📄 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"
DWORD Declaration[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_FLOAT3),
D3DVSD_REG(D3DVSDE_TEXCOORD0, D3DVSDT_FLOAT2),
D3DVSD_REG(D3DVSDE_TEXCOORD1, D3DVSDT_FLOAT3),
D3DVSD_REG(D3DVSDE_TEXCOORD2, D3DVSDT_FLOAT3),
D3DVSD_REG(D3DVSDE_TEXCOORD3, D3DVSDT_FLOAT3),
D3DVSD_END()
};
struct MESH_VERTEX
{
float x, y, z;
float nx, ny, nz;
float u, v;
float Sx, Sy, Sz;
float Tx, Ty, Tz;
float STx, STy, STz;
};
CTechniqueApplication::CTechniqueApplication()
{
m_pMeshVertexBuffer = NULL;
m_pMeshIndexBuffer = NULL;
m_pMesh = NULL;
m_pNormalMap = NULL;
m_pToonMap = NULL;
m_ToonShader = 0;
m_ToonPixelShader = 0;
}
CTechniqueApplication::~CTechniqueApplication()
{
}
BOOL CTechniqueApplication::PostInitialize()
{
D3DCAPS8 Caps;
m_pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &Caps);
if (Caps.VertexShaderVersion == D3DVS_VERSION(1,1) &&
Caps.PixelShaderVersion == D3DPS_VERSION(1,4))
{
if (FAILED(EasyCreateWindowed(m_hWnd, D3DDEVTYPE_HAL,
D3DCREATE_HARDWARE_VERTEXPROCESSING)))
return FALSE;
}
else
{
if (FAILED(EasyCreateWindowed(m_hWnd, D3DDEVTYPE_REF,
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;
if (FAILED(D3DXCreateTextureFromFile(m_pD3DDevice,
"..\\media\\Bumpnormal.dds",
&m_pNormalMap)))
return FALSE;
return TRUE;
}
void CTechniqueApplication::Render()
{
//Set the eye position
D3DXVECTOR4 EyePos(-60.0, 30.0f, 0.0f, 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));
//Set the current light shader
m_pD3DDevice->SetVertexShader(m_ToonShader);
D3DXMatrixRotationY(&m_WorldMatrix, (float)GetTickCount() / 10000.0f);
//Create the concatenated transformation matrix
D3DXMATRIX ShaderMatrix = m_WorldMatrix * m_ViewMatrix *
m_ProjectionMatrix;
D3DXMatrixTranspose(&ShaderMatrix, &ShaderMatrix);
m_pD3DDevice->SetVertexShaderConstant(0, &ShaderMatrix, 4);
//Set the light direction
float Time = (float)GetTickCount() / 1000.0f;
D3DXVECTOR4 LightDir = D3DXVECTOR4(sin(Time), -fabs(cos(Time)), 0.0f, 0.0f);
D3DXMATRIX InverseWorld;
D3DXMatrixInverse(&InverseWorld, NULL, &m_WorldMatrix);
D3DXVec3Transform(&LightDir, &(D3DXVECTOR3)LightDir, &InverseWorld);
m_pD3DDevice->SetVertexShaderConstant(4, &LightDir, 1);
//Pass the eye position in
D3DXVec3Transform(&EyePos, &(D3DXVECTOR3)EyePos, &InverseWorld);
m_pD3DDevice->SetVertexShaderConstant(5, &EyePos, 1);
//Some helpers
D3DXVECTOR4 Helpers (0.5f, 0.0f, 0.0f, 0.0f);
m_pD3DDevice->SetVertexShaderConstant(6, &Helpers, 1);
m_pD3DDevice->SetTexture(0, m_pNormalMap);
m_pD3DDevice->SetPixelShader(m_ToonPixelShader);
//Use this to change the shade color
//D3DXVECTOR4 Color (0.0f, 0.0f, 0.0f, 0.0f);
//m_pD3DDevice->SetPixelShaderConstant(1, &Color, 1);
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());
m_pD3DDevice->SetPixelShader(0);
}
HRESULT CTechniqueApplication::LoadMesh()
{
LPD3DXBUFFER pD3DXMtrlBuffer;
DWORD NumMaterials;
LPD3DXMESH pOriginalMesh;
//Load and initialize the mesh. This is a repeat of the code
//from Chapter 10.
