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



/*
	const int numobjects = 6;
	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++; assert( ind < numobjects );

	xmin[ind] = 0.485f;
	xmax[ind] = 0.50f;
	ymin[ind] = 0.60f;
	ymax[ind] = 0.75f;
	ind++; assert( ind < numobjects );

	xmin[ind] = 0.051f;			// big square in corner
	xmax[ind] = 0.401f;
	ymin[ind] = 0.051f;
	ymax[ind] = 0.301f;
	ind++; assert( ind < numobjects );

	xmin[ind] = 0.80f;			// 2 parallel walls
	xmax[ind] = 0.83f;
	ymin[ind] = 0.70f;
	ymax[ind] = 0.95f;
	ind++; assert( ind < numobjects );

	xmin[ind] = 0.92f;
	xmax[ind] = 0.95f;
	ymin[ind] = 0.70f;
	ymax[ind] = 0.95f;
	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 velocity texture

//		hr = m_pD3DDev->SetRenderTarget( mpFilterTarget[m_nTex_VelTarg], NULL);
//		ASSERT_IF_FAILED(hr);
	}
	else
	{
		// rendering happening outside physics calc
		// Render to appropriate velocity texture for next frame

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

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

	//  Additive blend
	m_pD3DDev->SetRenderState( D3DRS_ALPHABLENDENABLE, false );
	m_pD3DDev->SetRenderState( D3DRS_SRCBLEND,  D3DBLEND_ONE );
	m_pD3DDev->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ZERO );

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

	m_pD3DDev->SetTextureStageState( 0, D3DTSS_COLOROP,		D3DTOP_SELECTARG1 );
	m_pD3DDev->SetTextureStageState( 0, D3DTSS_COLORARG1,	D3DTA_TFACTOR	);
	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 );
*/

	///////////////////////////////////////
	// 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, 1.0f/x_size[i], 1.0f/y_size[i], 1.0f);
		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);
	}
}



void	CA_Water::DrawDroplet( float x, float y, bool bInlineDroplet )
{
	//////////////////////////////////////////////////
	// input x,y in range 0.0 to 1.0 to cover whole target

	HRESULT hr;
	assert( m_pD3DDev != NULL );

	IDirect3DSurface8       *pBack_Color; 
	IDirect3DSurface8       *pBack_Depth; 

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

	float scale = 10.0f;
	scale += 25.0f * ((float)rand()/((float)RAND_MAX));

	// shift x,y into -1 to 1 range
	x = (x - 0.5f)*2.0f;
	y = (y - 0.5f)*2.0f;

	// FDebug("Rendering droplet at %f %f\n", x,y );

	// Draw into the velocity texture:
	if( bInlineDroplet )
	{
		// Rendering is happening in middle of physics calc.
		// Render to appropriate velocity texture

		hr = m_pD3DDev->SetRenderTarget( mpFilterTarget[m_nTex_VelTarg], NULL);
		ASSERT_IF_FAILED(hr);
	}
	else
	{
		// rendering happening outside physics calc
		// Render to appropriate velocity texture for next frame

		scale = 14.0f;

		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);
	}


	// 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, 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);

	///////////////////////////////////////
	// 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 );


	// Draw the droplet
	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);
	}

}


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 = SetPixelShader( m_dwPSH_NormalMapCreate2_Scale );
		ASSERT_IF_FAILED(hr);
	}
	else
	{

		hr = SetPixelShader( m_dwPSH_NormalMapCreate );
		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_3Pass()
{

	HRESULT hr;
	int i;

    // 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 = 0.503916f;

	if( m_nThreshCnt > m_nLowThresh )
	{
		m_fhalfoff = 0.503966f;
	}
	m_nThreshCnt ++;
	
	if( m_nThreshCnt > m_nLowThresh + m_nThresh )
	{
		m_nThreshCnt = 0;
	}



	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);


	// no need to clear temporary target


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



	DWORD wrapval = m_bWrap ?  D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP;
	m_pD3DDev->SetTextureStageState(0, D3DTSS_ADDRESSU,  wrapval);
	m_pD3DDev->SetTextureStageState(0, D3DTSS_ADDRESSV,  wrapval);
	m_pD3DDev->SetTextureStageState(1, D3DTSS_ADDRESSU,  wrapval);
	m_pD3DDev->SetTextureStageState(1, D3DTSS_ADDRESSV,  wrapval);
	m_pD3DDev->SetTextureStageState(2, D3DTSS_ADDRESSU,  wrapval);
	m_pD3DDev->SetTextureStageState(2, D3DTSS_ADDRESSV,  wrapval);
	m_pD3DDev->SetTextureStageState(3, D3DTSS_ADDRESSU,  wrapval);
	m_pD3DDev->SetTextureStageState(3, D3DTSS_ADDRESSV,  wrapval);


    for(i = 0; i < 4; i++ )
    {
        m_pD3DDev->SetTextureStageState(i, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
	    m_pD3DDev->SetTextureStageState(i, D3DTSS_MINFILTER, D3DTEXF_LINEAR );

    }


	/////////////////////////////////////////////////////////
	// 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( m_pIntermediateTarg, NULL);
	ASSERT_IF_FAILED( hr );

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