📄 shadowvolume.cpp
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//-----------------------------------------------------------------------------
// File: ShadowVolume.cpp
//
// Desc: Example code showing how to use stencil buffers to implement shadow
// volumes.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <Windows.h>
#include <commctrl.h>
#include <math.h>
#include <stdio.h>
#include <D3DX9.h>
#include "DXUtil.h"
#include "D3DEnumeration.h"
#include "D3DSettings.h"
#include "D3DApp.h"
#include "D3DUtil.h"
#include "D3DFile.h"
#include "D3DFont.h"
//-----------------------------------------------------------------------------
// External definitions and prototypes
//-----------------------------------------------------------------------------
inline DWORD FtoDW( FLOAT f ) { return *((DWORD*)&f); }
struct VERTEX
{
D3DXVECTOR3 p;
D3DXVECTOR3 n;
FLOAT tu, tv;
static const DWORD FVF;
};
const DWORD VERTEX::FVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;
struct SHADOWVERTEX
{
D3DXVECTOR4 p;
D3DCOLOR color;
static const DWORD FVF;
};
const DWORD SHADOWVERTEX::FVF = D3DFVF_XYZRHW | D3DFVF_DIFFUSE;
//-----------------------------------------------------------------------------
// Name: struct ShadowVolume
// Desc: A shadow volume object
//-----------------------------------------------------------------------------
class ShadowVolume
{
D3DXVECTOR3 m_pVertices[32000]; // Vertex data for rendering shadow volume
DWORD m_dwNumVertices;
public:
VOID Reset() { m_dwNumVertices = 0L; }
HRESULT BuildFromMesh( LPD3DXMESH pObject, D3DXVECTOR3 vLight );
HRESULT Render( LPDIRECT3DDEVICE9 pd3dDevice );
};
//-----------------------------------------------------------------------------
// 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
{
CD3DFont* m_pFont;
CD3DArcBall m_ArcBall;
CD3DMesh* m_pAirplane;
CD3DMesh* m_pTerrainObject;
ShadowVolume* m_pShadowVolume;
D3DXMATRIXA16 m_matObjectMatrix;
D3DXMATRIXA16 m_matTerrainMatrix;
LPDIRECT3DVERTEXBUFFER9 m_pBigSquareVB;
HRESULT DrawShadow();
HRESULT RenderShadow();
HRESULT ConfirmDevice( D3DCAPS9*, DWORD, D3DFORMAT, D3DFORMAT );
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
public:
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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;
InitCommonControls();
if( FAILED( d3dApp.Create( hInst ) ) )
return 0;
return d3dApp.Run();
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
HRESULT ShadowVolume::Render( LPDIRECT3DDEVICE9 pd3dDevice )
{
pd3dDevice->SetFVF( D3DFVF_XYZ );
return pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLELIST, m_dwNumVertices/3,
m_pVertices, sizeof(D3DXVECTOR3) );
}
//-----------------------------------------------------------------------------
// Name: AddEdge()
// Desc: Adds an edge to a list of silohuette edges of a shadow volume.
//-----------------------------------------------------------------------------
VOID AddEdge( WORD* pEdges, DWORD& dwNumEdges, WORD v0, WORD v1 )
{
// Remove interior edges (which appear in the list twice)
for( DWORD i=0; i < dwNumEdges; i++ )
{
if( ( pEdges[2*i+0] == v0 && pEdges[2*i+1] == v1 ) ||
( pEdges[2*i+0] == v1 && pEdges[2*i+1] == v0 ) )
{
if( dwNumEdges > 1 )
{
pEdges[2*i+0] = pEdges[2*(dwNumEdges-1)+0];
pEdges[2*i+1] = pEdges[2*(dwNumEdges-1)+1];
}
dwNumEdges--;
return;
}
}
pEdges[2*dwNumEdges+0] = v0;
pEdges[2*dwNumEdges+1] = v1;
dwNumEdges++;
}
//-----------------------------------------------------------------------------
// Name: BuildFromMesh()
// Desc: Takes a mesh as input, and uses it to build a shadowvolume. The
// technique used considers each triangle of the mesh, and adds it's
// edges to a temporary list. The edge list is maintained, such that
// only silohuette edges are kept. Finally, the silohuette edges are
// extruded to make the shadow volume vertex list.
//-----------------------------------------------------------------------------
HRESULT ShadowVolume::BuildFromMesh( LPD3DXMESH pMesh, D3DXVECTOR3 vLight )
{
// Note: the MESHVERTEX format depends on the FVF of the mesh
struct MESHVERTEX { D3DXVECTOR3 p, n; FLOAT tu, tv; };
MESHVERTEX* pVertices;
WORD* pIndices;
// Lock the geometry buffers
pMesh->LockVertexBuffer( 0L, (LPVOID*)&pVertices );
pMesh->LockIndexBuffer( 0L, (LPVOID*)&pIndices );
DWORD dwNumFaces = pMesh->GetNumFaces();
// Allocate a temporary edge list
WORD* pEdges = new WORD[dwNumFaces*6];
if( pEdges == NULL )
{
pMesh->UnlockVertexBuffer();
pMesh->UnlockIndexBuffer();
return E_OUTOFMEMORY;
}
DWORD dwNumEdges = 0;
// For each face
for( DWORD i=0; i<dwNumFaces; i++ )
{
WORD wFace0 = pIndices[3*i+0];
WORD wFace1 = pIndices[3*i+1];
WORD wFace2 = pIndices[3*i+2];
D3DXVECTOR3 v0 = pVertices[wFace0].p;
D3DXVECTOR3 v1 = pVertices[wFace1].p;
D3DXVECTOR3 v2 = pVertices[wFace2].p;
// Transform vertices or transform light?
