//----------------------------------------------------------------------------- // File: BumpEarth.cpp // // Desc: Direct3D environment mapping / bump mapping sample. The technique // used perturbs the environment map to simulate bump mapping. // // // Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #define STRICT #include #include #include #include "D3DApp.h" #include "D3DFont.h" #include "D3DUtil.h" #include "DXUtil.h" #include "resource.h" //----------------------------------------------------------------------------- // Defines, constants, and global variables //----------------------------------------------------------------------------- // Vertex with 2nd set of tex coords (for bumpmapped environment map) struct BUMPVERTEX { D3DXVECTOR3 p; D3DXVECTOR3 n; FLOAT tu1, tv1; FLOAT tu2, tv2; }; #define D3DFVF_BUMPVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX2) // Converts a FLOAT to a DWORD for use in SetRenderState() calls inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); } //----------------------------------------------------------------------------- // 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; // A font to output text CD3DArcBall m_ArcBall; // ArcBall used for mouse input LPDIRECT3DTEXTURE8 m_pBlockTexture; // A blank, gray texture LPDIRECT3DTEXTURE8 m_pEarthTexture; // The Earth texture LPDIRECT3DTEXTURE8 m_pEnvMapTexture; // The environment map LPDIRECT3DTEXTURE8 m_pEarthBumpTexture; // Source for the bumpmap LPDIRECT3DTEXTURE8 m_psBumpMap; // The actual bumpmap D3DFORMAT m_BumpMapFormat; // Bumpmap texture format LPDIRECT3DVERTEXBUFFER8 m_pEarthVB; // Geometry for the Earth DWORD m_dwNumSphereVertices; BOOL m_bHighTesselation; // User options BOOL m_bTextureOn; BOOL m_bBumpMapOn; BOOL m_bEnvMapOn; BOOL m_bDeviceValidationFailed; // Internal functions VOID SetMenuStates(); HRESULT CreateEarthVertexBuffer(); VOID ApplyEnvironmentMap(); HRESULT InitBumpMap(); protected: HRESULT OneTimeSceneInit(); HRESULT InitDeviceObjects(); HRESULT RestoreDeviceObjects(); HRESULT InvalidateDeviceObjects(); HRESULT DeleteDeviceObjects(); HRESULT Render(); HRESULT FrameMove(); HRESULT FinalCleanup(); HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT ); public: CMyD3DApplication(); LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ); }; //----------------------------------------------------------------------------- // 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("BumpEarth: Direct3D BumpMapping Demo"); m_bUseDepthBuffer = TRUE; m_bShowCursorWhenFullscreen = TRUE; m_psBumpMap = NULL; m_bTextureOn = TRUE; m_bBumpMapOn = TRUE; m_bEnvMapOn = TRUE; m_bHighTesselation = TRUE; m_pBlockTexture = NULL; m_pEarthTexture = NULL; m_pEarthBumpTexture = NULL; m_pEnvMapTexture = NULL; m_bDeviceValidationFailed = FALSE; m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD ); m_pEarthVB = NULL; } //----------------------------------------------------------------------------- // Name: OneTimeSceneInit() // Desc: Called during initial app startup, this function performs all the // permanent initialization. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::OneTimeSceneInit() { // Set cursor to indicate that user can move the object with the mouse #ifdef _WIN64 SetClassLongPtr( m_hWnd, GCLP_HCURSOR, (LONG_PTR)LoadCursor( NULL, IDC_SIZEALL ) ); #else SetClassLong( m_hWnd, GCL_HCURSOR, (LONG)LoadCursor( NULL, IDC_SIZEALL ) ); #endif return S_OK; } //----------------------------------------------------------------------------- // Name: ApplyEnvironmentMap() // Desc: Performs a calculation on each of the vertices' normals to determine // what the texture coordinates should be for the environment map. //----------------------------------------------------------------------------- VOID CMyD3DApplication::ApplyEnvironmentMap() { // Get the World-View(WV) matrix set D3DXMATRIX matWorld, matView, matWorldView; m_pd3dDevice->GetTransform( D3DTS_WORLD, &matWorld ); m_pd3dDevice->GetTransform( D3DTS_VIEW, &matView ); D3DXMatrixMultiply( &matWorldView, &matWorld, &matView ); // Lock the vertex buffer BUMPVERTEX* vtx; m_pEarthVB->Lock( 0, 0, (BYTE**)&vtx, 0 ); // Establish constants used in sphere generation DWORD dwNumSphereRings = m_bHighTesselation ? 