Files
Client/Library/dxx8/samples/Multimedia/Direct3D/StencilBuffer/ShadowVolume/ShadowVolume.cpp
LGram16 e067522598 Initial commit: ROW Client source code
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>
2025-11-29 16:24:34 +09:00

719 lines
24 KiB
C++

//-----------------------------------------------------------------------------
// File: ShadowVolume.cpp
//
// Desc: Example code showing how to use stencil buffers to implement shadow
// volumes.
//
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <math.h>
#include <stdio.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DUtil.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "DXUtil.h"
//-----------------------------------------------------------------------------
// External definitions and prototypes
//-----------------------------------------------------------------------------
inline DWORD FtoDW( FLOAT f ) { return *((DWORD*)&f); }
struct VERTEX
{
D3DXVECTOR3 p;
D3DXVECTOR3 n;
FLOAT tu, tv;
};
struct SHADOWVERTEX
{
D3DXVECTOR4 p;
D3DCOLOR color;
};
#define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
#define D3DFVF_SHADOWVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
//-----------------------------------------------------------------------------
// Name: struct ShadowVolume
// Desc: A shadow volume object
//-----------------------------------------------------------------------------
class ShadowVolume
{
D3DXVECTOR3 m_pVertices[32000]; // Vertex data for rendering shadow volume
DWORD m_dwNumVertices;
public:
VOID Reset() { m_dwNumVertices = 0L; }
HRESULT BuildFromMesh( LPD3DXMESH pObject, D3DXVECTOR3 vLight );
HRESULT Render( LPDIRECT3DDEVICE8 pd3dDevice );
};
//-----------------------------------------------------------------------------
// 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;
CD3DArcBall m_ArcBall;
CD3DMesh* m_pAirplane;
CD3DMesh* m_pTerrainObject;
ShadowVolume* m_pShadowVolume;
D3DXMATRIX m_matObjectMatrix;
D3DXMATRIX m_matTerrainMatrix;
LPDIRECT3DVERTEXBUFFER8 m_pBigSquareVB;
HRESULT DrawShadow();
HRESULT RenderShadow();
HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
public:
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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:
// Desc:
//-----------------------------------------------------------------------------
HRESULT ShadowVolume::Render( LPDIRECT3DDEVICE8 pd3dDevice )
{
pd3dDevice->SetVertexShader( D3DFVF_XYZ );
return pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLELIST, m_dwNumVertices/3,
m_pVertices, sizeof(D3DXVECTOR3) );
}
//-----------------------------------------------------------------------------
// Name: AddEdge()
// Desc: Adds an edge to a list of silohuette edges of a shadow volume.
//-----------------------------------------------------------------------------
VOID AddEdge( WORD* pEdges, DWORD& dwNumEdges, WORD v0, WORD v1 )
{
// Remove interior edges (which appear in the list twice)
for( DWORD i=0; i < dwNumEdges; i++ )
{
if( ( pEdges[2*i+0] == v0 && pEdges[2*i+1] == v1 ) ||
( pEdges[2*i+0] == v1 && pEdges[2*i+1] == v0 ) )
{
if( dwNumEdges > 1 )
{
pEdges[2*i+0] = pEdges[2*(dwNumEdges-1)+0];
pEdges[2*i+1] = pEdges[2*(dwNumEdges-1)+1];
}
dwNumEdges--;
return;
}
}
pEdges[2*dwNumEdges+0] = v0;
pEdges[2*dwNumEdges+1] = v1;
dwNumEdges++;
}
//-----------------------------------------------------------------------------
// Name: BuildFromMesh()
// Desc: Takes a mesh as input, and uses it to build a shadowvolume. The
// technique used considers each triangle of the mesh, and adds it's
// edges to a temporary list. The edge list is maintained, such that
// only silohuette edges are kept. Finally, the silohuette edges are
// extruded to make the shadow volume vertex list.
//-----------------------------------------------------------------------------
HRESULT ShadowVolume::BuildFromMesh( LPD3DXMESH pMesh, D3DXVECTOR3 vLight )
{
// Note: the MESHVERTEX format depends on the FVF of the mesh
struct MESHVERTEX { D3DXVECTOR3 p, n; FLOAT tu, tv; };
DWORD dwFVF = pMesh->GetFVF();
MESHVERTEX* pVertices;
WORD* pIndices;
// Lock the geometry buffers
pMesh->LockVertexBuffer( 0L, (BYTE**)&pVertices );
pMesh->LockIndexBuffer( 0L, (BYTE**)&pIndices );
DWORD dwNumVertices = pMesh->GetNumVertices();
DWORD dwNumFaces = pMesh->GetNumFaces();
// Allocate a temporary edge list
WORD* pEdges = new WORD[dwNumFaces*6];
DWORD dwNumEdges = 0;
// For each face
for( DWORD i=0; i<dwNumFaces; i++ )
{
WORD wFace0 = pIndices[3*i+0];
WORD wFace1 = pIndices[3*i+1];
WORD wFace2 = pIndices[3*i+2];
D3DXVECTOR3 v0 = pVertices[wFace0].p;
D3DXVECTOR3 v1 = pVertices[wFace1].p;
D3DXVECTOR3 v2 = pVertices[wFace2].p;
// Transform vertices or transform light?
