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>
638 lines
22 KiB
C++
638 lines
22 KiB
C++
//-----------------------------------------------------------------------------
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// File: BumpWaves.cpp
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//
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// Desc: Code to simulate reflections off waves using bumpmapping.
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//
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// Note: This code uses the D3D Framework helper library.
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//
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// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <tchar.h>
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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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//-----------------------------------------------------------------------------
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// Function prototypes and global (or static) variables
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//-----------------------------------------------------------------------------
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inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); }
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struct VERTEX
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{
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D3DXVECTOR3 p;
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FLOAT tu, tv;
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};
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#define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_TEX1)
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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;
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LPDIRECT3DVERTEXBUFFER8 m_pBackgroundVB;
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LPDIRECT3DTEXTURE8 m_pBackgroundTexture;
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LPDIRECT3DVERTEXBUFFER8 m_pWaterVB;
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LPDIRECT3DTEXTURE8 m_psBumpMap;
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D3DXMATRIX m_matBumpMat;
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LPDIRECT3DTEXTURE8 CreateBumpMap( DWORD, DWORD, D3DFORMAT );
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HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
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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 SetEMBMStates();
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UINT m_n; // Number of vertices in the ground grid along X
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UINT m_m; // Number of vertices in the ground grid along Z
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UINT m_nTriangles; // Number of triangles in the ground grid
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DWORD m_dwVertexShader; // Vertex shader handle for the bump waves
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BOOL m_bUseVertexShader; // Whether to use vertex shader or FF pipeline
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public:
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CMyD3DApplication();
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};
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//-----------------------------------------------------------------------------
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//
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// Vertex shader code for bump waves -- this is used when the fixed-function
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// approach is not supported by the device
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//
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// const[0 - 2] Transformation matrix to the camera space, combined with texture
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// transformation matrix, because position in the camera space is
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// used as texture coordinates. Texture transfoX and Y row are
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// multiplied by 0.8 to make texture transformation.
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//
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// const[3-7] Transformation matrix to the projection space
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// const[8] [0.5, -0.5, 0, 0]
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//
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// v[0] - position
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// v[1] - texture coordinates for stage 0
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//
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char g_strVertexShader[] =
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"vs.1.1\n"
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"m4x4 oPos, v0, c3 ; transform position to the projection space\n"
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"; Compute vertex position in the camera space - this is our texture coordinates\n"
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"dp4 r0.x, v0, c0 \n"
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"dp4 r0.y, v0, c1 \n"
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"dp4 r0.z, v0, c2 \n"
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"; Do the rest of texture transform (first part was combined with the camera matrix) \n"
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"rcp r0.z, r0.z \n"
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"mad oT1.x, r0.x, r0.z, c8.x \n"
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"mad oT1.y, r0.y, r0.z, c8.y \n"
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"mov oT0.xy, v1 ; Copy input texture coordinates for the stage 0\n";
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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("BumpWaves: Using BumpMapping For Waves");
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m_bUseDepthBuffer = FALSE;
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m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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m_psBumpMap = NULL;
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m_pBackgroundTexture = NULL;
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m_pBackgroundVB = NULL;
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m_pWaterVB = NULL;
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// The following are set in InitDeviceObjects
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m_n = 0;
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m_m = 0;
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m_nTriangles = 0;
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m_dwVertexShader = 0;
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m_bUseVertexShader = FALSE;
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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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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FrameMove()
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// Desc: Called once per frame, the call is the entry point for animating
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// the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::FrameMove()
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{
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// Setup the bump matrix
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// Min r is 0.04 if amplitude is 32 to miss temporal aliasing
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// Max r is 0.16 for amplitude is 8 to miss spatial aliasing
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FLOAT r = 0.04f;
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m_matBumpMat._11 = r * cosf( m_fTime * 9.0f );
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m_matBumpMat._12 = -r * sinf( m_fTime * 9.0f );
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m_matBumpMat._21 = r * sinf( m_fTime * 9.0f );
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m_matBumpMat._22 = r * cosf( m_fTime * 9.0f );
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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: Called once per frame, the call is the entry point for 3d
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// rendering. This function sets up render states, clears the
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// viewport, and renders the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::Render()
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{
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// Clear the render target
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m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET, 0x00000000, 0.0f, 0L );
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// Begin the scene
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if( FAILED( m_pd3dDevice->BeginScene() ) )
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return S_OK;
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// Set up texture stage states for the background
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m_pd3dDevice->SetTexture( 0, m_pBackgroundTexture );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
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// Render the background
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m_pd3dDevice->SetVertexShader( D3DFVF_VERTEX );
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m_pd3dDevice->SetStreamSource( 0, m_pBackgroundVB, sizeof(VERTEX) );
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
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// Render the water
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SetEMBMStates();
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if( m_bUseVertexShader )
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m_pd3dDevice->SetVertexShader( m_dwVertexShader );
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else
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m_pd3dDevice->SetVertexShader( D3DFVF_VERTEX );
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m_pd3dDevice->SetStreamSource( 0, m_pWaterVB, sizeof(VERTEX) );
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_nTriangles );
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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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TCHAR strInfo[100];
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if( m_bUseVertexShader )
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lstrcpy( strInfo, TEXT("Using Vertex Shader") );
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else
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lstrcpy( strInfo, TEXT("Using Fixed-Function Vertex Pipeline") );
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m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255), strInfo );
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// End the scene.
