//----------------------------------------------------------------------------- // File: BumpLens.cpp // // Desc: Code to simulate a magnifying glass using bumpmapping. // // Note: Based on a sample from the Matrox web site // // Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #define STRICT #include #include #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 DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); } struct BUMPVERTEX // Vertex type used for bumpmap lens effect { D3DXVECTOR3 p; FLOAT tu1, tv1; FLOAT tu2, tv2; }; struct BACKGROUNDVERTEX // Vertex type used for rendering background { D3DXVECTOR4 p; DWORD color; FLOAT tu, tv; }; #define D3DFVF_BUMPVERTEX (D3DFVF_XYZ|D3DFVF_TEX2) #define D3DFVF_BACKGROUNDVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1) //----------------------------------------------------------------------------- // 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_pBackgroundVB; LPDIRECT3DVERTEXBUFFER8 m_pLensVB; FLOAT m_fLensX; FLOAT m_fLensY; LPDIRECT3DTEXTURE8 m_pBumpMapTexture; LPDIRECT3DTEXTURE8 m_pBackgroundTexture; BOOL m_bDeviceValidationFailed; HRESULT CreateBumpMap( UINT iWidth, UINT iHeight ); 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("BumpLens: Lens Effect Using BumpMapping"); m_bUseDepthBuffer = FALSE; m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD ); m_pBumpMapTexture = NULL; m_pBackgroundTexture = NULL; m_pBackgroundVB = NULL; m_pLensVB = 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() { // Get a triangle wave between -1 and 1 m_fLensX = 2 * fabsf( 2 * ( (m_fTime/2) - floorf(m_fTime/2) ) - 1 ) - 1; // Get a regulated sine wave between -1 and 1 m_fLensY = 2 * fabsf( sinf( m_fTime ) ) - 1; 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() { // Begin the scene if( FAILED( m_pd3dDevice->BeginScene() ) ) return S_OK; // Render the background m_pd3dDevice->SetTexture( 0, m_pBackgroundTexture ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE ); m_pd3dDevice->SetVertexShader( D3DFVF_BACKGROUNDVERTEX ); m_pd3dDevice->SetStreamSource( 0, m_pBackgroundVB, sizeof(BACKGROUNDVERTEX) ); m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 ); // Render the lens m_pd3dDevice->SetTexture( 0, m_pBumpMapTexture ); m_pd3dDevice->SetTexture( 1, m_pBackgroundTexture ); 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( 0, D3DTSS_BUMPENVMAT00, F2DW(0.2f) ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT01, F2DW(0.0f) ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT10, F2DW(0.0f) ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT11, F2DW(0.2f) ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVLSCALE, F2DW(1.0f) ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVLOFFSET, F2DW(0.0f) ); 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 ); // Generate texture coords depending on objects camera space position D3DXMATRIX mat; mat._11 = 0.5f; mat._12 = 0.0f; mat._21 = 0.0f; mat._22 =-0.5f; mat._31 = 0.0f; mat._32 = 0.0f; mat._41 = 0.5f; mat._42 = 0.5f; // Scale-by-z here D3DXMATRIX matView, matProj; m_pd3dDevice->GetTransform( D3DTS_VIEW, &matView ); m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProj ); D3DXVECTOR3 vEyePt( matView._41, matView._42, matView._43 ); FLOAT z = D3DXVec3Length( &vEyePt ); mat._11 *= ( matProj._11 / ( matProj._33 * z + matProj._34 ) ); mat._22 *= ( matProj._22 / ( matProj._33 * z + matProj._34 ) ); m_pd3dDevice->SetTransform( D3DTS_TEXTURE1, &mat ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1); // Position the lens D3DXMATRIX matWorld; D3DXMatrixTranslation( &matWorld, 0.7f * (1000.0f-256.0f)*m_fLensX, 0.7f * (1000.0f-256.0f)*m_fLensY, 0.0f ); m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); m_pd3dDevice->SetVertexShader( D3DFVF_BUMPVERTEX ); m_pd3dDevice->SetStreamSource( 0, m_pLensVB, 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; } // Render the lens 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: CreateBumpmap() // Desc: Create a bump map texture and fill its content to BUMPDUDV format //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::CreateBumpMap( UINT iWidth, UINT iHeight ) { // Create the