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>
730 lines
23 KiB
C++
730 lines
23 KiB
C++
//-----------------------------------------------------------------------------
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// File: CubeMap.cpp
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//
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// Desc: Example code showing how to do environment mapping
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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 <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 "D3DFile.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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// Name: g_szEffect
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// Desc: String containing effect used to render shiny teapot. Two techniques
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// are shown.. one which simply uses cubemaps, and a fallback which uses
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// a vertex shader to do a sphere-map lookup.
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//-----------------------------------------------------------------------------
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const char g_szEffect[] =
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"texture texCubeMap;\n"
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"texture texSphereMap;\n"
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"matrix matWorld;\n"
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"matrix matView;\n"
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"matrix matProject;\n"
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"matrix matWorldView;\n"
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"technique Cube\n"
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"{\n"
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"pass P0\n"
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"{\n"
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// Vertex shate
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"VertexShader = xyz | normal;\n"
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"WorldTransform[0] = <matWorld>;\n"
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"ViewTransform = <matView>;\n"
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"ProjectionTransform = <matProject>;\n"
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// Pixel state
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"Texture[0] = <texCubeMap>;\n"
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"MinFilter[0] = Linear;\n"
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"MagFilter[0] = Linear;\n"
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"AddressU[0] = Clamp;\n"
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"AddressV[0] = Clamp;\n"
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"AddressW[0] = Clamp;\n"
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"ColorOp[0] = SelectArg1;\n"
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"ColorArg1[0] = Texture;\n"
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"TexCoordIndex[0] = CameraSpaceReflectionVector;\n"
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"TextureTransformFlags[0] = Count3;\n"
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"}\n"
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"}\n"
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"technique Sphere\n"
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"{\n"
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"pass P0\n"
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"{\n"
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// Vertex state
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"VertexShader =\n"
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"decl\n"
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"{\n"
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"float v0[3];\n" // position
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"float v1[3];\n" // normal
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"}\n"
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"asm\n"
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"{\n"
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"vs.1.0\n"
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"def c64, 0.25f, 0.5f, 1.0f, -1.0f\n"
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// r0: camera-space position
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// r1: camera-space normal
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// r2: camera-space vertex-eye vector
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// r3: camera-space reflection vector
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// r4: texture coordinates
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// Transform position and normal into camera-space
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"m4x4 r0, v0, c0\n"
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"m3x3 r1, v1, c0\n"
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// Compute normalized view vector
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"mov r2, -r0\n"
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"dp3 r3, r2, r2\n"
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"rsq r3, r3\n"
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"mul r2, r2, r3\n"
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// Compute camera-space reflection vector
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"dp3 r3, r1, r2\n"
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"mul r1, r1, r3\n"
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"add r1, r1, r1\n"
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"add r3, r1, -r2\n"
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// Compute sphere-map texture coords
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"mad r4.w, -r3.z, c64.y, c64.y\n"
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"rsq r4, r4\n"
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"mul r4, r3, r4\n"
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"mad r4, r4, c64.x, c64.y\n"
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// Project position
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"m4x4 oPos, r0, c4\n"
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"mul oT0.xy, r4.xy, c64.zw\n"
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"mov oT0.zw, c64.z\n"
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"};\n"
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"VertexShaderConstant4[0] = <matWorldView>;\n"
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"VertexShaderConstant4[4] = <matProject>;\n"
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// Pixel state
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"Texture[0] = <texSphereMap>;\n"
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"AddressU[0] = Wrap;\n"
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"AddressV[0] = Wrap;\n"
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"MinFilter[0] = Linear;\n"
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"MagFilter[0] = Linear;\n"
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"ColorOp[0] = SelectArg1;\n"
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"ColorArg1[0] = Texture;\n"
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"}\n"
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"}\n";
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const UINT g_cchEffect = sizeof(g_szEffect) - 1;
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//-----------------------------------------------------------------------------
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// Name: struct ENVMAPPEDVERTEX
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// Desc: D3D vertex type for environment-mapped objects
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//-----------------------------------------------------------------------------
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struct ENVMAPPEDVERTEX
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{
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D3DXVECTOR3 p; // Position
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D3DXVECTOR3 n; // Normal
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};
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#define D3DFVF_ENVMAPVERTEX ( D3DFVF_XYZ | D3DFVF_NORMAL )
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// CUBEMAP_RESOLUTION indicates how big to make the cubemap texture. Larger
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// textures will generate a better-looking reflection.