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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: SetEMBMStates()
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::SetEMBMStates()
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{
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// Set up texture stage 0's states for the bumpmap
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m_pd3dDevice->SetTexture( 0, m_psBumpMap );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT00, F2DW( m_matBumpMat._11 ) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT01, F2DW( m_matBumpMat._12 ) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT10, F2DW( m_matBumpMat._21 ) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT11, F2DW( m_matBumpMat._22 ) );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
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// Set up texture stage 1's states for the environment map
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m_pd3dDevice->SetTexture( 1, m_pBackgroundTexture );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
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if( m_bUseVertexShader )
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{
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 );
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}
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else
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{
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// Set up projected texture coordinates
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// tu = (0.8x + 0.5z) / z
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// tv = (0.8y - 0.5z) / z
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D3DXMATRIX mat;
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mat._11 = 0.8f; mat._12 = 0.0f; mat._13 = 0.0f;
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mat._21 = 0.0f; mat._22 = 0.8f; mat._23 = 0.0f;
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mat._31 = 0.5f; mat._32 =-0.5f; mat._33 = 1.0f;
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mat._41 = 0.0f; mat._42 = 0.0f; mat._43 = 0.0f;
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m_pd3dDevice->SetTransform( D3DTS_TEXTURE1, &mat );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3|D3DTTFF_PROJECTED );
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m_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1 );
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: CreateBumpMap()
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// Desc: Creates a bumpmap
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//-----------------------------------------------------------------------------
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LPDIRECT3DTEXTURE8 CMyD3DApplication::CreateBumpMap( DWORD dwWidth, DWORD dwHeight,
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D3DFORMAT d3dBumpFormat )
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{
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LPDIRECT3DTEXTURE8 psBumpMap;
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// Check if the device can create the format
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if( FAILED( m_pD3D->CheckDeviceFormat( m_d3dCaps.AdapterOrdinal,
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m_d3dCaps.DeviceType,
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m_d3dsdBackBuffer.Format,
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0, D3DRTYPE_TEXTURE, d3dBumpFormat ) ) )
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return NULL;
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// Create the bump map texture
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if( FAILED( m_pd3dDevice->CreateTexture( dwWidth, dwHeight, 1, 0 /* Usage */,
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d3dBumpFormat, D3DPOOL_MANAGED,
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&psBumpMap ) ) )
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return NULL;
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// Lock the surface and write in some bumps for the waves
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D3DLOCKED_RECT d3dlr;
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psBumpMap->LockRect( 0, &d3dlr, 0, 0 );
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CHAR* pDst = (CHAR*)d3dlr.pBits;
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CHAR iDu, iDv;
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for( DWORD y=0; y<dwHeight; y++ )
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{
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CHAR* pPixel = pDst;
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for( DWORD x=0; x<dwWidth; x++ )
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{
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FLOAT fx = x/(FLOAT)dwWidth - 0.5f;
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FLOAT fy = y/(FLOAT)dwHeight - 0.5f;
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FLOAT r = sqrtf( fx*fx + fy*fy );
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iDu = (CHAR)( 64 * cosf( 300.0f * r ) * expf( -r * 5.0f ) );
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iDu += (CHAR)( 32 * cosf( 150.0f * ( fx + fy ) ) );
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iDu += (CHAR)( 16 * cosf( 140.0f * ( fx * 0.85f - fy ) ) );
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iDv = (CHAR)( 64 * sinf( 300.0f * r ) * expf( -r * 5.0f ) );
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iDv += (CHAR)( 32 * sinf( 150.0f * ( fx + fy ) ) );
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iDv += (CHAR)( 16 * sinf( 140.0f * ( fx * 0.85f - fy ) ) );
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*pPixel++ = iDu;
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*pPixel++ = iDv;
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}
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pDst += d3dlr.Pitch;
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}
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psBumpMap->UnlockRect(0);
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return psBumpMap;
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}
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//-----------------------------------------------------------------------------
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// Name: InitDeviceObjects()
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// Desc: Initialize scene objects
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::InitDeviceObjects()
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{
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m_pFont->InitDeviceObjects( m_pd3dDevice );
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// Load the texture for the background image
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if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Lake.bmp"),
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&m_pBackgroundTexture, D3DFMT_R5G6B5 ) ) )
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return D3DAPPERR_MEDIANOTFOUND;
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// Create the bumpmap.
