Files
Client/Library/dxx8/samples/Multimedia/Direct3D/BumpMapping/BumpUnderwater/BumpUnderWater.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

421 lines
14 KiB
C++

//-----------------------------------------------------------------------------
// File: Underwater.cpp
//
// Desc: Code to simulate underwater distortion.
// Games could easily make use of this technique to achieve an underwater
// effect without affecting geometry by rendering the scene to a texture
// and applying the bump effect on a rectangle mapped with it.
//
// Note: From the Matrox web site demos
//
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <tchar.h>
#include "D3DX8.h"
#include "D3DApp.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// Function prototypes and global (or static) variables
//-----------------------------------------------------------------------------
inline FLOAT rnd() { return (((FLOAT)rand()-(FLOAT)rand())/(2L*RAND_MAX)); }
inline FLOAT RND() { return (((FLOAT)rand())/RAND_MAX); }
inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); }
struct BUMPVERTEX
{
D3DXVECTOR3 p;
D3DXVECTOR3 n;
FLOAT tu1, tv1;
FLOAT tu2, tv2;
};
#define D3DFVF_BUMPVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX2)
//-----------------------------------------------------------------------------
// 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;
LPDIRECT3DVERTEXBUFFER8 m_pWaterVB;
LPDIRECT3DTEXTURE8 m_pBumpMap;
LPDIRECT3DTEXTURE8 m_pBackgroundTexture;
BOOL m_bDeviceValidationFailed;
HRESULT CreateBumpMap();
HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
public:
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("BumpUnderWater: Effect Using BumpMapping");
m_bUseDepthBuffer = TRUE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pWaterVB = NULL;
m_pBumpMap = NULL;
m_pBackgroundTexture = NULL;
m_bDeviceValidationFailed = FALSE;
}
//-----------------------------------------------------------------------------
// 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()
{
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT00, F2DW(0.01f) );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT01, F2DW(0.00f) );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT10, F2DW(0.00f) );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT11, F2DW(0.01f) );
BUMPVERTEX* vWaterVertices;
m_pWaterVB->Lock( 0, 0, (BYTE**)&vWaterVertices, 0 );
vWaterVertices[0].tu1 = 0.000f; vWaterVertices[0].tv1 = 0.5f*m_fTime + 2.0f;
vWaterVertices[1].tu1 = 0.000f; vWaterVertices[1].tv1 = 0.5f*m_fTime;
vWaterVertices[2].tu1 = 1.000f; vWaterVertices[2].tv1 = 0.5f*m_fTime;
vWaterVertices[3].tu1 = 1.000f; vWaterVertices[3].tv1 = 0.5f*m_fTime + 2.0f;
m_pWaterVB->Unlock();
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 scene
m_pd3dDevice->Clear( 0, NULL,D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
0xff000000, 1.0f, 0L );
// Begin the scene
if( FAILED( m_pd3dDevice->BeginScene() ) )
return S_OK;
// Render the waves
m_pd3dDevice->SetTexture( 0, m_pBumpMap );
m_pd3dDevice->SetTexture( 1, m_pBackgroundTexture );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
m_pd3dDevice->SetVertexShader( D3DFVF_BUMPVERTEX );
m_pd3dDevice->SetStreamSource( 0, m_pWaterVB, sizeof(BUMPVERTEX) );
// Verify that the texture operations are possible on the device
DWORD dwNumPasses;
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;
}
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
// 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.") );
}
// End the scene.
m_pd3dDevice->EndScene();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CreateBumpMapFromSurface()
// Desc: Creates a bumpmap from a surface
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::CreateBumpMap()
{
UINT iWidth = 256;
UINT iHeight = 256;
// Create the bumpmap's surface and texture objects
if( FAILED( m_pd3dDevice->CreateTexture( iWidth, iHeight, 1, 0,
D3DFMT_V8U8, D3DPOOL_MANAGED, &m_pBumpMap ) ) )
{
return E_FAIL;
}
// Fill the bumpmap texels to simulate a lens
D3DLOCKED_RECT lrDst;
m_pBumpMap->LockRect( 0, &lrDst, 0, 0 );
DWORD dwDstPitch = (DWORD)lrDst.Pitch;
BYTE* pDst = (BYTE*)lrDst.pBits;
for( DWORD y=0; y<iHeight; y++ )
{
for( DWORD x=0; x<iWidth; x++ )
{
FLOAT fx = x/(FLOAT)iWidth - 0.5f;
FLOAT fy = y/(FLOAT)iHeight - 0.5f;
FLOAT r = sqrtf( fx*fx + fy*fy );
CHAR iDu = (CHAR)(64*cosf(4.0f*(fx+fy)*D3DX_PI));
CHAR iDv = (CHAR)(64*sinf(4.0f*(fx+fy)*D3DX_PI));
pDst[2*x+0] = iDu;
pDst[2*x+1] = iDv;
}
pDst += lrDst.Pitch;
}
m_pBumpMap->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("LobbyXPos.bmp"),
&m_pBackgroundTexture, D3DFMT_A8R8G8B8 ) ) )
return E_FAIL;
// create a bumpmap from info in source surface
if( FAILED( CreateBumpMap() ) )
return E_FAIL;
if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(BUMPVERTEX),
D3DUSAGE_WRITEONLY,
D3DFVF_BUMPVERTEX,
D3DPOOL_MANAGED, &m_pWaterVB ) ) )
return E_FAIL;
BUMPVERTEX* v;
m_pWaterVB->Lock( 0, 0, (BYTE**)&v, 0 );
v[0].p = D3DXVECTOR3(-60.0f,-60.0f, 0.0f ); v[0].n = D3DXVECTOR3( 0, 1, 0 );
v[1].p = D3DXVECTOR3(-60.0f, 60.0f, 0.0f ); v[1].n = D3DXVECTOR3( 0, 1, 0 );
v[2].p = D3DXVECTOR3( 60.0f,-60.0f, 0.0f ); v[2].n = D3DXVECTOR3( 0, 1, 0 );
v[3].p = D3DXVECTOR3( 60.0f, 60.0f, 0.0f ); v[3].n = D3DXVECTOR3( 0, 1, 0 );
v[0].tu2 = 0.000f; v[0].tv2 = 1.0f;
v[1].tu2 = 0.000f; v[1].tv2 = 0.0f;
v[2].tu2 = 1.000f; v[2].tv2 = 1.0f;
v[3].tu2 = 1.000f; v[3].tv2 = 0.0f;
m_pWaterVB->Unlock();
m_bDeviceValidationFailed = FALSE;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
m_pFont->RestoreDeviceObjects();
// Set the transform matrices
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -100.0f );
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matWorld, matView, matProj;
D3DXMatrixIdentity( &matWorld );
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
D3DXMatrixPerspectiveFovLH( &matProj, 1.00f, 1.0f, 1.0f, 3000.0f );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Set any appropiate state
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
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->SetTextureStageState( 1, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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()
{
m_pFont->DeleteDeviceObjects();
SAFE_RELEASE( m_pWaterVB );
SAFE_RELEASE( m_pBumpMap );
SAFE_RELEASE( m_pBackgroundTexture );
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 )
{
// Device must be able to do bumpmapping
if( 0 == ( pCaps->TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP ) )
return E_FAIL;
// 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;
return E_FAIL;
}