📄 techniqueapplication.cpp
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/***************************************************************
* TechniqueApplication.cpp *
* *
* This file contains the implementation of the *
* TechniqueApplication class. *
* To compile correctly, this file must be linked with: *
* kernel32.lib *
* user32.lib *
* d3dx8dt.lib *
* d3d8.lib *
* *
***************************************************************/
#include "TechniqueApplication.h"
#define D3DFVF_MESHVERTEX (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE)
struct MESH_VERTEX
{
float x, y, z;
float nx, ny, nz;
DWORD color;
};
CTechniqueApplication::CTechniqueApplication()
{
m_pMeshVertexBuffer = NULL;
m_pMeshIndexBuffer = NULL;
m_pMesh = NULL;
m_pMeshMaterials = NULL;
m_NumMaterials = 0;
m_WhichShader = 0;
m_LightShaders[0] = m_LightShaders[1] = m_LightShaders[2] = 0;
}
CTechniqueApplication::~CTechniqueApplication()
{
}
BOOL CTechniqueApplication::PostInitialize()
{
D3DCAPS8 Caps;
m_pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &Caps);
if (Caps.VertexShaderVersion == D3DVS_VERSION(1,1))
{
if (FAILED(EasyCreateWindowed(m_hWnd, D3DDEVTYPE_HAL,
D3DCREATE_HARDWARE_VERTEXPROCESSING)))
return FALSE;
}
else
{
if (FAILED(EasyCreateWindowed(m_hWnd, D3DDEVTYPE_HAL,
D3DCREATE_SOFTWARE_VERTEXPROCESSING)))
return FALSE;
}
//Do the basic camera positioning, etc.
SetupDevice();
//Load the mesh object
LoadMesh();
//Create the buffers we're actually going to use
ExtractBuffers();
//Create the shader
if (FAILED(CreateShaders()))
return FALSE;
return TRUE;
}
void CTechniqueApplication::Render()
{
//Set the eye position
D3DXVECTOR4 EyePos(0.0, 15.0f, -50.0f, 0.0f);
//Set the view matrix based on the position above.
D3DXMatrixLookAtLH(&m_ViewMatrix, &(D3DXVECTOR3)EyePos,
&D3DXVECTOR3(0.0f, 0.0f, 0.0f),
&D3DXVECTOR3(0.0f, 1.0f, 0.0f));
D3DXMatrixRotationY(&m_WorldMatrix, (float)GetTickCount() / 1000.0f);
//Create the concatenated transfotmation matrix
D3DXMATRIX ShaderMatrix = m_WorldMatrix *
m_ViewMatrix *
m_ProjectionMatrix;
//Get the transpose
D3DXMatrixTranspose(&ShaderMatrix, &ShaderMatrix);
//Pass the transposed matrix to the shader
m_pD3DDevice->SetVertexShaderConstant(0, &ShaderMatrix, 4);
//These are all the constants for all the lights. Some
//of these may not be used for some of the lights,
//but we'll set them all anyway.
D3DXVECTOR4 LightPos(0.0f, 5.0f, 0.0f, 0.0f);
D3DXVECTOR4 LightDir(0.0, -1.0f, 0.0f, 0.0f);
D3DXVECTOR4 LightColor(1.0, 1.0f, 1.0f, 1.0f);
D3DXVECTOR4 Specular(1.0, 1.0f, 1.0f, 100.0f);
D3DXVECTOR4 Ambient(0.01f, 0.01f, 0.01f, 1.0f);
D3DXVECTOR4 Attenuation(1.0f, 0.2f, 0.0f, 0.0f);
//The falloff values are the cosine of the umbra/2, the cosine of
//the penumbra/2, and the inverse of the difference between the two.
D3DXVECTOR4 Falloff(0.9f, 0.5f, 2.5f, 1.0f);
D3DXMATRIX InverseWorld;
//Transform the light position and direction to object space
D3DXMatrixInverse(&InverseWorld, NULL, &m_WorldMatrix);
D3DXVec4Transform(&LightDir, &LightDir, &InverseWorld);
D3DXVec4Transform(&LightPos, &LightPos, &InverseWorld);
D3DXVec4Normalize(&LightDir, &LightDir);
//Transform the eye position to object space.
