Files
Client/Library/dxx8/samples/Multimedia/Direct3D/BumpMapping/BumpEarth/BumpEarth.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

852 lines
30 KiB
C++

//-----------------------------------------------------------------------------
// File: BumpEarth.cpp
//
// Desc: Direct3D environment mapping / bump mapping sample. The technique
// used perturbs the environment map to simulate bump mapping.
//
//
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <math.h>
#include <stdio.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// Defines, constants, and global variables
//-----------------------------------------------------------------------------
// Vertex with 2nd set of tex coords (for bumpmapped environment map)
struct BUMPVERTEX
{
D3DXVECTOR3 p;
D3DXVECTOR3 n;
FLOAT tu1, tv1;
FLOAT tu2, tv2;
};
#define D3DFVF_BUMPVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX2)
// Converts a FLOAT to a DWORD for use in SetRenderState() calls
inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); }
//-----------------------------------------------------------------------------
// 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; // A font to output text
CD3DArcBall m_ArcBall; // ArcBall used for mouse input
LPDIRECT3DTEXTURE8 m_pBlockTexture; // A blank, gray texture
LPDIRECT3DTEXTURE8 m_pEarthTexture; // The Earth texture
LPDIRECT3DTEXTURE8 m_pEnvMapTexture; // The environment map
LPDIRECT3DTEXTURE8 m_pEarthBumpTexture; // Source for the bumpmap
LPDIRECT3DTEXTURE8 m_psBumpMap; // The actual bumpmap
D3DFORMAT m_BumpMapFormat; // Bumpmap texture format
LPDIRECT3DVERTEXBUFFER8 m_pEarthVB; // Geometry for the Earth
DWORD m_dwNumSphereVertices;
BOOL m_bHighTesselation; // User options
BOOL m_bTextureOn;
BOOL m_bBumpMapOn;
BOOL m_bEnvMapOn;
BOOL m_bDeviceValidationFailed;
// Internal functions
VOID SetMenuStates();
HRESULT CreateEarthVertexBuffer();
VOID ApplyEnvironmentMap();
HRESULT InitBumpMap();
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
public:
CMyD3DApplication();
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
};
//-----------------------------------------------------------------------------
// 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("BumpEarth: Direct3D BumpMapping Demo");
m_bUseDepthBuffer = TRUE;
m_bShowCursorWhenFullscreen = TRUE;
m_psBumpMap = NULL;
m_bTextureOn = TRUE;
m_bBumpMapOn = TRUE;
m_bEnvMapOn = TRUE;
m_bHighTesselation = TRUE;
m_pBlockTexture = NULL;
m_pEarthTexture = NULL;
m_pEarthBumpTexture = NULL;
m_pEnvMapTexture = NULL;
m_bDeviceValidationFailed = FALSE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pEarthVB = NULL;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
// 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: ApplyEnvironmentMap()
// Desc: Performs a calculation on each of the vertices' normals to determine
// what the texture coordinates should be for the environment map.
//-----------------------------------------------------------------------------
VOID CMyD3DApplication::ApplyEnvironmentMap()
{
// Get the World-View(WV) matrix set
D3DXMATRIX matWorld, matView, matWorldView;
m_pd3dDevice->GetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->GetTransform( D3DTS_VIEW, &matView );
D3DXMatrixMultiply( &matWorldView, &matWorld, &matView );
// Lock the vertex buffer
BUMPVERTEX* vtx;
m_pEarthVB->Lock( 0, 0, (BYTE**)&vtx, 0 );
// Establish constants used in sphere generation
DWORD dwNumSphereRings = m_bHighTesselation ? 15 : 5;
DWORD dwNumSphereSegments = m_bHighTesselation ? 30 : 10;
FLOAT fDeltaRingAngle = ( D3DX_PI / dwNumSphereRings );
FLOAT fDeltaSegAngle = ( 2.0f * D3DX_PI / dwNumSphereSegments );
D3DXVECTOR4 vT;
FLOAT fScale;
// Generate the group of rings for the sphere
for( DWORD ring = 0; ring < dwNumSphereRings; ring++ )
{
FLOAT r0 = sinf( (ring+0) * fDeltaRingAngle );
FLOAT r1 = sinf( (ring+1) * fDeltaRingAngle );
FLOAT y0 = cosf( (ring+0) * fDeltaRingAngle );
FLOAT y1 = cosf( (ring+1) * fDeltaRingAngle );
// Generate the group of segments for the current ring
