Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
719 lines
24 KiB
C++
719 lines
24 KiB
C++
//-----------------------------------------------------------------------------
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// File: ShadowVolume.cpp
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//
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// Desc: Example code showing how to use stencil buffers to implement shadow
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// volumes.
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//
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// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <math.h>
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#include <stdio.h>
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#include <D3DX8.h>
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#include "D3DApp.h"
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#include "D3DUtil.h"
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#include "D3DFile.h"
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#include "D3DFont.h"
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#include "DXUtil.h"
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//-----------------------------------------------------------------------------
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// External definitions and prototypes
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//-----------------------------------------------------------------------------
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inline DWORD FtoDW( FLOAT f ) { return *((DWORD*)&f); }
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struct VERTEX
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{
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D3DXVECTOR3 p;
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D3DXVECTOR3 n;
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FLOAT tu, tv;
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};
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struct SHADOWVERTEX
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{
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D3DXVECTOR4 p;
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D3DCOLOR color;
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};
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#define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
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#define D3DFVF_SHADOWVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
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//-----------------------------------------------------------------------------
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// Name: struct ShadowVolume
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// Desc: A shadow volume object
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//-----------------------------------------------------------------------------
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class ShadowVolume
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{
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D3DXVECTOR3 m_pVertices[32000]; // Vertex data for rendering shadow volume
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DWORD m_dwNumVertices;
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public:
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VOID Reset() { m_dwNumVertices = 0L; }
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HRESULT BuildFromMesh( LPD3DXMESH pObject, D3DXVECTOR3 vLight );
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HRESULT Render( LPDIRECT3DDEVICE8 pd3dDevice );
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};
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//-----------------------------------------------------------------------------
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// Name: class CMyD3DApplication
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// Desc: Application class. The base class (CD3DApplication) provides the
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// generic functionality needed in all Direct3D samples. CMyD3DApplication
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// adds functionality specific to this sample program.
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//-----------------------------------------------------------------------------
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class CMyD3DApplication : public CD3DApplication
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{
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CD3DFont* m_pFont;
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CD3DArcBall m_ArcBall;
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CD3DMesh* m_pAirplane;
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CD3DMesh* m_pTerrainObject;
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ShadowVolume* m_pShadowVolume;
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D3DXMATRIX m_matObjectMatrix;
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D3DXMATRIX m_matTerrainMatrix;
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LPDIRECT3DVERTEXBUFFER8 m_pBigSquareVB;
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HRESULT DrawShadow();
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HRESULT RenderShadow();
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HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
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protected:
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HRESULT OneTimeSceneInit();
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HRESULT InitDeviceObjects();
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HRESULT RestoreDeviceObjects();
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HRESULT InvalidateDeviceObjects();
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HRESULT DeleteDeviceObjects();
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HRESULT Render();
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HRESULT FrameMove();
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HRESULT FinalCleanup();
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public:
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LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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CMyD3DApplication();
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};
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: Entry point to the program. Initializes everything, and goes into a
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// message-processing loop. Idle time is used to render the scene.
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//-----------------------------------------------------------------------------
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INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
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{
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CMyD3DApplication d3dApp;
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if( FAILED( d3dApp.Create( hInst ) ) )
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return 0;
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return d3dApp.Run();
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}
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//-----------------------------------------------------------------------------
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// Name:
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT ShadowVolume::Render( LPDIRECT3DDEVICE8 pd3dDevice )
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{
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pd3dDevice->SetVertexShader( D3DFVF_XYZ );
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return pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLELIST, m_dwNumVertices/3,
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m_pVertices, sizeof(D3DXVECTOR3) );
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}
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//-----------------------------------------------------------------------------
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// Name: AddEdge()
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// Desc: Adds an edge to a list of silohuette edges of a shadow volume.
