Files
Client/Library/dxx8/samples/Multimedia/Direct3D/ClipMirror/clipmirror.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

448 lines
15 KiB
C++

//-----------------------------------------------------------------------------
// File: ClipMirror.cpp
//
// Desc: This sample shows how to use clip planes to implement a planar mirror.
// The scene is reflected in a mirror and rendered in a 2nd pass. The
// corners of the mirrors, together with the camera eye point, are used
// to define a custom set of clip planes so that the reflected geometry
// appears only within the mirror's boundaries.
//
// Note: This code uses the D3D Framework helper library.
//
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <math.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
//-----------------------------------------------------------------------------
// Name: struct MIRRORVERTEX
// Desc: Custom mirror vertex type
//-----------------------------------------------------------------------------
struct MIRRORVERTEX
{
D3DXVECTOR3 p;
D3DXVECTOR3 n;
DWORD color;
};
#define D3DFVF_MIRRORVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_DIFFUSE)
//-----------------------------------------------------------------------------
// Name: class CMyD3DApplication
// Desc: Application class. The base class (CD3DApplication) provides the
// generic functionality needed in all Direct3D samples. CMyD3DApplication
// adds functionality specific to this sample program.
//-----------------------------------------------------------------------------
class CMyD3DApplication : public CD3DApplication
{
CD3DFont* m_pFont; // Font for drawing text
CD3DMesh* m_pTeapot; // The teapot object
D3DXMATRIX m_matTeapot; // Teapot's local matrix
LPDIRECT3DVERTEXBUFFER8 m_pMirrorVB;
D3DXVECTOR3 m_vEyePt; // Vectors defining the camera
D3DXVECTOR3 m_vLookatPt;
D3DXVECTOR3 m_vUpVec;
HRESULT RenderMirror();
HRESULT RenderScene();
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format );
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("ClipMirror: Using D3D Clip Planes");
m_bUseDepthBuffer = TRUE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pTeapot = new CD3DMesh;
m_pMirrorVB = NULL;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
// Initialize the camera's orientation
m_vEyePt = D3DXVECTOR3( 0.0f, 2.0f, -6.5f );
m_vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
m_vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
// Set the teapot's local matrix (rotating about the y-axis)
D3DXMatrixRotationY( &m_matTeapot, m_fTime );
// When the window has focus, let the mouse adjust the camera view
if( GetFocus() )
{
D3DXQUATERNION quat = D3DUtil_GetRotationFromCursor( m_hWnd );
m_vEyePt.x = 5*quat.y;
m_vEyePt.y = 5*quat.x;
m_vEyePt.z = -sqrtf( 50.0f - 25*quat.x*quat.x - 25*quat.y*quat.y );
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &m_vEyePt, &m_vLookatPt, &m_vUpVec );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RenderScene()
// Desc: Renders all objects in the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RenderScene()
{
D3DXMATRIX matLocal, matWorldSaved;
m_pd3dDevice->GetTransform( D3DTS_WORLD, &matWorldSaved );
// Build the local matrix
D3DXMatrixMultiply( &matLocal, &m_matTeapot, &matWorldSaved );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matLocal );
// Render the object
m_pTeapot->Render( m_pd3dDevice );
// Restore the modified render states
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorldSaved );
// 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 );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RenderMirror()
// Desc: Renders the scene as reflected in a mirror. The corners of the mirror
// define a plane, which is used to build the reflection matrix. The
// scene is rendered with the cull-mode reversed, since all normals in
// the scene are likewise reflected.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RenderMirror()
{
D3DXMATRIX matWorldSaved;
D3DXMATRIX matReflectInMirror;
D3DXPLANE plane;
// Save the world matrix so it can be restored
m_pd3dDevice->GetTransform( D3DTS_WORLD, &matWorldSaved );
// Get the four corners of the mirror. (This should be dynamic rather than
// hardcoded.)
D3DXVECTOR3 a(-1.5f, 1.5f, 3.0f );
D3DXVECTOR3 b( 1.5f, 1.5f, 3.0f );
D3DXVECTOR3 c( -1.5f,-1.5f, 3.0f );
D3DXVECTOR3 d( 1.5f,-1.5f, 3.0f );
// Construct the reflection matrix
D3DXPlaneFromPoints( &plane, &a, &b, &c );
D3DXMatrixReflect( &matReflectInMirror, &plane );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matReflectInMirror );
// Reverse the cull mode (since normals will be reflected)
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
// Set the custom clip planes (so geometry is clipped by mirror edges).