for( DWORD seg = 0; seg < (dwNumSphereSegments+1); seg++ )
{
FLOAT x0 = r0 * sinf( seg * fDeltaSegAngle );
FLOAT z0 = r0 * cosf( seg * fDeltaSegAngle );
FLOAT x1 = r1 * sinf( seg * fDeltaSegAngle );
FLOAT z1 = r1 * cosf( seg * fDeltaSegAngle );
// Add two vertices to the strip which makes up the sphere
// (using the transformed normal to generate texture coords)
(*vtx).p = (*vtx).n = D3DXVECTOR3(x0,y0,z0);
(*vtx).tu1 = (*vtx).tu2 = -((FLOAT)seg)/dwNumSphereSegments;
(*vtx).tv1 = (*vtx).tv2 = (ring+0)/(FLOAT)dwNumSphereRings;
D3DXVec3Transform( &vT, &(*vtx).n, &matWorldView );
fScale = 1.37f / D3DXVec4Length( &vT );
(*vtx).tu1 = 0.5f + fScale*vT.x;
(*vtx).tv1 = 0.5f - fScale*vT.y;
vtx++;
(*vtx).p = (*vtx).n = D3DXVECTOR3(x1,y1,z1);
(*vtx).tu1 = (*vtx).tu2 = -((FLOAT)seg)/dwNumSphereSegments;
(*vtx).tv1 = (*vtx).tv2 = (ring+1)/(FLOAT)dwNumSphereRings;
D3DXVec3Transform( &vT, &(*vtx).n, &matWorldView );
fScale = 1.37f / D3DXVec4Length( &vT );
(*vtx).tu1 = 0.5f + fScale*vT.x;
(*vtx).tv1 = 0.5f - fScale*vT.y;
vtx++;
}
}
m_pEarthVB->Unlock();
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Animates the scene
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
// Update the Earth's rotation angle
static FLOAT fRotationAngle = 0.0f;
if( FALSE == m_ArcBall.IsBeingDragged() )
fRotationAngle += m_fElapsedTime;
// Setup viewing postion from ArcBall
D3DXMATRIX matWorld;
D3DXMatrixRotationY( &matWorld, -fRotationAngle );
D3DXMatrixMultiply( &matWorld, &matWorld, m_ArcBall.GetRotationMatrix() );
D3DXMatrixMultiply( &matWorld, &matWorld, m_ArcBall.GetTranslationMatrix() );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
D3DXMATRIX matView;
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -3.0f );
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
// Apply the environment map
ApplyEnvironmentMap();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Renders the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
DWORD dwNumPasses;
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
0x00000000, 1.0f, 0L );
if( FAILED( m_pd3dDevice->BeginScene() ) )
return S_OK; // Don't return a "fatal" error
m_pd3dDevice->SetRenderState( D3DRS_WRAP0, D3DWRAP_U | D3DWRAP_V );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
if( m_bTextureOn )
m_pd3dDevice->SetTexture( 0, m_pEarthTexture );
else
m_pd3dDevice->SetTexture( 0, m_pBlockTexture );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 1 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
if( m_bBumpMapOn && m_bEnvMapOn )
{
m_pd3dDevice->SetTexture( 1, m_psBumpMap );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 );
if( m_BumpMapFormat == D3DFMT_V8U8 )
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP );
else
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT00, F2DW(0.5f) );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT01, F2DW(0.0f) );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT10, F2DW(0.0f) );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT11, F2DW(0.5f) );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVLSCALE, F2DW(4.0f) );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVLOFFSET, F2DW(0.0f) );
if( m_bEnvMapOn )
{
m_pd3dDevice->SetTexture( 2, m_pEnvMapTexture );
m_pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXCOORDINDEX, 0 );
m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_ADD );
m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLORARG2, D3DTA_CURRENT );
}
else
m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
}
else
{
if( m_bEnvMapOn )
{
m_pd3dDevice->SetTexture( 1, m_pEnvMapTexture );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_ADD );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
}
else
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
}
m_pd3dDevice->SetStreamSource( 0, m_pEarthVB, sizeof(BUMPVERTEX) );
m_pd3dDevice->SetVertexShader( D3DFVF_BUMPVERTEX );
if( FAILED( m_pd3dDevice->ValidateDevice( &dwNumPasses ) ) )
{
// The right thing to do when device validation fails is to try
// a different rendering technique. This sample just warns the user.
