//----------------------------------------------------------------------------- // File: VertexBlend.cpp // // Desc: Example code showing how to do a skinning effect, using the vertex // blending feature of Direct3D. Normally, Direct3D transforms each // vertex through the world matrix. The vertex blending feature, // however, uses mulitple world matrices and a per-vertex blend factor // to transform each vertex. // // Copyright (c) 1997-2001 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" #include "resource.h" //----------------------------------------------------------------------------- // Name: struct BLENDVERTEX // Desc: Custom vertex which includes a blending factor //----------------------------------------------------------------------------- struct BLENDVERTEX { D3DXVECTOR3 v; // Referenced as v0 in the vertex shader FLOAT blend; // Referenced as v1.x in the vertex shader D3DXVECTOR3 n; // Referenced as v3 in the vertex shader FLOAT tu, tv; // Referenced as v7 in the vertex shader }; #define D3DFVF_BLENDVERTEX (D3DFVF_XYZB1|D3DFVF_NORMAL|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; CD3DMesh* m_pObject; // Object to use for vertex blending DWORD m_dwNumVertices; DWORD m_dwNumFaces; LPDIRECT3DVERTEXBUFFER8 m_pVB; LPDIRECT3DINDEXBUFFER8 m_pIB; D3DXMATRIX m_matUpperArm; // Vertex blending matrices D3DXMATRIX m_matLowerArm; DWORD m_dwVertexShader; // Vertex shader BOOL m_bUseVertexShader; protected: HRESULT OneTimeSceneInit(); HRESULT InitDeviceObjects(); HRESULT RestoreDeviceObjects(); HRESULT InvalidateDeviceObjects(); HRESULT DeleteDeviceObjects(); HRESULT Render(); HRESULT FrameMove(); HRESULT FinalCleanup(); HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT ); LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ); 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("VertexBlend: Surface Skinning Example"); m_bUseDepthBuffer = TRUE; m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD ); m_pObject = new CD3DMesh(); m_pVB = NULL; m_pIB = NULL; m_dwVertexShader = 0L; m_bUseVertexShader = 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() { // Set the vertex blending matrices for this frame D3DXVECTOR3 vAxis( 2+sinf(m_fTime*3.1f), 2+sinf(m_fTime*3.3f), sinf(m_fTime*3.5f) ); D3DXMatrixRotationAxis( &m_matLowerArm, &vAxis, sinf(3*m_fTime) ); D3DXMatrixIdentity( &m_matUpperArm ); // Set the vertex shader constants. Note: outside of the blend matrices, // most of these values don't change, so don't need to really be set every // frame. It's just done here for clarity if( m_bUseVertexShader ) { // Some basic constants D3DXVECTOR4 vZero(0,0,0,0); D3DXVECTOR4 vOne(1,1,1,1); // Lighting vector (normalized) and material colors. (Use red light // to show difference from non-vertex shader case.) D3DXVECTOR4 vLight( 0.5f, 1.0f, -1.0f, 0.0f ); D3DXVec4Normalize( &vLight, &vLight ); FLOAT fDiffuse[] = { 1.00f, 1.00f, 0.00f, 0.00f }; FLOAT fAmbient[] = { 0.25f, 0.25f, 0.25f, 0.25f }; // Vertex shader operations use transposed matrices D3DXMATRIX matWorld0Transpose, matWorld1Transpose; D3DXMATRIX matView, matProj, matViewProj, matViewProjTranspose; m_pd3dDevice->GetTransform( D3DTS_VIEW, &matView ); m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProj ); D3DXMatrixMultiply( &matViewProj, &matView, &matProj ); D3DXMatrixTranspose( &matWorld0Transpose, &m_matUpperArm ); D3DXMatrixTranspose( &matWorld1Transpose, &m_matLowerArm ); D3DXMatrixTranspose( &matViewProjTranspose, &matViewProj ); // Set the vertex shader constants m_pd3dDevice->SetVertexShaderConstant( 0, &vZero, 1 ); m_pd3dDevice->SetVertexShaderConstant( 1, &vOne, 1 ); m_pd3dDevice->SetVertexShaderConstant( 4, &matWorld0Transpose, 4 ); m_pd3dDevice->SetVertexShaderConstant( 8, &matWorld1Transpose, 4 ); m_pd3dDevice->SetVertexShaderConstant( 12, &matViewProjTranspose, 4 ); m_pd3dDevice->SetVertexShaderConstant( 20, &vLight, 1 ); m_pd3dDevice->SetVertexShaderConstant( 21, &fDiffuse, 1 ); m_pd3dDevice->SetVertexShaderConstant( 22, &fAmbient, 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() { // Clear the backbuffer m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0L ); // Begin the scene if( SUCCEEDED( m_pd3dDevice->BeginScene() ) ) { if( m_bUseVertexShader ) { m_pd3dDevice->SetVertexShader( m_dwVertexShader ); m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(BLENDVERTEX) ); m_pd3dDevice->SetIndices( m_pIB, 0 ); m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, m_dwNumVertices, 0, m_dwNumFaces ); } else { // Enable vertex blending using API m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matUpperArm ); m_pd3dDevice->SetTransform( D3DTS_WORLD1, &m_matLowerArm ); m_pd3dDevice->SetRenderState( D3DRS_VERTEXBLEND, D3DVBF_1WEIGHTS ); // Display the object m_pObject->Render( m_pd3dDevice ); } // 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_bUseVertexShader ) m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255), _T("Using vertex shader") ); else m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255), _T("Using D3DRS_VERTEXBLEND") ); // 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 an object to render if( FAILED( m_pObject->Create( m_pd3dDevice, _T("mslogo.x") ) ) ) return D3DAPPERR_MEDIANOTFOUND; if( ( ( m_dwCreateFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING ) || ( m_dwCreateFlags & D3DCREATE_MIXED_VERTEXPROCESSING ) ) && m_d3dCaps.VertexShaderVersion < D3DVS_VERSION(1,0) ) { // No VS available, so don't try to use it or allow user to // switch to it m_bUseVertexShader = FALSE; EnableMenuItem( GetMenu( m_hWnd ), IDM_USEVERTEXSHADER, MF_GRAYED ); } else if( m_d3dCaps.MaxVertexBlendMatrices < 2 ) { // No blend matrices available, so don't try to use them or // allow user to switch to them m_bUseVertexShader = TRUE; EnableMenuItem( GetMenu( m_hWnd ), IDM_USEVERTEXSHADER, MF_GRAYED ); } else { // Both techniques available, so default to blend matrices and // allow the user to switch techniques m_bUseVertexShader = FALSE; EnableMenuItem( GetMenu( m_hWnd ), IDM_USEVERTEXSHADER, MF_ENABLED ); } // Set a custom FVF for the mesh m_pObject->SetFVF( m_pd3dDevice, D3DFVF_BLENDVERTEX ); // Add blending weights to the mesh { // Gain acces to the mesh's vertices LPDIRECT3DVERTEXBUFFER8 pVB; BLENDVERTEX* pVertices; DWORD dwNumVertices = m_pObject->GetSysMemMesh()->GetNumVertices(); m_pObject->GetSysMemMesh()->GetVertexBuffer( &pVB ); pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 ); // Calculate the min/max z values for all the vertices FLOAT fMinX = 1e10f; FLOAT fMaxX = -1e10f; for( DWORD i=0; i fMaxX ) fMaxX = pVertices[i].v.x; } for( i=0; iUnlock(); pVB->Release(); } return S_OK; } //----------------------------------------------------------------------------- // Name: RestoreDeviceObjects() // Desc: Restore device-memory objects and state after a device is created or // resized. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::RestoreDeviceObjects() { m_pFont->RestoreDeviceObjects(); // Restore mesh's local memory objects m_pObject->RestoreDeviceObjects( m_pd3dDevice ); // Get access to the mesh vertex and index buffers m_pObject->GetLocalMesh()->GetVertexBuffer( &m_pVB ); m_pObject->GetLocalMesh()->GetIndexBuffer( &m_pIB ); m_dwNumVertices = m_pObject->GetLocalMesh()->GetNumVertices(); m_dwNumFaces = m_pObject->GetLocalMesh()->GetNumFaces(); if( ( m_dwCreateFlags & D3DCREATE_SOFTWARE_VERTEXPROCESSING ) || m_d3dCaps.VertexShaderVersion >= D3DVS_VERSION(1,0) ) { // Setup the vertex declaration DWORD adwDecl[50]; D3DXDeclaratorFromFVF( D3DFVF_BLENDVERTEX, adwDecl ); // Create vertex shader from a file if( FAILED( D3DUtil_CreateVertexShader( m_pd3dDevice, _T("Blend.vsh"), adwDecl, &m_dwVertexShader ) ) ) { return E_FAIL; } } // Set miscellaneous render states m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE ); m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00404040 ); // Set the projection matrix D3DXMATRIX matProj; FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height; D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 10000.0f ); m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); // Set the app view matrix for normal viewing D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f,-5.0f,-10.0f ); D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f ); D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f ); D3DXMATRIX matView; D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec ); m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); // Create a directional light. (Use yellow light to distinguish from // vertex shader case.) D3DLIGHT8 light; D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, -0.5f, -1.0f, 1.0f ); light.Diffuse.r = 1.0f; light.Diffuse.g = 1.0f; light.Diffuse.b = 0.0f; m_pd3dDevice->SetLight( 0, &light ); m_pd3dDevice->LightEnable( 0, TRUE ); m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE ); return S_OK; } //----------------------------------------------------------------------------- // Name: InvalidateDeviceObjects() // Desc: Called when the device-dependent objects are about to be lost. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::InvalidateDeviceObjects() { m_pFont->InvalidateDeviceObjects(); m_pObject->InvalidateDeviceObjects(); if( m_dwVertexShader != 0 ) m_pd3dDevice->DeleteVertexShader( m_dwVertexShader ); SAFE_RELEASE( m_pVB ); SAFE_RELEASE( m_pIB ); 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_pObject->Destroy(); 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_pObject ); 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 // Check that the device supports at least one of the two techniques // used in this sample: either a vertex shader, or at least two blend // matrices and a directional light. if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) || (dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) ) { if( pCaps->VertexShaderVersion >= D3DVS_VERSION(1,0) ) return S_OK; } else { // Software vertex processing always supports vertex shaders return S_OK; } // Check that the device can blend vertices with at least two matrices // (Software can always do up to 4 blend matrices) if( pCaps->MaxVertexBlendMatrices < 2 ) return E_FAIL; // If this is a TnL device, make sure it supports directional lights if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) || (dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) ) { if( !(pCaps->VertexProcessingCaps & D3DVTXPCAPS_DIRECTIONALLIGHTS ) ) return E_FAIL; } return S_OK; } //----------------------------------------------------------------------------- // Name: MsgProc() // Desc: Message proc function to handle key and menu input //----------------------------------------------------------------------------- LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) { // Handle menu commands if( WM_COMMAND == uMsg ) { switch( LOWORD(wParam) ) { case IDM_USEVERTEXSHADER: m_bUseVertexShader = !m_bUseVertexShader; CheckMenuItem( GetMenu(hWnd), IDM_USEVERTEXSHADER, m_bUseVertexShader ? MF_CHECKED : MF_UNCHECKED ); break; } } // Pass remaining messages to default handler return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam ); }