Files
Client/Library/dxx8/samples/Multimedia/Direct3D/StencilBuffer/StencilDepth/StencilDepth.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

442 lines
15 KiB
C++

//-----------------------------------------------------------------------------
// File: StencilDepth.cpp
//
// Desc: Example code showing how to use stencil buffers to show the depth
// complexity of a scene.
//
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// 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;
BOOL m_bShowDepthComplexity;
CD3DFile* m_pFileObject;
LPDIRECT3DVERTEXBUFFER8 m_pBigSquareVB;
VOID SetStatesForRecordingDepthComplexity();
VOID ShowDepthComplexity();
HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
D3DXMATRIX m_matWorldMatrix;
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: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
m_strWindowTitle = _T("StencilDepth: Displaying Depth Complexity");
m_bUseDepthBuffer = TRUE;
m_dwMinDepthBits = 16;
m_dwMinStencilBits = 4;
m_bShowDepthComplexity = TRUE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pFileObject = new CD3DFile();
m_pBigSquareVB = NULL;
D3DXMatrixIdentity( &m_matWorldMatrix );
}
//-----------------------------------------------------------------------------
// 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()
{
// Setup the world spin matrix
D3DXMatrixRotationAxis( &m_matWorldMatrix, &D3DXVECTOR3(1.0f,1.0f,0.0f), m_fTime/2 );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: SetStatesForRecordingDepthComplexity()
// Desc: Turns on stencil and other states for recording the depth complexity
// during the rendering of a scene.
//-----------------------------------------------------------------------------
VOID CMyD3DApplication::SetStatesForRecordingDepthComplexity()
{
// Clear the stencil buffer
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_STENCIL, 0x0, 1.0f, 0L );
// Turn stenciling
m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0 );
m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x00000000 );
m_pd3dDevice->SetRenderState( D3DRS_STENCILWRITEMASK,0xffffffff );
// Increment the stencil buffer for each pixel drawn
m_pd3dDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_INCRSAT );
m_pd3dDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT );
}
//-----------------------------------------------------------------------------
// Name: ShowDepthComplexity()
// Desc: Draws the contents of the stencil buffer in false color. Use alpha
// blending of one red, one green, and one blue rectangle to do false
// coloring of bits 1, 2, and 4 in the stencil buffer.
//-----------------------------------------------------------------------------
VOID CMyD3DApplication::ShowDepthComplexity()
{
// Turn off the buffer, and enable alpha blending
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCCOLOR );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR );
// Set up the stencil states
m_pd3dDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
m_pd3dDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
m_pd3dDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
m_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_NOTEQUAL );
m_pd3dDevice->SetRenderState( D3DRS_STENCILREF, 0 );
// Set the background to black
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET, 0x00000000, 1.0f, 0L );
// Set render states for drawing a rectangle that covers the viewport.
// The color of the rectangle will be passed in D3DRS_TEXTUREFACTOR
m_pd3dDevice->SetVertexShader( D3DFVF_XYZRHW );
m_pd3dDevice->SetStreamSource( 0, m_pBigSquareVB, sizeof(D3DXVECTOR4) );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TFACTOR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
// Draw a red rectangle wherever the 1st stencil bit is set
m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x01 );
m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xffff0000 );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
// Draw a green rectangle wherever the 2nd stencil bit is set
m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x02 );
m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xff00ff00 );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
// Draw a blue rectangle wherever the 3rd stencil bit is set
m_pd3dDevice->SetRenderState( D3DRS_STENCILMASK, 0x04 );
m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, 0xff0000ff );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
// Restore states
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->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
}
//-----------------------------------------------------------------------------
// 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|D3DCLEAR_ZBUFFER, 0x000000ff,
1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
if( m_bShowDepthComplexity )
SetStatesForRecordingDepthComplexity();
// Render the scene
m_pFileObject->Render( m_pd3dDevice, &m_matWorldMatrix );
// Show the depth complexity of the scene
if( m_bShowDepthComplexity )
ShowDepthComplexity();
// 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 a .X file
if( FAILED( m_pFileObject->Create( m_pd3dDevice, _T("Heli.x") ) ) )
return D3DAPPERR_MEDIANOTFOUND;
// Create a big square for rendering the stencilbuffer contents
if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(D3DXVECTOR4),
D3DUSAGE_WRITEONLY, D3DFVF_XYZRHW,
D3DPOOL_MANAGED, &m_pBigSquareVB ) ) )
return E_FAIL;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
HRESULT hr;
m_pFont->RestoreDeviceObjects();
if( FAILED( hr = m_pFileObject->RestoreDeviceObjects( m_pd3dDevice ) ) )
return hr;
// Setup textures (the .X file may have textures)
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_DITHERENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_COLORVERTEX, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00000000 );
// Set the transform matrices
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f,-15.0f );
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matWorld, matView, matProj;
D3DXMatrixIdentity( &m_matWorldMatrix );
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_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Setup a material
D3DMATERIAL8 mtrl;
D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f );
m_pd3dDevice->SetMaterial( &mtrl );
D3DLIGHT8 light;
D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, 0.0f, -1.0f, 0.0f );
m_pd3dDevice->SetLight( 0, &light );
m_pd3dDevice->LightEnable( 0, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
// Resize the quad used to render the stencilbuffer contents
D3DXVECTOR4* v;
FLOAT sx = (FLOAT)m_d3dsdBackBuffer.Width;
FLOAT sy = (FLOAT)m_d3dsdBackBuffer.Height;
m_pBigSquareVB->Lock( 0, 0, (BYTE**)&v, 0 );
v[0] = D3DXVECTOR4( 0, sy, 0.0f, 1.0f );
v[1] = D3DXVECTOR4( 0, 0, 0.0f, 1.0f );
v[2] = D3DXVECTOR4( sx, sy, 0.0f, 1.0f );
v[3] = D3DXVECTOR4( sx, 0, 0.0f, 1.0f );
m_pBigSquareVB->Unlock();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_pFont->InvalidateDeviceObjects();
m_pFileObject->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_pFileObject->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_pFileObject );
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 directional lights
if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
(dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
{
if( 0 == ( pCaps->VertexProcessingCaps & D3DVTXPCAPS_DIRECTIONALLIGHTS ) )
return E_FAIL;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Overrrides the main WndProc, so the sample can do custom message
// handling (e.g. processing mouse, keyboard, or menu commands).
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
LPARAM lParam )
{
if( WM_COMMAND == uMsg )
{
switch( LOWORD(wParam) )
{
case IDM_SHOWDEPTHCOMPLEXITY:
m_bShowDepthComplexity = !m_bShowDepthComplexity;
CheckMenuItem( GetMenu(hWnd), IDM_SHOWDEPTHCOMPLEXITY,
m_bShowDepthComplexity ? MF_CHECKED : MF_UNCHECKED );
break;
}
}
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}