Files
Client/Library/dxx8/samples/Multimedia/Direct3D/Billboard/billboard.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

566 lines
19 KiB
C++

//-----------------------------------------------------------------------------
// File: Billboard.cpp
//
// Desc: Example code showing how to do billboarding. The sample uses
// billboarding to draw some trees.
//
// Note: This implementation is for billboards that are fixed to rotate
// about the Y-axis, which is good for things like trees. For
// unconstrained billboards, like explosions in a flight sim, the
// technique is the same, but the the billboards are positioned slightly
// differently. Try using the inverse of the view matrix, TL-vertices, or
// some other technique.
//
// Copyright (c) 1995-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <basetsd.h>
#include <stdio.h>
#include <math.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
//-----------------------------------------------------------------------------
// Defines, constants, and global variables
//-----------------------------------------------------------------------------
#define NUM_TREES 500
// Need global access to the eye direction used by the callback to sort trees
D3DXVECTOR3 g_vDir;
// Simple function to define "hilliness" for terrain
inline FLOAT HeightField( FLOAT x, FLOAT y )
{
return 9*(cosf(x/20+0.2f)*cosf(y/15-0.2f)+1.0f);
}
// Custom vertex type for the trees
struct TREEVERTEX
{
D3DXVECTOR3 p; // Vertex position
DWORD color; // Vertex color
FLOAT tu, tv; // Vertex texture coordinates
};
#define D3DFVF_TREEVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
// Tree textures to use
TCHAR* g_strTreeTextures[] =
{
_T("Tree02S.tga"),
_T("Tree35S.tga"),
_T("Tree01S.tga"),
};
#define NUMTREETEXTURES 3
//-----------------------------------------------------------------------------
// Name: Tree
// Desc: Simple structure to hold data for rendering a tree
//-----------------------------------------------------------------------------
struct Tree
{
TREEVERTEX v[4]; // Four corners of billboard quad
D3DXVECTOR3 vPos; // Origin of tree
DWORD dwTreeTexture; // Which texture map to use
DWORD dwOffset; // Offset into vertex buffer of tree's vertices
};
//-----------------------------------------------------------------------------
// 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; // Font for drawing text
CD3DMesh* m_pTerrain; // Terrain object
CD3DMesh* m_pSkyBox; // Skybox background object
LPDIRECT3DVERTEXBUFFER8 m_pTreeVB; // Vertex buffer for rendering a tree
LPDIRECT3DTEXTURE8 m_pTreeTextures[NUMTREETEXTURES]; // Tree images
D3DXMATRIX m_matBillboardMatrix; // Used for billboard orientation
Tree m_Trees[NUM_TREES]; // Array of tree info
HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
HRESULT DrawBackground();
HRESULT DrawTrees();
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT FinalCleanup();
HRESULT Render();
HRESULT FrameMove();
public:
CMyD3DApplication();
};
CMyD3DApplication g_d3dApp;
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point to the program. Initializes everything, and goes into a
// message-processing loop. Idle time is used to render the scene.
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
if( FAILED( g_d3dApp.Create( hInst ) ) )
return 0;
return g_d3dApp.Run();
}
//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
m_strWindowTitle = _T("Billboard: D3D Billboarding Example");
