📄 techniqueapplication.cpp
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(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\\Basic.vsh",
0, NULL, &pShaderBuffer, &pShaderErrors)))
return E_FAIL;
if (FAILED(m_pD3DDevice->CreateVertexShader(Declaration,
(DWORD *)pShaderBuffer->GetBufferPointer(),
&m_BasicShader, 0)))
return E_FAIL;
//release the working buffers
pShaderBuffer->Release();
return S_OK;
}
void CTechniqueApplication::PreRender()
{
//Clear the device
m_pD3DDevice->Clear(0, NULL,
D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL,
D3DCOLOR_XRGB(100, 100, 200), 1.0f, 0);
//Call BeginScene to set up the device
m_pD3DDevice->BeginScene();
return;
}
HRESULT CTechniqueApplication::CreatePlaneBuffer()
{
//Create as managed so we don't have to worry about recreating it
//if the device is lost.
if (FAILED(m_pD3DDevice->CreateVertexBuffer(4 * sizeof(MESH_VERTEX),
0, D3DFVF_MESHVERTEX,
D3DPOOL_MANAGED,
&m_pPlaneVertexBuffer)))
return E_FAIL;
//Create a set of 4 vertices for the plane
MESH_VERTEX *pVertices;
//Lock the vertex buffer, but allow writing.
m_pPlaneVertexBuffer->Lock(0, 4 * sizeof(MESH_VERTEX), (BYTE **)&pVertices, 0);
//Initialize everything to zero. If I don't set a certain attribute,
//assume it's zero..
memset(pVertices, 0x00, 4 * sizeof(MESH_VERTEX));
//WARNING - this is a bit confusing. I'm setting X and Z positions, but
//I'm setting the y *Normal* value. If you don't read closely, it
//might be very confusing.
pVertices[0].x = -30.0f; pVertices[0].ny = 1.0f; pVertices[0].z = -30.0f;
pVertices[1].x = -30.0f; pVertices[1].ny = 1.0f; pVertices[1].z = 30.0f;
pVertices[2].x = 30.0f; pVertices[2].ny = 1.0f; pVertices[2].z = -30.0f;
pVertices[3].x = 30.0f; pVertices[3].ny = 1.0f; pVertices[3].z = 30.0f;
//Setting the alpha value of the plane to zero allows use to interact more
//easily with the existing shader. This is not a general purpose requirement,
//just a little bit of a hack to give us some shortcuts with the way we
//use the plane with the shader.
pVertices[0].color = pVertices[1].color =
pVertices[2].color = pVertices[3].color = 0x00ffffff;
m_pPlaneVertexBuffer->Unlock();
return S_OK;
}
void CTechniqueApplication::RenderPlaneAndShadow()
{
//Enable the stencil testing and set the comparison function so that the
//plane always increments the buffer
m_pD3DDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
m_pD3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
// Increment the stencil buffer for each pixel drawn. It will always
//pass the way it is set up...
m_pD3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCR);
//The light is moving side to side over the model.
float Time = (float)GetTickCount() / 1000.0f;
D3DXVECTOR4 LightPosition(150.0f * sin(Time), 70.0f, 0.0f, 1.0f);
//Set the light direction based on what was computed for the shadow
D3DXVECTOR4 LightDir = D3DXVECTOR4(0.0f, 0.0f, 0.0f, 0.0f) - LightPosition;
D3DXVec4Normalize(&LightDir, &LightDir);
m_pD3DDevice->SetVertexShaderConstant(4, &LightDir, 1);
//Set up the shader matrix. We're not using the world matrix, which is the
//same as setting the world matrix to an identity matrix... This MAY NOT
//be a generally good idea, but I'm just showing how you can take shortcuts.
D3DXMATRIX ShaderMatrix = m_ViewMatrix *
m_ProjectionMatrix;
D3DXMatrixTranspose(&ShaderMatrix, &ShaderMatrix);
m_pD3DDevice->SetVertexShaderConstant(0, &ShaderMatrix, 4);
//Draw the plane.
m_pD3DDevice->SetStreamSource(0, m_pPlaneVertexBuffer, sizeof(MESH_VERTEX));
m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
//Setup the shadow pass
D3DXMATRIX ShadowMatrix;
//This shader matrix has the shadow matrix built in
D3DXPLANE ShadowPlane(0.0f, 1.0f, 0.0f, 0.0);
D3DXMatrixShadow(&ShadowMatrix, &LightPosition, &ShadowPlane);
ShaderMatrix = m_WorldMatrix * ShadowMatrix *
m_ViewMatrix * m_ProjectionMatrix;
D3DXMatrixTranspose(&ShaderMatrix, &ShaderMatrix);
m_pD3DDevice->SetVertexShaderConstant(0, &ShaderMatrix, 4);
//draw the shadow pass of the mesh
m_pD3DDevice->SetStreamSource(0, m_pMeshVertexBuffer, sizeof(MESH_VERTEX));
m_pD3DDevice->SetIndices(m_pMeshIndexBuffer, 0);
//Set up the Z and stencil states so that depth testing is disabled and
//any pixel that is drawn "on top of the plane" will draw and increment
//the stencil value.
m_pD3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
m_pD3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCR);
m_pD3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_LESS);
m_pD3DDevice->SetRenderState(D3DRS_STENCILREF, 0);
//Set up the alpha blending so that no color values are written
m_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
m_pD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
m_pD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
m_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0,
m_pMesh->GetNumVertices(), 0,
m_pMesh->GetNumFaces());
//Now, this is a little bit of a hack, but rather than change the data
//for the plane, I am setting up the light parameters so that
//the plane turns black...
D3DXVECTOR4 HackLightDir(0.0, 1.0f, 0.0f, 0.0f);
D3DXVECTOR4 Ambient (0.0, 0.0f, 0.0f, 0.25f);
m_pD3DDevice->SetVertexShaderConstant(4, &HackLightDir, 1);
m_pD3DDevice->SetVertexShaderConstant(5, &Ambient, 1);
//Draw the plane again, only this time, only draw where the
//shadow should be.
m_pD3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_LESS);
m_pD3DDevice->SetRenderState(D3DRS_STENCILREF, 1);
//The alpha ambient value lets the plane draw with some blending.
//in this case, the alpha ambient value controls the darkness of
//the shadow. In a way, it's the inverse of the real ambient lighting.
m_pD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
m_pD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
//Again, set everything up and render the plane
ShaderMatrix = m_ViewMatrix * m_ProjectionMatrix;
D3DXMatrixTranspose(&ShaderMatrix, &ShaderMatrix);
m_pD3DDevice->SetVertexShaderConstant(0, &ShaderMatrix, 4);
m_pD3DDevice->SetStreamSource(0, m_pPlaneVertexBuffer, sizeof(MESH_VERTEX));
m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
//Turn off all these testing states
m_pD3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
m_pD3DDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
m_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
//Set the light direction so that the mesh rendering code can use it.
//Convert the light direction to object space.
D3DXMATRIX InverseWorld;
D3DXMatrixInverse(&InverseWorld, NULL, &m_WorldMatrix);
D3DXVec4Transform(&LightDir, &LightDir, &InverseWorld);
D3DXVec4Normalize(&LightDir, &LightDir);
m_pD3DDevice->SetVertexShaderConstant(4, &LightDir, 1);
}
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