m_bDeviceValidationFailed = TRUE;
}
else
{
m_bDeviceValidationFailed = FALSE;
}
// Finally, draw the Earth
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, m_dwNumSphereVertices-2 );
// Restore texture stage states
m_pd3dDevice->SetTexture( 0, NULL );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
// Output statistics
m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
if( m_bDeviceValidationFailed )
{
m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,0,0),
_T("Warning: Device validation failed. Rendering may not look right.") );
}
m_pd3dDevice->EndScene();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitBumpMap()
// Desc: Converts data from m_pEarthBumpTexture into the type of bump map requested
// as m_BumpMapFormat into m_psBumpMap.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitBumpMap()
{
LPDIRECT3DTEXTURE8 psBumpSrc = m_pEarthBumpTexture;
D3DSURFACE_DESC d3dsd;
D3DLOCKED_RECT d3dlr;
psBumpSrc->GetLevelDesc( 0, &d3dsd );
// Create the bumpmap's surface and texture objects
if( FAILED( m_pd3dDevice->CreateTexture( d3dsd.Width, d3dsd.Height, 1, 0,
m_BumpMapFormat, D3DPOOL_MANAGED, &m_psBumpMap ) ) )
{
return E_FAIL;
}
// Fill the bits of the new texture surface with bits from
// a private format.
psBumpSrc->LockRect( 0, &d3dlr, 0, 0 );
DWORD dwSrcPitch = (DWORD)d3dlr.Pitch;
BYTE* pSrcTopRow = (BYTE*)d3dlr.pBits;
BYTE* pSrcCurRow = pSrcTopRow;
BYTE* pSrcBotRow = pSrcTopRow + (dwSrcPitch * (d3dsd.Height - 1) );
m_psBumpMap->LockRect( 0, &d3dlr, 0, 0 );
DWORD dwDstPitch = (DWORD)d3dlr.Pitch;
BYTE* pDstTopRow = (BYTE*)d3dlr.pBits;
BYTE* pDstCurRow = pDstTopRow;
BYTE* pDstBotRow = pDstTopRow + (dwDstPitch * (d3dsd.Height - 1) );
for( DWORD y=0; y<d3dsd.Height; y++ )
{
BYTE* pSrcB0; // addr of current pixel
BYTE* pSrcB1; // addr of pixel below current pixel, wrapping to top if necessary
BYTE* pSrcB2; // addr of pixel above current pixel, wrapping to bottom if necessary
BYTE* pDstT; // addr of dest pixel;
pSrcB0 = pSrcCurRow;
if( y == d3dsd.Height - 1)
pSrcB1 = pSrcTopRow;
else
pSrcB1 = pSrcCurRow + dwSrcPitch;
if( y == 0 )
pSrcB2 = pSrcBotRow;
else
pSrcB2 = pSrcCurRow - dwSrcPitch;
pDstT = pDstCurRow;
for( DWORD x=0; x<d3dsd.Width; x++ )
{
LONG v00; // Current pixel
LONG v01; // Pixel to the right of current pixel, wrapping to left edge if necessary
LONG vM1; // Pixel to the left of current pixel, wrapping to right edge if necessary
LONG v10; // Pixel one line below.
LONG v1M; // Pixel one line above.
v00 = *(pSrcB0+0);
if( x == d3dsd.Width - 1 )
v01 = *(pSrcCurRow);
else
v01 = *(pSrcB0+4);
if( x == 0 )
vM1 = *(pSrcCurRow + (4 * (d3dsd.Width - 1)));
else
vM1 = *(pSrcB0-4);
v10 = *(pSrcB1+0);
v1M = *(pSrcB2+0);
LONG iDu = (vM1-v01); // The delta-u bump value
LONG iDv = (v1M-v10); // The delta-v bump value
// The luminance bump value (land masses are less shiny)
WORD uL = ( v00>1 ) ? 63 : 127;
switch( m_BumpMapFormat )
{
case D3DFMT_V8U8:
*pDstT++ = (BYTE)iDu;
*pDstT++ = (BYTE)iDv;
break;
case D3DFMT_L6V5U5:
*(WORD*)pDstT = (WORD)( ( (iDu>>3) & 0x1f ) << 0 );
*(WORD*)pDstT |= (WORD)( ( (iDv>>3) & 0x1f ) << 5 );
*(WORD*)pDstT |= (WORD)( ( ( uL>>2) & 0x3f ) << 10 );
pDstT += 2;
break;
case D3DFMT_X8L8V8U8:
*pDstT++ = (BYTE)iDu;
*pDstT++ = (BYTE)iDv;
*pDstT++ = (BYTE)uL;
*pDstT++ = (BYTE)0L;
break;
}
// Move one pixel to the right (src is 32-bpp)
pSrcB0+=4;
pSrcB1+=4;
pSrcB2+=4;
}
// Move to the next line
pSrcCurRow += dwSrcPitch;
pDstCurRow += dwDstPitch;
}
m_psBumpMap->UnlockRect(0);
psBumpSrc->UnlockRect(0);
