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📄 ca_water.cpp

📁 游戏编程精华02-含有几十个游戏编程例子
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	// Reset bilinear filtering, as that is most common
	for( i=0; i < 4; i++ )
	{
		m_pD3DDev->SetTextureStageState(i, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
		m_pD3DDev->SetTextureStageState(i, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
		m_pD3DDev->SetTextureStageState(i, D3DTSS_MIPFILTER, D3DTEXF_NONE  );
	}


	return( hr );
}





void	CA_Water::SetNormalMapSTScale( float STScale )
{
	m_fNrmlSTScale = STScale;
}


void	CA_Water::SetBlurDistance( float fac )
{
	m_fBlurDist  = fac;
	UpdateBlurVertOffset();
}

void	CA_Water::SetEqRestoreFac( float fac )
{
	m_fEqRestore_factor = fac;
}

void	CA_Water::SetVelocityApplyFac( float fac )
{
	m_fVelFactor = fac;
}

void	CA_Water::SetBlendFac( float fac )
{
	m_fBlend = fac;
}




void CA_Water::UpdateBlurVertOffset()
{
	float woff, hoff;

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

    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	};

	 

	float interp_x, interp_y;

    for (int i = 0; i < 4; ++i)
    {
		interp_x = m_fBlurDist * ( type3OffsetX[i] - woff ) + woff;
		interp_y = m_fBlurDist * ( type3OffsetY[i] - hoff ) + hoff;

        D3DXVECTOR4  vec_type3Offset( interp_x, interp_y, 0.0f, 0.0f);

    	m_pD3DDev->SetVertexShaderConstant(CV_UV_T0_TYPE3     + 5*i, &vec_type3Offset, 1);
    }
}



void	CA_Water::DrawInteriorBoundaryObjects()
{
	bool bInlineDroplet = true;


	HRESULT hr;
	assert( m_pD3DDev != NULL );
	int i;

	IDirect3DSurface8       *pBack_Color = NULL; 
	IDirect3DSurface8       *pBack_Depth = NULL; 

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

	const int numobjects = 1;
	int ind = 0;

	float xmin[numobjects];
	float xmax[numobjects];
	float ymin[numobjects];
	float ymax[numobjects];

	DWORD color = 0x00000000;		// ARGB

	xmin[ind] = 0.0f;
	xmax[ind] = 1.0f;
	ymin[ind] = 0.0f;
	ymax[ind] = 1.0f;
	ind++;


	// Could also draw a few fixed objects with
	//  preset positions, etc..
	// Select a different texture or constant color
	//  as the source for these objects
	/*
	const int numobjects = 2;
	int ind = 0;

	float xmin[numobjects];
	float xmax[numobjects];
	float ymin[numobjects];
	float ymax[numobjects];

	DWORD color = 0x00000000;		// ARGB

	xmin[ind] = 0.485f;
	xmax[ind] = 0.50f;
	ymin[ind] = 0.15f;
	ymax[ind] = 0.40f;
	ind++; assert( ind < numobjects );

	xmin[ind] = 0.485f;
	xmax[ind] = 0.50f;
	ymin[ind] = 0.45f;
	ymax[ind] = 0.55f;
	ind++;
	*/

	float x_center[ numobjects ];
	float y_center[ numobjects ];
	float x_size[ numobjects ];
	float y_size[ numobjects ];

	for( i=0; i < numobjects; i++ )
	{
		x_center[i] = (xmin[i] + xmax[i])/2.0f;
		y_center[i] = (ymin[i] + ymax[i])/2.0f;
	
		x_size[i] = (xmax[i] - xmin[i]);
		y_size[i] = (ymax[i] - ymin[i]);
	}


	/////////////////////////////////////////////////////////////
	/////////////////////////////////////////////////////////////
	// Draw into the velocity texture:
	if( bInlineDroplet )
	{
		// Rendering is happening in middle of physics calc.
		// Render to appropriate texture - this doesn't require 
		//   any special work

	}
	else
	{
		// rendering happening outside physics calc
		// Render to appropriate velocity texture for next frame,
		//  also save and restore current render targets

		m_pD3DDev->GetRenderTarget(        &pBack_Color );
		m_pD3DDev->GetDepthStencilSurface( &pBack_Depth );


		SetInitialRenderStates();

		hr = m_pD3DDev->SetStreamSource(0, m_pVertexBuffer, sizeof(QuadVertex));		
		ASSERT_IF_FAILED(hr);

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


	hr = m_pD3DDev->SetVertexShader( m_dwVertexShader );
	ASSERT_IF_FAILED(hr);