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#define CUBEMAP_RESOLUTION 256
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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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BOOL m_bCapture;
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D3DXMATRIX m_matProject;
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D3DXMATRIX m_matView;
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D3DXMATRIX m_matWorld;
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D3DXMATRIX m_matAirplane;
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D3DXMATRIX m_matTrackBall;
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CD3DFont* m_pFont;
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CD3DMesh* m_pShinyTeapot;
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CD3DMesh* m_pSkyBox;
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CD3DMesh* m_pAirplane;
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ID3DXEffect* m_pEffect;
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ID3DXRenderToEnvMap* m_pRenderToEnvMap;
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IDirect3DCubeTexture8* m_pCubeMap;
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IDirect3DTexture8* m_pSphereMap;
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protected:
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HRESULT RenderSceneIntoEnvMap();
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HRESULT RenderScene( CONST D3DXMATRIX* pView, CONST D3DXMATRIX* pProject, BOOL bRenderTeapot );
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HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
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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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public:
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LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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CMyD3DApplication();
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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("CubeMap");
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m_bUseDepthBuffer = TRUE;
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m_bCapture = FALSE;
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m_pFont = NULL;
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m_pShinyTeapot = NULL;
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m_pSkyBox = NULL;
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m_pAirplane = NULL;
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m_pEffect = NULL;
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m_pRenderToEnvMap = NULL;
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m_pCubeMap = NULL;
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m_pSphereMap = 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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D3DXMatrixIdentity( &m_matWorld );
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m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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m_pShinyTeapot = new CD3DMesh();
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m_pSkyBox = new CD3DMesh();
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m_pAirplane = new CD3DMesh();
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if( !m_pFont || !m_pShinyTeapot || !m_pSkyBox || !m_pAirplane )
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return E_OUTOFMEMORY;
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D3DXMatrixIdentity( &m_matTrackBall );
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D3DXMatrixTranslation( &m_matView, 0.0f, 0.0f, 3.0f );
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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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// Animate file object
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D3DXMATRIX mat;
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D3DXMatrixScaling( &m_matAirplane, 0.2f, 0.2f, 0.2f );
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D3DXMatrixTranslation( &mat, 0.0f, 2.0f, 0.0f );
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D3DXMatrixMultiply( &m_matAirplane, &m_matAirplane, &mat );
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D3DXMatrixRotationX( &mat, -2.9f * m_fTime );
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D3DXMatrixMultiply( &m_matAirplane, &m_matAirplane, &mat );
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D3DXMatrixRotationY( &mat, 1.055f * m_fTime );
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D3DXMatrixMultiply( &m_matAirplane, &m_matAirplane, &mat );
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// When the window has focus, let the mouse adjust the camera view
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if( m_bCapture )
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{
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D3DXMATRIX matCursor;
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D3DXQUATERNION qCursor = D3DUtil_GetRotationFromCursor( m_hWnd );
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D3DXMatrixRotationQuaternion( &matCursor, &qCursor );
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D3DXMatrixMultiply( &m_matView, &m_matTrackBall, &matCursor );
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D3DXMATRIX matTrans;
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D3DXMatrixTranslation( &matTrans, 0.0f, 0.0f, 3.0f );
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D3DXMatrixMultiply( &m_matView, &m_matView, &matTrans );
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}
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// Render the scene into the surfaces of the cubemap
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if( FAILED( RenderSceneIntoEnvMap() ) )
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return E_FAIL;
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: RenderSceneIntoEnvMap()
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// Desc: Renders the scene to each of the 6 faces of the cube map
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::RenderSceneIntoEnvMap()
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{
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HRESULT hr;
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// Set the projection matrix for a field of view of 90 degrees
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D3DXMATRIX matProj;
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D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI * 0.5f, 1.0f, 0.5f, 1000.0f );
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// Get the current view matrix, to concat it with the cubemap view vectors
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D3DXMATRIX matViewDir( m_matView );
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matViewDir._41 = 0.0f; matViewDir._42 = 0.0f; matViewDir._43 = 0.0f;
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// Render the six cube faces into the environment map
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if( m_pCubeMap )
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hr = m_pRenderToEnvMap->BeginCube( m_pCubeMap );
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else
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hr = m_pRenderToEnvMap->BeginSphere( m_pSphereMap );
