//----------------------------------------------------------------------------- // File: Emboss.cpp // // Desc: Shows how to do a bumpmapping technique called emobssing, in which a // heightmap is subtracted from itself, with slightly offset texture // coordinates for the second pass. // // Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #define STRICT #include #include #include #include "D3DApp.h" #include "D3DFont.h" #include "D3DFile.h" #include "D3DUtil.h" #include "DXUtil.h" #include "resource.h" //----------------------------------------------------------------------------- // Defines, constants, and global variables //----------------------------------------------------------------------------- struct EMBOSSVERTEX { D3DXVECTOR3 p; D3DXVECTOR3 n; FLOAT tu, tv; FLOAT tu2, tv2; }; #define D3DFVF_EMBOSSVERTEX (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; // Font for drawing text CD3DMesh* m_pObject; // Object to render D3DLIGHT8 m_Light; // The light BOOL m_bShowEmbossMethod; // Whether to do the embossing LPDIRECT3DTEXTURE8 m_pEmbossTexture; // The emboss texture D3DXVECTOR3 m_vBumpLightPos; // Light position D3DXVECTOR3* m_pTangents; // Array of vertex tangents D3DXVECTOR3* m_pBinormals; // Array of vertex binormals // Internal functions HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT ); LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ); VOID ApplyEnvironmentMap(); VOID ComputeTangentsAndBinormals(); 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("Emboss: BumpMapping Technique"); m_bUseDepthBuffer = TRUE; m_bShowCursorWhenFullscreen = TRUE; m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD ); m_pObject = new CD3DMesh(); m_pEmbossTexture = NULL; m_bShowEmbossMethod = TRUE; m_pTangents = NULL; m_pBinormals = NULL; } //----------------------------------------------------------------------------- // Name: OneTimeSceneInit() // Desc: Called during initial app startup, this function performs all the // permanent initialization. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::OneTimeSceneInit() { return S_OK; } //----------------------------------------------------------------------------- // Name: ComputeTangentVector() // Desc: To find a tangent that heads in the direction of +tv(texcoords), find // the components of both vectors on the tangent surface, and add a // linear combination of the two projections that head in the +tv direction //----------------------------------------------------------------------------- D3DXVECTOR3 ComputeTangentVector( EMBOSSVERTEX pVtxA, EMBOSSVERTEX pVtxB, EMBOSSVERTEX pVtxC ) { D3DXVECTOR3 vAB = pVtxB.p - pVtxA.p; D3DXVECTOR3 vAC = pVtxC.p - pVtxA.p; D3DXVECTOR3 n = pVtxA.n; // Components of vectors to neghboring vertices that are orthogonal to the // vertex normal D3DXVECTOR3 vProjAB = vAB - ( D3DXVec3Dot( &n, &vAB ) * n ); D3DXVECTOR3 vProjAC = vAC - ( D3DXVec3Dot( &n, &vAC ) * n ); // tu and tv texture coordinate differences FLOAT duAB = pVtxB.tu - pVtxA.tu; FLOAT duAC = pVtxC.tu - pVtxA.tu; FLOAT dvAB = pVtxB.tv - pVtxA.tv; FLOAT dvAC = pVtxC.tv - pVtxA.tv; if( duAC*dvAB > duAB*dvAC ) { duAC = -duAC; duAB = -duAB; } D3DXVECTOR3 vTangent = duAC*vProjAB - duAB*vProjAC; D3DXVec3Normalize( &vTangent, &vTangent ); return vTangent; } //----------------------------------------------------------------------------- // Name: // Desc: //----------------------------------------------------------------------------- VOID CMyD3DApplication::ComputeTangentsAndBinormals() { EMBOSSVERTEX* pVertices; WORD* pIndices; DWORD dwNumVertices; DWORD dwNumIndices; // Gain access to the object's vertex and index buffers LPDIRECT3DVERTEXBUFFER8 pVB; m_pObject->GetSysMemMesh()->GetVertexBuffer( &pVB ); pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 ); dwNumVertices = m_pObject->GetSysMemMesh()->GetNumVertices(); LPDIRECT3DINDEXBUFFER8 pIB; m_pObject->GetSysMemMesh()->GetIndexBuffer( &pIB ); pIB->Lock( 0, 0, (BYTE**)&pIndices, 0 ); dwNumIndices = m_pObject->GetSysMemMesh()->GetNumFaces() * 3; // Allocate space for the vertices' tangents and binormals m_pTangents = new D3DXVECTOR3[dwNumVertices]; m_pBinormals = new D3DXVECTOR3[dwNumVertices]; ZeroMemory( m_pTangents, sizeof(D3DXVECTOR3)*dwNumVertices ); ZeroMemory( m_pBinormals, sizeof(D3DXVECTOR3)*dwNumVertices ); // Generate