15 : 5; DWORD dwNumSphereSegments = m_bHighTesselation ? 30 : 10; FLOAT fDeltaRingAngle = ( D3DX_PI / dwNumSphereRings ); FLOAT fDeltaSegAngle = ( 2.0f * D3DX_PI / dwNumSphereSegments ); D3DXVECTOR4 vT; FLOAT fScale; // Generate the group of rings for the sphere for( DWORD ring = 0; ring < dwNumSphereRings; ring++ ) { FLOAT r0 = sinf( (ring+0) * fDeltaRingAngle ); FLOAT r1 = sinf( (ring+1) * fDeltaRingAngle ); FLOAT y0 = cosf( (ring+0) * fDeltaRingAngle ); FLOAT y1 = cosf( (ring+1) * fDeltaRingAngle ); // Generate the group of segments for the current ring for( DWORD seg = 0; seg < (dwNumSphereSegments+1); seg++ ) { FLOAT x0 = r0 * sinf( seg * fDeltaSegAngle ); FLOAT z0 = r0 * cosf( seg * fDeltaSegAngle ); FLOAT x1 = r1 * sinf( seg * fDeltaSegAngle ); FLOAT z1 = r1 * cosf( seg * fDeltaSegAngle ); // Add two vertices to the strip which makes up the sphere // (using the transformed normal to generate texture coords) (*vtx).p = (*vtx).n = D3DXVECTOR3(x0,y0,z0); (*vtx).tu1 = (*vtx).tu2 = -((FLOAT)seg)/dwNumSphereSegments; (*vtx).tv1 = (*vtx).tv2 = (ring+0)/(FLOAT)dwNumSphereRings; D3DXVec3Transform( &vT, &(*vtx).n, &matWorldView ); fScale = 1.37f / D3DXVec4Length( &vT ); (*vtx).tu1 = 0.5f + fScale*vT.x; (*vtx).tv1 = 0.5f - fScale*vT.y; vtx++; (*vtx).p = (*vtx).n = D3DXVECTOR3(x1,y1,z1); (*vtx).tu1 = (*vtx).tu2 = -((FLOAT)seg)/dwNumSphereSegments; (*vtx).tv1 = (*vtx).tv2 = (ring+1)/(FLOAT)dwNumSphereRings; D3DXVec3Transform( &vT, &(*vtx).n, &matWorldView ); fScale = 1.37f / D3DXVec4Length( &vT ); (*vtx).tu1 = 0.5f + fScale*vT.x; (*vtx).tv1 = 0.5f - fScale*vT.y; vtx++; } } m_pEarthVB->Unlock(); } //----------------------------------------------------------------------------- // Name: FrameMove() // Desc: Animates the scene //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::FrameMove() { // Update the Earth's rotation angle static FLOAT fRotationAngle = 0.0f; if( FALSE == m_ArcBall.IsBeingDragged() ) fRotationAngle += m_fElapsedTime; // Setup viewing postion from ArcBall D3DXMATRIX matWorld; D3DXMatrixRotationY( &matWorld, -fRotationAngle ); D3DXMatrixMultiply( &matWorld, &matWorld, m_ArcBall.GetRotationMatrix() ); D3DXMatrixMultiply( &matWorld, &matWorld, m_ArcBall.GetTranslationMatrix() ); m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); D3DXMATRIX matView; D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -3.0f ); D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f ); D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec ); m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); // Apply the environment map ApplyEnvironmentMap(); return S_OK; } //----------------------------------------------------------------------------- // Name: Render() // Desc: Renders the scene. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::Render() { DWORD dwNumPasses; m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L ); if( FAILED( m_pd3dDevice->BeginScene() ) ) return S_OK; // Don't return a "fatal" error m_pd3dDevice->SetRenderState( D3DRS_WRAP0, D3DWRAP_U | D3DWRAP_V ); 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 ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE ); if( m_bTextureOn ) m_pd3dDevice->SetTexture( 0, m_pEarthTexture ); else m_pd3dDevice->SetTexture( 0, m_pBlockTexture ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 1 ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); if( m_bBumpMapOn && m_bEnvMapOn ) { m_pd3dDevice->SetTexture( 1, m_psBumpMap ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 ); if( m_BumpMapFormat == D3DFMT_V8U8 ) m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP ); else m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT00, F2DW(0.5f) ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT01, F2DW(0.0f) ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT10, F2DW(0.0f) ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT11, F2DW(0.5f) ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVLSCALE, F2DW(4.0f) ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVLOFFSET, F2DW(0.0f) ); if( m_bEnvMapOn ) { m_pd3dDevice->SetTexture( 2, m_pEnvMapTexture ); m_pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXCOORDINDEX, 0 ); m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_ADD ); m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLORARG2, D3DTA_CURRENT ); } else m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE ); } else { if( m_bEnvMapOn ) { m_pd3dDevice->SetTexture( 1, m_pEnvMapTexture ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_ADD ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT ); } else m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE ); m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE ); } m_pd3dDevice->SetStreamSource( 0, m_pEarthVB, sizeof(BUMPVERTEX) ); m_pd3dDevice->SetVertexShader( D3DFVF_BUMPVERTEX ); 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; } else { m_bDeviceValidationFailed = FALSE; } // Finally, draw the Earth m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, m_dwNumSphereVertices-2 ); // Restore texture stage states m_pd3dDevice->SetTexture( 0, NULL ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 ); 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_DISABLE ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE ); m_pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); // 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.") ); } m_pd3dDevice->EndScene(); return S_OK; } //----------------------------------------------------------------------------- // Name: InitBumpMap() // Desc: Converts data from m_pEarthBumpTexture into the type of bump map requested // as m_BumpMapFormat into m_psBumpMap. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::InitBumpMap() { LPDIRECT3DTEXTURE8 psBumpSrc = m_pEarthBumpTexture; D3DSURFACE_DESC d3dsd; D3DLOCKED_RECT d3dlr; psBumpSrc->GetLevelDesc( 0, &d3dsd ); // Create the bumpmap's surface and texture objects if( FAILED( m_pd3dDevice->CreateTexture( d3dsd.Width, d3dsd.Height, 1, 0, m_BumpMapFormat, D3DPOOL_MANAGED, &m_psBumpMap ) ) ) { return E_FAIL; } // Fill the bits of the new texture surface with bits from // a private format. psBumpSrc->LockRect( 0, &d3dlr, 0, 0 ); DWORD dwSrcPitch = (DWORD)d3dlr.Pitch; BYTE* pSrcTopRow = (BYTE*)d3dlr.pBits; BYTE* pSrcCurRow = pSrcTopRow; BYTE* pSrcBotRow = pSrcTopRow + (dwSrcPitch * (d3dsd.Height - 1) ); m_psBumpMap->LockRect( 0, &d3dlr, 0, 0 ); DWORD dwDstPitch = (DWORD)d3dlr.Pitch; BYTE* pDstTopRow = (BYTE*)d3dlr.pBits; BYTE* pDstCurRow = pDstTopRow; BYTE* pDstBotRow = pDstTopRow + (dwDstPitch * (d3dsd.Height - 1) ); for( DWORD y=0; y1 ) ? 