bumpmap's surface and texture objects if( FAILED( m_pd3dDevice->CreateTexture( iWidth, iHeight, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &m_pBumpMapTexture ) ) ) { return E_FAIL; } // Fill the bumpmap texels to simulate a lens D3DLOCKED_RECT d3dlr; m_pBumpMapTexture->LockRect( 0, &d3dlr, 0, 0 ); DWORD dwDstPitch = (DWORD)d3dlr.Pitch; BYTE* pDst = (BYTE*)d3dlr.pBits; UINT mid = iWidth/2; for( DWORD y0 = 0; y0 < iHeight; y0++ ) { CHAR* pDst = (CHAR*)d3dlr.pBits + y0*d3dlr.Pitch; for( DWORD x0 = 0; x0 < iWidth; x0++ ) { DWORD x1 = ( (x0==iWidth-1) ? x0 : x0+1 ); DWORD y1 = ( (x0==iHeight-1) ? y0 : y0+1 ); FLOAT fDistSq00 = (FLOAT)( (x0-mid)*(x0-mid) + (y0-mid)*(y0-mid) ); FLOAT fDistSq01 = (FLOAT)( (x1-mid)*(x1-mid) + (y0-mid)*(y0-mid) ); FLOAT fDistSq10 = (FLOAT)( (x0-mid)*(x0-mid) + (y1-mid)*(y1-mid) ); FLOAT v00 = ( fDistSq00 > (mid*mid) ) ? 0.0f : sqrtf( (mid*mid) - fDistSq00 ); FLOAT v01 = ( fDistSq01 > (mid*mid) ) ? 0.0f : sqrtf( (mid*mid) - fDistSq01 ); FLOAT v10 = ( fDistSq10 > (mid*mid) ) ? 0.0f : sqrtf( (mid*mid) - fDistSq10 ); FLOAT iDu = (128/D3DX_PI)*atanf(v00-v01); // The delta-u bump value FLOAT iDv = (128/D3DX_PI)*atanf(v00-v10); // The delta-v bump value *pDst++ = (CHAR)(iDu); *pDst++ = (CHAR)(iDv); } } m_pBumpMapTexture->UnlockRect(0); return S_OK; } //----------------------------------------------------------------------------- // Name: InitDeviceObjects() // Desc: Initialize scene objects //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::InitDeviceObjects() { m_pFont->InitDeviceObjects( m_pd3dDevice ); // Load the texture for the background image if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Lake.bmp"), &m_pBackgroundTexture ) ) ) return E_FAIL; // Create the bump map texture if( FAILED( CreateBumpMap( 256, 256 ) ) ) return E_FAIL; // Create a square for rendering the background if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(BACKGROUNDVERTEX), D3DUSAGE_WRITEONLY, D3DFVF_BACKGROUNDVERTEX, D3DPOOL_MANAGED, &m_pBackgroundVB ) ) ) return E_FAIL; // Create a square for rendering the lens if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(BUMPVERTEX), D3DUSAGE_WRITEONLY, D3DFVF_BUMPVERTEX, D3DPOOL_MANAGED, &m_pLensVB ) ) ) return E_FAIL; BUMPVERTEX* vLens; m_pLensVB->Lock( 0, 0, (BYTE**)&vLens, 0 ); vLens[0].p = D3DXVECTOR3(-256.0f,-256.0f, 0.0f ); vLens[1].p = D3DXVECTOR3(-256.0f, 256.0f, 0.0f ); vLens[2].p = D3DXVECTOR3( 256.0f,-256.0f, 0.0f ); vLens[3].p = D3DXVECTOR3( 256.0f, 256.0f, 0.0f ); vLens[0].tu1 = 0.0f; vLens[0].tv1 = 1.0f; vLens[1].tu1 = 0.0f; vLens[1].tv1 = 0.0f; vLens[2].tu1 = 1.0f; vLens[2].tv1 = 1.0f; vLens[3].tu1 = 1.0f; vLens[3].tv1 = 0.0f; m_pLensVB->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, -2001.0f ); 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 ); FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height; D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 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->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MINFILTER, D3DTEXF_LINEAR ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR ); m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MIPFILTER, D3DTEXF_NONE ); // Size the background image BACKGROUNDVERTEX* vBackground; m_pBackgroundVB->Lock( 0, 0, (BYTE**)&vBackground, 0 ); for( UINT i=0; i<4; i ++ ) { vBackground[i].p = D3DXVECTOR4( 0.0f, 0.0f, 0.9f, 1.0f ); vBackground[i].color = 0xffffffff; } vBackground[0].p.y = (FLOAT)m_d3dsdBackBuffer.Height; vBackground[2].p.y = (FLOAT)m_d3dsdBackBuffer.Height; vBackground[2].p.x = (FLOAT)m_d3dsdBackBuffer.Width; vBackground[3].p.x = (FLOAT)m_d3dsdBackBuffer.Width; vBackground[0].tu = 0.0f; vBackground[0].tv = 1.0f; vBackground[1].tu = 0.0f; vBackground[1].tv = 0.0f; vBackground[2].tu = 1.0f; vBackground[2].tv = 1.0f; vBackground[3].tu = 1.0f; vBackground[3].tv = 0.0f; m_pBackgroundVB->Unlock(); 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_pBackgroundTexture ); SAFE_RELEASE( m_pBumpMapTexture ); SAFE_RELEASE( m_pBackgroundVB ); SAFE_RELEASE( m_pLensVB ); 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( 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; }