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
m_pFont->InitDeviceObjects( m_pd3dDevice );
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Block.bmp"),
&m_pBlockTexture, D3DFMT_R5G6B5 ) ) )
return D3DAPPERR_MEDIANOTFOUND;
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Earth.bmp"),
&m_pEarthTexture, D3DFMT_R5G6B5 ) ) )
return D3DAPPERR_MEDIANOTFOUND;
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Earthbump.bmp"),
&m_pEarthBumpTexture, D3DFMT_A8R8G8B8 ) ) )
return D3DAPPERR_MEDIANOTFOUND;
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("EarthEnvMap.bmp"),
&m_pEnvMapTexture, D3DFMT_R5G6B5 ) ) )
return D3DAPPERR_MEDIANOTFOUND;
// Find out which bump map texture are supported by this device
BOOL bCanDoV8U8 = SUCCEEDED( m_pD3D->CheckDeviceFormat( m_d3dCaps.AdapterOrdinal,
m_d3dCaps.DeviceType, m_d3dsdBackBuffer.Format,
0, D3DRTYPE_TEXTURE,
D3DFMT_V8U8 ) ) &&
(m_d3dCaps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP );
BOOL bCanDoL6V5U5 = SUCCEEDED( m_pD3D->CheckDeviceFormat( m_d3dCaps.AdapterOrdinal,
m_d3dCaps.DeviceType, m_d3dsdBackBuffer.Format,
0, D3DRTYPE_TEXTURE,
D3DFMT_L6V5U5 ) ) &&
(m_d3dCaps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE );
BOOL bCanDoL8V8U8 = SUCCEEDED( m_pD3D->CheckDeviceFormat( m_d3dCaps.AdapterOrdinal,
m_d3dCaps.DeviceType, m_d3dsdBackBuffer.Format,
0, D3DRTYPE_TEXTURE,
D3DFMT_X8L8V8U8 ) ) &&
(m_d3dCaps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE );
if( bCanDoV8U8 ) m_BumpMapFormat = D3DFMT_V8U8;
else if( bCanDoL6V5U5 ) m_BumpMapFormat = D3DFMT_L6V5U5;
else if( bCanDoL8V8U8 ) m_BumpMapFormat = D3DFMT_X8L8V8U8;
else return E_FAIL;
// Set menu states
HMENU hMenu = GetMenu( m_hWnd );
EnableMenuItem( hMenu, IDM_U8V8, bCanDoV8U8 ? MF_ENABLED : MF_GRAYED );
EnableMenuItem( hMenu, IDM_U5V5L6, bCanDoL6V5U5 ? MF_ENABLED : MF_GRAYED );
EnableMenuItem( hMenu, IDM_U8V8L8, bCanDoL8V8U8 ? MF_ENABLED : MF_GRAYED );
SetMenuStates();
// Initialize earth geometry
if( FAILED( CreateEarthVertexBuffer() ) )
return E_FAIL;
// Create and fill the bumpmap
if( FAILED( InitBumpMap() ) )
return E_FAIL;
m_bDeviceValidationFailed = FALSE;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
m_pFont->RestoreDeviceObjects();
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 2, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
m_pd3dDevice->SetTextureStageState( 2, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
m_pd3dDevice->SetTextureStageState( 2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 2, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
// Get the aspect ratio
FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
// Set projection matrix
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 0.1f, 25.0f );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Set the ArcBall parameters
m_ArcBall.SetWindow( m_d3dsdBackBuffer.Width, m_d3dsdBackBuffer.Height, 3.0f );
m_ArcBall.SetRadius( 1.0f );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::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()
{
SAFE_RELEASE( m_pBlockTexture );
SAFE_RELEASE( m_pEarthTexture );
SAFE_RELEASE( m_pEarthBumpTexture );
SAFE_RELEASE( m_pEnvMapTexture );
m_pFont->DeleteDeviceObjects();
SAFE_RELEASE( m_psBumpMap );
SAFE_RELEASE( m_pEarthVB );
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 );
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
// Device must be able to do bumpmapping
if( pCaps->TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE )
{
// Accept devices that can create D3DFMT_X8L8V8U8 textures
