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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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		m_pTex_HeightTarg	= mpFilterTarget[m_nTex_HeightTarg];

		m_nTex_VelSrc	= 1;
		m_nTex_VelTarg	= 2;
		m_pTex_VelTarg		= mpFilterTarget[m_nTex_VelTarg];
		m_pTex_VelCurSrc	= mpTextureFiltered[m_nTex_VelTarg];
		m_pTex_VelPrevSrc	= mpTextureFiltered[m_nTex_VelSrc];

		m_pIntermediateTarg	= mpFilterTarget[3];
		m_pIntermediateSrc	= mpTextureFiltered[3];

		m_pInt_FinalTarg	= mpFilterTarget[5];
		m_pInt_FinalSrc		= mpTextureFiltered[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 0 == gray
		hr = m_pD3DDev->SetRenderTarget( mpFilterTarget[1], 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_HeightTarg	= mpFilterTarget[m_nTex_HeightTarg];
		m_pTex_HeightSrc	= mpTextureFiltered[m_nTex_HeightSrc];


		m_nTex_VelSrc	= 2;
		m_nTex_VelTarg	= 1;
		m_pTex_VelTarg		= mpFilterTarget[m_nTex_VelTarg];
		m_pTex_VelCurSrc	= mpTextureFiltered[m_nTex_VelTarg];
		m_pTex_VelPrevSrc	= mpTextureFiltered[m_nTex_VelSrc];


		m_pIntermediateTarg	= mpFilterTarget[3];
		m_pIntermediateSrc	= mpTextureFiltered[3];

		m_pInt_FinalTarg	= mpFilterTarget[5];
		m_pInt_FinalSrc		= mpTextureFiltered[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_HeightTarg	= mpFilterTarget[m_nTex_HeightTarg];
		m_pTex_HeightSrc	= mpTextureFiltered[m_nTex_HeightSrc];


		m_nTex_VelSrc	= 1;
		m_nTex_VelTarg	= 2;
		m_pTex_VelTarg		= mpFilterTarget[m_nTex_VelTarg];
		m_pTex_VelCurSrc	= mpTextureFiltered[m_nTex_VelTarg];
		m_pTex_VelPrevSrc	= mpTextureFiltered[m_nTex_VelSrc];

		m_pIntermediateTarg	= mpFilterTarget[3];
		m_pIntermediateSrc	= mpTextureFiltered[3];

		m_pInt_FinalTarg	= mpFilterTarget[5];
		m_pInt_FinalSrc		= mpTextureFiltered[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;
	}



	if( m_bAnimate == true  )
	{
		// Update the textures for one step of the 
		//   game or cellular automata 

		DoSingleTimeStep_3Pass();

	}
	else if( m_bSingleStep == true )
	{
		DoSingleTimeStep_3Pass();

		m_bSingleStep = false;

	}
	else
	{
		// slow down the rendering and give any other apps a chance
		Sleep(50);
	}

	if( m_bSlow )
	{
		Sleep( m_dwSleepDelay );
	}



    IDirect3DTexture8       * pSrcTex;

	static int nSkip = 0;

	if( nSkip >= m_nSkipInterval && m_bDrawOutput == true )
	{
		nSkip = 0;

		// Switch back to normal rendering to display the results of 
		//   the rendering to texture

		m_pD3DDev->SetRenderState( D3DRS_ALPHABLENDENABLE, false );


		hr = m_pD3DDev->SetRenderTarget(mpBackbufferColor, mpBackbufferDepth);
		ASSERT_IF_FAILED( hr );

		hr = m_pD3DDev->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB( 0,0,0 ), 1.0, 0);
		ASSERT_IF_FAILED(hr);


		// turn off pixel shading
		SetPixelShader(0);	

		

		if( m_bWireframe )
		{
			m_pD3DDev->SetRenderState(D3DRS_FILLMODE,	D3DFILL_WIREFRAME );

			// chances are the texture will be all dark, so render in solid color
			m_pD3DDev->SetRenderState( D3DRS_TEXTUREFACTOR,  0xFFFFFFFF );

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

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

		}
		else
		{
			m_pD3DDev->SetRenderState(D3DRS_FILLMODE,	D3DFILL_SOLID );

			m_pD3DDev->SetTextureStageState( 0, D3DTSS_COLOROP,		D3DTOP_SELECTARG1 );
			m_pD3DDev->SetTextureStageState( 0, D3DTSS_COLORARG1,	D3DTA_TEXTURE	);

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

		}

		switch( m_eRenderMode )
		{
		case FULLSCREEN_CURRENT_POSITION :

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

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

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


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

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

			break;

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

			D3DXMatrixMultiply(&m_mWorldViewProj, &matWorld, &matViewProj);
			D3DXMatrixTranspose(&m_mWorldViewProj, &m_mWorldViewProj);
			m_pD3DDev->SetVertexShaderConstant(CV_WORLDVIEWPROJ_0, &m_mWorldViewProj(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_pTex_VelCurSrc );

			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(&m_mWorldViewProj, &matWorld, &matViewProj);
			D3DXMatrixTranspose(&m_mWorldViewProj, &m_mWorldViewProj);
			m_pD3DDev->SetVertexShaderConstant(CV_WORLDVIEWPROJ_0, &m_mWorldViewProj(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[3] );

			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(&m_mWorldViewProj, &matWorld, &matViewProj);
			D3DXMatrixTranspose(&m_mWorldViewProj, &m_mWorldViewProj);
			m_pD3DDev->SetVertexShaderConstant(CV_WORLDVIEWPROJ_0, &m_mWorldViewProj(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->GetTexture());		// upper left corner
			//m_pD3DDev->SetTexture(0, m_pTex_VelPrevSrc );						// upper left corner

			m_pD3DDev->SetTexture(0, m_pTex_VelCurSrc );						// upper left corner

			if( m_SimulationMode == SM_RGB_GLOW ||
				m_SimulationMode == SM_HUE_DROPLETS )
			{
				m_pD3DDev->SetTexture(0, mpTextureFiltered[m_nTex_HeightTarg] );
			}


