Files
Client/Library/dxx8/samples/Multimedia/Direct3D/EnvMapping/FishEye/fisheye.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

560 lines
19 KiB
C++

//-----------------------------------------------------------------------------
// File: FishEye.cpp
//
// Desc: Example code showing how to do a fisheye lens effect with cubemapping.
// The scene is rendering into a cubemap each frame, and then a
// funky-shaped object is rendered using the cubemap and an environment
// map.
//
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <stdio.h>
#include <math.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
//-----------------------------------------------------------------------------
// Name: struct ENVMAPPEDVERTEX
// Desc: D3D vertex type for environment-mapped objects
//-----------------------------------------------------------------------------
struct ENVMAPPEDVERTEX
{
D3DXVECTOR3 p; // Position
D3DXVECTOR3 n; // Normal
};
#define D3DFVF_ENVMAPVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)
//-----------------------------------------------------------------------------
// 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
{
// Font for drawing text
CD3DFont* m_pFont;
CD3DMesh* m_pSkyBoxObject;
LPDIRECT3DCUBETEXTURE8 m_pCubeMap;
LPDIRECT3DVERTEXBUFFER8 m_pFishEyeLensVB;
LPDIRECT3DINDEXBUFFER8 m_pFishEyeLensIB;
DWORD m_dwNumFishEyeLensVertices;
DWORD m_dwNumFishEyeLensFaces;
HRESULT RenderScene();
HRESULT RenderSceneIntoCubeMap();
HRESULT GenerateFishEyeLens( DWORD, DWORD, FLOAT );
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
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("FishEye: Environment mapping");
m_bUseDepthBuffer = TRUE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pSkyBoxObject = new CD3DMesh();
m_pCubeMap = NULL;
m_pFishEyeLensVB = NULL;
m_pFishEyeLensIB = NULL;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
// When the window has focus, let the mouse adjust the scene
if( GetFocus() )
{
D3DXQUATERNION quat = D3DUtil_GetRotationFromCursor( m_hWnd );
D3DXMATRIX matTrackBall;
D3DXMatrixRotationQuaternion( &matTrackBall, &quat );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matTrackBall );
// Render the scene into the surfaces of the cubemap
if( FAILED( RenderSceneIntoCubeMap() ) )
return E_FAIL;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RenderScene()
// Desc: Renders all visual elements in the scene. This is called by the main
// Render() function, and also by the RenderIntoCubeMap() function.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RenderScene()
{
// Render the skybox
{
// Save current state
D3DXMATRIX matViewSave, matProjSave;
m_pd3dDevice->GetTransform( D3DTS_VIEW, &matViewSave );
m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProjSave );
// Disable zbuffer, center view matrix, and set FOV to 90 degrees
D3DXMATRIX matView = matViewSave;
D3DXMATRIX matProj = matViewSave;
matView._41 = matView._42 = matView._43 = 0.0f;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/2, 1.0f, 0.5f, 10000.0f );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
// Render the skybox
m_pSkyBoxObject->Render( m_pd3dDevice );
// Restore the render states
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matViewSave );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProjSave );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
}
// Render any other elements of the scene here. In this sample, only a
// skybox is render, but a much more interesting scene could be rendered
// instead.