63 : 127; switch( m_BumpMapFormat ) { case D3DFMT_V8U8: *pDstT++ = (BYTE)iDu; *pDstT++ = (BYTE)iDv; break; case D3DFMT_L6V5U5: *(WORD*)pDstT = (WORD)( ( (iDu>>3) & 0x1f ) << 0 ); *(WORD*)pDstT |= (WORD)( ( (iDv>>3) & 0x1f ) << 5 ); *(WORD*)pDstT |= (WORD)( ( ( uL>>2) & 0x3f ) << 10 ); pDstT += 2; break; case D3DFMT_X8L8V8U8: *pDstT++ = (BYTE)iDu; *pDstT++ = (BYTE)iDv; *pDstT++ = (BYTE)uL; *pDstT++ = (BYTE)0L; break; } // Move one pixel to the right (src is 32-bpp) pSrcB0+=4; pSrcB1+=4; pSrcB2+=4; } // Move to the next line pSrcCurRow += dwSrcPitch; pDstCurRow += dwDstPitch; } m_psBumpMap->UnlockRect(0); psBumpSrc->UnlockRect(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("Block.bmp"), &m_pBlockTexture, D3DFMT_R5G6B5 ) ) ) return D3DAPPERR_MEDIANOTFOUND; if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Earth.bmp"), &m_pEarthTexture, D3DFMT_R5G6B5 ) ) ) return D3DAPPERR_MEDIANOTFOUND; if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Earthbump.bmp"), &m_pEarthBumpTexture, D3DFMT_A8R8G8B8 ) ) ) return D3DAPPERR_MEDIANOTFOUND; if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("EarthEnvMap.bmp"), &m_pEnvMapTexture, D3DFMT_R5G6B5 ) ) ) return D3DAPPERR_MEDIANOTFOUND; // Find out which bump map texture are supported by this device BOOL bCanDoV8U8 = SUCCEEDED( m_pD3D->CheckDeviceFormat( m_d3dCaps.AdapterOrdinal, m_d3dCaps.DeviceType, m_d3dsdBackBuffer.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_V8U8 ) ) && (m_d3dCaps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP ); BOOL bCanDoL6V5U5 = SUCCEEDED( m_pD3D->CheckDeviceFormat( m_d3dCaps.AdapterOrdinal, m_d3dCaps.DeviceType, m_d3dsdBackBuffer.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L6V5U5 ) ) && (m_d3dCaps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE ); BOOL bCanDoL8V8U8 = SUCCEEDED( m_pD3D->CheckDeviceFormat( m_d3dCaps.AdapterOrdinal, m_d3dCaps.DeviceType, m_d3dsdBackBuffer.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_X8L8V8U8 ) ) && (m_d3dCaps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE ); if( bCanDoV8U8 ) m_BumpMapFormat = D3DFMT_V8U8; else if( bCanDoL6V5U5 ) m_BumpMapFormat = D3DFMT_L6V5U5; else if( bCanDoL8V8U8 ) m_BumpMapFormat = D3DFMT_X8L8V8U8; else return E_FAIL; // Set menu states HMENU hMenu = GetMenu( m_hWnd ); EnableMenuItem( hMenu, IDM_U8V8, bCanDoV8U8 ? MF_ENABLED : MF_GRAYED ); EnableMenuItem( hMenu, IDM_U5V5L6, bCanDoL6V5U5 ? MF_ENABLED : MF_GRAYED ); EnableMenuItem( hMenu, IDM_U8V8L8, bCanDoL8V8U8 ? MF_ENABLED : MF_GRAYED ); SetMenuStates(); // Initialize earth geometry if( FAILED( CreateEarthVertexBuffer() ) ) return E_FAIL; // Create and fill the bumpmap if( FAILED( InitBumpMap() ) ) return E_FAIL; m_bDeviceValidationFailed = FALSE; return S_OK; } //----------------------------------------------------------------------------- // Name: RestoreDeviceObjects() // Desc: Initialize scene objects. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::RestoreDeviceObjects() { m_pFont->RestoreDeviceObjects(); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MINFILTER, D3DTEXF_LINEAR ); m_pd3dDevice->SetTextureStageState( 2, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP ); m_pd3dDevice->SetTextureStageState( 2, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP ); m_pd3dDevice->SetTextureStageState( 2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR ); m_pd3dDevice->SetTextureStageState( 2, D3DTSS_MINFILTER, D3DTEXF_LINEAR ); m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE ); // Get the aspect ratio FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height; // Set projection matrix D3DXMATRIX matProj; D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 0.1f, 25.0f ); m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); // Set the ArcBall parameters m_ArcBall.SetWindow( m_d3dsdBackBuffer.Width, m_d3dsdBackBuffer.Height, 3.0f ); m_ArcBall.SetRadius( 1.0f ); 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() { SAFE_RELEASE( m_pBlockTexture ); SAFE_RELEASE( m_pEarthTexture ); SAFE_RELEASE( m_pEarthBumpTexture ); SAFE_RELEASE( m_pEnvMapTexture ); m_pFont->DeleteDeviceObjects(); SAFE_RELEASE( m_psBumpMap ); SAFE_RELEASE( m_pEarthVB ); 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( dwBehavior & D3DCREATE_PUREDEVICE ) return E_FAIL; // GetTransform doesn't work on PUREDEVICE // Device must be able to