D3DXVECTOR3 vNormal;
D3DXVec3Cross( &vNormal, &(v2-v1), &(v1-v0) );
if( D3DXVec3Dot( &vNormal, &vLight ) >= 0.0f )
{
AddEdge( pEdges, dwNumEdges, wFace0, wFace1 );
AddEdge( pEdges, dwNumEdges, wFace1, wFace2 );
AddEdge( pEdges, dwNumEdges, wFace2, wFace0 );
}
}
for( i=0; i<dwNumEdges; i++ )
{
D3DXVECTOR3 v1 = pVertices[pEdges[2*i+0]].p;
D3DXVECTOR3 v2 = pVertices[pEdges[2*i+1]].p;
D3DXVECTOR3 v3 = v1 - vLight*10;
D3DXVECTOR3 v4 = v2 - vLight*10;
// Add a quad (two triangles) to the vertex list
m_pVertices[m_dwNumVertices++] = v1;
m_pVertices[m_dwNumVertices++] = v2;
m_pVertices[m_dwNumVertices++] = v3;
m_pVertices[m_dwNumVertices++] = v2;
m_pVertices[m_dwNumVertices++] = v4;
m_pVertices[m_dwNumVertices++] = v3;
}
// Delete the temporary edge list
delete[] pEdges;
// Unlock the geometry buffers
pMesh->UnlockVertexBuffer();
pMesh->UnlockIndexBuffer();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
m_strWindowTitle = _T("ShadowVolume: RealTime Shadows Using The StencilBuffer");
m_bUseDepthBuffer = TRUE;
m_dwMinDepthBits = 16;
m_dwMinStencilBits = 4;
m_bShowCursorWhenFullscreen = TRUE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pAirplane = new CD3DMesh();
m_pTerrainObject = new CD3DMesh();
m_pShadowVolume = NULL;
m_pBigSquareVB = NULL;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
// Construct a shadow volume object;
m_pShadowVolume = new ShadowVolume();
// 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: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
// Setup the world spin matrix
D3DXMatrixTranslation( &m_matTerrainMatrix, 0.0f, 0.0f, 0.0f );
// Setup viewing postion from ArcBall
m_matObjectMatrix = *m_ArcBall.GetRotationMatrix();
D3DXMatrixMultiply( &m_matObjectMatrix, &m_matObjectMatrix, m_ArcBall.GetTranslationMatrix() );
// Move the light
FLOAT Lx = 5;
FLOAT Ly = 5;
FLOAT Lz = -5;
D3DLIGHT8 light;
D3DUtil_InitLight( light, D3DLIGHT_POINT, Lx, Ly, Lz );
light.Attenuation0 = 0.9f;
light.Attenuation1 = 0.0f;
m_pd3dDevice->SetLight( 0, &light );
// Transform the light vector to be in object space
D3DXVECTOR3 vLight;
D3DXMATRIX m;
D3DXMatrixInverse( &m, NULL, &m_matObjectMatrix );
vLight.x = Lx*m._11 + Ly*m._21 + Lz*m._31 + m._41;
vLight.y = Lx*m._12 + Ly*m._22 + Lz*m._32 + m._42;
vLight.z = Lx*m._13 + Ly*m._23 + Lz*m._33 + m._43;
// Build the shadow volume
m_pShadowVolume->Reset();
m_pShadowVolume->BuildFromMesh( m_pAirplane->GetSysMemMesh(), vLight );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RenderShadow()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RenderShadow()
{
// Disable z-buffer writes (note: z-testing still occurs), and enable the
// stencil-buffer
m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
// Dont bother with interpolating color
m_pd3dDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT );
// Set up stencil compare fuction, reference value, and masks.
// Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true.
// Note: since we set up the stencil-test to always pass, the STENCILFAIL
// renderstate is really not needed.
m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
m_pd3dDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
m_pd3dDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
// If ztest passes, inc/decrement stencil buffer value
m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0x1 );
m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0xffffffff );
m_pd3dDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );
m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_INCR );
// Make sure that no pixels get drawn to the frame buffer
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
// Draw front-side of shadow volume in stencil/z only
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
m_pShadowVolume->Render( m_pd3dDevice );
// Now reverse cull order so back sides of shadow volume are written.
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
// Decrement stencil buffer value
m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_DECR );
// Draw back-side of shadow volume in stencil/z only
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
m_pShadowVolume->Render( m_pd3dDevice );
// Restore render states
m_pd3dDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_GOURAUD );
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DrawShadow()
// Desc: Draws a big gray polygon over scene according to the mask in the
// stencil buffer. (Any pixel with stencil==1 is in the shadow.)
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DrawShadow()
{
// Set renderstates (disable z-buffering, enable stencil, disable fog, and
// turn on alphablending)
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
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_ALPHAARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
// Only write where stencil val >= 1 (count indicates # of shadows that
// overlap that pixel)
m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0x1 );
m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_LESSEQUAL );
m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
// Draw a big, gray square
m_pd3dDevice->SetVertexShader( D3DFVF_SHADOWVERTEX );
m_pd3dDevice->SetStreamSource( 0, m_pBigSquareVB, sizeof(SHADOWVERTEX) );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
// Restore render states
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
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, zbuffer, and stencil buffer
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL,
0xff0000ff, 1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matTerrainMatrix );
m_pTerrainObject->Render( m_pd3dDevice );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matObjectMatrix );
m_pAirplane->Render( m_pd3dDevice );
/*
// Draw shadow volume
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 );
}