techniqueapplication.cpp
来自「real-time(实时渲染技术DirectX)25-30(1)」· C++ 代码 · 共 553 行 · 第 1/2 页
CPP
553 行
/***************************************************************
* 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)
#define D3DFVF_MASKVERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
struct MESH_VERTEX
{
float x, y, z;
float nx, ny, nz;
DWORD color;
};
struct MASK_VERTEX
{
float x, y, z, rhw;
DWORD color;
};
CTechniqueApplication::CTechniqueApplication()
{
m_pPlaneVertexBuffer = NULL;
m_pMaskVertexBuffer = NULL;
m_pMeshVertexBuffer = NULL;
m_pMeshIndexBuffer = NULL;
m_pMesh = NULL;
m_pMeshMaterials = NULL;
m_NumMaterials = 0;
m_BasicShader = 0;
m_VolumeShader = 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();
if (FAILED(CreatePlaneBuffers()))
return FALSE;
//Create the shader
if (FAILED(CreateShaders()))
return FALSE;
return TRUE;
}
void CTechniqueApplication::Render()
{
//Set the view parameters
D3DXVECTOR4 EyePos(0.0, 60.0f, -60.0f, 0.0f);
D3DXMatrixLookAtLH(&m_ViewMatrix, &(D3DXVECTOR3)EyePos,
&D3DXVECTOR3(0.0f, 0.0f, 0.0f),
&D3DXVECTOR3(0.0f, 1.0f, 0.0f));
//The light is moving side to side over the model.
float Time = (float)GetTickCount() / 2000.0f;
D3DXVECTOR4 LightPos(150.0f * sin(Time), 90.0f, 0.0f, 1.0f);
//Set the light direction based on what was computed for the shadow.
//Assume the light is pointer toward the origin.
D3DXVECTOR4 LightDir = D3DXVECTOR4(0.0f, 0.0f, 0.0f, 0.0f) - LightPos;
D3DXVec4Normalize(&LightDir, &LightDir);
//Set the ambient light value.
D3DXVECTOR4 Ambient (0.0f, 0.0f, 0.0f, 0.0f);
m_pD3DDevice->SetVertexShaderConstant(5, &Ambient, 1);
//Set the expansion amount in c8.x.
//Also, the shader expects the Y value to be 0.0
D3DXVECTOR4 PushDistance(100.0f, 0.0f, 0.0f, 0.0f);
m_pD3DDevice->SetVertexShaderConstant(8, &PushDistance, 1);
//Set up the basic shader first
m_pD3DDevice->SetVertexShader(m_BasicShader);
//The real objects are always in front of the shadow passes
m_pD3DDevice->SetRenderState(D3DRS_ZBIAS, 1);
//First, Draw the plane
RenderPlane();
//Some reusable matrices.
D3DXMATRIX Rotation;
D3DXMATRIX Translation;
//This first instance of the mesh is just an object for the
//shadow caster to cast shadows on. In this case, I'm not
//setting it up to cast it's own shadows.
D3DXMatrixTranslation(&m_WorldMatrix, 20.0f, 10.0f, 0.0f);
D3DXMATRIX ShaderMatrix = m_WorldMatrix * m_ViewMatrix *
m_ProjectionMatrix;
D3DXMatrixTranspose(&ShaderMatrix, &ShaderMatrix);
m_pD3DDevice->SetVertexShaderConstant(0, &ShaderMatrix, 4);
//Set the light direction so that the mesh rendering code can use it.
//Convert the light direction to object space.
D3DXMATRIX InverseWorld;
float Det;
D3DXMatrixInverse(&InverseWorld, &Det, &m_WorldMatrix);
D3DXVec4Transform(&LightDir, &LightDir, &InverseWorld);
D3DXVec4Normalize(&LightDir, &LightDir);
m_pD3DDevice->SetVertexShaderConstant(4, &LightDir, 1);
//Do the same for the light position
D3DXVec4Transform(&LightPos, &LightPos, &InverseWorld);
m_pD3DDevice->SetVertexShaderConstant(7, &LightPos, 1);
//Draw the mesh object that does not cast shadoww, but does "receive" them.
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());
D3DXMatrixRotationY(&Rotation, (float)GetTickCount() / 1000.0f);
D3DXMatrixTranslation(&Translation, 0.0f, 20.0f, 0.0f);
m_WorldMatrix = Rotation * Translation;
//Set the world matrix and the shader matrix as usual. Also,
//transform the light parameters to object space. This is all the
//same as what we've seen before...
ShaderMatrix = m_WorldMatrix * m_ViewMatrix * m_ProjectionMatrix;
D3DXMatrixTranspose(&ShaderMatrix, &ShaderMatrix);
m_pD3DDevice->SetVertexShaderConstant(0, &ShaderMatrix, 4);
D3DXMatrixInverse(&InverseWorld, &Det, &m_WorldMatrix);
D3DXVec4Transform(&LightDir, &LightDir, &InverseWorld);
D3DXVec4Normalize(&LightDir, &LightDir);
m_pD3DDevice->SetVertexShaderConstant(4, &LightDir, 1);
D3DXVec4Transform(&LightPos, &LightPos, &InverseWorld);
m_pD3DDevice->SetVertexShaderConstant(7, &LightPos, 1);
//Draw the mesh - this is the mesh that is actually seen.
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());
//Clear the stencil buffer and set it up to always pass.
//When it passes, have it increment the stencil value.
m_pD3DDevice->Clear(0, NULL, D3DCLEAR_STENCIL, 0, 1.0f, 0);
m_pD3DDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
m_pD3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
m_pD3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCR);
m_pD3DDevice->SetRenderState(D3DRS_STENCILREF, 1);
//Make sure that the shadow volume steps do not "corrupt" the
//real depth values.
m_pD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
//Don't write to the color buffer
m_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
m_pD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
m_pD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
//Set the volume shader
m_pD3DDevice->SetVertexShader(m_VolumeShader);
//The shadows are always under the real objects
m_pD3DDevice->SetRenderState(D3DRS_ZBIAS, 0);
//First, draw only the front facing triangles. Any pixel that passes
//the depth test will set that stencil value to 1
m_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
m_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0,
m_pMesh->GetNumVertices(), 0,
m_pMesh->GetNumFaces());
//Now, draw only the back facing triangles. They will decrement
//the stencil value. This will essentially clear all the values
//except for the real surfaces that intersect the shadow volume.
m_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
m_pD3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_DECR);
m_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0,
m_pMesh->GetNumVertices(), 0,
m_pMesh->GetNumFaces());
//Now, we set up the stencil test to draw the big shadow rectangle.
//This test will draw a "shadow" everywhere that the stencil value is 1
m_pD3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_LESSEQUAL);
m_pD3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
m_pD3DDevice->SetRenderState(D3DRS_STENCILREF, 1);
//Turn off depth testing and culling for our big rectangle. Also,
//set the alpha blending to use the transparency of the rectangle. The
//more transparent it is, the lighter the shadow.
m_pD3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
m_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
m_pD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
m_pD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
//Draw..
m_pD3DDevice->SetVertexShader(D3DFVF_MASKVERTEX);
m_pD3DDevice->SetStreamSource(0, m_pMaskVertexBuffer, sizeof(MASK_VERTEX));
m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
//Set all the tests back to "normal" for the next drawing pass
m_pD3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
m_pD3DDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
m_pD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
m_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
}
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\\fattorus.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;
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);
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