Files
Client/Library/dxx8/samples/Multimedia/Direct3D/EnvMapping/SphereMap/spheremap.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

516 lines
16 KiB
C++

//-----------------------------------------------------------------------------
// File: SphereMap.cpp
//
// Desc: Example code showing how to use sphere-mapping in D3D, using generated
// texture coordinates.
//
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <tchar.h>
#include <math.h>
#include <stdio.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
//-----------------------------------------------------------------------------
// Name: g_szEffect
// Desc: String containing effect used to render shiny teapot.
//-----------------------------------------------------------------------------
const char g_szEffect[] =
"texture texSphereMap;\n"
"matrix matWorld;\n"
"matrix matViewProject;\n"
"vector vecPosition;\n"
"technique Sphere\n"
"{\n"
"pass P0\n"
"{\n"
// Vertex state
"VertexShader =\n"
"decl\n"
"{\n"
"float v0[3];\n" // position
"float v1[3];\n" // normal
"}\n"
"asm\n"
"{\n"
"vs.1.0\n"
"def c64, 0.25f, 0.5f, 1.0f, -1.0f\n"
// r0: camera-space position
// r1: camera-space normal
// r2: camera-space vertex-eye vector
// r3: camera-space reflection vector
// r4: texture coordinates
// Transform position and normal into camera-space
"m4x4 r0, v0, c0\n"
"m3x3 r1, v1, c0\n"
// Compute normalized view vector
"add r2, c8, -r0\n"
"dp3 r3, r2, r2\n"
"rsq r3, r3\n"
"mul r2, r2, r3\n"
// Compute camera-space reflection vector
"dp3 r3, r1, r2\n"
"mul r1, r1, r3\n"
"add r1, r1, r1\n"
"add r3, r1, -r2\n"
// Compute sphere-map texture coords
"mad r4.w, -r3.z, c64.y, c64.y\n"
"rsq r4, r4\n"
"mul r4, r3, r4\n"
"mad r4, r4, c64.x, c64.y\n"
// Project position
"m4x4 oPos, r0, c4\n"
"mul oT0.xy, r4.xy, c64.zw\n"
"mov oT0.zw, c64.z\n"
"};\n"
"VertexShaderConstant4[0] = <matWorld>;\n"
"VertexShaderConstant4[4] = <matViewProject>;\n"
"VertexShaderConstant1[8] = <vecPosition>;\n"
// Pixel state
"Texture[0] = <texSphereMap>;\n"
"AddressU[0] = Wrap;\n"
"AddressV[0] = Wrap;\n"
"MinFilter[0] = Linear;\n"
"MagFilter[0] = Linear;\n"
"ColorOp[0] = SelectArg1;\n"
"ColorArg1[0] = Texture;\n"
"}\n"
"}\n";
const UINT g_cchEffect = sizeof(g_szEffect) - 1;
//-----------------------------------------------------------------------------
// 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
{
BOOL m_bCapture;
D3DXMATRIX m_matProject;
D3DXMATRIX m_matView;
D3DXMATRIX m_matWorld;
D3DXMATRIX m_matTrackBall;
CD3DFont* m_pFont;
CD3DMesh* m_pShinyTeapot;
CD3DMesh* m_pSkyBox;
ID3DXEffect* m_pEffect;
IDirect3DTexture8* m_pSphereMap;
protected:
HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
public:
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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("SphereMap: Environment Mapping Technique");
m_bUseDepthBuffer = TRUE;
m_bCapture = FALSE;
m_pFont = NULL;
m_pShinyTeapot = NULL;
m_pSkyBox = NULL;
m_pEffect = NULL;
m_pSphereMap = NULL;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
D3DXMatrixIdentity( &m_matWorld );
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pShinyTeapot = new CD3DMesh();
m_pSkyBox = new CD3DMesh();
if( !m_pFont || !m_pShinyTeapot || !m_pSkyBox )
return E_OUTOFMEMORY;
D3DXMatrixIdentity( &m_matTrackBall );
D3DXMatrixTranslation( &m_matView, 0.0f, 0.0f, 3.0f );
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 camera view
if( m_bCapture )
{
D3DXMATRIX matCursor;
D3DXQUATERNION qCursor = D3DUtil_GetRotationFromCursor( m_hWnd );
D3DXMatrixRotationQuaternion( &matCursor, &qCursor );
D3DXMatrixMultiply( &m_matView, &m_matTrackBall, &matCursor );
D3DXMATRIX matTrans;
