📄 ch23p1_simplewater.cpp
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/*
#############################################################################
Ch23p1_SimpleWater.cpp: a program that demonstrates the 3D water effect.
#############################################################################
*/
// include files ////////////////////////////////////////////////////////////
#define STRICT
#include <stdio.h>
#include <math.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "D3DHelperFuncs.h"
#include "Ch23p1_resource.h"
#include "Camera.h"
#include "InputManager.h"
#include "SkyBox.h"
#include "Timer.h"
#include "GroundPlane.h"
#include "Ch23p1_WaterPlane.h"
const int NUMSPRITES = 5;
const int CUBEMAP_RESOLUTION = 256;
//-----------------------------------------------------------------------------
// Name: class CMyD3DApplication
// Desc: Application class. The base class (CD3DApplication) provides the
// generic functionality needed in all Direct3D samples. CMyD3DApplication
// adds functionality specific to this sample program.
//-----------------------------------------------------------------------------
class CMyD3DApplication : public CD3DApplication
{
// Font for drawing text
CD3DFont* m_pFont;
CD3DFont* m_pFontSmall;
// Scene
CUserControlledCamera m_Camera;
// Mouse Input
CInputManager m_InputManager;
// skybox
CSkyBox m_SkyBox;
// ground plane
CGroundPlane m_GroundPlane;
// pool frame
CD3DMesh* m_pPoolFrame;
// water
CWaterPlane m_Water;
LPDIRECT3DCUBETEXTURE8 m_pCubeMap;
IDirect3DSurface8* m_pCubeFaceZBuffer;
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT FinalCleanup();
HRESULT Render() { return(ScreenRender()); }
HRESULT ScreenRender();
HRESULT CoreRender(bool bRenderWater, D3DXMATRIX matView);
HRESULT CubeMapRender();
HRESULT FrameMove();
HRESULT ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format );
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
void ProcessInput();
int m_iLightPosX;
int m_iLightPosY;
public:
CMyD3DApplication();
};
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point to the program. Initializes everything, and goes into a
// message-processing loop. Idle time is used to render the scene.
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
CMyD3DApplication d3dApp;
if( FAILED( d3dApp.Create( hInst ) ) )
return 0;
return d3dApp.Run();
}
//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
m_strWindowTitle = _T("Ch23p1_SimpleWater");
m_bUseDepthBuffer = TRUE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pFontSmall = new CD3DFont( _T("Arial"), 9, D3DFONT_BOLD );\
m_pCubeMap = NULL;
m_pCubeFaceZBuffer = NULL;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
if (m_fElapsedTime < 0.0001f) {
m_fElapsedTime = 0.0001f;
}
ProcessInput();
m_Camera.Update(m_fElapsedTime);
CTimer::UpdateAll(m_fElapsedTime);
m_Water.Update(m_fElapsedTime);
// Render the scene into the surfaces of the cubemap
if( FAILED( CubeMapRender() ) )
return E_FAIL;
return S_OK;
}
void CMyD3DApplication::ProcessInput()
{
const float fSpeed = 0.5f;
unsigned char m_bKey[256];
ZeroMemory( m_bKey, 256 );
GetKeyboardState(m_bKey);
// Process keyboard input
if(m_bKey['D'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(fSpeed, 0.0f, 0.0f)); // Slide Right
if(m_bKey['A'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(-fSpeed, 0.0f, 0.0f));// Slide Left
if(m_bKey['Q'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, fSpeed, 0.0f)); // Slide Up
if(m_bKey['Z'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, -fSpeed, 0.0f));// Slide Down
if(m_bKey['W'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, 0.0f, fSpeed)); // Slide Foward
if(m_bKey['S'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, 0.0f, -fSpeed));// Slide Back
// mouse look
DIMOUSESTATE2 dims2;
m_InputManager.ReadMouse(dims2);
// play with the divisor constants to change the mouselook sensitivity.
// I've found that these values most accurately simulate my beloved Q3A setup. :)
m_Camera.AddToYawPitchRoll((float)dims2.lX/0.8f, (float)dims2.lY/0.8f, 0.0f);
// prevent camera from moving down too far.