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m_psBumpMap = CreateBumpMap( 256, 256, D3DFMT_V8U8 );
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if( NULL == m_psBumpMap )
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return E_FAIL;
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// Create a square for rendering the background
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if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(VERTEX),
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D3DUSAGE_WRITEONLY, D3DFVF_VERTEX,
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D3DPOOL_MANAGED, &m_pBackgroundVB ) ) )
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return E_FAIL;
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VERTEX* v;
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m_pBackgroundVB->Lock( 0, 0, (BYTE**)&v, 0 );
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v[0].p = D3DXVECTOR3(-1000.0f, 0.0f, 0.0f );
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v[1].p = D3DXVECTOR3(-1000.0f, 1000.0f, 0.0f );
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v[2].p = D3DXVECTOR3( 1000.0f, 0.0f, 0.0f );
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v[3].p = D3DXVECTOR3( 1000.0f, 1000.0f, 0.0f );
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v[0].tu = 0.0f; v[0].tv = 147/256.0f;
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v[1].tu = 0.0f; v[1].tv = 0.0f;
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v[2].tu = 1.0f; v[2].tv = 147/256.0f;
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v[3].tu = 1.0f; v[3].tv = 0.0f;
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m_pBackgroundVB->Unlock();
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// See if EMBM and projected vertices are supported at the same time
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// in the fixed-function shader. If not, switch to using a vertex shader.
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m_bUseVertexShader = FALSE;
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SetEMBMStates();
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DWORD dwPasses;
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if( FAILED( m_pd3dDevice->ValidateDevice( &dwPasses ) ) )
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m_bUseVertexShader = TRUE;
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// If D3DPTEXTURECAPS_PROJECTED is set, projected textures are computed
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// per pixel, so this sample will work fine with just a quad for the water
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// model. If it's not set, textures are projected per vertex rather than
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// per pixel, so distortion will be visible unless we use more vertices.
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if( m_d3dCaps.TextureCaps & D3DPTEXTURECAPS_PROJECTED && !m_bUseVertexShader)
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{
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m_n = 2; // Number of vertices in the ground grid along X
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m_m = 2; // Number of vertices in the ground grid along Z
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}
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else
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{
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m_n = 8; // Number of vertices in the ground grid along X
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m_m = 8; // Number of vertices in the ground grid along Z
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}
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m_nTriangles = (m_n-1)*(m_m-1)*2; // Number of triangles in the ground
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// Create a square grid m_n*m_m for rendering the water
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if( FAILED( m_pd3dDevice->CreateVertexBuffer( m_nTriangles*3*sizeof(VERTEX),
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D3DUSAGE_WRITEONLY, D3DFVF_VERTEX,
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D3DPOOL_MANAGED, &m_pWaterVB ) ) )
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return E_FAIL;
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m_pWaterVB->Lock( 0, 0, (BYTE**)&v, 0 );
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float dX = 2000.0f/(m_n-1);
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float dZ = 1250.0f/(m_m-1);