	///////////////////////////////////////
	// Set render mode to use source texture
	// Alpha determines fixed vs. free areas

	hr = m_pD3DDev->SetPixelShader( 0 );
	ASSERT_IF_FAILED(hr);

	m_pD3DDev->SetTexture(0, m_pInitialStateTexture->GetTexture() );

	//  Additive blend
	m_pD3DDev->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
	m_pD3DDev->SetRenderState( D3DRS_SRCBLEND,  D3DBLEND_SRCALPHA		);
	m_pD3DDev->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA	);

	// m_pD3DDev->SetRenderState( D3DRS_TEXTUREFACTOR, color );	// ARGB

	m_pD3DDev->SetTextureStageState( 0, D3DTSS_COLOROP,		D3DTOP_SELECTARG1 );
	m_pD3DDev->SetTextureStageState( 0, D3DTSS_COLORARG1,	D3DTA_TEXTURE	);
	m_pD3DDev->SetTextureStageState( 0, D3DTSS_COLORARG2,	D3DTA_TFACTOR	);	// blue only

	m_pD3DDev->SetTextureStageState( 0, D3DTSS_ALPHAOP,		D3DTOP_SELECTARG1	);
	m_pD3DDev->SetTextureStageState( 1, D3DTSS_ALPHAARG1,	D3DTA_TEXTURE		);

	m_pD3DDev->SetTextureStageState( 1, D3DTSS_ALPHAOP,		D3DTOP_DISABLE );
	m_pD3DDev->SetTextureStageState( 1, D3DTSS_COLOROP,		D3DTOP_DISABLE );



	float x,y;

	for( i=0; i < numobjects; i++ )
	{
		// shift x,y into -1 to 1 range
		x = (x_center[i] - 0.5f)*2.0f;
		y = (y_center[i] - 0.5f)*2.0f;

		// alter matrix to place the droplet
		D3DXMATRIX matWorld;
		D3DXMATRIX matView;
		D3DXMATRIX matProj;
		D3DXMATRIX matViewProj;
		D3DXMATRIX matWorldViewProj;

		D3DXVECTOR3 vEyePt    = D3DXVECTOR3( 0.0f, 0.0f, -5.0f );
		D3DXVECTOR3 vLookatPt = D3DXVECTOR3( x,    y,     0.0f );
		D3DXVECTOR3 vUp       = D3DXVECTOR3( 0.0f, 1.0f,  0.0f );

		// Set World, View, Projection, and combination matrices.
		D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUp);

		// 2.0f cause translation extends from -1 to 1
		D3DXMatrixOrthoLH(&matProj, 2.0f, 2.0f, 0.2f, 20.0f);	// x,y, zmin zmax

		D3DXMatrixMultiply(&matViewProj, &matView, &matProj);

		// draw a single quad to texture:
		// the quad covers the whole "screen" exactly

		D3DXMatrixScaling(&matWorld, x_size[i], y_size[i], 1.0f);

		D3DXMatrixMultiply(&matWorldViewProj, &matWorld, &matViewProj);
		D3DXMatrixTranspose(&matWorldViewProj, &matWorldViewProj);

		m_pD3DDev->SetVertexShaderConstant(CV_WORLDVIEWPROJ_0, &matWorldViewProj(0, 0), 4);

		// Draw the square object
		hr = m_pD3DDev->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);
		ASSERT_IF_FAILED(hr);

	}

	// reset world view proj matrix
	m_pD3DDev->SetVertexShaderConstant(CV_WORLDVIEWPROJ_0, &m_mWorldViewProj(0, 0), 4);


	// Reset to original render target & depth
	if( !bInlineDroplet )
	{
		hr = m_pD3DDev->SetRenderTarget( pBack_Color, pBack_Depth );
		ASSERT_IF_FAILED(hr);
	}

	SAFE_RELEASE(pBack_Color);
	SAFE_RELEASE(pBack_Depth);
}


void	CA_Water::AddDroplet( float x, float y, float scale )
{
	// Adds a droplet to the rendering queue.
	// These are then rendered when DrawDroplets() is called
	// Coords are from 0 to 1.0 across texture surface
	// Size of droplet is determined at draw time - Could add 
	//   another variable to override this
	
	D3DXVECTOR3	pos( x,y,scale );

	m_Droplets.push_back( pos );

}


void	CA_Water::DrawDroplets()
{
	//////////////////////////////////////////////////
	// input x,y in range 0.0 to 1.0 to cover whole target

	HRESULT hr;
	int		i;
	float	x,y;
	float	scale;

	assert( m_pD3DDev != NULL );