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if(FAILED(hr))
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return hr;
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for( UINT i = 0; i < 6; i++ )
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{
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m_pRenderToEnvMap->Face( (D3DCUBEMAP_FACES) i );
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// Set the view transform for this cubemap surface
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D3DXMATRIX matView;
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matView = D3DUtil_GetCubeMapViewMatrix( (D3DCUBEMAP_FACES) i );
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D3DXMatrixMultiply( &matView, &matViewDir, &matView );
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// Render the scene (except for the teapot)
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RenderScene( &matView, &matProj, FALSE );
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}
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m_pRenderToEnvMap->End();
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: RenderScene()
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// Desc: Renders all visual elements in the scene. This is called by the main
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// Render() function, and also by the RenderIntoCubeMap() function.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::RenderScene( CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pProject,
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BOOL bRenderTeapot )
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{
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// Render the Skybox
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{
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D3DXMATRIX matWorld;
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D3DXMatrixScaling( &matWorld, 10.0f, 10.0f, 10.0f );
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D3DXMATRIX matView(*pView);
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matView._41 = matView._42 = matView._43 = 0.0f;
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
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m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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m_pd3dDevice->SetTransform( D3DTS_PROJECTION, pProject );
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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( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_MIRROR );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_MIRROR );
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// Always pass Z-test, so we can avoid clearing color and depth buffers
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m_pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_ALWAYS );
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m_pSkyBox->Render( m_pd3dDevice );
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m_pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESSEQUAL );
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}
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// Render the Airplane
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{
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matAirplane );
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m_pd3dDevice->SetTransform( D3DTS_VIEW, pView );
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m_pd3dDevice->SetTransform( D3DTS_PROJECTION, pProject );
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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( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
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m_pAirplane->Render( m_pd3dDevice );
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matWorld);
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}
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// Render the environment-mapped ShinyTeapot
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if( bRenderTeapot )
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{
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// Set transform state
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if( m_pCubeMap )
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{
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m_pEffect->SetMatrix( "matWorld", &m_matWorld );
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m_pEffect->SetMatrix( "matView", (D3DXMATRIX*) pView );
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}
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else
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{
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D3DXMATRIX matWorldView;
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D3DXMatrixMultiply( &matWorldView, &m_matWorld, pView );
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m_pEffect->SetMatrix( "matWorldView", &matWorldView );
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}
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m_pEffect->SetMatrix( "matProject", (D3DXMATRIX*) pProject );
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// Draw teapot
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LPDIRECT3DVERTEXBUFFER8 pVB;
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LPDIRECT3DINDEXBUFFER8 pIB;
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m_pShinyTeapot->m_pLocalMesh->GetVertexBuffer(&pVB);
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m_pShinyTeapot->m_pLocalMesh->GetIndexBuffer(&pIB);
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m_pd3dDevice->SetStreamSource(0, pVB, sizeof(ENVMAPPEDVERTEX));
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m_pd3dDevice->SetIndices(pIB, 0);
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UINT uPasses;
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m_pEffect->Begin( &uPasses, 0 );
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for( UINT iPass = 0; iPass < uPasses; iPass++ )
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{
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m_pEffect->Pass( iPass );
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m_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
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0, m_pShinyTeapot->m_pLocalMesh->GetNumVertices(),
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0, m_pShinyTeapot->m_pLocalMesh->GetNumFaces());
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}
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m_pEffect->End();
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SAFE_RELEASE(pVB);
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SAFE_RELEASE(pIB);
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}
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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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// Begin the scene
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if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
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{
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// Render the scene, including the teapot
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RenderScene( &m_matView, &m_matProject, TRUE );
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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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// End the scene.
