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>
852 lines
30 KiB
C++
852 lines
30 KiB
C++
//-----------------------------------------------------------------------------
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// File: BumpEarth.cpp
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//
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// Desc: Direct3D environment mapping / bump mapping sample. The technique
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// used perturbs the environment map to simulate bump mapping.
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//
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//
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// Copyright (c) 1997-2001 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 "D3DFont.h"
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#include "D3DUtil.h"
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#include "DXUtil.h"
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#include "resource.h"
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//-----------------------------------------------------------------------------
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// Defines, constants, and global variables
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//-----------------------------------------------------------------------------
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// Vertex with 2nd set of tex coords (for bumpmapped environment map)
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struct BUMPVERTEX
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{
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D3DXVECTOR3 p;
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D3DXVECTOR3 n;
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FLOAT tu1, tv1;
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FLOAT tu2, tv2;
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};
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#define D3DFVF_BUMPVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX2)
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// Converts a FLOAT to a DWORD for use in SetRenderState() calls
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inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); }
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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; // A font to output text
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CD3DArcBall m_ArcBall; // ArcBall used for mouse input
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LPDIRECT3DTEXTURE8 m_pBlockTexture; // A blank, gray texture
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LPDIRECT3DTEXTURE8 m_pEarthTexture; // The Earth texture
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LPDIRECT3DTEXTURE8 m_pEnvMapTexture; // The environment map
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LPDIRECT3DTEXTURE8 m_pEarthBumpTexture; // Source for the bumpmap
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LPDIRECT3DTEXTURE8 m_psBumpMap; // The actual bumpmap
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D3DFORMAT m_BumpMapFormat; // Bumpmap texture format
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LPDIRECT3DVERTEXBUFFER8 m_pEarthVB; // Geometry for the Earth
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DWORD m_dwNumSphereVertices;
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BOOL m_bHighTesselation; // User options
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BOOL m_bTextureOn;
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BOOL m_bBumpMapOn;
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BOOL m_bEnvMapOn;
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BOOL m_bDeviceValidationFailed;
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// Internal functions
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VOID SetMenuStates();
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HRESULT CreateEarthVertexBuffer();
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VOID ApplyEnvironmentMap();
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HRESULT InitBumpMap();
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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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HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
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public:
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CMyD3DApplication();
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LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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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: 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("BumpEarth: Direct3D BumpMapping Demo");
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m_bUseDepthBuffer = TRUE;
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m_bShowCursorWhenFullscreen = TRUE;
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m_psBumpMap = NULL;
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m_bTextureOn = TRUE;
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m_bBumpMapOn = TRUE;
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m_bEnvMapOn = TRUE;
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m_bHighTesselation = TRUE;
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m_pBlockTexture = NULL;
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m_pEarthTexture = NULL;
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m_pEarthBumpTexture = NULL;
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m_pEnvMapTexture = NULL;
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m_bDeviceValidationFailed = FALSE;
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m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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m_pEarthVB = 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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// 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: ApplyEnvironmentMap()
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// Desc: Performs a calculation on each of the vertices' normals to determine
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// what the texture coordinates should be for the environment map.