D3DXVec4Transform(&EyePos, &EyePos, &InverseWorld);
//Set the constants...
m_pD3DDevice->SetVertexShaderConstant(4, &LightPos, 1);
m_pD3DDevice->SetVertexShaderConstant(5, &LightDir, 1);
m_pD3DDevice->SetVertexShaderConstant(6, &EyePos, 1);
m_pD3DDevice->SetVertexShaderConstant(7, &Specular, 1);
m_pD3DDevice->SetVertexShaderConstant(8, &LightColor, 1);
m_pD3DDevice->SetVertexShaderConstant(9, &Ambient, 1);
m_pD3DDevice->SetVertexShaderConstant(10, &Attenuation, 1);
m_pD3DDevice->SetVertexShaderConstant(11, &Falloff, 1);
//Set the current light shader
m_pD3DDevice->SetVertexShader(m_LightShaders[m_WhichShader]);
m_pD3DDevice->SetStreamSource(0, m_pMeshVertexBuffer, sizeof(MESH_VERTEX));
m_pD3DDevice->SetIndices(m_pMeshIndexBuffer, 0);
m_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0,
m_pMesh->GetNumVertices(), 0,
m_pMesh->GetNumFaces());
}
HRESULT CTechniqueApplication::LoadMesh()
{
LPD3DXBUFFER pD3DXMtrlBuffer;
LPD3DXMESH pOriginalMesh;
//Load and initialize the mesh. This is a repeat of the code
//from Chapter 10.
if(FAILED(D3DXLoadMeshFromX("..\\media\\bigship1.x",
D3DXMESH_MANAGED,
m_pD3DDevice, NULL, &pD3DXMtrlBuffer,
&m_NumMaterials, &pOriginalMesh)))
return FALSE;
D3DXMATERIAL* d3dxMaterials =
(D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
m_pMeshMaterials = new D3DMATERIAL8[m_NumMaterials];
for(long MatCount = 0; MatCount < m_NumMaterials; MatCount++)
{
m_pMeshMaterials[MatCount] = d3dxMaterials[MatCount].MatD3D;
m_pMeshMaterials[MatCount].Ambient =
m_pMeshMaterials[MatCount].Diffuse;
}
pD3DXMtrlBuffer->Release();
//This is new. If the FVF doesn't match, clone the mesh and
//create one that does. Then, release the loaded mesh. If the
//FVF does match, set the member mesh and move on.
if (pOriginalMesh->GetFVF() != D3DFVF_MESHVERTEX)
{
pOriginalMesh->CloneMeshFVF(D3DXMESH_MANAGED,
D3DFVF_MESHVERTEX,
m_pD3DDevice, &m_pMesh);
pOriginalMesh->Release();
pOriginalMesh = NULL;
}
else
m_pMesh = pOriginalMesh;
return S_OK;
}
BOOL CTechniqueApplication::PreReset()
{
//Delete the shaders
m_pD3DDevice->DeleteVertexShader(m_LightShaders[0]);
m_pD3DDevice->DeleteVertexShader(m_LightShaders[1]);
m_pD3DDevice->DeleteVertexShader(m_LightShaders[2]);
return TRUE;
}
BOOL CTechniqueApplication::PostReset()
{
SetupDevice();
//Recreate the shader
if (FAILED(CreateShaders()))
return FALSE;
return TRUE;
}
BOOL CTechniqueApplication::PreTerminate()
{
//Delete the shaders
m_pD3DDevice->DeleteVertexShader(m_LightShaders[0]);
m_pD3DDevice->DeleteVertexShader(m_LightShaders[1]);
m_pD3DDevice->DeleteVertexShader(m_LightShaders[2]);
//Clean up
if (m_pMeshVertexBuffer)
{
m_pMeshVertexBuffer->Release();
m_pMeshVertexBuffer = NULL;
}
if (m_pMeshIndexBuffer)
{
m_pMeshIndexBuffer->Release();
m_pMeshIndexBuffer = NULL;
}
if (m_pMesh)
{
m_pMesh->Release();
m_pMesh = NULL;
}
if (m_pMeshMaterials)
{
delete m_pMeshMaterials;
m_pMeshMaterials = NULL;
}
return TRUE;
}
void CTechniqueApplication::SetupDevice()
{
//Do all the basic setup
RECT WindowRect;
GetClientRect(m_hWnd, &WindowRect);
D3DXMatrixPerspectiveFovLH(&m_ProjectionMatrix,
D3DX_PI / 4,
(float)(WindowRect.right - WindowRect.left) /
(float)(WindowRect.bottom - WindowRect.top),
1.0f, 1000.0f);
D3DXMatrixIdentity(&m_WorldMatrix);
}
HRESULT CTechniqueApplication::ExtractBuffers()
{
//Get the buffers
m_pMesh->GetVertexBuffer(&m_pMeshVertexBuffer);
m_pMesh->GetIndexBuffer(&m_pMeshIndexBuffer);
MESH_VERTEX *pMeshVertices;
short *pIndices;
DWORD *pAttribs;
//Lock the vertex buffer, but allow writing.