	/////////////////////////////
	// Draw into the velocity texture:
	// Rendering is happening in middle of physics calc.
	// Render to appropriate velocity texture

	IDirect3DSurface8       *pBack_Color = NULL; 
	IDirect3DSurface8       *pBack_Depth = NULL; 
	m_pD3DDev->GetRenderTarget(        &pBack_Color );
	m_pD3DDev->GetDepthStencilSurface( &pBack_Depth );

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


	D3DXMATRIX matWorld;
	D3DXMATRIX matView;
	D3DXMATRIX matProj;
	D3DXMATRIX matViewProj;
	D3DXMATRIX matWorldViewProj;


	D3DXVECTOR3 vEyePt    = D3DXVECTOR3( 0.0f, 0.0f, -5.0f );
	D3DXVECTOR3 vUp       = D3DXVECTOR3( 0.0f, 1.0f,  0.0f );

	// 2.0f cause translation extends from -1 to 1
	D3DXMatrixOrthoLH(&matProj, 2.0f, 2.0f, 0.2f, 20.0f);	// x,y, zmin zmax



	///////////////////////////////////////
	// Set render mode - additive
	hr = m_pD3DDev->SetPixelShader( 0 );
	ASSERT_IF_FAILED(hr);

	hr = m_pD3DDev->SetVertexShader( m_dwVertexShader );
	ASSERT_IF_FAILED(hr);

	m_pD3DDev->SetTexture(0, m_pDropletTexture->GetTexture() );

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


	m_pD3DDev->SetTextureStageState( 0, D3DTSS_COLOROP,		D3DTOP_SELECTARG1 );
	m_pD3DDev->SetTextureStageState( 0, D3DTSS_COLORARG1,	D3DTA_TEXTURE	);
	m_pD3DDev->SetTextureStageState( 0, D3DTSS_COLORARG2,	D3DTA_TFACTOR	);	// blue only

	m_pD3DDev->SetTextureStageState( 0, D3DTSS_ALPHAOP,		D3DTOP_DISABLE );
	m_pD3DDev->SetTextureStageState( 1, D3DTSS_COLOROP,		D3DTOP_DISABLE );


	for( i=0; i < m_Droplets.size(); i++)
	{
		// shift [0,1.0] coords into [-1,1] range

		x =		( m_Droplets[i].x - 0.5f ) * 2.0f;
		y =		( m_Droplets[i].y - 0.5f ) * 2.0f;
		scale =   m_Droplets[i].z;

		// alter matrix to place the droplet appropriately
		D3DXVECTOR3 vLookatPt = D3DXVECTOR3( x,    y,     0.0f );

		// Set World, View, Projection, and combination matrices.
		D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUp);

		D3DXMatrixMultiply(&matViewProj, &matView, &matProj);

		D3DXMatrixScaling(&matWorld, 1.0f/scale, 1.0f/scale, 1.0f);

		D3DXMatrixMultiply(&matWorldViewProj, &matWorld, &matViewProj);
		D3DXMatrixTranspose(&matWorldViewProj, &matWorldViewProj);

		m_pD3DDev->SetVertexShaderConstant(CV_WORLDVIEWPROJ_0, &matWorldViewProj(0, 0), 4);

		// Draw a single quad to the texture render target
		// The quad is textured with the initial droplet texture, and
		//   covers some small portion of the render target
		// Draw the droplet

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

	}

	// Clear the array of droplets that we've just drawn
	m_Droplets.clear();

	// reset world view proj matrix
	m_pD3DDev->SetVertexShaderConstant(CV_WORLDVIEWPROJ_0, &m_mWorldViewProj(0, 0), 4);

	// restore orig render targets
	hr = m_pD3DDev->SetRenderTarget( pBack_Color, pBack_Depth );
	ASSERT_IF_FAILED(hr);

	SAFE_RELEASE(pBack_Color);
	SAFE_RELEASE(pBack_Depth);
}



void	CA_Water::Do_CreateNormalMapSteps()
{
	HRESULT hr = S_OK;

	D3DXVECTOR4 offset( 0.0f, 0.0f, 0.0f, 0.0f);


	hr = m_pD3DDev->SetTexture( 0,	mpTextureFiltered[m_nTex_HeightTarg] );
	hr = m_pD3DDev->SetTexture( 1,	mpTextureFiltered[m_nTex_HeightTarg] );
	hr = m_pD3DDev->SetTexture( 2,	mpTextureFiltered[m_nTex_HeightTarg] );
	hr = m_pD3DDev->SetTexture( 3,	mpTextureFiltered[m_nTex_HeightTarg] );
	ASSERT_IF_FAILED(hr);


