//----------------------------------------------------------------------------- // File: Lighting.cpp // // Desc: Example code showing how to use D3D lights. // // Copyright (c) 1995-2001 Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #define STRICT #include #include #include #include #include #include #include "D3DApp.h" #include "D3DFont.h" #include "D3DUtil.h" #include "DXUtil.h" //----------------------------------------------------------------------------- // Defines, constants, and global variables //----------------------------------------------------------------------------- // Custom D3D vertex format used by the vertex buffer struct MYVERTEX { D3DXVECTOR3 p; // vertex position D3DXVECTOR3 n; // vertex normal }; #define D3DFVF_MYVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL) //----------------------------------------------------------------------------- // 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 { LPDIRECT3DVERTEXBUFFER8 m_pWallVB; // Vertex buffer for the walls and floor LPD3DXMESH m_pSphereMesh; // Representation of point light LPD3DXMESH m_pConeMesh; // Representation of dir/spot light CD3DFont* m_pFont; // Font for drawing text D3DLIGHT8 m_light; // Description of the D3D light UINT m_n; // Number of vertices in the ground grid along X UINT m_m; // Number of vertices in the ground grid along Z UINT m_nTriangles; // Number of triangles in the ground grid protected: HRESULT InitDeviceObjects(); HRESULT RestoreDeviceObjects(); HRESULT InvalidateDeviceObjects(); HRESULT DeleteDeviceObjects(); HRESULT FrameMove(); HRESULT Render(); HRESULT FinalCleanup(); public: CMyD3DApplication(); }; CMyD3DApplication g_d3dApp; //----------------------------------------------------------------------------- // 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 ) { if( FAILED( g_d3dApp.Create( hInst ) ) ) return 0; return g_d3dApp.Run(); } //----------------------------------------------------------------------------- // Name: CMyD3DApplication() // Desc: Application constructor. Sets attributes for the app. //----------------------------------------------------------------------------- CMyD3DApplication::CMyD3DApplication() { m_strWindowTitle = TEXT( "Lighting" ); m_bUseDepthBuffer = FALSE; m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD ); m_pWallVB = NULL; m_pSphereMesh = NULL; m_pConeMesh = NULL; // Set up wall/floor mesh resolution. Try changing m_n and m_m to see // how the lighting is affected. m_n = 32; m_m = 32; m_nTriangles = (m_n-1)*(m_m-1)*2; } //----------------------------------------------------------------------------- // Name: InitDeviceObjects() // Desc: Initialize scene objects. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::InitDeviceObjects() { HRESULT hr; if( FAILED( hr = m_pFont->InitDeviceObjects( m_pd3dDevice ) ) ) return hr; return S_OK; } //----------------------------------------------------------------------------- // Name: RestoreDeviceObjects() // Desc: Restores scene objects. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::RestoreDeviceObjects() { MYVERTEX* v; // Create a square grid m_n*m_m for rendering the wall if( FAILED( m_pd3dDevice->CreateVertexBuffer( m_nTriangles*3*sizeof(MYVERTEX), D3DUSAGE_WRITEONLY, D3DFVF_MYVERTEX, D3DPOOL_MANAGED, &m_pWallVB ) ) ) { return E_FAIL; } // Fill in the grid vertex data m_pWallVB->Lock( 0, 0, (BYTE**)&v, 0 ); float dX = 1.0f/(m_n-1); float dZ = 1.0f/(m_m-1); float dU = 1.0f/(m_n-1); float dV = 1.0f/(m_m-1); UINT k = 0; for (UINT z=0; z < (m_m-1); z++) { for (UINT x=0; x < (m_n-1); x++) { v[k].p = D3DXVECTOR3(10 * x*dX, 0.0f, 10 * z*dZ ); v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f); k++; v[k].p = D3DXVECTOR3(10 * x*dX, 0.0f, 10 * (z+1)*dZ ); v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f); k++; v[k].p = D3DXVECTOR3(10 * (x+1)*dX, 0.0f, 10 * (z+1)*dZ ); v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f); k++; v[k].p = D3DXVECTOR3(10 * x*dX, 0.0f, 10 * z*dZ ); v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f); k++; v[k].p = D3DXVECTOR3(10 * (x+1)*dX, 0.0f, 10 * (z+1)*dZ ); v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f); k++; v[k].p = D3DXVECTOR3(10 * (x+1)*dX, 0.0f, 10 * z*dZ ); v[k].n = D3DXVECTOR3(0.0f, 1.0f, 0.0f); k++; } } m_pWallVB->Unlock(); // Create sphere and cone meshes to represent the lights if (FAILED( D3DXCreateSphere(m_pd3dDevice, 0.25f, 20, 20, &m_pSphereMesh, NULL) ) ) return E_FAIL; if (FAILED( D3DXCreateCylinder(m_pd3dDevice, 0.0f, 0.25f, 0.5f, 20, 20, &m_pConeMesh, NULL) ) ) return E_FAIL; // Set up a material D3DMATERIAL8 mtrl; D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f ); m_pd3dDevice->SetMaterial( &mtrl ); // Set miscellaneous render states m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, FALSE ); m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE ); // Set the world matrix D3DXMATRIX matIdentity; D3DXMatrixIdentity( &matIdentity ); m_pd3dDevice->SetTransform( D3DTS_WORLD, &matIdentity ); // Set the view matrix. D3DXMATRIX matView; D3DXVECTOR3 vFromPt( -10, 10, -10); D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f ); D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &vFromPt, &vLookatPt, &vUpVec ); m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); // Set the projection matrix D3DXMATRIX matProj; FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height; D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f ); m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); // Turn on lighting. m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE ); // Enable ambient lighting to a dim, grey light, so objects that // are not lit by the other lights are not completely black m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, D3DCOLOR_COLORVALUE( 0.25, 0.25, 0.25, 1.0 ) ); // Set light #0 to be a simple, faint grey directional light so // the walls and floor are slightly different shades of grey D3DLIGHT8 light; // Description of the D3D light ZeroMemory( &light, sizeof(light) ); light.Type = D3DLIGHT_DIRECTIONAL; light.Direction = D3DXVECTOR3( 0.3f, -0.5f, 0.2f ); light.Diffuse.r = light.Diffuse.g = light.Diffuse.b = 0.25f; m_pd3dDevice->SetLight( 0, &light ); // Set light #1 to be a simple, bright directional light to use // on the mesh representing light #2 ZeroMemory( &light, sizeof(light) ); light.Type = D3DLIGHT_DIRECTIONAL; light.Direction = D3DXVECTOR3( 0.5f, -0.5f, 0.5f ); light.Diffuse.r = light.Diffuse.g = light.Diffuse.b = 1.0f; m_pd3dDevice->SetLight( 1, &light ); // Light #2 will be the light used to light the floor and walls. It will // be set up in FrameMove() since it changes every frame. // Restore the font m_pFont->RestoreDeviceObjects(); return S_OK; } //----------------------------------------------------------------------------- // Name: FrameMove() // Desc: Called once per frame, the call is the entry point for animating // the scene. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::FrameMove() { ZeroMemory( &m_light, sizeof(m_light) ); // Rotate through the various light types m_light.Type = (D3DLIGHTTYPE)(1+(((DWORD)m_fTime)/5)%3); // Make sure the light type is supported by the device. If // D3DVTXPCAPS_POSITIONALLIGHTS is not set, the device does not support // point or spot lights, so change light #2's type to a directional light. DWORD dwCaps = m_d3dCaps.VertexProcessingCaps; if( 0 == ( dwCaps & D3DVTXPCAPS_POSITIONALLIGHTS ) ) { if( m_light.Type == D3DLIGHT_POINT || m_light.Type == D3DLIGHT_SPOT ) m_light.Type = D3DLIGHT_DIRECTIONAL; } // Values for the