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//-----------------------------------------------------------------------------
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VOID CMyD3DApplication::ApplyEnvironmentMap()
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{
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// Get the World-View(WV) matrix set
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D3DXMATRIX matWorld, matView, matWorldView;
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m_pd3dDevice->GetTransform( D3DTS_WORLD, &matWorld );
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m_pd3dDevice->GetTransform( D3DTS_VIEW, &matView );
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D3DXMatrixMultiply( &matWorldView, &matWorld, &matView );
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// Lock the vertex buffer
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BUMPVERTEX* vtx;
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m_pEarthVB->Lock( 0, 0, (BYTE**)&vtx, 0 );
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// Establish constants used in sphere generation
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DWORD dwNumSphereRings = m_bHighTesselation ? 15 : 5;
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DWORD dwNumSphereSegments = m_bHighTesselation ? 30 : 10;
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FLOAT fDeltaRingAngle = ( D3DX_PI / dwNumSphereRings );
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FLOAT fDeltaSegAngle = ( 2.0f * D3DX_PI / dwNumSphereSegments );
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D3DXVECTOR4 vT;
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FLOAT fScale;
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// Generate the group of rings for the sphere
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for( DWORD ring = 0; ring < dwNumSphereRings; ring++ )
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{
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FLOAT r0 = sinf( (ring+0) * fDeltaRingAngle );
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FLOAT r1 = sinf( (ring+1) * fDeltaRingAngle );
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FLOAT y0 = cosf( (ring+0) * fDeltaRingAngle );
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FLOAT y1 = cosf( (ring+1) * fDeltaRingAngle );
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// Generate the group of segments for the current ring
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for( DWORD seg = 0; seg < (dwNumSphereSegments+1); seg++ )
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{
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FLOAT x0 = r0 * sinf( seg * fDeltaSegAngle );
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FLOAT z0 = r0 * cosf( seg * fDeltaSegAngle );
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FLOAT x1 = r1 * sinf( seg * fDeltaSegAngle );
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FLOAT z1 = r1 * cosf( seg * fDeltaSegAngle );
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// Add two vertices to the strip which makes up the sphere
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// (using the transformed normal to generate texture coords)
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(*vtx).p = (*vtx).n = D3DXVECTOR3(x0,y0,z0);
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(*vtx).tu1 = (*vtx).tu2 = -((FLOAT)seg)/dwNumSphereSegments;
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(*vtx).tv1 = (*vtx).tv2 = (ring+0)/(FLOAT)dwNumSphereRings;
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D3DXVec3Transform( &vT, &(*vtx).n, &matWorldView );
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fScale = 1.37f / D3DXVec4Length( &vT );
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(*vtx).tu1 = 0.5f + fScale*vT.x;
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(*vtx).tv1 = 0.5f - fScale*vT.y;
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vtx++;
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(*vtx).p = (*vtx).n = D3DXVECTOR3(x1,y1,z1);
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(*vtx).tu1 = (*vtx).tu2 = -((FLOAT)seg)/dwNumSphereSegments;
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(*vtx).tv1 = (*vtx).tv2 = (ring+1)/(FLOAT)dwNumSphereRings;
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D3DXVec3Transform( &vT, &(*vtx).n, &matWorldView );
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fScale = 1.37f / D3DXVec4Length( &vT );
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(*vtx).tu1 = 0.5f + fScale*vT.x;
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(*vtx).tv1 = 0.5f - fScale*vT.y;
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vtx++;
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}
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}
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m_pEarthVB->Unlock();
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}
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//-----------------------------------------------------------------------------
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// Name: FrameMove()
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// Desc: Animates the scene
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::FrameMove()
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{
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// Update the Earth's rotation angle
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static FLOAT fRotationAngle = 0.0f;
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if( FALSE == m_ArcBall.IsBeingDragged() )
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fRotationAngle += m_fElapsedTime;
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// Setup viewing postion from ArcBall
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D3DXMATRIX matWorld;
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D3DXMatrixRotationY( &matWorld, -fRotationAngle );
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D3DXMatrixMultiply( &matWorld, &matWorld, m_ArcBall.GetRotationMatrix() );
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D3DXMatrixMultiply( &matWorld, &matWorld, m_ArcBall.GetTranslationMatrix() );
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
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D3DXMATRIX matView;
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D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -3.0f );
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D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
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D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
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m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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// Apply the environment map
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ApplyEnvironmentMap();
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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: Renders the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::Render()
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{
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DWORD dwNumPasses;
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m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
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0x00000000, 1.0f, 0L );
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if( FAILED( m_pd3dDevice->BeginScene() ) )
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return S_OK; // Don't return a "fatal" error
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m_pd3dDevice->SetRenderState( D3DRS_WRAP0, D3DWRAP_U | D3DWRAP_V );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
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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_ALPHAOP, D3DTOP_SELECTARG1 );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
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if( m_bTextureOn )
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m_pd3dDevice->SetTexture( 0, m_pEarthTexture );
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else
