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📄 shader_rainbow.cpp

📁 游戏编程精华02-含有几十个游戏编程例子
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/*********************************************************************NVMH2****
Path:  E:\devrel\NV_SDK_4\DX8\NVEffectsBrowser\Effects\Rainbow
File:  shader_Rainbow.cpp

Copyright (C) 1999, 2000 NVIDIA Corporation
This file is provided without support, instruction, or implied warranty of any
kind.  NVIDIA makes no guarantee of its fitness for a particular purpose and is
not liable under any circumstances for any damages or loss whatsoever arising
from the use or inability to use this file or items derived from it.

Comments:


******************************************************************************/

#include "eb_effect.h"
#include "nvinc.h"
#include "shader_Rainbow.h"
#include <NVFileDialog.h>
using namespace std;

DECLARE_EFFECT_MAIN()


extern "C"
{
	
	__declspec(dllexport) unsigned int GetNumEffects() { return 1; }
	
	__declspec(dllexport) EBEffect* CreateEffect(unsigned int EffectNum)
	{	
		switch(EffectNum)
		{
		case 0:
			return new CShaderRainbow();
			break;
		default:
			return NULL;
		}
	}
	
};

// ------------------------------------------------------------------------------
// CShaderRainbow Constructor
//
// Description: Nothing to it -- just straight-forward construction
// ------------------------------------------------------------------------------ 
CShaderRainbow::CShaderRainbow()
: m_pVertexBuffer(NULL), 
  m_pIndexBuffer(NULL),
  m_pShadeTexture(NULL), 
  m_pEdgeTexture(NULL),
  m_pAttributes(NULL),
  m_bWireframe(false),
  m_pUI(NULL),
  m_bUseTrilinear(true),
  m_eDisplayOption(RainbowDisplay_SILHOUETTESANDSHADING)
{
	m_strEffectLocation = "Vertex Shaders\\Render Styles";
	m_strEffectName = "Rainbow Rendering";
	m_strEffectVertexShader = GetFilePath("Rainbow.nvv");
	m_strEffectPixelShader = "";

	D3DXMatrixIdentity(&m_world);
	D3DXMatrixIdentity(&m_view);
	D3DXMatrixIdentity(&m_proj);

	m_strFileName = "bigship1.x";
}

// ------------------------------------------------------------------------------
// CShaderRainbow Destructor
//
// Description: Nothing to it -- just straight-forward destruction
// ------------------------------------------------------------------------------ 
CShaderRainbow::~CShaderRainbow()
{
	Free(); 
}

// ------------------------------------------------------------------------------
// CShaderRainbow::UpdateProperties
//
// Description: This adds options to the menu (click on "File" or right-click
// on the display.
// ------------------------------------------------------------------------------ 
void CShaderRainbow::UpdateProperties()
{
	EBEffect::UpdateProperties();

	EBEnumProperty* pEnumProp = new EBEnumProperty("Display Options", OBJECT_MEMBER(m_eDisplayOption), EBTYPE_DWORD_PROP);

	AddProperty(new EBProperty("Wireframe", OBJECT_MEMBER(m_bWireframe), EBTYPE_BOOL_PROP));
	
	AddProperty(pEnumProp);

	AddProperty(new EBTriggerProperty("Load Another X File Mesh..."));

	// Vertex shaders
	m_pVertexShaderEnum->AddEnumerant(new EBEnumValue(m_pVertexShaderEnum, "Rainbow Lighting", GetFilePath("Rainbow.nvv"), EBTYPE_STRING_PROP));
}



// ------------------------------------------------------------------------------
// CShaderRainbow::ConfirmDevice
//
// Description: Performs caps-bit checking to make sure the selected device 
//		supports this demo.  In this particular case we check for nothing!
// ------------------------------------------------------------------------------ 
HRESULT CShaderRainbow::ConfirmDevice(D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format)
{
	if (!(pCaps->TextureCaps & D3DPTEXTURECAPS_MIPMAP))
	{
		m_strLastError = "Device does not support mipmaps!";
		return E_FAIL;
	}

	if (!(pCaps->TextureCaps & D3DPTFILTERCAPS_MIPFLINEAR))
	{
		m_bUseTrilinear = false;
	}

	if(pCaps->MaxSimultaneousTextures < 2)
	{
		m_strLastError = "Device does not support two simultaneous textures!";
		return E_FAIL;
	}

	return S_OK;
}

// ------------------------------------------------------------------------------
// CShaderRainbow::Initialize
//
// Description: Initialize render-states, vertex shader and vertex buffers
// ------------------------------------------------------------------------------ 
HRESULT CShaderRainbow::Initialize(IDirect3DDevice8* pDev)
{
	HRESULT hr;
	
	// get the D3D device 
	m_pD3DDev = pDev;
	pDev->AddRef();
	