light position, direction, and color FLOAT x = sinf( m_fTime*2.000f ); FLOAT y = sinf( m_fTime*2.246f ); FLOAT z = sinf( m_fTime*2.640f ); m_light.Diffuse.r = 0.5f + 0.5f * x; m_light.Diffuse.g = 0.5f + 0.5f * y; m_light.Diffuse.b = 0.5f + 0.5f * z; m_light.Range = 100.0f; switch( m_light.Type ) { case D3DLIGHT_POINT: m_light.Position = 4.5f * D3DXVECTOR3( x, y, z ); m_light.Attenuation1 = 0.4f; break; case D3DLIGHT_DIRECTIONAL: m_light.Direction = D3DXVECTOR3( x, y, z ); break; case D3DLIGHT_SPOT: m_light.Position = 2.0f * D3DXVECTOR3( x, y, z ); m_light.Direction = D3DXVECTOR3( x, y, z ); m_light.Theta = 0.5f; m_light.Phi = 1.0f; m_light.Falloff = 1.0f; m_light.Attenuation0 = 1.0f; } m_pd3dDevice->SetLight( 2, &m_light ); 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, 0x000000ff, 1.0f, 0L ); // Begin the scene if( SUCCEEDED( m_pd3dDevice->BeginScene() ) ) { m_pd3dDevice->SetStreamSource( 0, m_pWallVB, sizeof(MYVERTEX) ); m_pd3dDevice->SetVertexShader( D3DFVF_MYVERTEX ); D3DXMATRIX matWorld; D3DXMATRIX matTrans; D3DXMATRIX matRotate; // Turn on light #0 and #2, and turn off light #1 m_pd3dDevice->LightEnable( 0, TRUE ); m_pd3dDevice->LightEnable( 1, FALSE ); m_pd3dDevice->LightEnable( 2, TRUE ); // Draw the floor D3DXMatrixTranslation( &matTrans, -5.0f, -5.0f, -5.0f ); D3DXMatrixRotationZ( &matRotate, 0.0f ); matWorld = matRotate * matTrans; m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_nTriangles ); // Draw the back wall D3DXMatrixTranslation( &matTrans, 5.0f,-5.0f, -5.0f ); D3DXMatrixRotationZ( &matRotate, D3DX_PI/2 ); matWorld = matRotate * matTrans; m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_nTriangles ); // Draw the side wall D3DXMatrixTranslation( &matTrans, -5.0f, -5.0f, 5.0f ); D3DXMatrixRotationX( &matRotate, -D3DX_PI/2 ); matWorld = matRotate * matTrans; m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_nTriangles ); // Turn on light #1, and turn off light #0 and #2 m_pd3dDevice->LightEnable( 0, FALSE ); m_pd3dDevice->LightEnable( 1, TRUE ); m_pd3dDevice->LightEnable( 2, FALSE ); // Draw the mesh representing the light if( m_light.Type == D3DLIGHT_POINT ) { // Just position the point light -- no need to orient it D3DXMatrixTranslation( &matWorld, m_light.Position.x, m_light.Position.y, m_light.Position.z ); m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); m_pSphereMesh->DrawSubset(0); } else { // Position the light and point it in the light's direction D3DXVECTOR3 vecFrom( m_light.Position.x, m_light.Position.y, m_light.Position.z ); D3DXVECTOR3 vecAt( m_light.Position.x + m_light.Direction.x, m_light.Position.y + m_light.Direction.y, m_light.Position.z + m_light.Direction.z ); D3DXVECTOR3 vecUp( 0, 1, 0); D3DXMATRIX matWorldInv; D3DXMatrixLookAtLH( &matWorldInv, &vecFrom, &vecAt, &vecUp); D3DXMatrixInverse( &matWorld, NULL, &matWorldInv); m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); m_pConeMesh->DrawSubset(0); } // 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 ); TCHAR* strLight = (m_light.Type == D3DLIGHT_POINT ? TEXT("Point Light") : m_light.Type == D3DLIGHT_SPOT ? TEXT("Spot Light") : TEXT("Directional Light")); m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255), strLight); // End the scene. m_pd3dDevice->EndScene(); } return S_OK; } //----------------------------------------------------------------------------- // Name: InvalidateDeviceObjects() // Desc: Invalidates device objects. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::InvalidateDeviceObjects() { SAFE_RELEASE( m_pWallVB ); SAFE_RELEASE( m_pSphereMesh ); SAFE_RELEASE( m_pConeMesh ); 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_pWallVB ); 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() { // Cleanup D3D font SAFE_DELETE( m_pFont ); return S_OK; }