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m_pd3dDevice->SetTexture( 0, m_pBlockTexture );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 1 );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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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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if( m_bBumpMapOn && m_bEnvMapOn )
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{
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m_pd3dDevice->SetTexture( 1, m_psBumpMap );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 );
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if( m_BumpMapFormat == D3DFMT_V8U8 )
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP );
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else
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT00, F2DW(0.5f) );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT01, F2DW(0.0f) );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT10, F2DW(0.0f) );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT11, F2DW(0.5f) );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVLSCALE, F2DW(4.0f) );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVLOFFSET, F2DW(0.0f) );
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if( m_bEnvMapOn )
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{
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m_pd3dDevice->SetTexture( 2, m_pEnvMapTexture );
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m_pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXCOORDINDEX, 0 );
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m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_ADD );
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m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLORARG2, D3DTA_CURRENT );
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}
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else
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m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
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}
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else
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{
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if( m_bEnvMapOn )
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{
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m_pd3dDevice->SetTexture( 1, m_pEnvMapTexture );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_ADD );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
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}
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else
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
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m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
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}
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m_pd3dDevice->SetStreamSource( 0, m_pEarthVB, sizeof(BUMPVERTEX) );
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m_pd3dDevice->SetVertexShader( D3DFVF_BUMPVERTEX );
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if( FAILED( m_pd3dDevice->ValidateDevice( &dwNumPasses ) ) )
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{
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// The right thing to do when device validation fails is to try
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// a different rendering technique. This sample just warns the user.
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m_bDeviceValidationFailed = TRUE;
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}
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else
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{
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m_bDeviceValidationFailed = FALSE;
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}
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// Finally, draw the Earth
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, m_dwNumSphereVertices-2 );
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// Restore texture stage states
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m_pd3dDevice->SetTexture( 0, NULL );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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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_ALPHAOP, D3DTOP_DISABLE );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
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m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
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m_pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
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// Output statistics
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m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
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m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
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if( m_bDeviceValidationFailed )
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{
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m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,0,0),
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_T("Warning: Device validation failed. Rendering may not look right.") );
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}
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m_pd3dDevice->EndScene();
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InitBumpMap()
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// Desc: Converts data from m_pEarthBumpTexture into the type of bump map requested
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// as m_BumpMapFormat into m_psBumpMap.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::InitBumpMap()
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{
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LPDIRECT3DTEXTURE8 psBumpSrc = m_pEarthBumpTexture;
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D3DSURFACE_DESC d3dsd;
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D3DLOCKED_RECT d3dlr;
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psBumpSrc->GetLevelDesc( 0, &d3dsd );
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// Create the bumpmap's surface and texture objects
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if( FAILED( m_pd3dDevice->CreateTexture( d3dsd.Width, d3dsd.Height, 1, 0,
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m_BumpMapFormat, D3DPOOL_MANAGED, &m_psBumpMap ) ) )
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{
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return E_FAIL;
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}
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// Fill the bits of the new texture surface with bits from
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// a private format.
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psBumpSrc->LockRect( 0, &d3dlr, 0, 0 );
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DWORD dwSrcPitch = (DWORD)d3dlr.Pitch;
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BYTE* pSrcTopRow = (BYTE*)d3dlr.pBits;
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BYTE* pSrcCurRow = pSrcTopRow;
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BYTE* pSrcBotRow = pSrcTopRow + (dwSrcPitch * (d3dsd.Height - 1) );
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m_psBumpMap->LockRect( 0, &d3dlr, 0, 0 );
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DWORD dwDstPitch = (DWORD)d3dlr.Pitch;
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BYTE* pDstTopRow = (BYTE*)d3dlr.pBits;
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BYTE* pDstCurRow = pDstTopRow;
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BYTE* pDstBotRow = pDstTopRow + (dwDstPitch * (d3dsd.Height - 1) );
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for( DWORD y=0; y<d3dsd.Height; y++ )
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{
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BYTE* pSrcB0; // addr of current pixel
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BYTE* pSrcB1; // addr of pixel below current pixel, wrapping to top if necessary
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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 );
|
|
}
|
|
|
|
|
|
|