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//-----------------------------------------------------------------------------
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VOID AddEdge( WORD* pEdges, DWORD& dwNumEdges, WORD v0, WORD v1 )
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{
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// Remove interior edges (which appear in the list twice)
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for( DWORD i=0; i < dwNumEdges; i++ )
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{
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if( ( pEdges[2*i+0] == v0 && pEdges[2*i+1] == v1 ) ||
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( pEdges[2*i+0] == v1 && pEdges[2*i+1] == v0 ) )
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{
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if( dwNumEdges > 1 )
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{
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pEdges[2*i+0] = pEdges[2*(dwNumEdges-1)+0];
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pEdges[2*i+1] = pEdges[2*(dwNumEdges-1)+1];
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}
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dwNumEdges--;
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return;
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}
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}
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pEdges[2*dwNumEdges+0] = v0;
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pEdges[2*dwNumEdges+1] = v1;
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dwNumEdges++;
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}
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//-----------------------------------------------------------------------------
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// Name: BuildFromMesh()
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// Desc: Takes a mesh as input, and uses it to build a shadowvolume. The
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// technique used considers each triangle of the mesh, and adds it's
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// edges to a temporary list. The edge list is maintained, such that
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// only silohuette edges are kept. Finally, the silohuette edges are
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// extruded to make the shadow volume vertex list.
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//-----------------------------------------------------------------------------
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HRESULT ShadowVolume::BuildFromMesh( LPD3DXMESH pMesh, D3DXVECTOR3 vLight )
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{
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// Note: the MESHVERTEX format depends on the FVF of the mesh
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struct MESHVERTEX { D3DXVECTOR3 p, n; FLOAT tu, tv; };
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DWORD dwFVF = pMesh->GetFVF();
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MESHVERTEX* pVertices;
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WORD* pIndices;
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// Lock the geometry buffers
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pMesh->LockVertexBuffer( 0L, (BYTE**)&pVertices );
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pMesh->LockIndexBuffer( 0L, (BYTE**)&pIndices );
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DWORD dwNumVertices = pMesh->GetNumVertices();
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DWORD dwNumFaces = pMesh->GetNumFaces();
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// Allocate a temporary edge list
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WORD* pEdges = new WORD[dwNumFaces*6];
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DWORD dwNumEdges = 0;
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// For each face
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for( DWORD i=0; i<dwNumFaces; i++ )
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{
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WORD wFace0 = pIndices[3*i+0];
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WORD wFace1 = pIndices[3*i+1];
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WORD wFace2 = pIndices[3*i+2];
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D3DXVECTOR3 v0 = pVertices[wFace0].p;
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D3DXVECTOR3 v1 = pVertices[wFace1].p;
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D3DXVECTOR3 v2 = pVertices[wFace2].p;
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// Transform vertices or transform light?
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D3DXVECTOR3 vNormal;
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D3DXVec3Cross( &vNormal, &(v2-v1), &(v1-v0) );
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if( D3DXVec3Dot( &vNormal, &vLight ) >= 0.0f )
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{
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AddEdge( pEdges, dwNumEdges, wFace0, wFace1 );
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AddEdge( pEdges, dwNumEdges, wFace1, wFace2 );
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AddEdge( pEdges, dwNumEdges, wFace2, wFace0 );
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}
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}
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for( i=0; i<dwNumEdges; i++ )
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{
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D3DXVECTOR3 v1 = pVertices[pEdges[2*i+0]].p;
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D3DXVECTOR3 v2 = pVertices[pEdges[2*i+1]].p;
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D3DXVECTOR3 v3 = v1 - vLight*10;
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D3DXVECTOR3 v4 = v2 - vLight*10;
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// Add a quad (two triangles) to the vertex list
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m_pVertices[m_dwNumVertices++] = v1;
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m_pVertices[m_dwNumVertices++] = v2;
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m_pVertices[m_dwNumVertices++] = v3;
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m_pVertices[m_dwNumVertices++] = v2;
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m_pVertices[m_dwNumVertices++] = v4;
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m_pVertices[m_dwNumVertices++] = v3;
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}
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// Delete the temporary edge list
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delete[] pEdges;
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// Unlock the geometry buffers
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pMesh->UnlockVertexBuffer();
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pMesh->UnlockIndexBuffer();
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: CMyD3DApplication()
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// Desc: Application constructor. Sets attributes for the app.