m_bUseDepthBuffer = TRUE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pSkyBox = new CD3DMesh();
m_pTerrain = new CD3DMesh();
m_pTreeVB = NULL;
for( DWORD i=0; i<NUMTREETEXTURES; i++ )
m_pTreeTextures[i] = NULL;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
// Initialize the tree data
for( WORD i=0; i<NUM_TREES; i++ )
{
// Position the trees randomly
FLOAT fTheta = 2.0f*D3DX_PI*(FLOAT)rand()/RAND_MAX;
FLOAT fRadius = 25.0f + 55.0f * (FLOAT)rand()/RAND_MAX;
m_Trees[i].vPos.x = fRadius * sinf(fTheta);
m_Trees[i].vPos.z = fRadius * cosf(fTheta);
m_Trees[i].vPos.y = HeightField( m_Trees[i].vPos.x, m_Trees[i].vPos.z );
// Size the trees randomly
FLOAT fWidth = 1.0f + 0.2f * (FLOAT)(rand()-rand())/RAND_MAX;
FLOAT fHeight = 1.4f + 0.4f * (FLOAT)(rand()-rand())/RAND_MAX;
// Each tree is a random color between red and green
DWORD r = (255-190) + (DWORD)(190*(FLOAT)(rand())/RAND_MAX);
DWORD g = (255-190) + (DWORD)(190*(FLOAT)(rand())/RAND_MAX);
DWORD b = 0;
DWORD dwColor = 0xff000000 + (r<<16) + (g<<8) + (b<<0);
m_Trees[i].v[0].p = D3DXVECTOR3(-fWidth, 0*fHeight, 0.0f );
m_Trees[i].v[0].color = dwColor;
m_Trees[i].v[0].tu = 0.0f; m_Trees[i].v[0].tv = 1.0f;
m_Trees[i].v[1].p = D3DXVECTOR3(-fWidth, 2*fHeight, 0.0f );
m_Trees[i].v[1].color = dwColor;
m_Trees[i].v[1].tu = 0.0f; m_Trees[i].v[1].tv = 0.0f;
m_Trees[i].v[2].p = D3DXVECTOR3( fWidth, 0*fHeight, 0.0f );
m_Trees[i].v[2].color = dwColor;
m_Trees[i].v[2].tu = 1.0f; m_Trees[i].v[2].tv = 1.0f;
m_Trees[i].v[3].p = D3DXVECTOR3( fWidth, 2*fHeight, 0.0f );
m_Trees[i].v[3].color = dwColor;
m_Trees[i].v[3].tu = 1.0f; m_Trees[i].v[3].tv = 0.0f;
// Pick a random texture for the tree
m_Trees[i].dwTreeTexture = (DWORD)( ( NUMTREETEXTURES * rand() ) / (FLOAT)RAND_MAX );
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: TreeSortCB()
// Desc: Callback function for sorting trees in back-to-front order
//-----------------------------------------------------------------------------
int TreeSortCB( const VOID* arg1, const VOID* arg2 )
{
Tree* p1 = (Tree*)arg1;
Tree* p2 = (Tree*)arg2;
FLOAT d1 = p1->vPos.x * g_vDir.x + p1->vPos.z * g_vDir.z;
FLOAT d2 = p2->vPos.x * g_vDir.x + p2->vPos.z * g_vDir.z;
if (d1 < d2)
return +1;
return -1;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
// Get the eye and lookat points from the camera's path
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXVECTOR3 vEyePt;
D3DXVECTOR3 vLookatPt;
vEyePt.x = 30.0f*cosf( 0.8f * ( m_fTime ) );
vEyePt.z = 30.0f*sinf( 0.8f * ( m_fTime ) );
vEyePt.y = 4 + HeightField( vEyePt.x, vEyePt.z );
vLookatPt.x = 30.0f*cosf( 0.8f * ( m_fTime + 0.5f ) );
vLookatPt.z = 30.0f*sinf( 0.8f * ( m_fTime + 0.5f ) );
vLookatPt.y = vEyePt.y - 1.0f;
// Set the app view matrix for normal viewing
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
// Set up a rotation matrix to orient the billboard towards the camera.
D3DXVECTOR3 vDir = vLookatPt - vEyePt;
if( vDir.x > 0.0f )
D3DXMatrixRotationY( &m_matBillboardMatrix, -atanf(vDir.z/vDir.x)+D3DX_PI/2 );
else
D3DXMatrixRotationY( &m_matBillboardMatrix, -atanf(vDir.z/vDir.x)-D3DX_PI/2 );
// Sort trees in back-to-front order
g_vDir = vDir;
qsort( m_Trees, NUM_TREES, sizeof(Tree), TreeSortCB );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DrawTrees()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DrawTrees()
{
// Set diffuse blending for alpha set in vertices.
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
// Enable alpha testing (skips pixels with less than a certain alpha.)