	//initialize mouse UI
	RECT rect;
	rect.left = rect.top = 0;
	D3DVIEWPORT8 viewport;
	m_pD3DDev->GetViewport(&viewport);
	rect.bottom = viewport.Height;
	rect.right  = viewport.Width;
	m_pUI = new MouseUI((const RECT)rect);
	
	vector<DWORD> Declaration;
	Declaration.push_back(D3DVSD_STREAM(0));
	Declaration.push_back(D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3)); // position
	Declaration.push_back(D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_FLOAT3)); // normal
	Declaration.push_back(D3DVSD_REG(D3DVSDE_TEXCOORD0, D3DVSDT_FLOAT1)); // texture coords 0
	Declaration.push_back(D3DVSD_REG(D3DVSDE_TEXCOORD1, D3DVSDT_FLOAT1)); // texture coords 1
	Declaration.push_back(D3DVSD_END());
	
	// Load the vertex shader object file and create it.
	m_dwCurrentShader = 0;
	hr = LoadAndCreateShader(GetFilePath("Rainbow.vso"), &Declaration[0], 0, SHADERTYPE_VERTEX, &m_dwCurrentShader);
	if (FAILED(hr))
		return hr;
	
	// select the just created vertex shader as the thing to transform and light vertices
	hr = m_pD3DDev->SetVertexShader(m_dwCurrentShader);
	if (FAILED(hr))
		return hr;
	
	hr = LoadXFile(GetFilePath( m_strFileName ).c_str(), RainbowVertex::FVF_Flags );
	if(FAILED(hr))
		return hr;
	
	// use this vertex buffer as our source for vertices
	hr = m_pD3DDev->SetStreamSource(0, m_pVertexBuffer, sizeof(RainbowVertex));
	if (FAILED(hr))
		return hr;
	
	//set render states
	m_pD3DDev->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
	m_pD3DDev->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
	m_pD3DDev->SetRenderState(D3DRS_LIGHTING, FALSE);
	m_pD3DDev->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);

	m_pD3DDev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
	m_pD3DDev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ZERO );
	
	//load textures
	D3DXCreateTextureFromFile(m_pD3DDev, GetFilePath("Colors2.tga").c_str(), &m_pShadeTexture);
	
	m_pD3DDev->SetTexture(0, m_pShadeTexture);
	m_pD3DDev->SetTexture(1, m_pShadeTexture);
	
	m_pD3DDev->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
	
	m_pD3DDev->SetTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_MIRROR);
	m_pD3DDev->SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
	m_pD3DDev->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
	m_pD3DDev->SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_NONE);
	
	if(m_bUseTrilinear)
		m_pD3DDev->SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
		
	// write the constant constants to constant memory now
	m_pD3DDev->SetVertexShaderConstant(9, D3DXVECTOR4(0.0f, 0.5f, 1.0f, -1.0f), 1);
	D3DXVECTOR4 lightDir(1.0f, 0.0f, -1.0f, 0.0f);
	D3DXVec4Normalize(&lightDir, &lightDir);
	
	m_pD3DDev->SetVertexShaderConstant(4, &lightDir, 1);
	
	D3DXVECTOR4 constNums(0.0f, 0.5f, 1.0f, -1.0f);
	m_pD3DDev->SetVertexShaderConstant(9, &constNums, 1);
	
	D3DXVECTOR3 eye, lookAt, up;
	
	eye.x    = 0.0f; eye.y	  = 0.0f; eye.z	   = -28.0f;
	lookAt.x = 0.0f; lookAt.y = 0.0f; lookAt.z = 0.0f;
	up.x	 = 0.0f; up.y 	  = 1.0f; up.z	   = 0.0f;
	
	m_pD3DDev->SetVertexShaderConstant(10, &eye, 1);
	
	D3DXMatrixIdentity(&m_world);
	D3DXMatrixLookAtLH(&m_view, &eye, &lookAt, &up);
	
	D3DXMatrixPerspectiveFovLH(&m_proj,
		D3DXToRadian(60.0f),
		1,
		1.0f,
		50.0f);
	m_pD3DDev->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)&m_proj);
	
	//matrices
	SetVertexShaderMatrices();
	
	return S_OK;
}

HRESULT CShaderRainbow::SetVertexShaderMatrices()
{
	D3DXMATRIX mvpMat, worldITMat, worldMat;
	
	//D3DXMatrixTranspose(&worldMat, &m_world);
	D3DXMATRIX tempMat;
	D3DXMatrixMultiply( &tempMat, &m_pUI->GetRotationMatrix(), &m_pUI->GetTranslationMatrix() );

	D3DXMatrixTranspose(&worldMat, &tempMat);

	D3DXMatrixIdentity(&mvpMat);
	
	D3DXMatrixMultiply(&mvpMat, &tempMat, &m_view);
	
	D3DXMatrixInverse(&worldITMat, NULL, &tempMat );
	
	D3DXMatrixMultiply(&mvpMat, &mvpMat, &m_proj);
	D3DXMatrixTranspose(&mvpMat, &mvpMat);
	
	m_pD3DDev->SetVertexShaderConstant(0, &mvpMat, 4);
	
	m_pD3DDev->SetVertexShaderConstant(5, &worldITMat, 4);
	m_pD3DDev->SetVertexShaderConstant(11, &worldMat, 4);
	
	return S_OK;

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