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float x0 = -1000;
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float z0 = -1250;
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float dU = 1.0f/(m_n-1);
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float dV = 0.7f/(m_m-1);
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UINT k = 0;
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for (UINT z=0; z < (m_m-1); z++)
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{
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for (UINT x=0; x < (m_n-1); x++)
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{
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v[k].p = D3DXVECTOR3(x0 + x*dX, 0.0f, z0 + z*dZ );
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v[k].tu = x*dU;
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v[k].tv = z*dV;
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k++;
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v[k].p = D3DXVECTOR3(x0 + x*dX, 0.0f, z0 + (z+1)*dZ );
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v[k].tu = x*dU;
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v[k].tv = (z+1)*dV;
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k++;
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v[k].p = D3DXVECTOR3(x0 + (x+1)*dX, 0.0f, z0 + (z+1)*dZ );
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v[k].tu = (x+1)*dU;
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v[k].tv = (z+1)*dV;
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k++;
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v[k].p = D3DXVECTOR3(x0 + x*dX, 0.0f, z0 + z*dZ );
|
|
v[k].tu = x*dU;
|
|
v[k].tv = z*dV;
|
|
k++;
|
|
v[k].p = D3DXVECTOR3(x0 + (x+1)*dX, 0.0f, z0 + (z+1)*dZ );
|
|
v[k].tu = (x+1)*dU;
|
|
v[k].tv = (z+1)*dV;
|
|
k++;
|
|
v[k].p = D3DXVECTOR3(x0 + (x+1)*dX, 0.0f, z0 + z*dZ );
|
|
v[k].tu = (x+1)*dU;
|
|
v[k].tv = z*dV;
|
|
k++;
|
|
}
|
|
}
|
|
m_pWaterVB->Unlock();
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: RestoreDeviceObjects()
|
|
// Desc: Initialize scene objects
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::RestoreDeviceObjects()
|
|
{
|
|
HRESULT hr;
|
|
|
|
m_pFont->RestoreDeviceObjects();
|
|
|
|
// Set the transform matrices
|
|
D3DXVECTOR3 vEyePt( 0.0f, 400.0f, -1650.0f );
|
|
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
|
|
D3DXVECTOR3 vUpVec( 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, 10000.0f );
|
|
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 );
|
|
|
|
if ( m_bUseVertexShader )
|
|
{
|
|
DWORD dwWaveDecl[] =
|
|
{
|
|
D3DVSD_STREAM( 0 ),
|
|
D3DVSD_REG( 0, D3DVSDT_FLOAT3 ), // Position
|
|
D3DVSD_REG( 1, D3DVSDT_FLOAT2 ), // Tex coords
|
|
D3DVSD_END()
|
|
};
|
|
|
|
LPD3DXBUFFER pCode;
|
|
if( FAILED( hr = D3DXAssembleShader( g_strVertexShader,
|
|
strlen(g_strVertexShader),
|
|
0, NULL, &pCode, NULL ) ) )
|
|
{
|
|
return hr;
|
|
}
|
|
hr = m_pd3dDevice->CreateVertexShader( dwWaveDecl,
|
|
(DWORD*)pCode->GetBufferPointer(),
|
|
&m_dwVertexShader, 0);
|
|
if( FAILED( hr ) )
|
|
{
|
|
return hr;
|
|
}
|
|
pCode->Release();
|
|
|
|
D3DXMATRIX matCamera, matFinal;
|
|
D3DXMatrixMultiply( &matCamera, &matWorld, &matView );
|
|
D3DXMatrixMultiply( &matFinal, &matCamera, &matProj );
|
|
D3DXMatrixTranspose(&matCamera, &matCamera);
|
|
D3DXMatrixTranspose(&matFinal, &matFinal);
|
|
matCamera(0, 0) *= 0.8f;
|
|
matCamera(0, 1) *= 0.8f;
|
|
matCamera(0, 2) *= 0.8f;
|
|
matCamera(0, 3) *= 0.8f;
|
|
matCamera(1, 0) *= 0.8f;
|
|
matCamera(1, 1) *= 0.8f;
|
|
matCamera(1, 2) *= 0.8f;
|
|
matCamera(1, 3) *= 0.8f;
|
|
if (FAILED( hr = m_pd3dDevice->SetVertexShaderConstant(0, &matCamera, 3) ) )
|
|
{
|
|
return hr;
|
|
}
|
|
if (FAILED( hr = m_pd3dDevice->SetVertexShaderConstant(3, &matFinal, 4) ) )
|
|
{
|
|
return hr;
|
|
}
|
|
FLOAT data[4] = {0.5f, -0.5f, 0, 0};
|
|
if (FAILED( hr = m_pd3dDevice->SetVertexShaderConstant(8, &data, 1) ) )
|
|
{
|
|
return hr;
|
|
}
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: InvalidateDeviceObjects()
|
|
// Desc:
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
|
|
{
|
|
m_pFont->InvalidateDeviceObjects();
|
|
if( m_dwVertexShader != 0 )
|
|
{
|
|
m_pd3dDevice->DeleteVertexShader( m_dwVertexShader );
|
|
m_dwVertexShader = 0;
|
|
}
|
|
|
|
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_pBackgroundTexture );
|
|
SAFE_RELEASE( m_psBumpMap );
|
|
SAFE_RELEASE( m_pBackgroundVB );
|
|
SAFE_RELEASE( m_pWaterVB );
|
|
|
|
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;
|
|
|
|
// Else, reject the device
|
|
return E_FAIL;
|
|
}
|
|
|
|
|