m_pMeshVertexBuffer->Lock(0,
m_pMesh->GetNumVertices() * sizeof(MESH_VERTEX),
(BYTE **)&pMeshVertices, 0);
//We only need to read the indices
m_pMeshIndexBuffer->Lock(0, 3 * m_pMesh->GetNumFaces() * sizeof(short),
(BYTE **)&pIndices, D3DLOCK_READONLY);
//The attribute buffer maps the materials to each face.
m_pMesh->LockAttributeBuffer(D3DLOCK_READONLY, &pAttribs);
//Loop through each face and set the vertex color based on the material.
//This is a pretty simple example, but you could also use this to preload
//other data, such as converting colors to data that the vertex shader
//may use in computations.
for (long Face = 0; Face < m_pMesh->GetNumFaces(); Face++)
{
D3DXCOLOR Diffuse = (D3DXCOLOR)m_pMeshMaterials[pAttribs[Face]].Diffuse;
pMeshVertices[pIndices[Face * 3 + 0]].color = Diffuse;
pMeshVertices[pIndices[Face * 3 + 1]].color = Diffuse;
pMeshVertices[pIndices[Face * 3 + 2]].color = Diffuse;
}
//Give back all of our buffers.
m_pMeshVertexBuffer->Unlock();
m_pMeshIndexBuffer->Unlock();
m_pMesh->UnlockAttributeBuffer();
return S_OK;
}
HRESULT CTechniqueApplication::CreateShaders()
{
//Set up the declaration to match the FVF and to
//read from stream zero.
DWORD Declaration[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION,D3DVSDT_FLOAT3),
D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_FLOAT3),
D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR),
D3DVSD_END()
};
ID3DXBuffer* pShaderBuffer;
ID3DXBuffer* pShaderErrors;
//Assemble and create the first shader. Under real circumstances, you would
//probably want to do more error handling.
if (FAILED(D3DXAssembleShaderFromFile("..\\media\\Shaders\\Dirlights.vsh",
0, NULL, &pShaderBuffer, &pShaderErrors)))
return E_FAIL;
if (FAILED(m_pD3DDevice->CreateVertexShader(Declaration,
(DWORD *)pShaderBuffer->GetBufferPointer(),
&m_LightShaders[0], 0)))
return E_FAIL;
//release the working buffers
pShaderBuffer->Release();
//Assemble and create the second shader.
if (FAILED(D3DXAssembleShaderFromFile("..\\media\\Shaders\\Pointlights.vsh",
0, NULL, &pShaderBuffer, &pShaderErrors)))
return E_FAIL;
if (FAILED(m_pD3DDevice->CreateVertexShader(Declaration,
(DWORD *)pShaderBuffer->GetBufferPointer(),
&m_LightShaders[1], 0)))
return E_FAIL;
//release the working buffers
pShaderBuffer->Release();
//Assemble and create the third shader.
if (FAILED(D3DXAssembleShaderFromFile("..\\media\\Shaders\\Spotlights.vsh",
0, NULL, &pShaderBuffer, &pShaderErrors)))
return E_FAIL;
if (FAILED(m_pD3DDevice->CreateVertexShader(Declaration,
(DWORD *)pShaderBuffer->GetBufferPointer(),
&m_LightShaders[2], 0)))
return E_FAIL;
//release the working buffers
pShaderBuffer->Release();
return S_OK;
}
BOOL CTechniqueApplication::HandleMessage(MSG *pMessage)
{
if (pMessage->message == WM_KEYDOWN && pMessage->wParam == '1')
m_WhichShader = 0;
if (pMessage->message == WM_KEYDOWN && pMessage->wParam == '2')
m_WhichShader = 1;
if (pMessage->message == WM_KEYDOWN && pMessage->wParam == '3')
m_WhichShader = 2;
return CHostApplication::HandleMessage(pMessage);
}
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