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//-----------------------------------------------------------------------------
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CMyD3DApplication::CMyD3DApplication()
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{
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m_strWindowTitle = _T("ShadowVolume: RealTime Shadows Using The StencilBuffer");
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m_bUseDepthBuffer = TRUE;
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m_dwMinDepthBits = 16;
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m_dwMinStencilBits = 4;
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m_bShowCursorWhenFullscreen = TRUE;
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m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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m_pAirplane = new CD3DMesh();
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m_pTerrainObject = new CD3DMesh();
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m_pShadowVolume = NULL;
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m_pBigSquareVB = NULL;
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}
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//-----------------------------------------------------------------------------
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// Name: OneTimeSceneInit()
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// Desc: Called during initial app startup, this function performs all the
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// permanent initialization.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::OneTimeSceneInit()
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{
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// Construct a shadow volume object;
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m_pShadowVolume = new ShadowVolume();
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// Set cursor to indicate that user can move the object with the mouse
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#ifdef _WIN64
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SetClassLongPtr( m_hWnd, GCLP_HCURSOR, (LONG_PTR)LoadCursor( NULL, IDC_SIZEALL ) );
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#else
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SetClassLong( m_hWnd, GCL_HCURSOR, (LONG)LoadCursor( NULL, IDC_SIZEALL ) );
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#endif
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FrameMove()
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// Desc: Called once per frame, the call is the entry point for animating
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// the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::FrameMove()
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{
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// Setup the world spin matrix
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D3DXMatrixTranslation( &m_matTerrainMatrix, 0.0f, 0.0f, 0.0f );
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// Setup viewing postion from ArcBall
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m_matObjectMatrix = *m_ArcBall.GetRotationMatrix();
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D3DXMatrixMultiply( &m_matObjectMatrix, &m_matObjectMatrix, m_ArcBall.GetTranslationMatrix() );
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// Move the light
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FLOAT Lx = 5;
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FLOAT Ly = 5;
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FLOAT Lz = -5;
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D3DLIGHT8 light;
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D3DUtil_InitLight( light, D3DLIGHT_POINT, Lx, Ly, Lz );
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light.Attenuation0 = 0.9f;
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light.Attenuation1 = 0.0f;
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m_pd3dDevice->SetLight( 0, &light );
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// Transform the light vector to be in object space
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D3DXVECTOR3 vLight;
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D3DXMATRIX m;
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D3DXMatrixInverse( &m, NULL, &m_matObjectMatrix );
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vLight.x = Lx*m._11 + Ly*m._21 + Lz*m._31 + m._41;
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vLight.y = Lx*m._12 + Ly*m._22 + Lz*m._32 + m._42;
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vLight.z = Lx*m._13 + Ly*m._23 + Lz*m._33 + m._43;
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// Build the shadow volume
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m_pShadowVolume->Reset();
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m_pShadowVolume->BuildFromMesh( m_pAirplane->GetSysMemMesh(), vLight );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: RenderShadow()
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::RenderShadow()
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{
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// Disable z-buffer writes (note: z-testing still occurs), and enable the
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// stencil-buffer
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m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
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// Dont bother with interpolating color
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m_pd3dDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT );
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// Set up stencil compare fuction, reference value, and masks.
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// Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true.
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// Note: since we set up the stencil-test to always pass, the STENCILFAIL
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// renderstate is really not needed.
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m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
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// If ztest passes, inc/decrement stencil buffer value
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m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0x1 );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0xffffffff );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_INCR );
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// Make sure that no pixels get drawn to the frame buffer
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m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
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m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
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// Draw front-side of shadow volume in stencil/z only
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
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m_pShadowVolume->Render( m_pd3dDevice );
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// Now reverse cull order so back sides of shadow volume are written.
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m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
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// Decrement stencil buffer value
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m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_DECR );
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// Draw back-side of shadow volume in stencil/z only
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
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m_pShadowVolume->Render( m_pd3dDevice );
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// Restore render states
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m_pd3dDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_GOURAUD );
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m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
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m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: DrawShadow()
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// Desc: Draws a big gray polygon over scene according to the mask in the
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// stencil buffer. (Any pixel with stencil==1 is in the shadow.)