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m_pd3dDevice->EndScene();
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}
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return S_OK;
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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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// Load the file objects
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if( FAILED( m_pShinyTeapot->Create( m_pd3dDevice, _T("teapot.x") ) ) )
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return D3DAPPERR_MEDIANOTFOUND;
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if( FAILED( m_pSkyBox->Create( m_pd3dDevice, _T("lobby_skybox.x") ) ) )
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return D3DAPPERR_MEDIANOTFOUND;
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if( FAILED( m_pAirplane->Create( m_pd3dDevice, _T("airplane 2.x") ) ) )
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return D3DAPPERR_MEDIANOTFOUND;
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// Set mesh properties
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m_pAirplane->SetFVF( m_pd3dDevice, D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1 );
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m_pShinyTeapot->SetFVF( m_pd3dDevice, D3DFVF_ENVMAPVERTEX );
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// Restore the device-dependent objects
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m_pFont->InitDeviceObjects( m_pd3dDevice );
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// Create Effect object
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if( FAILED( D3DXCreateEffect( m_pd3dDevice, g_szEffect, g_cchEffect, &m_pEffect, NULL ) ) )
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return E_FAIL;
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: RestoreDeviceObjects()
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// Desc: Restore device-memory objects and state after a device is created or
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// resized.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::RestoreDeviceObjects()
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{
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// InitDeviceObjects for file objects (build textures and vertex buffers)
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m_pShinyTeapot->RestoreDeviceObjects( m_pd3dDevice );
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m_pSkyBox->RestoreDeviceObjects( m_pd3dDevice );
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m_pAirplane->RestoreDeviceObjects( m_pd3dDevice );
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m_pFont->RestoreDeviceObjects();
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m_pEffect->OnResetDevice();
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|
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// Create RenderToEnvMap object
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if( FAILED( D3DXCreateRenderToEnvMap( m_pd3dDevice, CUBEMAP_RESOLUTION,
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m_d3dsdBackBuffer.Format, TRUE, D3DFMT_D16, &m_pRenderToEnvMap ) ) )
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{
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|
return E_FAIL;
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}
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|
|
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// Create the cubemap, with a format that matches the backbuffer
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if( m_d3dCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP )
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|
{
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if( FAILED( D3DXCreateCubeTexture( m_pd3dDevice, CUBEMAP_RESOLUTION, 1,
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D3DUSAGE_RENDERTARGET, m_d3dsdBackBuffer.Format, D3DPOOL_DEFAULT, &m_pCubeMap ) ) )
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|
{
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|
if( FAILED( D3DXCreateCubeTexture( m_pd3dDevice, CUBEMAP_RESOLUTION, 1,
