CrateDemo.cpp
//============================================================================= // CrateDemo.cpp by Frank Luna (C) 2005 All Rights Reserved. // // Demonstrates texturing a box. // // Controls: Use mouse to orbit and zoom; use the 'W' and 'S' keys to // alter the height of the camera. //============================================================================= #include "d3dApp.h" #include "DirectInput.h" #include <crtdbg.h> #include "GfxStats.h" #include <list> #include "Vertex.h" class CrateDemo : public D3DApp { public: CrateDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP); ~CrateDemo(); bool checkDeviceCaps(); void onLostDevice(); void onResetDevice(); void updateScene(float dt); void drawScene(); // Helper methods void buildBoxGeometry(); void buildFX(); void buildViewMtx(); void buildProjMtx(); private: GfxStats* mGfxStats; IDirect3DVertexBuffer9* mBoxVB; IDirect3DIndexBuffer9* mBoxIB; IDirect3DTexture9* mCrateTex; ID3DXEffect* mFX; D3DXHANDLE mhTech; D3DXHANDLE mhWVP; D3DXHANDLE mhWorldInvTrans; D3DXHANDLE mhLightVecW; D3DXHANDLE mhDiffuseMtrl; D3DXHANDLE mhDiffuseLight; D3DXHANDLE mhAmbientMtrl; D3DXHANDLE mhAmbientLight; D3DXHANDLE mhSpecularMtrl; D3DXHANDLE mhSpecularLight; D3DXHANDLE mhSpecularPower; D3DXHANDLE mhEyePos; D3DXHANDLE mhWorld; D3DXHANDLE mhTex; D3DXVECTOR3 mLightVecW; D3DXCOLOR mAmbientMtrl; D3DXCOLOR mAmbientLight; D3DXCOLOR mDiffuseMtrl; D3DXCOLOR mDiffuseLight; D3DXCOLOR mSpecularMtrl; D3DXCOLOR mSpecularLight; float mSpecularPower; float mCameraRotationY; float mCameraRadius; float mCameraHeight; D3DXMATRIX mWorld; D3DXMATRIX mView; D3DXMATRIX mProj; }; int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance, PSTR cmdLine, int showCmd) { // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif CrateDemo app(hInstance, "Crate Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING); gd3dApp = &app; DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND); gDInput = &di; return gd3dApp->run(); } CrateDemo::CrateDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP) : D3DApp(hInstance, winCaption, devType, requestedVP) { if(!checkDeviceCaps()) { MessageBox(0, "checkDeviceCaps() Failed", 0, 0); PostQuitMessage(0); } mGfxStats = new GfxStats(); mGfxStats->addVertices(24); mGfxStats->addTriangles(12); mCameraRadius = 6.0f; mCameraRotationY = 1.2 * D3DX_PI; mCameraHeight = 3.0f; mLightVecW = D3DXVECTOR3(0.0, 0.0f, -1.0f); mDiffuseMtrl = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); mDiffuseLight = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); mAmbientMtrl = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); mAmbientLight = D3DXCOLOR(0.6f, 0.6f, 0.6f, 1.0f); mSpecularMtrl = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f); mSpecularLight = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); mSpecularPower = 8.0f; D3DXMatrixIdentity(&mWorld); HR(D3DXCreateTextureFromFile(gd3dDevice, "crate.jpg", &mCrateTex)); buildBoxGeometry(); buildFX(); onResetDevice(); InitAllVertexDeclarations(); } CrateDemo::~CrateDemo() { delete mGfxStats; ReleaseCOM(mBoxVB); ReleaseCOM(mBoxIB); ReleaseCOM(mCrateTex); ReleaseCOM(mFX); DestroyAllVertexDeclarations(); } bool CrateDemo::checkDeviceCaps() { D3DCAPS9 caps; HR(gd3dDevice->GetDeviceCaps(&caps)); // Check for vertex shader version 2.0 support. if( caps.VertexShaderVersion < D3DVS_VERSION(2, 0) ) return false; // Check for pixel shader version 2.0 support. if( caps.PixelShaderVersion < D3DPS_VERSION(2, 0) ) return false; return true; } void CrateDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); } void CrateDemo::onResetDevice() { mGfxStats->onResetDevice(); HR(mFX->OnResetDevice()); // The aspect ratio depends on the backbuffer dimensions, which can // possibly change after a reset. So rebuild the projection matrix. buildProjMtx(); } void CrateDemo::updateScene(float dt) { mGfxStats->update(dt); // Get snapshot of input devices. gDInput->poll(); // Check input. if( gDInput->keyDown(DIK_W) ) mCameraHeight += 25.0f * dt; if( gDInput->keyDown(DIK_S) ) mCameraHeight -= 25.0f * dt; // Divide by 50 to make mouse less sensitive. mCameraRotationY += gDInput->mouseDX() / 100.0f; mCameraRadius += gDInput->mouseDY() / 25.0f; // If we rotate over 360 degrees, just roll back to 0 if( fabsf(mCameraRotationY) >= 2.0f * D3DX_PI ) mCameraRotationY = 0.0f; // Don't let radius get too small. if( mCameraRadius < 5.0f ) mCameraRadius = 5.0f; // The camera position/orientation relative to world space can // change every frame based on input, so we need to rebuild the // view matrix every frame with the latest changes. buildViewMtx(); } void CrateDemo::drawScene() { // Clear the backbuffer and depth buffer. HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffeeeeee, 