if( SUCCEEDED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal,
pCaps->DeviceType, Format,
0, D3DRTYPE_TEXTURE,
D3DFMT_X8L8V8U8 ) ) )
{
return S_OK;
}
// Accept devices that can create D3DFMT_L6V5U5 textures
if( SUCCEEDED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal,
pCaps->DeviceType, Format,
0, D3DRTYPE_TEXTURE,
D3DFMT_L6V5U5 ) ) )
{
return S_OK;
}
}
if( pCaps->TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP )
{
// Accept devices that can create D3DFMT_V8U8 textures
if( SUCCEEDED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal,
pCaps->DeviceType, Format,
0, D3DRTYPE_TEXTURE,
D3DFMT_V8U8 ) ) )
{
return S_OK;
}
}
// Else, reject the device
return E_FAIL;
}
//-----------------------------------------------------------------------------
// Name: CreateEarthVertexBuffer()
// Desc: Sets up the vertices for a bump-mapped sphere.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::CreateEarthVertexBuffer()
{
SAFE_RELEASE( m_pEarthVB );
// Choose a tesselation level
DWORD dwNumSphereRings = m_bHighTesselation ? 15 : 5;
DWORD dwNumSphereSegments = m_bHighTesselation ? 30 : 10;
m_dwNumSphereVertices = 2 * dwNumSphereRings * (dwNumSphereSegments+1);
// Create the vertex buffer
if( FAILED( m_pd3dDevice->CreateVertexBuffer( m_dwNumSphereVertices*sizeof(BUMPVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_BUMPVERTEX,
D3DPOOL_MANAGED, &m_pEarthVB ) ) )
return E_FAIL;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: SetMenuStates()
// Desc:
//-----------------------------------------------------------------------------
VOID CMyD3DApplication::SetMenuStates()
{
HMENU hMenu = GetMenu( m_hWnd );
CheckMenuItem( hMenu, IDM_TEXTURETOGGLE,
m_bTextureOn ? MF_CHECKED : MF_UNCHECKED );
CheckMenuItem( hMenu, IDM_BUMPMAPTOGGLE,
m_bBumpMapOn ? MF_CHECKED : MF_UNCHECKED );
CheckMenuItem( hMenu, IDM_ENVMAPTOGGLE,
m_bEnvMapOn ? MF_CHECKED : MF_UNCHECKED );
CheckMenuItem( hMenu, IDM_U8V8L8,
m_BumpMapFormat==D3DFMT_X8L8V8U8 ? MF_CHECKED : MF_UNCHECKED );
CheckMenuItem( hMenu, IDM_U5V5L6,
m_BumpMapFormat==D3DFMT_L6V5U5 ? MF_CHECKED : MF_UNCHECKED );
CheckMenuItem( hMenu, IDM_U8V8,
m_BumpMapFormat==D3DFMT_V8U8 ? MF_CHECKED : MF_UNCHECKED );
CheckMenuItem( hMenu, IDM_LOW_TESSELATION,
(!m_bHighTesselation) ? MF_CHECKED : MF_UNCHECKED );
CheckMenuItem( hMenu, IDM_HIGH_TESSELATION,
m_bHighTesselation ? MF_CHECKED : MF_UNCHECKED );
}
//-----------------------------------------------------------------------------
// 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 context menu
if( WM_CONTEXTMENU == uMsg )
return 0;
// Handle menu commands
if( WM_COMMAND == uMsg )
{
switch( LOWORD(wParam) )
{
case IDM_TEXTURETOGGLE:
m_bTextureOn = !m_bTextureOn;
break;
case IDM_BUMPMAPTOGGLE:
m_bBumpMapOn = !m_bBumpMapOn;
break;
case IDM_ENVMAPTOGGLE:
m_bEnvMapOn = !m_bEnvMapOn;
break;
case IDM_U8V8L8:
SAFE_RELEASE( m_psBumpMap );
m_BumpMapFormat = D3DFMT_X8L8V8U8;
InitBumpMap();
break;
case IDM_U5V5L6:
SAFE_RELEASE( m_psBumpMap );
m_BumpMapFormat = D3DFMT_L6V5U5;
InitBumpMap();
break;
case IDM_U8V8:
SAFE_RELEASE( m_psBumpMap );
m_BumpMapFormat = D3DFMT_V8U8;
InitBumpMap();
break;
case IDM_LOW_TESSELATION:
m_bHighTesselation = FALSE;
CreateEarthVertexBuffer();
break;
case IDM_HIGH_TESSELATION:
m_bHighTesselation = TRUE;
CreateEarthVertexBuffer();
break;
}
// Update the menus, in case any state changes occurred
SetMenuStates();
}
// Pass remaining messages to default handler
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}