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::DrawShadow()
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{
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// Set renderstates (disable z-buffering, enable stencil, disable fog, and
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// turn on alphablending)
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m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
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m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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// Only write where stencil val >= 1 (count indicates # of shadows that
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// overlap that pixel)
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m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0x1 );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_LESSEQUAL );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
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// Draw a big, gray square
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m_pd3dDevice->SetVertexShader( D3DFVF_SHADOWVERTEX );
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m_pd3dDevice->SetStreamSource( 0, m_pBigSquareVB, sizeof(SHADOWVERTEX) );
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
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// Restore render states
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m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, TRUE );
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m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: Render()
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// Desc: Called once per frame, the call is the entry point for 3d
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// rendering. This function sets up render states, clears the
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// viewport, and renders the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::Render()
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{
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// Clear the viewport, zbuffer, and stencil buffer
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m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL,
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0xff0000ff, 1.0f, 0L );
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// Begin the scene
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if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
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{
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matTerrainMatrix );
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m_pTerrainObject->Render( m_pd3dDevice );
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
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m_pAirplane->Render( m_pd3dDevice );
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/*
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// Draw shadow volume
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|
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
|
|
m_pShadowVolume->Render( m_pd3dDevice );
|
|
*/
|
|
|
|
// Render the shadow volume into the stenicl buffer, then add it into
|
|
// the scene
|
|
RenderShadow();
|
|
DrawShadow();
|
|
|
|
// 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()
|
|
{
|
|
// Initialize the font's internal textures
|
|
m_pFont->InitDeviceObjects( m_pd3dDevice );
|
|
|
|
// Load an object to cast the shadow
|
|
if( FAILED( m_pAirplane->Create( m_pd3dDevice, _T("airplane 2.x") ) ) )
|
|
return D3DAPPERR_MEDIANOTFOUND;
|
|
|
|
// Load some terrain
|
|
if( FAILED( m_pTerrainObject->Create( m_pd3dDevice, _T("SeaFloor.x") ) ) )
|
|
return D3DAPPERR_MEDIANOTFOUND;
|
|
|
|
// Set a reasonable vertex type
|
|
m_pAirplane->SetFVF( m_pd3dDevice, D3DFVF_VERTEX );
|
|
m_pTerrainObject->SetFVF( m_pd3dDevice, D3DFVF_VERTEX );
|
|
|
|
// Tweak the terrain vertices
|
|
{
|
|
LPDIRECT3DVERTEXBUFFER8 pVB;
|
|
VERTEX* pVertices;
|
|
DWORD dwNumVertices = m_pTerrainObject->GetSysMemMesh()->GetNumVertices();
|
|
|
|
// Lock the vertex buffer to access the terrain geometry
|
|
m_pTerrainObject->GetSysMemMesh()->GetVertexBuffer( &pVB );
|
|
pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 );
|
|
|
|
