//----------------------------------------------------------------------------- // File: Underwater.cpp // // Desc: Code to simulate underwater distortion. // Games could easily make use of this technique to achieve an underwater // effect without affecting geometry by rendering the scene to a texture // and applying the bump effect on a rectangle mapped with it. // // Note: From the Matrox web site demos // // Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #define STRICT #include #include "D3DX8.h" #include "D3DApp.h" #include "D3DFont.h" #include "D3DUtil.h" #include "DXUtil.h" #include "resource.h" //----------------------------------------------------------------------------- // Function prototypes and global (or static) variables //----------------------------------------------------------------------------- inline FLOAT rnd() { return (((FLOAT)rand()-(FLOAT)rand())/(2L*RAND_MAX)); } inline FLOAT RND() { return (((FLOAT)rand())/RAND_MAX); } inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); } struct BUMPVERTEX { D3DXVECTOR3 p; D3DXVECTOR3 n; FLOAT tu1, tv1; FLOAT tu2, tv2; }; #define D3DFVF_BUMPVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX2) //----------------------------------------------------------------------------- // 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; LPDIRECT3DVERTEXBUFFER8 m_pWaterVB; LPDIRECT3DTEXTURE8 m_pBumpMap; LPDIRECT3DTEXTURE8 m_pBackgroundTexture; BOOL m_bDeviceValidationFailed; HRESULT CreateBumpMap(); HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT ); protected: HRESULT OneTimeSceneInit(); HRESULT InitDeviceObjects(); HRESULT RestoreDeviceObjects(); HRESULT InvalidateDeviceObjects(); HRESULT DeleteDeviceObjects(); HRESULT Render(); HRESULT FrameMove(); HRESULT FinalCleanup(); 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("BumpUnderWater: Effect Using BumpMapping"); m_bUseDepthBuffer = TRUE; m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD ); m_pWaterVB = NULL; m_pBumpMap = NULL; m_pBackgroundTexture = NULL; m_bDeviceValidationFailed = FALSE; } //----------------------------------------------------------------------------- // 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() { m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT00, F2DW(0.01f) ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT01, F2DW(0.00f) ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT10, F2DW(0.00f) ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT11, F2DW(0.01f) ); BUMPVERTEX* vWaterVertices; m_pWaterVB->Lock( 0, 0, (BYTE**)&vWaterVertices, 0 ); vWaterVertices[0].tu1 = 0.000f; vWaterVertices[0].tv1 = 0.5f*m_fTime + 2.0f; vWaterVertices[1].tu1 = 0.000f; vWaterVertices[1].tv1 = 0.5f*m_fTime; vWaterVertices[2].tu1 = 1.000f; vWaterVertices[2].tv1 = 0.5f*m_fTime; vWaterVertices[3].tu1 = 1.000f; vWaterVertices[3].tv1 = 0.5f*m_fTime + 2.0f; m_pWaterVB->Unlock(); 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 scene m_pd3dDevice->Clear( 0, NULL,D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0L ); // Begin the scene if( FAILED( m_pd3dDevice->BeginScene() ) ) return S_OK; // Render the waves m_pd3dDevice->SetTexture( 0, m_pBumpMap ); m_pd3dDevice->SetTexture( 1, m_pBackgroundTexture ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE ); m_pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); m_pd3dDevice->SetVertexShader( D3DFVF_BUMPVERTEX ); m_pd3dDevice->SetStreamSource( 0, m_pWaterVB, sizeof(BUMPVERTEX) ); // Verify that the texture operations are possible on the device DWORD dwNumPasses; if( FAILED( m_pd3dDevice->ValidateDevice( &dwNumPasses ) ) ) { // The right thing to do when device validation fails is to try // a different rendering technique. This sample just warns the user. m_bDeviceValidationFailed = TRUE; } m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 ); // 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 ); if( m_bDeviceValidationFailed ) { m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,0,0), _T("Warning: Device validation failed. Rendering may not look right.") ); } // End the scene. m_pd3dDevice->EndScene(); return