if( m_d3dCaps.AlphaCmpCaps & D3DPCMPCAPS_GREATEREQUAL )
{
m_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHAREF, 0x08 );
m_pd3dDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
}
// Loop through and render all trees
m_pd3dDevice->SetStreamSource( 0, m_pTreeVB, sizeof(TREEVERTEX) );
m_pd3dDevice->SetVertexShader( D3DFVF_TREEVERTEX );
for( DWORD i=0; i<NUM_TREES; i++ )
{
// Set the tree texture
m_pd3dDevice->SetTexture( 0, m_pTreeTextures[m_Trees[i].dwTreeTexture] );
// Translate the billboard into place
m_matBillboardMatrix._41 = m_Trees[i].vPos.x;
m_matBillboardMatrix._42 = m_Trees[i].vPos.y;
m_matBillboardMatrix._43 = m_Trees[i].vPos.z;
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matBillboardMatrix );
// Render the billboard
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, m_Trees[i].dwOffset, 2 );
}
// Restore state
D3DXMATRIX matWorld;
D3DXMatrixIdentity( &matWorld );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, FALSE );
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
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
// Render the Skybox
{
// Center view matrix for skybox and disable zbuffer
D3DXMATRIX matView, matViewSave;
m_pd3dDevice->GetTransform( D3DTS_VIEW, &matViewSave );
matView = matViewSave;
matView._41 = 0.0f; matView._42 = -0.3f; matView._43 = 0.0f;
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
// Some cards do not disable writing to Z when
// D3DRS_ZENABLE is FALSE. So do it explicitly
m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
// Render the skybox
m_pSkyBox->Render( m_pd3dDevice );
// Restore the render states
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matViewSave );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE);
}
// Draw the terrain
m_pTerrain->Render( m_pd3dDevice );
// Draw the trees
DrawTrees();
// 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: This creates all device-dependent managed objects, such as managed
// textures and managed vertex buffers.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
// Initialize the font's internal textures
m_pFont->InitDeviceObjects( m_pd3dDevice );
// Create the tree textures
for( DWORD i=0; i<NUMTREETEXTURES; i++ )
{
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, g_strTreeTextures[i],
&m_pTreeTextures[i] ) ) )
return D3DAPPERR_MEDIANOTFOUND;
}
// Create a quad for rendering each tree
if( FAILED( m_pd3dDevice->CreateVertexBuffer( NUM_TREES*4*sizeof(TREEVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_TREEVERTEX,
D3DPOOL_MANAGED, &m_pTreeVB ) ) )
{
return E_FAIL;
}
// Copy tree mesh data into vertexbuffer
TREEVERTEX* v;
m_pTreeVB->Lock( 0, 0, (BYTE**)&v, 0 );
INT iTree;
DWORD dwOffset = 0;
for( iTree = 0; iTree < NUM_TREES; iTree++ )
{
memcpy( &v[dwOffset], m_Trees[iTree].v, 4*sizeof(TREEVERTEX) );
m_Trees[iTree].dwOffset = dwOffset;
dwOffset += 4;
}
m_pTreeVB->Unlock();
// Load the skybox
if( FAILED( m_pSkyBox->Create( m_pd3dDevice, _T("SkyBox2.x") ) ) )
return D3DAPPERR_MEDIANOTFOUND;
// Load the terrain
if( FAILED( m_pTerrain->Create( m_pd3dDevice, _T("SeaFloor.x") ) ) )
return D3DAPPERR_MEDIANOTFOUND;
// Add some "hilliness" to the terrain
LPDIRECT3DVERTEXBUFFER8 pVB;
if( SUCCEEDED( m_pTerrain->GetSysMemMesh()->GetVertexBuffer( &pVB ) ) )
{
struct VERTEX { FLOAT x,y,z,tu,tv; };
VERTEX* pVertices;
DWORD dwNumVertices = m_pTerrain->GetSysMemMesh()->GetNumVertices();
pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 );
for( DWORD i=0; i<dwNumVertices; i++ )
pVertices[i].y = HeightField( pVertices[i].x, pVertices[i].z );
pVB->Unlock();
pVB->Release();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Restore device-memory objects and state after a device is created or
// resized.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
// Restore the device objects for the meshes and fonts
m_pTerrain->RestoreDeviceObjects( m_pd3dDevice );
m_pSkyBox->RestoreDeviceObjects( m_pd3dDevice );
m_pFont->RestoreDeviceObjects();
// Set the transform matrices (view and world are updated per frame)
D3DXMATRIX matProj;
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Set up the default texture states
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP );
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Called when the device-dependent objects are about to be lost.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_pTerrain->InvalidateDeviceObjects();
m_pSkyBox->InvalidateDeviceObjects();
m_pFont->InvalidateDeviceObjects();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
m_pFont->DeleteDeviceObjects();
m_pTerrain->Destroy();
m_pSkyBox->Destroy();
for( DWORD i=0; i<NUMTREETEXTURES; i++ )
SAFE_RELEASE( m_pTreeTextures[i] );
SAFE_RELEASE( m_pTreeVB )
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_pTerrain );
SAFE_DELETE( m_pSkyBox );
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
// This sample uses alpha textures and/or straight alpha. Make sure the
// device supports them
if( pCaps->TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE )
return S_OK;
if( pCaps->TextureCaps & D3DPTEXTURECAPS_ALPHA )
return S_OK;
return E_FAIL;
}