1.0f, 0)); HR(gd3dDevice->BeginScene()); // Setup the rendering FX HR(mFX->SetTechnique(mhTech)); HR(mFX->SetMatrix(mhWVP, &(mWorld*mView*mProj))); D3DXMATRIX worldInvTrans; D3DXMatrixInverse(&worldInvTrans, 0, &mWorld); D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans); HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans)); HR(mFX->SetValue(mhLightVecW, &mLightVecW, sizeof(D3DXVECTOR3))); HR(mFX->SetValue(mhDiffuseMtrl, &mDiffuseMtrl, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseLight, &mDiffuseLight, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhAmbientMtrl, &mAmbientMtrl, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhAmbientLight, &mAmbientLight, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecularLight, &mSpecularLight, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecularMtrl, &mSpecularMtrl, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecularPower, mSpecularPower)); HR(mFX->SetMatrix(mhWorld, &mWorld)); HR(mFX->SetTexture(mhTex, mCrateTex)); HR(gd3dDevice->SetVertexDeclaration(VertexPNT::Decl)); HR(gd3dDevice->SetStreamSource(0, mBoxVB, 0, sizeof(VertexPNT))); HR(gd3dDevice->SetIndices(mBoxIB)); // Begin passes. UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); for(UINT i = 0; i < numPasses; ++i) { HR(mFX->BeginPass(i)); HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 24, 0, 12)); HR(mFX->EndPass()); } HR(mFX->End()); mGfxStats->display(); HR(gd3dDevice->EndScene()); // Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); } void CrateDemo::buildBoxGeometry() { // Create the vertex buffer. HR(gd3dDevice->CreateVertexBuffer(24 * sizeof(VertexPNT), D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &mBoxVB, 0)); // Write box vertices to the vertex buffer. VertexPNT* v = 0; HR(mBoxVB->Lock(0, 0, (void**)&v, 0)); // Fill in the front face vertex data. v[0] = VertexPNT(-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f); v[1] = VertexPNT(-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f); v[2] = VertexPNT( 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f); v[3] = VertexPNT( 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f); // Fill in the back face vertex data. v[4] = VertexPNT(-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f); v[5] = VertexPNT( 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f); v[6] = VertexPNT( 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f); v[7] = VertexPNT(-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f); // Fill in the top face vertex data. v[8] = VertexPNT(-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f); v[9] = VertexPNT(-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f); v[10] = VertexPNT( 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f); v[11] = VertexPNT( 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f); // Fill in the bottom face vertex data. v[12] = VertexPNT(-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f); v[13] = VertexPNT( 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f); v[14] = VertexPNT( 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f); v[15] = VertexPNT(-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); // Fill in the left face vertex data. v[16] = VertexPNT(-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f); v[17] = VertexPNT(-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f); v[18] = VertexPNT(-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f); v[19] = VertexPNT(-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f); // Fill in the right face vertex data. v[20] = VertexPNT( 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f); v[21] = VertexPNT( 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f); v[22] = VertexPNT( 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f); v[23] = VertexPNT( 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f); HR(mBoxVB->Unlock()); // Create the vertex buffer. HR(gd3dDevice->CreateIndexBuffer(36 * sizeof(WORD), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &mBoxIB, 0)); // Write box indices to the index buffer. WORD* i = 0; HR(mBoxIB->Lock(0, 0, (void**)&i, 0)); // Fill in the front face index data i[0] = 0; i[1] = 1; i[2] = 2; i[3] = 0; i[4] = 2; i[5] = 3; // Fill in the back face index data i[6] = 4; i[7] = 5; i[8] = 6; i[9] = 4; i[10] = 6; i[11] = 7; // Fill in the top face index data i[12] = 8; i[13] = 9; i[14] = 10; i[15] = 8; i[16] = 10; i[17] = 11; // Fill in the bottom face index data i[18] = 12; i[19] = 13; i[20] = 14; i[21] = 12; i[22] = 14; i[23] = 15; // Fill in the left face index data i[24] = 16; i[25] = 17; i[26] = 18; i[27] = 16; i[28] = 18; i[29] = 19; // Fill in the right face index data i[30] = 