fPerTexelHeight		+ hoff,
									- m_fPerTexelHeight/2.0f	+ hoff,
									  m_fPerTexelHeight		+ hoff,
									  m_fPerTexelHeight/2.0f	+ hoff	};


	// drifing uppder
//	hoff += -m_fPerTexelHeight;
/*
    float      type4OffsetX[4] = {	- m_fPerTexelWidth	+ woff,
									  m_fPerTexelWidth	+ woff,
									  0.0f				+ woff,
									  0.0f				+ woff	};
	
    float      type4OffsetY[4] = {	  0.0f				+ hoff,
									  0.0f				+ hoff,
									  m_fPerTexelHeight	+ hoff,
									- m_fPerTexelHeight	+ hoff	};
*/

	hoff += -3.5f * m_fPerTexelHeight;

	float		type4OffsetX[4] = { -  m_fPerTexelWidth	+ woff, 
                                       m_fPerTexelWidth	+ woff,  
                                       0.0f	+ woff,
									   0.0f	+ woff };

    float		type4OffsetY[4] = {    0.0f		+ hoff, 
                                       0.0f		+ hoff,
									   m_fPerTexelHeight		+ hoff, 
                                    -  m_fPerTexelHeight		+ hoff  };


    // write all these offsets to constant memory
    for (int i = 0; i < 4; ++i)
    {
        D3DXVECTOR4  noOffset(      noOffsetX[i],    noOffsetY[i], 0.0f, 0.0f);
        D3DXVECTOR4  type1Offset(type1OffsetX[i], type1OffsetY[i], 0.0f, 0.0f);
        D3DXVECTOR4  type2Offset(type2OffsetX[i], type2OffsetY[i], 0.0f, 0.0f);
        D3DXVECTOR4  type3Offset(type3OffsetX[i], type3OffsetY[i], 0.0f, 0.0f);
        D3DXVECTOR4  type4Offset(type4OffsetX[i], type4OffsetY[i], 0.0f, 0.0f);

    	m_pD3DDev->SetVertexShaderConstant(CV_UV_T0_NO_OFFSET + 5*i, &noOffset,    1);
    	m_pD3DDev->SetVertexShaderConstant(CV_UV_T0_TYPE1     + 5*i, &type1Offset, 1);
    	m_pD3DDev->SetVertexShaderConstant(CV_UV_T0_TYPE2     + 5*i, &type2Offset, 1);
    	m_pD3DDev->SetVertexShaderConstant(CV_UV_T0_TYPE3     + 5*i, &type3Offset, 1);
    	m_pD3DDev->SetVertexShaderConstant(CV_UV_T0_TYPE4     + 5*i, &type4Offset, 1);
    }


	// Set pixel shader consts:

	// This constant is a color mask - It is used to only keep the 
	//    green component for the accumulation of neighbor texel info.
	//    Mult the source green by 1/8 to get the average of the 8 samples,
	//    with a max of 1.0f
	/// R,G,B,A

	float pix_mult[4] = { 0.0f, 0.125f, 0.0f, 0.0f };


	hr = m_pD3DDev->SetPixelShaderConstant( PCN_MULTFACTOR_1, &pix_mult, 1 );
	ASSERT_IF_FAILED(hr);

	hr = m_pD3DDev->SetPixelShaderConstant( PCN_MULTFACTOR_2, &pix_mult, 1 );
	ASSERT_IF_FAILED(hr);

}






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