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|
0, m_d3dsdBackBuffer.Format, D3DPOOL_DEFAULT, &m_pCubeMap ) ) )
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|
{
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|
m_pCubeMap = NULL;
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|
}
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|
}
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|
}
|
|
|
|
|
|
// Create the spheremap, with a format that matches the backbuffer
|
|
if( !m_pCubeMap )
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|
{
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|
if( FAILED( D3DXCreateTexture( m_pd3dDevice, CUBEMAP_RESOLUTION, CUBEMAP_RESOLUTION,
|
|
1, D3DUSAGE_RENDERTARGET, m_d3dsdBackBuffer.Format, D3DPOOL_DEFAULT, &m_pSphereMap ) ) )
|
|
{
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|
if( FAILED( D3DXCreateTexture( m_pd3dDevice, CUBEMAP_RESOLUTION, CUBEMAP_RESOLUTION,
|
|
1, 0, m_d3dsdBackBuffer.Format, D3DPOOL_DEFAULT, &m_pSphereMap ) ) )
|
|
{
|
|
return E_FAIL;
|
|
}
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|
}
|
|
}
|
|
|
|
|
|
// Initialize effect
|
|
m_pEffect->SetTexture( "texCubeMap", m_pCubeMap );
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|
m_pEffect->SetTexture( "texSphereMap", m_pSphereMap );
|
|
|
|
if( m_pCubeMap )
|
|
{
|
|
m_pEffect->SetTechnique( "Cube" );
|
|
SetWindowText( m_hWnd, _T("CubeMap: Environment cube-mapping") );
|
|
}
|
|
else
|
|
{
|
|
m_pEffect->SetTechnique( "Sphere" );
|
|
SetWindowText( m_hWnd, _T("CubeMap: Environment cube-mapping (using dynamic spheremap)") );
|
|
}
|
|
|
|
|
|
// Set the transform matrices
|
|
FLOAT fAspect = (FLOAT) m_d3dsdBackBuffer.Width / (FLOAT) m_d3dsdBackBuffer.Height;
|
|
D3DXMatrixPerspectiveFovLH( &m_matProject, D3DX_PI * 0.4f, fAspect, 0.5f, 100.0f );
|
|
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: InvalidateDeviceObjects()
|
|
// Desc: Called when the device-dependent objects are about to be lost.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
|
|
{
|
|
m_pShinyTeapot->InvalidateDeviceObjects();
|
|
m_pSkyBox->InvalidateDeviceObjects();
|
|
m_pAirplane->InvalidateDeviceObjects();
|
|
m_pFont->InvalidateDeviceObjects();
|
|
|
|
if(m_pEffect)
|
|
m_pEffect->OnLostDevice();
|
|
|
|
SAFE_RELEASE( m_pRenderToEnvMap );
|
|
SAFE_RELEASE( m_pCubeMap );
|
|
SAFE_RELEASE( m_pSphereMap );
|
|
|
|
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_pShinyTeapot->Destroy();
|
|
m_pSkyBox->Destroy();
|
|
m_pAirplane->Destroy();
|
|
|
|
SAFE_RELEASE( m_pEffect );
|
|
|
|
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_pShinyTeapot );
|
|
SAFE_DELETE( m_pSkyBox );
|
|
SAFE_DELETE( m_pAirplane );
|
|
|
|
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;
|
|
|
|
if( !(pCaps->TextureCaps & D3DPTEXTURECAPS_CUBEMAP) &&
|
|
!(dwBehavior & D3DCREATE_SOFTWARE_VERTEXPROCESSING) &&
|
|
!(pCaps->VertexShaderVersion >= D3DVS_VERSION(1, 0)) )
|
|
{
|
|
return E_FAIL;
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: MsgProc()
|
|
// Desc: Message proc function to handle key and menu input
|
|
//-----------------------------------------------------------------------------
|
|
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
|
|
LPARAM lParam )
|
|
{
|
|
// Capture mouse when clicked
|
|
if( WM_LBUTTONDOWN == uMsg )
|
|
{
|
|
D3DXMATRIX matCursor;
|
|
D3DXQUATERNION qCursor = D3DUtil_GetRotationFromCursor( m_hWnd );
|
|
D3DXMatrixRotationQuaternion( &matCursor, &qCursor );
|
|
D3DXMatrixTranspose( &matCursor, &matCursor );
|
|
D3DXMatrixMultiply( &m_matTrackBall, &m_matTrackBall, &matCursor );
|
|
|
|
SetCapture( m_hWnd );
|
|
m_bCapture = TRUE;
|
|
return 0;
|
|
}
|
|
|
|
if( WM_LBUTTONUP == uMsg )
|
|
{
|
|
D3DXMATRIX matCursor;
|
|
D3DXQUATERNION qCursor = D3DUtil_GetRotationFromCursor( m_hWnd );
|
|
D3DXMatrixRotationQuaternion( &matCursor, &qCursor );
|
|
D3DXMatrixMultiply( &m_matTrackBall, &m_matTrackBall, &matCursor );
|
|
|
|
ReleaseCapture();
|
|
m_bCapture = FALSE;
|
|
return 0;
|
|
}
|
|
|
|
// Pass remaining messages to default handler
|
|
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
|
|
}
|