S_OK; } //----------------------------------------------------------------------------- // Name: CreateBumpMapFromSurface() // Desc: Creates a bumpmap from a surface //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::CreateBumpMap() { UINT iWidth = 256; UINT iHeight = 256; // Create the bumpmap's surface and texture objects if( FAILED( m_pd3dDevice->CreateTexture( iWidth, iHeight, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &m_pBumpMap ) ) ) { return E_FAIL; } // Fill the bumpmap texels to simulate a lens D3DLOCKED_RECT lrDst; m_pBumpMap->LockRect( 0, &lrDst, 0, 0 ); DWORD dwDstPitch = (DWORD)lrDst.Pitch; BYTE* pDst = (BYTE*)lrDst.pBits; for( DWORD y=0; yUnlockRect(0); return S_OK; } //----------------------------------------------------------------------------- // Name: InitDeviceObjects() // Desc: Initialize scene objects //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::InitDeviceObjects() { m_pFont->InitDeviceObjects( m_pd3dDevice ); if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("LobbyXPos.bmp"), &m_pBackgroundTexture, D3DFMT_A8R8G8B8 ) ) ) return E_FAIL; // create a bumpmap from info in source surface if( FAILED( CreateBumpMap() ) ) return E_FAIL; if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(BUMPVERTEX), D3DUSAGE_WRITEONLY, D3DFVF_BUMPVERTEX, D3DPOOL_MANAGED, &m_pWaterVB ) ) ) return E_FAIL; BUMPVERTEX* v; m_pWaterVB->Lock( 0, 0, (BYTE**)&v, 0 ); v[0].p = D3DXVECTOR3(-60.0f,-60.0f, 0.0f ); v[0].n = D3DXVECTOR3( 0, 1, 0 ); v[1].p = D3DXVECTOR3(-60.0f, 60.0f, 0.0f ); v[1].n = D3DXVECTOR3( 0, 1, 0 ); v[2].p = D3DXVECTOR3( 60.0f,-60.0f, 0.0f ); v[2].n = D3DXVECTOR3( 0, 1, 0 ); v[3].p = D3DXVECTOR3( 60.0f, 60.0f, 0.0f ); v[3].n = D3DXVECTOR3( 0, 1, 0 ); v[0].tu2 = 0.000f; v[0].tv2 = 1.0f; v[1].tu2 = 0.000f; v[1].tv2 = 0.0f; v[2].tu2 = 1.000f; v[2].tv2 = 1.0f; v[3].tu2 = 1.000f; v[3].tv2 = 0.0f; m_pWaterVB->Unlock(); m_bDeviceValidationFailed = FALSE; return S_OK; } //----------------------------------------------------------------------------- // Name: RestoreDeviceObjects() // Desc: Initialize scene objects //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::RestoreDeviceObjects() { m_pFont->RestoreDeviceObjects(); // Set the transform matrices D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -100.0f ); D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f ); D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f ); D3DXMATRIX matWorld, matView, matProj; D3DXMatrixIdentity( &matWorld ); D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec ); D3DXMatrixPerspectiveFovLH( &matProj, 1.00f, 1.0f, 1.0f, 3000.0f ); m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); // Set any appropiate state m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff ); m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE ); m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE ); 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_MINFILTER, D3DTEXF_LINEAR ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MINFILTER, D3DTEXF_LINEAR ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR ); return S_OK; } //----------------------------------------------------------------------------- // Name: InvalidateDeviceObjects() // Desc: //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::InvalidateDeviceObjects() { m_pFont->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(); SAFE_RELEASE( m_pWaterVB ); SAFE_RELEASE( m_pBumpMap ); SAFE_RELEASE( m_pBackgroundTexture ); 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 ); return S_OK; } //----------------------------------------------------------------------------- // Name: ConfirmDevice() // Desc: Called during device intialization, this code checks the device // for some minimum set of capabilities //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format ) { // Device must be able to do bumpmapping if( 0 == ( pCaps->TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP ) ) return E_FAIL; // Accept devices that can create D3DFMT_V8U8 textures if( SUCCEEDED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType, Format, 0, D3DRTYPE_TEXTURE, D3DFMT_V8U8 ) ) ) return S_OK; return E_FAIL; }