//----------------------------------------------------------------------------- // File: StencilDepth.cpp // // Desc: Example code showing how to use stencil buffers to show the depth // complexity of a scene. // // Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #define STRICT #include #include "D3DApp.h" #include "D3DFile.h" #include "D3DFont.h" #include "D3DUtil.h" #include "DXUtil.h" #include "resource.h" //----------------------------------------------------------------------------- // 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; BOOL m_bShowDepthComplexity; CD3DFile* m_pFileObject; LPDIRECT3DVERTEXBUFFER8 m_pBigSquareVB; VOID SetStatesForRecordingDepthComplexity(); VOID ShowDepthComplexity(); HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT ); D3DXMATRIX m_matWorldMatrix; 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; 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("StencilDepth: Displaying Depth Complexity"); m_bUseDepthBuffer = TRUE; m_dwMinDepthBits = 16; m_dwMinStencilBits = 4; m_bShowDepthComplexity = TRUE; m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD ); m_pFileObject = new CD3DFile(); m_pBigSquareVB = NULL; D3DXMatrixIdentity( &m_matWorldMatrix ); } //----------------------------------------------------------------------------- // 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() { // Setup the world spin matrix D3DXMatrixRotationAxis( &m_matWorldMatrix, &D3DXVECTOR3(1.0f,1.0f,0.0f), m_fTime/2 ); return S_OK; } //----------------------------------------------------------------------------- // Name: SetStatesForRecordingDepthComplexity() // Desc: Turns on stencil and other states for recording the depth complexity // during the rendering of a scene. //----------------------------------------------------------------------------- VOID CMyD3DApplication::SetStatesForRecordingDepthComplexity() { // Clear the stencil buffer m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_STENCIL, 0x0, 1.0f, 0L ); // Turn stenciling m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE ); m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS ); m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0 ); m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x00000000 ); m_pd3dDevice->SetRenderState( D3DRS_STENCILWRITEMASK,0xffffffff ); // Increment the stencil buffer for each pixel drawn m_pd3dDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_INCRSAT ); m_pd3dDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP ); m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT ); } //----------------------------------------------------------------------------- // Name: ShowDepthComplexity() // Desc: Draws the contents of the stencil buffer in false color. Use alpha // blending of one red, one green, and one blue rectangle to do false // coloring of bits 1, 2, and 4 in the stencil buffer. //----------------------------------------------------------------------------- VOID CMyD3DApplication::ShowDepthComplexity() { // Turn off the buffer, and enable alpha blending m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE ); m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ); m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCCOLOR ); m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR ); // Set up the stencil states m_pd3dDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP ); m_pd3dDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP ); m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP ); m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_NOTEQUAL ); m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0 ); // Set the background to black m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET, 0x00000000, 1.0f, 0L ); // Set render states for drawing a rectangle that covers the viewport. // The color of the rectangle will be passed in D3DRS_TEXTUREFACTOR m_pd3dDevice->SetVertexShader( D3DFVF_XYZRHW ); m_pd3dDevice->SetStreamSource( 0, m_pBigSquareVB, sizeof(D3DXVECTOR4) ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TFACTOR ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); // Draw a red rectangle wherever the 1st stencil bit is set m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x01 ); m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xffff0000 ); m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 ); // Draw a green rectangle wherever the 2nd stencil bit is set m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x02 ); m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xff00ff00 ); m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 ); // Draw a blue rectangle wherever the 3rd stencil bit is set m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x04 ); m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xff0000ff ); m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 ); // Restore states 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->SetRenderState( D3DRS_ZENABLE, TRUE ); m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE ); m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE ); } //----------------------------------------------------------------------------- // 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 m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0L ); // Begin the scene if( SUCCEEDED( m_pd3dDevice->BeginScene() ) ) { if( m_bShowDepthComplexity ) SetStatesForRecordingDepthComplexity(); // Render the scene m_pFileObject->Render( m_pd3dDevice, &m_matWorldMatrix ); // Show the depth complexity of the scene if( m_bShowDepthComplexity ) ShowDepthComplexity(); // 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 a .X file if( FAILED( m_pFileObject->Create( m_pd3dDevice, _T("Heli.x") ) ) ) return D3DAPPERR_MEDIANOTFOUND; // Create a big square for rendering the stencilbuffer contents if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(D3DXVECTOR4), D3DUSAGE_WRITEONLY, D3DFVF_XYZRHW, D3DPOOL_MANAGED, &m_pBigSquareVB ) ) ) return E_FAIL; return S_OK; } //----------------------------------------------------------------------------- // Name: RestoreDeviceObjects() // Desc: Initialize scene objects. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::RestoreDeviceObjects() { HRESULT hr; m_pFont->RestoreDeviceObjects(); if( FAILED( hr = m_pFileObject->RestoreDeviceObjects( m_pd3dDevice ) ) ) return hr; // Setup textures (the .X file may have 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 ); m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE ); m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE ); m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE ); m_pd3dDevice->SetRenderState( D3DRS_COLORVERTEX, TRUE ); m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00000000 ); // Set the transform matrices D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f,-15.0f ); D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f ); D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f ); D3DXMATRIX matWorld, matView, matProj; D3DXMatrixIdentity( &m_matWorldMatrix ); 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_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 ); D3DLIGHT8 light; D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, 0.0f, -1.0f, 0.0f ); m_pd3dDevice->SetLight( 0, &light ); m_pd3dDevice->LightEnable( 0, TRUE ); m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE ); // Resize the quad used to render the stencilbuffer contents D3DXVECTOR4* v; FLOAT sx = (FLOAT)m_d3dsdBackBuffer.Width; FLOAT sy = (FLOAT)m_d3dsdBackBuffer.Height; m_pBigSquareVB->Lock( 0, 0, (BYTE**)&v, 0 ); v[0] = D3DXVECTOR4( 0, sy, 0.0f, 1.0f ); v[1] = D3DXVECTOR4( 0, 0, 0.0f, 1.0f ); v[2] = D3DXVECTOR4( sx, sy, 0.0f, 1.0f ); v[3] = D3DXVECTOR4( sx, 0, 0.0f, 1.0f ); m_pBigSquareVB->Unlock(); return S_OK; } //----------------------------------------------------------------------------- // Name: InvalidateDeviceObjects() // Desc: //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::InvalidateDeviceObjects() { m_pFont->InvalidateDeviceObjects(); m_pFileObject->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_pFileObject->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_pFileObject ); 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 ) { // Make sure device supports directional lights if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) || (dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) ) { if( 0 == ( pCaps->VertexProcessingCaps & D3DVTXPCAPS_DIRECTIONALLIGHTS ) ) 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 uMsg, WPARAM wParam, LPARAM lParam ) { if( WM_COMMAND == uMsg ) { switch( LOWORD(wParam) ) { case IDM_SHOWDEPTHCOMPLEXITY: m_bShowDepthComplexity = !m_bShowDepthComplexity; CheckMenuItem( GetMenu(hWnd), IDM_SHOWDEPTHCOMPLEXITY, m_bShowDepthComplexity ? MF_CHECKED : MF_UNCHECKED ); break; } } return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam ); }