the vertices' tangents and binormals for( DWORD i=0; iUnlock(); pVB->Unlock(); pIB->Release(); pVB->Release(); } //----------------------------------------------------------------------------- // Name: ApplyEnvironmentMap() // Desc: Performs a calculation on each of the vertices' normals to determine // what the texture coordinates should be for the environment map (in this // case the bump map). //----------------------------------------------------------------------------- VOID CMyD3DApplication::ApplyEnvironmentMap() { EMBOSSVERTEX* pv; DWORD dwNumVertices; dwNumVertices = m_pObject->GetLocalMesh()->GetNumVertices(); LPDIRECT3DVERTEXBUFFER8 pVB; m_pObject->GetLocalMesh()->GetVertexBuffer( &pVB ); pVB->Lock( 0, 0, (BYTE**)&pv, 0 ); // Get the World matrix D3DXMATRIX WV,InvWV; m_pd3dDevice->GetTransform( D3DTS_WORLD, &WV ); D3DXMatrixInverse( &InvWV, NULL, &WV ); // Get the current light position in object space D3DXVECTOR4 vTransformed; D3DXVec3Transform( &vTransformed, (D3DXVECTOR3*)&m_Light.Position, &InvWV ); m_vBumpLightPos.x = vTransformed.x; m_vBumpLightPos.y = vTransformed.y; m_vBumpLightPos.z = vTransformed.z; // Dimensions of texture needed for shifting tex coords D3DSURFACE_DESC d3dsd; m_pEmbossTexture->GetLevelDesc( 0, &d3dsd ); // Loop through the vertices, transforming each one and calculating // the correct texture coordinates. for( WORD i = 0; i < dwNumVertices; i++ ) { // Find light vector in tangent space D3DXVECTOR3 vLightToVertex; D3DXVec3Normalize( &vLightToVertex, &(m_vBumpLightPos - pv[i].p) ); // Create rotation matrix (rotate into tangent space) FLOAT r = D3DXVec3Dot( &vLightToVertex, &pv[i].n ); if( r < 0.f ) { // Don't shift coordinates when light below surface pv[i].tu2 = pv[i].tu; pv[i].tv2 = pv[i].tv; } else { // Shift coordinates for the emboss effect D3DXVECTOR2 vEmbossShift; vEmbossShift.x = D3DXVec3Dot( &vLightToVertex, &m_pTangents[i] ); vEmbossShift.y = D3DXVec3Dot( &vLightToVertex, &m_pBinormals[i] ); D3DXVec2Normalize( &vEmbossShift, &vEmbossShift ); pv[i].tu2 = pv[i].tu + vEmbossShift.x/d3dsd.Width; pv[i].tv2 = pv[i].tv - vEmbossShift.y/d3dsd.Height; } } pVB->Unlock(); pVB->Release(); } //----------------------------------------------------------------------------- // Name: FrameMove() // Desc: Called once per frame, the call is the entry point for animating // the scene. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::FrameMove() { // Rotate the object D3DXMATRIX matWorld; D3DXMatrixRotationY( &matWorld, m_fTime ); m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); 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 backbuffer m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L ); // Begin the scene if( FAILED( m_pd3dDevice->BeginScene() ) ) return S_OK; // Stage 0 is the base texture, with the height map in the alpha channel m_pd3dDevice->SetTexture( 0, m_pEmbossTexture ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); if( m_bShowEmbossMethod ) { // Stage 1 passes through the RGB channels (SELECTARG2 = CURRENT), and // does a signed add with the inverted alpha channel. The texture coords // associated with Stage 1 are the shifted ones, so the result is: // (height - shifted_height) * tex.RGB * diffuse.RGB m_pd3dDevice->SetTexture( 1, m_pEmbossTexture ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_SELECTARG2 ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_ADDSIGNED ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE|D3DTA_COMPLEMENT ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAARG2, D3DTA_CURRENT ); // Set up the alpha blender to multiply the alpha channel (monochrome emboss) // with the src color (lighted texture) m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ); m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ZERO ); } // Render the object m_pObject->Render( m_pd3dDevice ); // Restore render states m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE ); // Draw some text 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 ); m_pFont->DrawText( 2, 40, 0xffffff00, _T("Move the light with the mouse") ); m_pFont->DrawText( 2, 60, 0xffffff00, _T("Emboss-mode:") ); m_pFont->DrawText( 130, 60, 0xffffffff, m_bShowEmbossMethod ? _T("ON") : _T("OFF") ); // End the scene. m_pd3dDevice->EndScene(); return S_OK; } //----------------------------------------------------------------------------- // Name: InitDeviceObjects() // Desc: Initialize scene objects. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::InitDeviceObjects() { // Init the font m_pFont->InitDeviceObjects( m_pd3dDevice ); // Load texture map. Note that this is a special textures, which has a // height field stored in the alpha channel if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("emboss1.tga"), &m_pEmbossTexture, D3DFMT_A8R8G8B8 ) ) ) return D3DAPPERR_MEDIANOTFOUND; // Load geometry if( FAILED( m_pObject->Create( m_pd3dDevice, _T("tiger.x") ) ) ) return D3DAPPERR_MEDIANOTFOUND; // Set attributes for the geometry m_pObject->SetFVF( m_pd3dDevice, D3DFVF_EMBOSSVERTEX ); m_pObject->UseMeshMaterials( FALSE ); // Compute the object's tangents and binormals, whaich are needed for the // emboss-tecnhique's texture-coordinate shifting calculations ComputeTangentsAndBinormals(); return S_OK; } //----------------------------------------------------------------------------- // Name: RestoreDeviceObjects() // Desc: Restore device-memory objects and state after a device is created or // resized. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::RestoreDeviceObjects() { // Restore device objects m_pObject->RestoreDeviceObjects( m_pd3dDevice ); m_pFont->RestoreDeviceObjects(); // Set up the textures 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 ); // Set the view and projection matrices D3DXMATRIX matView, matProj; D3DXVECTOR3 vFromPt = D3DXVECTOR3( 0.0f, 0.0f, 3.5f ); D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f ); D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &vFromPt, &vLookatPt, &vUpVec ); FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height; D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 1000.0f ); m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); // Setup a material D3DMATERIAL8 mtrl; D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f ); m_pd3dDevice->SetMaterial( &mtrl ); // Set up the light D3DUtil_InitLight( m_Light, D3DLIGHT_POINT, 5.0f, 5.0f, -20.0f ); m_Light.Attenuation0 = 1.0f; m_pd3dDevice->SetLight( 0, &m_Light ); m_pd3dDevice->LightEnable( 0, TRUE ); // Set miscellaneous render states m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE ); m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE ); m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00444444 ); ApplyEnvironmentMap(); return S_OK; } //----------------------------------------------------------------------------- // Name: InvalidateDeviceObjects() // Desc: Called when the device-dependent objects are about to be lost. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::InvalidateDeviceObjects() { m_pFont->InvalidateDeviceObjects(); m_pObject->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() { SAFE_RELEASE( m_pEmbossTexture ); m_pObject->Destroy(); m_pFont->DeleteDeviceObjects(); SAFE_DELETE_ARRAY( m_pTangents ); SAFE_DELETE_ARRAY( m_pBinormals ); 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_pObject ); 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 ) { if( dwBehavior & D3DCREATE_PUREDEVICE ) return E_FAIL; // GetTransform doesn't work on PUREDEVICE // This sample uses the ADDSIGNED texture blending mode if( 0 == ( pCaps->TextureOpCaps & D3DTEXOPCAPS_ADDSIGNED ) ) return E_FAIL; if( pCaps->MaxTextureBlendStages < 2 ) return E_FAIL; return S_OK; } //----------------------------------------------------------------------------- // Name: MsgProc() // Desc: Overrrides the main WndProc, so the sample can do custom message // handling (e.g. processing mouse, keyboard, or menu commands). //----------------------------------------------------------------------------- LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { switch( msg ) { case WM_COMMAND: if( LOWORD(wParam) == IDM_EMBOSSTOGGLE ) m_bShowEmbossMethod = !m_bShowEmbossMethod; break; case WM_MOUSEMOVE: if( m_pd3dDevice != NULL ) { FLOAT w = (FLOAT)m_d3dsdBackBuffer.Width; FLOAT h = (FLOAT)m_d3dsdBackBuffer.Height; m_Light.Position.x = 200.0f * ( 0.5f - LOWORD(lParam) / w ); m_Light.Position.y = 200.0f * ( 0.5f - HIWORD(lParam) / h ); m_Light.Position.z = 100.0f; m_pd3dDevice->SetLight( 0, &m_Light ); ApplyEnvironmentMap(); } break; } return CD3DApplication::MsgProc( hWnd, msg, wParam, lParam ); }