// Add some more bumpiness to the terrain object
|
|
for( DWORD i=0; i<dwNumVertices; i++ )
|
|
{
|
|
pVertices[i].p.y += 1*(rand()/(FLOAT)RAND_MAX);
|
|
pVertices[i].p.y += 2*(rand()/(FLOAT)RAND_MAX);
|
|
pVertices[i].p.y += 1*(rand()/(FLOAT)RAND_MAX);
|
|
}
|
|
|
|
// Release the vertex buffer
|
|
pVB->Unlock();
|
|
pVB->Release();
|
|
}
|
|
|
|
// Create a big square for rendering the stencilbuffer contents
|
|
if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(SHADOWVERTEX),
|
|
D3DUSAGE_WRITEONLY, D3DFVF_SHADOWVERTEX,
|
|
D3DPOOL_MANAGED, &m_pBigSquareVB ) ) )
|
|
return E_FAIL;
|
|
|
|
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();
|
|
|
|
// Initialize the vertex buffers for the file-based objects
|
|
m_pAirplane->RestoreDeviceObjects( m_pd3dDevice );
|
|
m_pTerrainObject->RestoreDeviceObjects( m_pd3dDevice );
|
|
|
|
// Create and set up the shine materials w/ textures
|
|
D3DMATERIAL8 mtrl;
|
|
D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f );
|
|
m_pd3dDevice->SetMaterial( &mtrl );
|
|
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
|
|
|
|
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
|
|
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
|
|
m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
|
|
|
|
// Set the transform matrices
|
|
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 10.0f, -20.0f );
|
|
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, 100.0f );
|
|
|
|
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
|
|
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
|
|
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
|
|
|
|
// Turn on fog
|
|
FLOAT fFogStart = 30.0f;
|
|
FLOAT fFogEnd = 80.0f;
|
|
m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, TRUE );
|
|
m_pd3dDevice->SetRenderState( D3DRS_FOGCOLOR, 0xff0000ff );
|
|
m_pd3dDevice->SetRenderState( D3DRS_FOGTABLEMODE, D3DFOG_NONE );
|
|
m_pd3dDevice->SetRenderState( D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR );
|
|
m_pd3dDevice->SetRenderState( D3DRS_RANGEFOGENABLE, FALSE );
|
|
m_pd3dDevice->SetRenderState( D3DRS_FOGSTART, FtoDW(fFogStart) );
|
|
m_pd3dDevice->SetRenderState( D3DRS_FOGEND, FtoDW(fFogEnd) );
|
|
|
|
// Set the ArcBall parameters
|
|
m_ArcBall.SetWindow( m_d3dsdBackBuffer.Width, m_d3dsdBackBuffer.Height, 2.0f );
|
|
m_ArcBall.SetRadius( 5.0f );
|
|
|
|
m_pd3dDevice->LightEnable( 0, TRUE );
|
|
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
|
|
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00303030 );
|
|
|
|
// Set the size of the big square shadow
|
|
SHADOWVERTEX* v;
|
|
FLOAT sx = (FLOAT)m_d3dsdBackBuffer.Width;
|
|
FLOAT sy = (FLOAT)m_d3dsdBackBuffer.Height;
|
|
m_pBigSquareVB->Lock( 0, 0, (BYTE**)&v, 0 );
|
|
v[0].p = D3DXVECTOR4( 0, sy, 0.0f, 1.0f );
|
|
v[1].p = D3DXVECTOR4( 0, 0, 0.0f, 1.0f );
|
|
v[2].p = D3DXVECTOR4( sx, sy, 0.0f, 1.0f );
|
|
v[3].p = D3DXVECTOR4( sx, 0, 0.0f, 1.0f );
|
|
v[0].color = 0x7f000000;
|
|
v[1].color = 0x7f000000;
|
|
v[2].color = 0x7f000000;
|
|
v[3].color = 0x7f000000;
|
|
m_pBigSquareVB->Unlock();
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: InvalidateDeviceObjects()
|
|
// Desc: Called when the device-dependent objects are about to be lost.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
|
|
{
|
|
m_pFont->InvalidateDeviceObjects();
|
|
m_pAirplane->InvalidateDeviceObjects();
|
|
m_pTerrainObject->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();
|
|
m_pAirplane->Destroy();
|
|
m_pTerrainObject->Destroy();
|
|
|
|
SAFE_RELEASE( m_pBigSquareVB );
|
|
|
|
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_pAirplane );
|
|
SAFE_DELETE( m_pTerrainObject );
|
|
SAFE_DELETE( m_pShadowVolume );
|
|
|
|
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 )
|
|
{
|
|
// Make sure device supports point lights
|
|
if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
|
|
(dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
|
|
{
|
|
if( 0 == ( pCaps->VertexProcessingCaps & D3DVTXPCAPS_POSITIONALLIGHTS ) )
|
|
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 )
|
|
{
|
|
// Pass mouse messages to the ArcBall so it can build internal matrices
|
|
m_ArcBall.HandleMouseMessages( hWnd, uMsg, wParam, lParam );
|
|
|
|
// Trap the context menu
|
|
if( WM_CONTEXTMENU == uMsg )
|
|
return 0;
|
|
|
|
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
|
|
}
|
|
|
|
|
|
|