D3DXVECTOR3 vCross1(v2-v1);
D3DXVECTOR3 vCross2(v1-v0);
D3DXVECTOR3 vNormal;
D3DXVec3Cross( &vNormal, &vCross1, &vCross2 );
if( D3DXVec3Dot( &vNormal, &vLight ) >= 0.0f )
{
AddEdge( pEdges, dwNumEdges, wFace0, wFace1 );
AddEdge( pEdges, dwNumEdges, wFace1, wFace2 );
AddEdge( pEdges, dwNumEdges, wFace2, wFace0 );
}
}
for( i=0; i<dwNumEdges; i++ )
{
D3DXVECTOR3 v1 = pVertices[pEdges[2*i+0]].p;
D3DXVECTOR3 v2 = pVertices[pEdges[2*i+1]].p;
D3DXVECTOR3 v3 = v1 - vLight*10;
D3DXVECTOR3 v4 = v2 - vLight*10;
// Add a quad (two triangles) to the vertex list
m_pVertices[m_dwNumVertices++] = v1;
m_pVertices[m_dwNumVertices++] = v2;
m_pVertices[m_dwNumVertices++] = v3;
m_pVertices[m_dwNumVertices++] = v2;
m_pVertices[m_dwNumVertices++] = v4;
m_pVertices[m_dwNumVertices++] = v3;
}
// Delete the temporary edge list
delete[] pEdges;
// Unlock the geometry buffers
pMesh->UnlockVertexBuffer();
pMesh->UnlockIndexBuffer();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
m_strWindowTitle = _T("ShadowVolume: RealTime Shadows Using The StencilBuffer");
m_d3dEnumeration.AppUsesDepthBuffer = TRUE;
m_d3dEnumeration.AppMinDepthBits = 16;
m_d3dEnumeration.AppMinStencilBits = 4;
m_bShowCursorWhenFullscreen = TRUE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pAirplane = new CD3DMesh();
m_pTerrainObject = new CD3DMesh();
m_pShadowVolume = NULL;
m_pBigSquareVB = NULL;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
// Construct a shadow volume object;
m_pShadowVolume = new ShadowVolume();
// Set cursor to indicate that user can move the object with the mouse
#ifdef _WIN64
SetClassLongPtr( m_hWnd, GCLP_HCURSOR, (LONG_PTR)LoadCursor( NULL, IDC_SIZEALL ) );
#else
SetClassLong( m_hWnd, GCL_HCURSOR, HandleToLong( LoadCursor( NULL, IDC_SIZEALL ) ) );
#endif
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
// Setup the world spin matrix
D3DXMatrixTranslation( &m_matTerrainMatrix, 0.0f, 0.0f, 0.0f );
// Setup viewing postion from ArcBall
m_matObjectMatrix = *m_ArcBall.GetRotationMatrix();
D3DXMatrixMultiply( &m_matObjectMatrix, &m_matObjectMatrix, m_ArcBall.GetTranslationMatrix() );
// Move the light
FLOAT Lx = 5;
FLOAT Ly = 5;
FLOAT Lz = -5;
D3DLIGHT9 light;
D3DUtil_InitLight( light, D3DLIGHT_POINT, Lx, Ly, Lz );
light.Attenuation0 = 0.9f;
light.Attenuation1 = 0.0f;
m_pd3dDevice->SetLight( 0, &light );
// Transform the light vector to be in object space
D3DXVECTOR3 vLight;
D3DXMATRIXA16 m;
D3DXMatrixInverse( &m, NULL, &m_matObjectMatrix );
vLight.x = Lx*m._11 + Ly*m._21 + Lz*m._31 + m._41;
vLight.y = Lx*m._12 + Ly*m._22 + Lz*m._32 + m._42;
vLight.z = Lx*m._13 + Ly*m._23 + Lz*m._33 + m._43;
// Build the shadow volume
m_pShadowVolume->Reset();
m_pShadowVolume->BuildFromMesh( m_pAirplane->GetSysMemMesh(), vLight );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RenderShadow()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RenderShadow()
{
// Disable z-buffer writes (note: z-testing still occurs), and enable the
// stencil-buffer
m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
// Dont bother with interpolating color
m_pd3dDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT );
// Set up stencil compare fuction, reference value, and masks.
// Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true.
// Note: since we set up the stencil-test to always pass, the STENCILFAIL
// renderstate is really not needed.
m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
m_pd3dDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
m_pd3dDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
// If ztest passes, inc/decrement stencil buffer value
m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0x1 );
m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0xffffffff );
m_pd3dDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );
m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_INCR );
// Make sure that no pixels get drawn to the frame buffer
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
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