D3DXMatrixTranslation( &matTrans, 0.0f, 0.0f, 3.0f );
D3DXMatrixMultiply( &m_matView, &m_matView, &matTrans );
}
else
{
D3DXMATRIX matRotation;
D3DXMatrixRotationY( &matRotation, -m_fElapsedTime );
D3DXMatrixMultiply( &m_matWorld, &m_matWorld, &matRotation );
}
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( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
// Render the Skybox
{
D3DXMATRIX matWorld;
D3DXMatrixScaling( &matWorld, 10.0f, 10.0f, 10.0f );
D3DXMATRIX matView(m_matView);
matView._41 = matView._42 = matView._43 = 0.0f;
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &m_matProject );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_MIRROR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_MIRROR );
// Always pass Z-test, so we can avoid clearing color and depth buffers
m_pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_ALWAYS );
m_pSkyBox->Render( m_pd3dDevice );
m_pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESSEQUAL );
}
// Render the environment-mapped ShinyTeapot
{
// Set transform state
D3DXMATRIX matViewProject;
D3DXMatrixMultiply( &matViewProject, &m_matView, &m_matProject );
D3DXMATRIX matViewInv;
D3DXMatrixInverse( &matViewInv, NULL, &m_matView );
D3DXVECTOR4 vecPosition( matViewInv._41, matViewInv._42, matViewInv._43, 1.0f );
m_pEffect->SetMatrix( "matWorld", &m_matWorld );
m_pEffect->SetMatrix( "matViewProject", &matViewProject );
m_pEffect->SetVector( "vecPosition", &vecPosition );
// Draw teapot
LPDIRECT3DVERTEXBUFFER8 pVB;
LPDIRECT3DINDEXBUFFER8 pIB;
m_pShinyTeapot->m_pLocalMesh->GetVertexBuffer( &pVB );
m_pShinyTeapot->m_pLocalMesh->GetIndexBuffer( &pIB );
m_pd3dDevice->SetStreamSource( 0, pVB, sizeof(ENVMAPPEDVERTEX) );
m_pd3dDevice->SetIndices( pIB, 0 );
UINT uPasses;
m_pEffect->Begin( &uPasses, 0 );
for( UINT iPass = 0; iPass < uPasses; iPass++ )
{
m_pEffect->Pass( iPass );
m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,
0, m_pShinyTeapot->m_pLocalMesh->GetNumVertices(),
0, m_pShinyTeapot->m_pLocalMesh->GetNumFaces() );
}
m_pEffect->End();
SAFE_RELEASE( pVB );
SAFE_RELEASE( pIB );
}
// 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()
{
// Load the file objects
if( FAILED( m_pShinyTeapot->Create( m_pd3dDevice, _T("teapot.x") ) ) )
return D3DAPPERR_MEDIANOTFOUND;
if( FAILED( m_pSkyBox->Create( m_pd3dDevice, _T("lobby_skybox.x") ) ) )
return D3DAPPERR_MEDIANOTFOUND;
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("spheremap.bmp"), &m_pSphereMap ) ) )
return D3DAPPERR_MEDIANOTFOUND;
// Set mesh properties
m_pShinyTeapot->SetFVF( m_pd3dDevice, D3DFVF_ENVMAPVERTEX );
// Restore the device-dependent objects
m_pFont->InitDeviceObjects( m_pd3dDevice );
// Create Effect object
if( FAILED( D3DXCreateEffect( m_pd3dDevice, g_szEffect, g_cchEffect, &m_pEffect, NULL ) ) )
return E_FAIL;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Restore device-memory objects and state after a device is created or
// resized.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
// InitDeviceObjects for file objects (build textures and vertex buffers)
m_pShinyTeapot->RestoreDeviceObjects( m_pd3dDevice );
m_pSkyBox->RestoreDeviceObjects( m_pd3dDevice );
m_pFont->RestoreDeviceObjects();
m_pEffect->OnResetDevice();
m_pEffect->SetTexture( "texSphereMap", m_pSphereMap );
// 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_pFont->InvalidateDeviceObjects();
if(m_pEffect)
m_pEffect->OnLostDevice();
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();
SAFE_RELEASE( m_pSphereMap );
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 );
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_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 );
}