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


	// if( m_bUseNormalMapMethod2 )
	{
		// Set constants for red & green scale factors (also essential color masks)
		// Red mask first
		float pix_masks[4] = { m_fNrmlSTScale, 0.0f, 0.0f, 0.0f };

		hr = m_pD3DDev->SetPixelShaderConstant( PCN_RED_MASK, &pix_masks, 1 );
		ASSERT_IF_FAILED(hr);

		// Now green mask & scale:
		pix_masks[0] = 0.0f;
		pix_masks[1] = m_fNrmlSTScale;

		hr = m_pD3DDev->SetPixelShaderConstant( PCN_GREEN_MASK, &pix_masks, 1 );
		ASSERT_IF_FAILED(hr);

		hr = m_pD3DDev->SetPixelShader( m_dwPSH_NormalMapCreate2_Scale );
		ASSERT_IF_FAILED(hr);
	}



	// use nearest neighbor offsets
	offset.x = 4.0f;
    m_pD3DDev->SetVertexShaderConstant(CV_UV_OFFSET_TO_USE, &offset, 1);


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

}



HRESULT CA_Water::DoSingleTimeStep()
{

	HRESULT hr;
	int i;

	int tmp;


	// Swap texture source & target indices & pointers
	//  0 = start from initial loaded texture
	//  1/2 = flip flop back and forth between targets & sources

	switch( m_nFlipState )
	{
	case 0:

		m_pTex_HeightSrc	= m_pInitialStateTexture->GetTexture();

		m_nTex_HeightTarg = 0;
		m_nTex_HeightSrc =  4;

		m_nTex_VelSrc	= 1;
		m_nTex_VelTarg	= 2;

		m_nForceStepOne		= 3;
		m_nForceTexture		= 5;

		// use old ht src as temp place to render normals
		m_nTex_NrmlAccum	= m_nTex_HeightSrc;
		m_nTex_NrmlTarg		= 3;				// use force tex as place to keep em


		// Clear initial velocity texture to 0x80 == gray
		hr = m_pD3DDev->SetRenderTarget( mpFilterTarget[m_nTex_VelSrc], NULL);
		ASSERT_IF_FAILED( hr );
		hr = m_pD3DDev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0x80, 0x80, 0x80 ), 1.0, 0);


		break;
	case 1:
		// Both to 2 as we never read & write height simultaneously so this is ok
		tmp = m_nTex_HeightTarg;
		m_nTex_HeightTarg = m_nTex_HeightSrc;
		m_nTex_HeightSrc = tmp;

		m_pTex_HeightSrc	= mpTextureFiltered[m_nTex_HeightSrc];


		m_nTex_VelSrc	= 2;
		m_nTex_VelTarg	= 1;

		m_nForceStepOne		= 3;
		m_nForceTexture		= 5;

		// use old ht src as temp place to render normals
		m_nTex_NrmlAccum	= m_nTex_HeightSrc;
		m_nTex_NrmlTarg		= 3;				// use force tex as place to keep em


		break;
	case 2:

		tmp = m_nTex_HeightTarg;
		m_nTex_HeightTarg = m_nTex_HeightSrc;
		m_nTex_HeightSrc = tmp;

		m_pTex_HeightSrc	= mpTextureFiltered[m_nTex_HeightSrc];

		m_nTex_VelSrc	= 1;
		m_nTex_VelTarg	= 2;

		m_nForceStepOne		= 3;
		m_nForceTexture		= 5;

		// use old ht src as temp place to render normals
		m_nTex_NrmlAccum	= m_nTex_HeightSrc;
		m_nTex_NrmlTarg		= 3;				// use force tex as place to keep em
		
		break;
	}










    // 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);


	// Set force restoring values to equilibrium (0.5 = gray)
	float eq_rest[4] = { m_fEqRestore_factor,m_fEqRestore_factor,m_fEqRestore_factor, 1.0f };

	hr = m_pD3DDev->SetPixelShaderConstant( PCN_EQ_REST_FAC, &eq_rest,    1);
	ASSERT_IF_FAILED(hr);


	//////////////////////////////////////////////////////////
	// Set constant for offseting values to 0.5 for gray = 0



	m_fhalfoff = 0.500f;

	float pix_offset[4] = { m_fhalfoff,m_fhalfoff,m_fhalfoff, 1.0f };


	hr = m_pD3DDev->SetPixelShaderConstant( PCN_ADDHALF, &(pix_offset[0]) , 1);
	ASSERT_IF_FAILED(hr);

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