📄 shadowvolume.cpp
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if( ( m_d3dCaps.StencilCaps & D3DSTENCILCAPS_TWOSIDED ) != 0 )
{
// With 2-sided stencil, we can avoid rendering twice:
m_pd3dDevice->SetRenderState( D3DRS_TWOSIDEDSTENCILMODE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_CCW_STENCILFUNC, D3DCMP_ALWAYS );
m_pd3dDevice->SetRenderState( D3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_KEEP );
m_pd3dDevice->SetRenderState( D3DRS_CCW_STENCILFAIL, D3DSTENCILOP_KEEP );
m_pd3dDevice->SetRenderState( D3DRS_CCW_STENCILPASS, D3DSTENCILOP_DECR );
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
// Draw both sides of shadow volume in stencil/z only
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
m_pShadowVolume->Render( m_pd3dDevice );
m_pd3dDevice->SetRenderState( D3DRS_TWOSIDEDSTENCILMODE, FALSE );
}
else
{
// Draw front-side of shadow volume in stencil/z only
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
m_pShadowVolume->Render( m_pd3dDevice );
// Now reverse cull order so back sides of shadow volume are written.
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
// Decrement stencil buffer value
m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_DECR );
// Draw back-side of shadow volume in stencil/z only
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
m_pShadowVolume->Render( m_pd3dDevice );
}
// Restore render states
m_pd3dDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_GOURAUD );
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DrawShadow()
// Desc: Draws a big gray polygon over scene according to the mask in the
// stencil buffer. (Any pixel with stencil==1 is in the shadow.)
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DrawShadow()
{
// Set renderstates (disable z-buffering, enable stencil, disable fog, and
// turn on alphablending)
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
// Only write where stencil val >= 1 (count indicates # of shadows that
// overlap that pixel)
m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0x1 );
m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_LESSEQUAL );
m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
// Draw a big, gray square
m_pd3dDevice->SetFVF( SHADOWVERTEX::FVF );
m_pd3dDevice->SetStreamSource( 0, m_pBigSquareVB, 0, sizeof(SHADOWVERTEX) );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
// Restore render states
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Render()
// 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::Render()
{
// Clear the viewport, zbuffer, and stencil buffer
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL,
0xff00bfff, 1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matTerrainMatrix );
m_pTerrainObject->Render( m_pd3dDevice );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
m_pAirplane->Render( m_pd3dDevice );
/*
// Draw shadow volume
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
m_pShadowVolume->Render( m_pd3dDevice );
*/
// Render the shadow volume into the stenicl buffer, then add it into
// the scene
RenderShadow();
DrawShadow();
// Output statistics
m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
// End the scene.
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
// Initialize the font's internal textures
m_pFont->InitDeviceObjects( m_pd3dDevice );
// Load an object to cast the shadow
if( FAILED( m_pAirplane->Create( m_pd3dDevice, _T("airplane 2.x") ) ) )
return D3DAPPERR_MEDIANOTFOUND;
// Load some terrain
if( FAILED( m_pTerrainObject->Create( m_pd3dDevice, _T("SeaFloor.x") ) ) )
return D3DAPPERR_MEDIANOTFOUND;
// Set a reasonable vertex type
m_pAirplane->SetFVF( m_pd3dDevice, VERTEX::FVF );
m_pTerrainObject->SetFVF( m_pd3dDevice, VERTEX::FVF );
// Tweak the terrain vertices
{
LPDIRECT3DVERTEXBUFFER9 pVB;
VERTEX* pVertices;
DWORD dwNumVertices = m_pTerrainObject->GetSysMemMesh()->GetNumVertices();
// Lock the vertex buffer to access the terrain geometry
m_pTerrainObject->GetSysMemMesh()->GetVertexBuffer( &pVB );
pVB->Lock( 0, 0, (void**)&pVertices, 0 );
// Add some more bumpiness to the terrain object
for( DWORD i=0; i<dwNumVertices; i++ )
{
pVertices[i].p.y += 1*(rand()/(FLOAT)RAND_MAX);
pVertices[i].p.y += 2*(rand()/(FLOAT)RAND_MAX);
pVertices[i].p.y += 1*(rand()/(FLOAT)RAND_MAX);
}
// Release the vertex buffer
pVB->Unlock();