do bumpmapping if( pCaps->TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE ) { // Accept devices that can create D3DFMT_X8L8V8U8 textures if( SUCCEEDED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType, Format, 0, D3DRTYPE_TEXTURE, D3DFMT_X8L8V8U8 ) ) ) { return S_OK; } // Accept devices that can create D3DFMT_L6V5U5 textures if( SUCCEEDED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType, Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L6V5U5 ) ) ) { return S_OK; } } if( pCaps->TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP ) { // 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; } } // Else, reject the device return E_FAIL; } //----------------------------------------------------------------------------- // Name: CreateEarthVertexBuffer() // Desc: Sets up the vertices for a bump-mapped sphere. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::CreateEarthVertexBuffer() { SAFE_RELEASE( m_pEarthVB ); // Choose a tesselation level DWORD dwNumSphereRings = m_bHighTesselation ? 15 : 5; DWORD dwNumSphereSegments = m_bHighTesselation ? 30 : 10; m_dwNumSphereVertices = 2 * dwNumSphereRings * (dwNumSphereSegments+1); // Create the vertex buffer if( FAILED( m_pd3dDevice->CreateVertexBuffer( m_dwNumSphereVertices*sizeof(BUMPVERTEX), D3DUSAGE_WRITEONLY, D3DFVF_BUMPVERTEX, D3DPOOL_MANAGED, &m_pEarthVB ) ) ) return E_FAIL; return S_OK; } //----------------------------------------------------------------------------- // Name: SetMenuStates() // Desc: //----------------------------------------------------------------------------- VOID CMyD3DApplication::SetMenuStates() { HMENU hMenu = GetMenu( m_hWnd ); CheckMenuItem( hMenu, IDM_TEXTURETOGGLE, m_bTextureOn ? MF_CHECKED : MF_UNCHECKED ); CheckMenuItem( hMenu, IDM_BUMPMAPTOGGLE, m_bBumpMapOn ? MF_CHECKED : MF_UNCHECKED ); CheckMenuItem( hMenu, IDM_ENVMAPTOGGLE, m_bEnvMapOn ? MF_CHECKED : MF_UNCHECKED ); CheckMenuItem( hMenu, IDM_U8V8L8, m_BumpMapFormat==D3DFMT_X8L8V8U8 ? MF_CHECKED : MF_UNCHECKED ); CheckMenuItem( hMenu, IDM_U5V5L6, m_BumpMapFormat==D3DFMT_L6V5U5 ? MF_CHECKED : MF_UNCHECKED ); CheckMenuItem( hMenu, IDM_U8V8, m_BumpMapFormat==D3DFMT_V8U8 ? MF_CHECKED : MF_UNCHECKED ); CheckMenuItem( hMenu, IDM_LOW_TESSELATION, (!m_bHighTesselation) ? MF_CHECKED : MF_UNCHECKED ); CheckMenuItem( hMenu, IDM_HIGH_TESSELATION, m_bHighTesselation ? MF_CHECKED : MF_UNCHECKED ); } //----------------------------------------------------------------------------- // Name: MsgProc() // Desc: Message proc function to handle key and menu input //----------------------------------------------------------------------------- LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) { // Pass mouse messages to the ArcBall so it can build internal matrices m_ArcBall.HandleMouseMessages( hWnd, uMsg, wParam, lParam ); // Trap context menu if( WM_CONTEXTMENU == uMsg ) return 0; // Handle menu commands if( WM_COMMAND == uMsg ) { switch( LOWORD(wParam) ) { case IDM_TEXTURETOGGLE: m_bTextureOn = !m_bTextureOn; break; case IDM_BUMPMAPTOGGLE: m_bBumpMapOn = !m_bBumpMapOn; break; case IDM_ENVMAPTOGGLE: m_bEnvMapOn = !m_bEnvMapOn; break; case IDM_U8V8L8: SAFE_RELEASE( m_psBumpMap ); m_BumpMapFormat = D3DFMT_X8L8V8U8; InitBumpMap(); break; case IDM_U5V5L6: SAFE_RELEASE( m_psBumpMap ); m_BumpMapFormat = D3DFMT_L6V5U5; InitBumpMap(); break; case IDM_U8V8: SAFE_RELEASE( m_psBumpMap ); m_BumpMapFormat = D3DFMT_V8U8; InitBumpMap(); break; case IDM_LOW_TESSELATION: m_bHighTesselation = FALSE; CreateEarthVertexBuffer(); break; case IDM_HIGH_TESSELATION: m_bHighTesselation = TRUE; CreateEarthVertexBuffer(); break; } // Update the menus, in case any state changes occurred SetMenuStates(); } // Pass remaining messages to default handler return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam ); }