D3DXVECTOR3 pos = m_Camera.GetPosition();
if (pos.y < 1.7f) pos.y = 1.70f;
m_Camera.SetPosition(pos);
}
HRESULT CMyD3DApplication::CubeMapRender()
{
// Set the projection matrix for a field of view of 90 degrees
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/2, 1.0f, 0.5f, 100.0f );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Get the current view matrix, to concat it with the cubemap view vectors
D3DXMATRIX matViewDir = m_Camera.GetViewMatrix();
matViewDir._41 = 0.0f; matViewDir._42 = 0.0f; matViewDir._43 = 0.0f;
D3DXPLANE plane; plane.a = plane.b = plane.c = plane.d = 0.0f;
D3DXMATRIX matFlip; D3DXMatrixReflect(&matFlip, &plane);
D3DXMatrixMultiply(&matViewDir, &matFlip, &matViewDir);
// Store the current backbuffer and zbuffer
LPDIRECT3DSURFACE8 pBackBuffer, pZBuffer;
m_pd3dDevice->GetRenderTarget( &pBackBuffer );
m_pd3dDevice->GetDepthStencilSurface( &pZBuffer );
// Render to the six faces of the cube map
for( DWORD i=0; i<6; i++ )
{
// Set the view transform for this cubemap surface
D3DXMATRIX matView;
matView = D3DUtil_GetCubeMapViewMatrix( (D3DCUBEMAP_FACES)i );
D3DXMatrixMultiply( &matView, &matViewDir, &matView );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
// Set the rendertarget to the i'th cubemap surface
LPDIRECT3DSURFACE8 pCubeMapFace;
m_pCubeMap->GetCubeMapSurface( (D3DCUBEMAP_FACES)i, 0, &pCubeMapFace );
m_pd3dDevice->SetRenderTarget( pCubeMapFace, m_pCubeFaceZBuffer);
pCubeMapFace->Release();
m_pd3dDevice->BeginScene();
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0L );
CoreRender( FALSE, matView );
m_pd3dDevice->EndScene();
}
m_pd3dDevice->SetTransform( D3DTS_VIEW, &m_Camera.GetViewMatrix());
// Change the rendertarget back to the main backbuffer
m_pd3dDevice->SetRenderTarget( pBackBuffer, pZBuffer );
pBackBuffer->Release();
pZBuffer->Release();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: ScreenRender()
// Desc: Called once per frame, the call is the entry point for 3d
// rendering. This function sets up render states, clears the
// viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::ScreenRender()
{
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) ) {
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 0.5f, 100.0f );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
CoreRender(true, m_Camera.GetViewMatrix());
char buf[256];
_snprintf(buf, 256, "Position: (%.2f, %.2f, %.2f)",
(float)m_Camera.GetPosition().x, (float)m_Camera.GetPosition().y,
(float)m_Camera.GetPosition().z);
m_pFontSmall->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), buf );
_snprintf(buf, 256, "Normals are: %s ('N' to switch)",
m_Water.GetHardcodeNormals() ? "Hard-coded to (0,1,0)" : "Calculated");
m_pFontSmall->DrawText( 2, 15, D3DCOLOR_ARGB(255,255,255,0), buf );
_snprintf(buf, 256, "Environment Blend Factor: %0.1f (I,O to adjust)",
m_Water.GetEnvBlendFactor());
m_pFontSmall->DrawText( 2, 30, D3DCOLOR_ARGB(255,255,255,0), buf );
_snprintf(buf, 256, "Simulated Water Depth: %0.1f (K,L to adjust)",
m_Water.GetDepth());
m_pFontSmall->DrawText( 2, 45, D3DCOLOR_ARGB(255,255,255,0), buf );
_snprintf(buf, 256, "Press C to create a water drop.",
m_Water.GetDepth());
m_pFontSmall->DrawText( 2, 60, D3DCOLOR_ARGB(255,255,255,0), buf );
// End the scene.
m_pd3dDevice->EndScene();
}
return(S_OK);
}
HRESULT CMyD3DApplication::CoreRender(bool bRenderWater, D3DXMATRIX matView)
{
D3DXMATRIX matWorld;
D3DXMatrixIdentity( &matWorld );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
// Clear the backbuffer
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0L );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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