20; i[31] = 21; i[32] = 22; i[33] = 20; i[34] = 22; i[35] = 23; HR(mBoxIB->Unlock()); } void CrateDemo::buildFX() { // Create the FX from a .fx file. ID3DXBuffer* errors = 0; HR(D3DXCreateEffectFromFile(gd3dDevice, "DirLightTex.fx", 0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors)); if( errors ) MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0); // Obtain handles. mhTech = mFX->GetTechniqueByName("DirLightTexTech"); mhWVP = mFX->GetParameterByName(0, "gWVP"); mhWorldInvTrans = mFX->GetParameterByName(0, "gWorldInvTrans"); mhLightVecW = mFX->GetParameterByName(0, "gLightVecW"); mhDiffuseMtrl = mFX->GetParameterByName(0, "gDiffuseMtrl"); mhDiffuseLight = mFX->GetParameterByName(0, "gDiffuseLight"); mhAmbientMtrl = mFX->GetParameterByName(0, "gAmbientMtrl"); mhAmbientLight = mFX->GetParameterByName(0, "gAmbientLight"); mhSpecularMtrl = mFX->GetParameterByName(0, "gSpecularMtrl"); mhSpecularLight = mFX->GetParameterByName(0, "gSpecularLight"); mhSpecularPower = mFX->GetParameterByName(0, "gSpecularPower"); mhEyePos = mFX->GetParameterByName(0, "gEyePosW"); mhWorld = mFX->GetParameterByName(0, "gWorld"); mhTex = mFX->GetParameterByName(0, "gTex"); } void CrateDemo::buildViewMtx() { float x = mCameraRadius * cosf(mCameraRotationY); float z = mCameraRadius * sinf(mCameraRotationY); D3DXVECTOR3 pos(x, mCameraHeight, z); D3DXVECTOR3 target(0.0f, 0.0f, 0.0f); D3DXVECTOR3 up(0.0f, 1.0f, 0.0f); D3DXMatrixLookAtLH(&mView, &pos, &target, &up); HR(mFX->SetValue(mhEyePos, &pos, sizeof(D3DXVECTOR3))); } void CrateDemo::buildProjMtx() { float w = (float)md3dPP.BackBufferWidth; float h = (float)md3dPP.BackBufferHeight; D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.25f, w/h, 1.0f, 5000.0f); }
dirLightTex.fx
//============================================================================= // dirLightTex.fx by Frank Luna (C) 2004 All Rights Reserved. // // Uses a directional light plus texturing. //============================================================================= uniform extern float4x4 gWorld; uniform extern float4x4 gWorldInvTrans; uniform extern float4x4 gWVP; uniform extern float4 gAmbientMtrl; uniform extern float4 gAmbientLight; uniform extern float4 gDiffuseMtrl; uniform extern float4 gDiffuseLight; uniform extern float4 gSpecularMtrl; uniform extern float4 gSpecularLight; uniform extern float gSpecularPower; uniform extern float3 gLightVecW; uniform extern float3 gEyePosW; uniform extern texture gTex; sampler TexS = sampler_state { Texture = <gTex>; MinFilter = Anisotropic; MagFilter = LINEAR; MipFilter = LINEAR; MaxAnisotropy = 8; AddressU = WRAP; AddressV = WRAP; }; struct OutputVS { float4 posH : POSITION0; float4 diffuse : COLOR0; float4 spec : COLOR1; float2 tex0 : TEXCOORD0; }; OutputVS DirLightTexVS(float3 posL : POSITION0, float3 normalL : NORMAL0, float2 tex0: TEXCOORD0) { // Zero out our output. OutputVS outVS = (OutputVS)0; // Transform normal to world space. float3 normalW = mul(float4(normalL, 0.0f), gWorldInvTrans).xyz; normalW = normalize(normalW); // Transform vertex position to world space. float3 posW = mul(float4(posL, 1.0f), gWorld).xyz; //======================================================= // Compute the color: Equation 10.3. // Compute the vector from the vertex to the eye position. float3 toEye = normalize(gEyePosW - posW); // Compute the reflection vector. float3 r = reflect(-gLightVecW, normalW); // Determine how much (if any) specular light makes it into the eye. float t = pow(max(dot(r, toEye), 0.0f), gSpecularPower); // Determine the diffuse light intensity that strikes the vertex. float s = max(dot(gLightVecW, normalW), 0.0f); // Compute the ambient, diffuse and specular terms separatly. float3 spec = t*(gSpecularMtrl*gSpecularLight).rgb; float3 diffuse = s*(gDiffuseMtrl*gDiffuseLight).rgb; float3 ambient = gAmbientMtrl*gAmbientLight; // Sum all the terms together and copy over the diffuse alpha. outVS.diffuse.rgb = ambient + diffuse; outVS.diffuse.a = gDiffuseMtrl.a; outVS.spec = float4(spec, 0.0f); //======================================================= // Transform to homogeneous clip space. outVS.posH = mul(float4(posL, 1.0f), gWVP); // Pass on texture coordinates to be interpolated in rasterization. outVS.tex0 = tex0; // Done--return the output. return outVS; } float4 DirLightTexPS(float4 c : COLOR0, float4 spec : COLOR1, float2 tex0 : TEXCOORD0) : COLOR { float3 texColor = tex2D(TexS, tex0).rgb; float3 diffuse = c.rgb * texColor; return float4(diffuse + spec.rgb, c.a); } technique DirLightTexTech { pass P0 { // Specify the vertex and pixel shader associated with this pass. vertexShader = compile vs_2_0 DirLightTexVS(); pixelShader = compile ps_2_0 DirLightTexPS(); } }