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RenderSceneIntoCubeMap()
// Desc: Renders the scene to each of the 6 faces of the cube map
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RenderSceneIntoCubeMap()
{
// Save transformation matrices of the device
D3DXMATRIX matProjSave, matViewSave;
m_pd3dDevice->GetTransform( D3DTS_VIEW, &matViewSave );
m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProjSave );
// Set the projection matrix for a field of view of 90 degrees
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/2, 1.0f, 0.5f, 100.0f );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Get the current view matrix, to concat it with the cubemap view vectors
D3DXMATRIX matViewDir;
m_pd3dDevice->GetTransform( D3DTS_VIEW, &matViewDir );
matViewDir._41 = 0.0f; matViewDir._42 = 0.0f; matViewDir._43 = 0.0f;
// Store the current backbuffer and zbuffer
LPDIRECT3DSURFACE8 pBackBuffer, pZBuffer;
m_pd3dDevice->GetRenderTarget( &pBackBuffer );
m_pd3dDevice->GetDepthStencilSurface( &pZBuffer );
// Render to the six faces of the cube map
for( DWORD i=0; i<6; i++ )
{
// Set the view transform for this cubemap surface
D3DXMATRIX matView;
matView = D3DUtil_GetCubeMapViewMatrix( (D3DCUBEMAP_FACES)i );
D3DXMatrixMultiply( &matView, &matViewDir, &matView );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
// Set the rendertarget to the i'th cubemap surface
LPDIRECT3DSURFACE8 pCubeMapFace;
m_pCubeMap->GetCubeMapSurface( (D3DCUBEMAP_FACES)i, 0, &pCubeMapFace );
m_pd3dDevice->SetRenderTarget( pCubeMapFace, NULL );
pCubeMapFace->Release();
// Render the scene
m_pd3dDevice->BeginScene();
RenderScene();
m_pd3dDevice->EndScene();
}
// Change the rendertarget back to the main backbuffer
m_pd3dDevice->SetRenderTarget( pBackBuffer, pZBuffer );
pBackBuffer->Release();
pZBuffer->Release();
// Restore the original transformation matrices
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matViewSave );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProjSave );
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()
{
// Begin the scene
if( FAILED( m_pd3dDevice->BeginScene() ) )
return S_OK;
// Set the states we want: identity matrix, no z-buffer, and cubemap texture
// coordinate generation
D3DXMATRIX matWorld;
D3DXMatrixIdentity( &matWorld );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3 );
// Render the fisheye lens object with the environment-mapped body.
m_pd3dDevice->SetTexture( 0, m_pCubeMap );
m_pd3dDevice->SetVertexShader( D3DFVF_ENVMAPVERTEX );
m_pd3dDevice->SetStreamSource( 0, m_pFishEyeLensVB, sizeof(ENVMAPPEDVERTEX) );
m_pd3dDevice->SetIndices( m_pFishEyeLensIB, 0 );
m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,
0, m_dwNumFishEyeLensVertices,
0, m_dwNumFishEyeLensFaces );
// Restore the render states
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
// 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 );
// End the scene.
m_pd3dDevice->EndScene();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
HRESULT hr;
// Initialize the font's internal textures
m_pFont->InitDeviceObjects( m_pd3dDevice );
// Load the file objects
if( FAILED( hr = m_pSkyBoxObject->Create( m_pd3dDevice, _T("Lobby_skybox.x") ) ) )
return D3DAPPERR_MEDIANOTFOUND;
// Create the fisheye lens
if( FAILED( hr = GenerateFishEyeLens( 20, 20, 1.0f ) ) )
return hr;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Restore device-memory objects and state after a device is created or
// resized.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
HRESULT hr;
m_pFont->RestoreDeviceObjects();
// Restore device objects for the skybox
m_pSkyBoxObject->RestoreDeviceObjects( m_pd3dDevice );
// Create the cubemap
if( FAILED( hr = m_pd3dDevice->CreateCubeTexture( 256, 1, D3DUSAGE_RENDERTARGET,
m_d3dsdBackBuffer.Format,
D3DPOOL_DEFAULT, &m_pCubeMap ) ) )
return hr;
// Set default render states
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_MIRROR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_MIRROR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MIPFILTER, D3DTEXF_NONE );
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
// Set the transforms
D3DXVECTOR3 m_vEyePt = D3DXVECTOR3( 0.0f, 0.0f,-5.0f );
D3DXVECTOR3 m_vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 m_vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matWorld, matView, matProj;
D3DXMatrixIdentity( &matWorld );
D3DXMatrixLookAtLH( &matView, &m_vEyePt, &m_vLookatPt, &m_vUpVec );
D3DXMatrixOrthoLH( &matProj, 2.0f, 2.0f, 0.5f, 100.0f );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Called when the device-dependent objects are about to be lost.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_pFont->InvalidateDeviceObjects();
m_pSkyBoxObject->InvalidateDeviceObjects();
SAFE_RELEASE( m_pCubeMap );
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_pSkyBoxObject->Destroy();
SAFE_RELEASE( m_pFishEyeLensVB );
SAFE_RELEASE( m_pFishEyeLensIB );
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_pSkyBoxObject );
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
// Check for cubemapping devices
if( 0 == ( pCaps->TextureCaps & D3DPTEXTURECAPS_CUBEMAP ) )
return E_FAIL;
// Check that we can create a cube texture that we can render into
if( FAILED( m_pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal,
pCaps->DeviceType, Format, D3DUSAGE_RENDERTARGET,
D3DRTYPE_CUBETEXTURE, Format ) ) )
{
return E_FAIL;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: GenerateFishEyeLens()
// Desc: Makes vertex and index data for a fish eye lens
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::GenerateFishEyeLens( DWORD dwNumRings, DWORD dwNumSections,
FLOAT fScale )
{
ENVMAPPEDVERTEX* pVertices;
WORD* pIndices;
DWORD dwNumTriangles = (dwNumRings+1) * dwNumSections * 2;
DWORD dwNumVertices = (dwNumRings+1) * dwNumSections + 2;
DWORD i, j, m;
// Generate space for the required triangles and vertices.