// This is the heart of this sample. The mirror has 4 edges, so there are
// 4 clip planes, each defined by two mirror vertices and the eye point.
m_pd3dDevice->SetClipPlane( 0, *D3DXPlaneFromPoints( &plane, &b, &a, &m_vEyePt ) );
m_pd3dDevice->SetClipPlane( 1, *D3DXPlaneFromPoints( &plane, &d, &b, &m_vEyePt ) );
m_pd3dDevice->SetClipPlane( 2, *D3DXPlaneFromPoints( &plane, &c, &d, &m_vEyePt ) );
m_pd3dDevice->SetClipPlane( 3, *D3DXPlaneFromPoints( &plane, &a, &c, &m_vEyePt ) );
m_pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE,
D3DCLIPPLANE0 | D3DCLIPPLANE1 | D3DCLIPPLANE2 | D3DCLIPPLANE3 );
// Render the scene
RenderScene();
// Restore the modified render states
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorldSaved );
m_pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE, 0x00 );
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
// Finally, render the mirror itself (as an alpha-blended quad)
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
m_pd3dDevice->SetStreamSource( 0, m_pMirrorVB, sizeof(MIRRORVERTEX) );
m_pd3dDevice->SetVertexShader( D3DFVF_MIRRORVERTEX );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
// rendering. This function sets up render states, clears the
// viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
// Clear the viewport
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
0x000000ff, 1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
// Render the scene
RenderScene();
// Render the scene in the mirror
RenderMirror();
// End the scene.
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
// Initialize the font's internal textures
m_pFont->InitDeviceObjects( m_pd3dDevice );
// Set up the geometry objects
if( FAILED( m_pTeapot->Create( m_pd3dDevice, _T("Teapot.x") ) ) )
return D3DAPPERR_MEDIANOTFOUND;
// Create a square for rendering the mirror
if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(MIRRORVERTEX),
D3DUSAGE_WRITEONLY,
D3DFVF_MIRRORVERTEX,
D3DPOOL_MANAGED, &m_pMirrorVB ) ) )
return E_FAIL;
// Initialize the mirror's vertices
MIRRORVERTEX* v;
m_pMirrorVB->Lock( 0, 0, (BYTE**)&v, 0 );
v[0].p = D3DXVECTOR3(-1.5f, 1.5f, 3.0f );
v[2].p = D3DXVECTOR3(-1.5f,-1.5f, 3.0f );
v[1].p = D3DXVECTOR3( 1.5f, 1.5f, 3.0f );
v[3].p = D3DXVECTOR3( 1.5f,-1.5f, 3.0f );
v[0].n = v[1].n = v[2].n = v[3].n = D3DXVECTOR3(0.0f,0.0f,-1.0f);
v[0].color = v[1].color = v[2].color = v[3].color = 0x80ffffff;
m_pMirrorVB->Unlock();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
m_pFont->RestoreDeviceObjects();
// Set up the geometry objects
m_pTeapot->RestoreDeviceObjects( m_pd3dDevice );
// Set up the textures
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
// Set miscellaneous render states
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
// Set up the matrices
D3DXMATRIX matWorld, matView, matProj;
D3DXMatrixIdentity( &matWorld );
D3DXMatrixLookAtLH( &matView, &m_vEyePt, &m_vLookatPt, &m_vUpVec );
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Set up a light
if( ( m_d3dCaps.VertexProcessingCaps & D3DVTXPCAPS_DIRECTIONALLIGHTS ) ||
!( m_dwCreateFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING ) )
{
D3DLIGHT8 light;
D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, 0.2f, -1.0f, -0.2f );
m_pd3dDevice->SetLight( 0, &light );
m_pd3dDevice->LightEnable( 0, TRUE );
}
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xff555555 );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_pFont->InvalidateDeviceObjects();
m_pTeapot->InvalidateDeviceObjects();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
m_pFont->DeleteDeviceObjects();
m_pTeapot->Destroy();
SAFE_RELEASE( m_pMirrorVB );
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
if( ( dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
( dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
{
if( pCaps->MaxUserClipPlanes < 4 )
return E_FAIL;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
// to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FinalCleanup()
{
SAFE_DELETE( m_pFont );
SAFE_DELETE( m_pTeapot );
return S_OK;
}