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


				// case for upper right display
				pSrcTex = mpTextureFiltered[m_nTex_HeightTarg];		// upper right corner;


				if( m_bFarther )
				{
					if( j==1 )
					{
						pSrcTex = m_pInt_FinalSrc;			// low right corner
						pSrcTex = mpTextureFiltered[3];
					}
					else if( j==2 )
					{
						pSrcTex = m_pTex_VelCurSrc;			// low left corner
					}

				}
				else
				{
					if( j==1 )
					{
						pSrcTex = mpTextureFiltered[3];

					}
					else if( j==2 )
					{
						pSrcTex = m_pTex_VelCurSrc;
					}

				}


				if( m_SimulationMode == SM_RGB_GLOW ||
					m_SimulationMode == SM_HUE_DROPLETS )
				{
					pSrcTex = mpTextureFiltered[m_nTex_HeightTarg];
				}


				if( pSrcTex != 0 )
				{
					m_pD3DDev->SetTexture(0, pSrcTex );
					hr = m_pD3DDev->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);
				}
				else
				{
					FDebug("bad texture pointer in result display!!\n");
				}

			}

			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 );
}




void CA_Water::SetSimMode( int simmode )
{

//	m_fEqRestore_factor

	m_SimulationMode = simmode;

	if( m_SimulationMode >= SM_LAST )
		m_SimulationMode = 0;


	switch( m_SimulationMode )
	{
	case SM_NORMAL_GRAY:
		m_fEqRestore_factor = 0.5f;
		m_fBlurDist = 0.5f;
		UpdateBlurVertOffset();

		m_eRenderMode = FULLSCREEN_RESULT;
		m_bDrawOutput = false;

		m_fBlend = 0.25f;
		m_fVelFactor = 0.5;
		m_fDropletFreq = 0.1750f;

		m_bCreateNormalMap = true;


		FDebug("Set sim mode to NORMAL_GRAY\n");
		break;

	case SM_RGB_GLOW:
		m_fEqRestore_factor = 0.0f;
		m_fBlurDist = 0.01f;
		UpdateBlurVertOffset();

		m_eRenderMode = FULLSCREEN_CURRENT_POSITION;
		m_bDrawOutput = true;

		m_fBlend = 0.25f;
		m_fVelFactor = 0.5;
		m_fDropletFreq = 0.0f;
		
		m_bCreateNormalMap = false;
		m_bApplyInteriorBoundaries = true;


		FDebug("Set sim mode to RGB_GLOW\n");
		break;

	case SM_HUE_DROPLETS:
		m_fEqRestore_factor = 0.0f;
		m_fBlurDist = 0.01f;
		UpdateBlurVertOffset();

		m_fBlend = 0.02f;
		m_fVelFactor = 0.082994f;
		m_fDropletFreq = 0.0f;

		m_eRenderMode = FULLSCREEN_CURRENT_POSITION;
		m_bDrawOutput = true;

		m_bCreateNormalMap = false;
		m_bApplyInteriorBoundaries = false;

		FDebug("Set sim mode to HUE_DROPLETS\n");

		m_fBlurDist = 0.020f;
		m_fVelFactor = 0.0637f;
		m_fBlend = 0.01158f;

/*
m_fBlurDist: 0.030000
m_fBlurDist: 0.020000
velocity factor (mass):  0.065101
velocity factor (mass):  0.063799
blend:  0.011823
blend:  0.011587
*/


		break;

	default:
		FDebug("weird sim mode!\n");

/*
	m_fEqRestore_factor = 0.5f;


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

	m_nThresh = 0;
	m_nLowThresh = 6;



	m_fBlend = 0.25f;
	m_fVelFactor = 0.50f;

	m_fBlurDist = 0.5f;
	m_fEqRestore_factor = 0.5f;
	m_fDropletFreq = 0.175f;
*/
//		NORMAL_GRAY,
//		RGB_GLOW,
//		HUE_DROPLETS

	}

}






HRESULT CA_Water::SetStep_Average_4_Nearest( IDirect3DSurface8 * pTarget,
													  IDirect3DTexture8 * pSrcTex  )
{

	HRESULT hr;

	assert( pTarget != NULL );
	assert( pSrcTex != NULL );

	hr = m_pD3DDev->SetRenderTarget( pTarget, NULL );
	ASSERT_IF_FAILED(hr);

	// Render 1st using offset set 1 - for nearest neighbor pixels
	const D3DXVECTOR4 offset( 1.0f, 0.0f, 0.0f, 0.0f );
    m_pD3DDev->SetVertexShaderConstant(CV_UV_OFFSET_TO_USE, &offset, 1);

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

	return hr;
}

HRESULT CA_Water::SetStep_Average_4_Diagonal(	IDirect3DSurface8 * pTarget,
														IDirect3DTexture8 * pSrcTex  )
{

	HRESULT hr;

	assert( pTarget != NULL );
	assert( pSrcTex != NULL );

	hr = m_pD3DDev->SetRenderTarget( pTarget, NULL );
	ASSERT_IF_FAILED(hr);

	// Render 1st using offset set 1 - for nearest neighbor pixels
	const D3DXVECTOR4 offset( 2.0f, 0.0f, 0.0f, 0.0f );
    m_pD3DDev->SetVertexShaderConstant(CV_UV_OFFSET_TO_USE, &offset, 1);

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

	return hr;
}



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

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