//----------------------------------------------------------------------------- // File: VolumeTexture.cpp // // Desc: Example code showing how to do volume textures in D3D. // // Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #define STRICT #include #include #include #include "D3DApp.h" #include "D3DFile.h" #include "D3DFont.h" #include "D3DUtil.h" #include "DXUtil.h" //----------------------------------------------------------------------------- // Defines, constants, and global variables //----------------------------------------------------------------------------- struct VOLUMEVERTEX { FLOAT x, y, z; DWORD color; FLOAT tu, tv, tw; }; #define D3DFVF_VOLUMEVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1|D3DFVF_TEXCOORDSIZE3(0)) VOLUMEVERTEX g_vVertices[4] = { { 1.0f, 1.0f, 0.0f, 0xffffffff, 1.0f, 1.0f, 0.0f }, {-1.0f, 1.0f, 0.0f, 0xffffffff, 0.0f, 1.0f, 0.0f }, { 1.0f,-1.0f, 0.0f, 0xffffffff, 1.0f, 0.0f, 0.0f }, {-1.0f,-1.0f, 0.0f, 0xffffffff, 0.0f, 0.0f, 0.0f } }; //----------------------------------------------------------------------------- // 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; LPDIRECT3DVOLUMETEXTURE8 m_pVolumeTexture; LPDIRECT3DVERTEXBUFFER8 m_pVB; HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT ); protected: HRESULT OneTimeSceneInit(); HRESULT InitDeviceObjects(); HRESULT RestoreDeviceObjects(); HRESULT InvalidateDeviceObjects(); HRESULT DeleteDeviceObjects(); HRESULT FinalCleanup(); HRESULT Render(); HRESULT FrameMove(); 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("VolumeTexture"); m_bUseDepthBuffer = TRUE; m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD ); m_pVolumeTexture = NULL; m_pVB = NULL; } //----------------------------------------------------------------------------- // 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() { static FLOAT fAngle = 0.0f; fAngle += 0.1f; // Play with the volume texture coordinate VOLUMEVERTEX* pVertices = NULL; m_pVB->Lock( 0, 4*sizeof(VOLUMEVERTEX), (BYTE**)&pVertices, 0 ); for( int i=0; i<4; i++ ) pVertices[i].tw = sinf(fAngle)*sinf(fAngle); m_pVB->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 viewport m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L ); // Begin the scene if( SUCCEEDED( m_pd3dDevice->BeginScene() ) ) { // Draw the quad, with the volume texture m_pd3dDevice->SetTexture( 0, m_pVolumeTexture ); m_pd3dDevice->SetVertexShader( D3DFVF_VOLUMEVERTEX ); m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(VOLUMEVERTEX) ); 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 ); // End the scene. m_pd3dDevice->EndScene(); } return S_OK; } //----------------------------------------------------------------------------- // Name: InitDeviceObjects() // Desc: Initialize scene objects. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::InitDeviceObjects() { HRESULT hr; m_pFont->InitDeviceObjects( m_pd3dDevice ); // Create a 64x64x4 volume texture hr = m_pd3dDevice->CreateVolumeTexture( 16, 16, 16, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &m_pVolumeTexture ); if( FAILED(hr) ) return hr; // Fill the volume texture { D3DLOCKED_BOX LockedBox; hr = m_pVolumeTexture->LockBox( 0, &LockedBox, 0, 0 ); if( FAILED(hr) ) return hr; for( UINT w=0; w<16; w++ ) { BYTE* pSliceStart = (BYTE*)LockedBox.pBits; for( UINT v=0; v<16; v++ ) { for( UINT u=0; u<16; u++ ) { FLOAT du = (u-7.5f)/7.5f; FLOAT dv = (v-7.5f)/7.5f; FLOAT dw = (w-7.5f)/7.5f; FLOAT fScale = sqrtf( du*du + dv*dv + dw*dw ) / sqrtf(1.0f); if( fScale > 1.0f ) fScale = 0.0f; else fScale = 1.0f - fScale; DWORD r = (DWORD)((w<<4)*fScale); DWORD g = (DWORD)((v<<4)*fScale); DWORD b = (DWORD)((u<<4)*fScale); ((DWORD*)LockedBox.pBits)[u] = 0xff000000 + (r<<16) + (g<<8) + (b); } LockedBox.pBits = (BYTE*)LockedBox.pBits + LockedBox.RowPitch; } LockedBox.pBits = pSliceStart + LockedBox.SlicePitch; } m_pVolumeTexture->UnlockBox( 0 ); } // Create a vertex buffer { if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( 4*sizeof(VOLUMEVERTEX), D3DUSAGE_WRITEONLY, D3DFVF_VOLUMEVERTEX, D3DPOOL_MANAGED, &m_pVB ) ) ) return hr; VOLUMEVERTEX* pVertices; m_pVB->Lock( 0, 4*sizeof(VOLUMEVERTEX), (BYTE**)&pVertices, 0 ); memcpy( pVertices, g_vVertices, sizeof(VOLUMEVERTEX)*4 ); m_pVB->Unlock(); } return S_OK; } //----------------------------------------------------------------------------- // Name: RestoreDeviceObjects() // Desc: Initialize scene objects. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::RestoreDeviceObjects() { m_pFont->RestoreDeviceObjects(); // Set the matrices D3DXVECTOR3 vEye( 0.0f, 0.0f,-3.0f ); D3DXVECTOR3 vAt( 0.0f, 0.0f, 0.0f ); D3DXVECTOR3 vUp( 0.0f, 1.0f, 0.0f ); D3DXMATRIX matWorld, matView, matProj; D3DXMatrixIdentity( &matWorld ); D3DXMatrixLookAtLH( &matView, &vEye,&vAt, &vUp ); 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 ); // Set state m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, FALSE ); m_pd3dDevice->SetRenderState( D3DRS_CLIPPING, FALSE ); m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); m_pd3dDevice->SetRenderState( D3DRS_CLIPPING, FALSE ); m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE ); m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE ); m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); 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 ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR ); m_pd3dDevice->SetTextureStageState( 0, 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_pVolumeTexture ); SAFE_RELEASE( m_pVB ); 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 ) { if( 0 == ( pCaps->TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP ) ) return E_FAIL; return S_OK; }