pVB->Release();
}
// Create a big square for rendering the stencilbuffer contents
if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(SHADOWVERTEX),
D3DUSAGE_WRITEONLY, SHADOWVERTEX::FVF,
D3DPOOL_MANAGED, &m_pBigSquareVB, NULL ) ) )
return E_FAIL;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Restore device-memory objects and state after a device is created or
// resized.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
m_pFont->RestoreDeviceObjects();
// Initialize the vertex buffers for the file-based objects
m_pAirplane->RestoreDeviceObjects( m_pd3dDevice );
m_pTerrainObject->RestoreDeviceObjects( m_pd3dDevice );
// Create and set up the shine materials w/ textures
D3DMATERIAL9 mtrl;
D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f );
m_pd3dDevice->SetMaterial( &mtrl );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
// Set the transform matrices
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 10.0f, -20.0f );
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMATRIXA16 matWorld, matView, matProj;
D3DXMatrixIdentity( &matWorld );
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Turn on fog
FLOAT fFogStart = 30.0f;
FLOAT fFogEnd = 80.0f;
m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_FOGCOLOR, 0xff00bfff );
m_pd3dDevice->SetRenderState( D3DRS_FOGTABLEMODE, D3DFOG_NONE );
m_pd3dDevice->SetRenderState( D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR );
m_pd3dDevice->SetRenderState( D3DRS_RANGEFOGENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_FOGSTART, FtoDW(fFogStart) );
m_pd3dDevice->SetRenderState( D3DRS_FOGEND, FtoDW(fFogEnd) );
// Set the ArcBall parameters
m_ArcBall.SetWindow( m_d3dsdBackBuffer.Width, m_d3dsdBackBuffer.Height, 2.0f );
m_ArcBall.SetRadius( 5.0f );
m_pd3dDevice->LightEnable( 0, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00303030 );
// Set the size of the big square shadow
SHADOWVERTEX* v;
FLOAT sx = (FLOAT)m_d3dsdBackBuffer.Width;
FLOAT sy = (FLOAT)m_d3dsdBackBuffer.Height;
m_pBigSquareVB->Lock( 0, 0, (void**)&v, 0 );
v[0].p = D3DXVECTOR4( 0, sy, 0.0f, 1.0f );
v[1].p = D3DXVECTOR4( 0, 0, 0.0f, 1.0f );
v[2].p = D3DXVECTOR4( sx, sy, 0.0f, 1.0f );
v[3].p = D3DXVECTOR4( sx, 0, 0.0f, 1.0f );
v[0].color = 0x7f000000;
v[1].color = 0x7f000000;
v[2].color = 0x7f000000;
v[3].color = 0x7f000000;
m_pBigSquareVB->Unlock();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Called when the device-dependent objects are about to be lost.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_pFont->InvalidateDeviceObjects();
m_pAirplane->InvalidateDeviceObjects();
m_pTerrainObject->InvalidateDeviceObjects();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
m_pFont->DeleteDeviceObjects();
m_pAirplane->Destroy();
m_pTerrainObject->Destroy();
SAFE_RELEASE( m_pBigSquareVB );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
// to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FinalCleanup()
{
SAFE_DELETE( m_pFont );
SAFE_DELETE( m_pAirplane );
SAFE_DELETE( m_pTerrainObject );
SAFE_DELETE( m_pShadowVolume );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: ConfirmDevice()
// Desc: Called during device initialization, this code checks the device
// for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS9* pCaps, DWORD dwBehavior,
D3DFORMAT adapterFormat, D3DFORMAT backBufferFormat )
{
// Make sure device supports point lights
if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
(dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
{
if( 0 == ( pCaps->VertexProcessingCaps & D3DVTXPCAPS_POSITIONALLIGHTS ) )
return E_FAIL;
}
// Need to support post-pixel processing (for fog and stencil)
if( FAILED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
adapterFormat, D3DUSAGE_RENDERTARGET | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
D3DRTYPE_SURFACE, backBufferFormat ) ) )
{
return E_FAIL;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Message proc function to handle key and menu input
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
LPARAM lParam )
{
// Pass mouse messages to the ArcBall so it can build internal matrices
m_ArcBall.HandleMouseMessages( hWnd, uMsg, wParam, lParam );
// Trap the context menu
if( WM_CONTEXTMENU == uMsg )
return 0;
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}
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