if(FAILED(D3DXLoadMeshFromX("..\\media\\bumpsphere.x",
D3DXMESH_MANAGED,
m_pD3DDevice, NULL, &pD3DXMtrlBuffer,
&NumMaterials, &pOriginalMesh)))
return FALSE;
//The format ain't gonna match...
pOriginalMesh->CloneMesh(D3DXMESH_MANAGED,
Declaration,
m_pD3DDevice, &m_pMesh);
pOriginalMesh->Release();
pOriginalMesh = NULL;
return S_OK;
}
BOOL CTechniqueApplication::PreReset()
{
//Delete the shaders
m_pD3DDevice->DeleteVertexShader(m_ToonShader);
m_pD3DDevice->DeletePixelShader(m_ToonPixelShader);
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_ToonShader);
m_pD3DDevice->DeletePixelShader(m_ToonPixelShader);
//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_pNormalMap)
{
m_pNormalMap->Release();
m_pNormalMap = 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()
{
//Let D3DX compute the basis vectors
D3DXComputeTangent(m_pMesh, 0, m_pMesh, 1, 2, TRUE, NULL);
//Get the buffers
m_pMesh->GetVertexBuffer(&m_pMeshVertexBuffer);
m_pMesh->GetIndexBuffer(&m_pMeshIndexBuffer);
MESH_VERTEX *pMeshVertices;
short *pIndices;
//Lock the vertex buffer, but allow writing.
m_pMeshVertexBuffer->Lock(0,
m_pMesh->GetNumVertices() * sizeof(MESH_VERTEX),
(BYTE **)&pMeshVertices, 0);
//Go through each vertex and set SxT
for (long i = 0; i < m_pMesh->GetNumVertices(); i++)
{
MESH_VERTEX *pVertex = &pMeshVertices[i];
D3DXVECTOR3 S(pVertex->Sx, pVertex->Sy, pVertex->Sz);
D3DXVECTOR3 T(pVertex->Tx, pVertex->Ty, pVertex->Tz);
D3DXVECTOR3 SxT;
D3DXVec3Cross(&SxT, &S, &T);
//Make sure SxT is in the same direction as the normal
if (D3DXVec3Dot(&SxT, &D3DXVECTOR3(pVertex->nx, pVertex->ny, pVertex->nz)) < 0.0f)
SxT = -SxT;
//Now, set each vertex component to the vectors
pVertex->STx = SxT.x;
pVertex->STy = SxT.y;
pVertex->STz = SxT.z;
}
//Give back all of our buffers.
m_pMeshVertexBuffer->Unlock();
return S_OK;
}
HRESULT CTechniqueApplication::CreateShaders()
{
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\\PerPixelToon.vsh",
0, NULL, &pShaderBuffer, &pShaderErrors)))
return E_FAIL;
if (FAILED(m_pD3DDevice->CreateVertexShader(Declaration,
(DWORD *)pShaderBuffer->GetBufferPointer(),
&m_ToonShader, 0)))
return E_FAIL;
//release the working buffers
pShaderBuffer->Release();
//Assemble and create the pixel shader. Under real circumstances, you would
//probably want to do more error handling.
if (FAILED(D3DXAssembleShaderFromFile("..\\media\\Shaders\\PerPixelToon.psh",
0, NULL, &pShaderBuffer, &pShaderErrors)))
return E_FAIL;
if (FAILED(m_pD3DDevice->CreatePixelShader(
(DWORD *)pShaderBuffer->GetBufferPointer(),
&m_ToonPixelShader)))
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,
D3DCOLOR_XRGB(100, 100, 100), 1.0f, 0);
//Call BeginScene to set up the device
m_pD3DDevice->BeginScene();
return;
}
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