if( FAILED( m_pd3dDevice->CreateVertexBuffer( dwNumVertices*sizeof(ENVMAPPEDVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_ENVMAPVERTEX,
D3DPOOL_MANAGED, &m_pFishEyeLensVB ) ) )
return E_FAIL;
if( FAILED( m_pd3dDevice->CreateIndexBuffer( dwNumTriangles*3*sizeof(WORD),
D3DUSAGE_WRITEONLY, D3DFMT_INDEX16,
D3DPOOL_MANAGED, &m_pFishEyeLensIB ) ) )
return E_FAIL;
m_pFishEyeLensVB->Lock( 0, 0, (BYTE**)&pVertices, 0 );
m_pFishEyeLensIB->Lock( 0, 0, (BYTE**)&pIndices, 0 );
// Generate vertices at the end points.
pVertices->p = D3DXVECTOR3( 0.0f, 0.0f, fScale );
pVertices->n = D3DXVECTOR3( 0.0f, 0.0f, 1.0f );
pVertices++;
// Generate vertex points for rings
FLOAT r = 0.0f;
for( i = 0; i < (dwNumRings+1); i++ )
{
FLOAT phi = 0.0f;
for( j = 0; j < dwNumSections; j++ )
{
FLOAT x = r * sinf(phi);
FLOAT y = r * cosf(phi);
FLOAT z = 0.5f - 0.5f * ( x*x + y*y );
FLOAT nx = -x;
FLOAT ny = -y;
FLOAT nz = 1.0f;
pVertices->p = D3DXVECTOR3( x, y, z );
pVertices->n = D3DXVECTOR3( nx, ny, nz );
pVertices++;
phi += (FLOAT)(2*D3DX_PI / dwNumSections);
}
r += 1.5f/dwNumRings;
}
// Generate triangles for the centerpiece
for( i = 0; i < 2*dwNumSections; i++ )
{
*pIndices++ = (WORD)(0);
*pIndices++ = (WORD)(i + 1);
*pIndices++ = (WORD)(1 + ((i + 1) % dwNumSections));
}
// Generate triangles for the rings
m = 1; // 1st vertex begins at 1 to skip top point
for( i = 0; i < dwNumRings; i++ )
{
for( j = 0; j < dwNumSections; j++ )
{
*pIndices++ = (WORD)(m + j);
*pIndices++ = (WORD)(m + dwNumSections + j);
*pIndices++ = (WORD)(m + dwNumSections + ((j + 1) % dwNumSections));
*pIndices++ = (WORD)(m + j);
*pIndices++ = (WORD)(m + dwNumSections + ((j + 1) % dwNumSections));
*pIndices++ = (WORD)(m + ((j + 1) % dwNumSections));
}
m += dwNumSections;
}
m_pFishEyeLensVB->Unlock();
m_pFishEyeLensIB->Unlock();
m_dwNumFishEyeLensVertices = dwNumVertices;
m_dwNumFishEyeLensFaces = dwNumTriangles;
return S_OK;
}