Files
Client/Library/dxx8/samples/Multimedia/Direct3D/VertexBlend/vertexblend.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

514 lines
18 KiB
C++

//-----------------------------------------------------------------------------
// File: VertexBlend.cpp
//
// Desc: Example code showing how to do a skinning effect, using the vertex
// blending feature of Direct3D. Normally, Direct3D transforms each
// vertex through the world matrix. The vertex blending feature,
// however, uses mulitple world matrices and a per-vertex blend factor
// to transform each vertex.
//
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <math.h>
#include <stdio.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// Name: struct BLENDVERTEX
// Desc: Custom vertex which includes a blending factor
//-----------------------------------------------------------------------------
struct BLENDVERTEX
{
D3DXVECTOR3 v; // Referenced as v0 in the vertex shader
FLOAT blend; // Referenced as v1.x in the vertex shader
D3DXVECTOR3 n; // Referenced as v3 in the vertex shader
FLOAT tu, tv; // Referenced as v7 in the vertex shader
};
#define D3DFVF_BLENDVERTEX (D3DFVF_XYZB1|D3DFVF_NORMAL|D3DFVF_TEX1)
//-----------------------------------------------------------------------------
// 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;
CD3DMesh* m_pObject; // Object to use for vertex blending
DWORD m_dwNumVertices;
DWORD m_dwNumFaces;
LPDIRECT3DVERTEXBUFFER8 m_pVB;
LPDIRECT3DINDEXBUFFER8 m_pIB;
D3DXMATRIX m_matUpperArm; // Vertex blending matrices
D3DXMATRIX m_matLowerArm;
DWORD m_dwVertexShader; // Vertex shader
BOOL m_bUseVertexShader;
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove();
HRESULT FinalCleanup();
HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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("VertexBlend: Surface Skinning Example");
m_bUseDepthBuffer = TRUE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pObject = new CD3DMesh();
m_pVB = NULL;
m_pIB = NULL;
m_dwVertexShader = 0L;
m_bUseVertexShader = FALSE;
}
//-----------------------------------------------------------------------------
// 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()
{
// Set the vertex blending matrices for this frame
D3DXVECTOR3 vAxis( 2+sinf(m_fTime*3.1f), 2+sinf(m_fTime*3.3f), sinf(m_fTime*3.5f) );
D3DXMatrixRotationAxis( &m_matLowerArm, &vAxis, sinf(3*m_fTime) );
D3DXMatrixIdentity( &m_matUpperArm );
// Set the vertex shader constants. Note: outside of the blend matrices,
// most of these values don't change, so don't need to really be set every
// frame. It's just done here for clarity
if( m_bUseVertexShader )
{
// Some basic constants
D3DXVECTOR4 vZero(0,0,0,0);
D3DXVECTOR4 vOne(1,1,1,1);
// Lighting vector (normalized) and material colors. (Use red light
// to show difference from non-vertex shader case.)
D3DXVECTOR4 vLight( 0.5f, 1.0f, -1.0f, 0.0f );
D3DXVec4Normalize( &vLight, &vLight );
FLOAT fDiffuse[] = { 1.00f, 1.00f, 0.00f, 0.00f };
FLOAT fAmbient[] = { 0.25f, 0.25f, 0.25f, 0.25f };
// Vertex shader operations use transposed matrices
D3DXMATRIX matWorld0Transpose, matWorld1Transpose;
D3DXMATRIX matView, matProj, matViewProj, matViewProjTranspose;
m_pd3dDevice->GetTransform( D3DTS_VIEW, &matView );
m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProj );
D3DXMatrixMultiply( &matViewProj, &matView, &matProj );
D3DXMatrixTranspose( &matWorld0Transpose, &m_matUpperArm );
D3DXMatrixTranspose( &matWorld1Transpose, &m_matLowerArm );
D3DXMatrixTranspose( &matViewProjTranspose, &matViewProj );
// Set the vertex shader constants
m_pd3dDevice->SetVertexShaderConstant( 0, &vZero, 1 );
m_pd3dDevice->SetVertexShaderConstant( 1, &vOne, 1 );
m_pd3dDevice->SetVertexShaderConstant( 4, &matWorld0Transpose, 4 );
m_pd3dDevice->SetVertexShaderConstant( 8, &matWorld1Transpose, 4 );
m_pd3dDevice->SetVertexShaderConstant( 12, &matViewProjTranspose, 4 );
m_pd3dDevice->SetVertexShaderConstant( 20, &vLight, 1 );
m_pd3dDevice->SetVertexShaderConstant( 21, &fDiffuse, 1 );
m_pd3dDevice->SetVertexShaderConstant( 22, &fAmbient, 1 );
}
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 backbuffer
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
0x000000ff, 1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
if( m_bUseVertexShader )
{
m_pd3dDevice->SetVertexShader( m_dwVertexShader );
m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(BLENDVERTEX) );
m_pd3dDevice->SetIndices( m_pIB, 0 );
m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, m_dwNumVertices,
0, m_dwNumFaces );
}
else
{
// Enable vertex blending using API
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matUpperArm );
m_pd3dDevice->SetTransform( D3DTS_WORLD1, &m_matLowerArm );
m_pd3dDevice->SetRenderState( D3DRS_VERTEXBLEND, D3DVBF_1WEIGHTS );
// Display the object
m_pObject->Render( m_pd3dDevice );
}
// 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 );
if( m_bUseVertexShader )
m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255), _T("Using vertex shader") );
else
m_pFont->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,255,255), _T("Using D3DRS_VERTEXBLEND") );
// 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 );
// Load an object to render
if( FAILED( m_pObject->Create( m_pd3dDevice, _T("mslogo.x") ) ) )
return D3DAPPERR_MEDIANOTFOUND;
if( ( ( m_dwCreateFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
( m_dwCreateFlags & D3DCREATE_MIXED_VERTEXPROCESSING ) ) &&
m_d3dCaps.VertexShaderVersion < D3DVS_VERSION(1,0) )
{
// No VS available, so don't try to use it or allow user to
// switch to it
m_bUseVertexShader = FALSE;
EnableMenuItem( GetMenu( m_hWnd ), IDM_USEVERTEXSHADER, MF_GRAYED );
}
else if( m_d3dCaps.MaxVertexBlendMatrices < 2 )
{
// No blend matrices available, so don't try to use them or
// allow user to switch to them
m_bUseVertexShader = TRUE;
EnableMenuItem( GetMenu( m_hWnd ), IDM_USEVERTEXSHADER, MF_GRAYED );
}
else
{
// Both techniques available, so default to blend matrices and
// allow the user to switch techniques
m_bUseVertexShader = FALSE;
EnableMenuItem( GetMenu( m_hWnd ), IDM_USEVERTEXSHADER, MF_ENABLED );
}
// Set a custom FVF for the mesh
m_pObject->SetFVF( m_pd3dDevice, D3DFVF_BLENDVERTEX );
// Add blending weights to the mesh
{
// Gain acces to the mesh's vertices
LPDIRECT3DVERTEXBUFFER8 pVB;
BLENDVERTEX* pVertices;
DWORD dwNumVertices = m_pObject->GetSysMemMesh()->GetNumVertices();
m_pObject->GetSysMemMesh()->GetVertexBuffer( &pVB );
pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 );
// Calculate the min/max z values for all the vertices
FLOAT fMinX = 1e10f;
FLOAT fMaxX = -1e10f;
for( DWORD i=0; i<dwNumVertices; i++ )
{
if( pVertices[i].v.x < fMinX )
fMinX = pVertices[i].v.x;
if( pVertices[i].v.x > fMaxX )
fMaxX = pVertices[i].v.x;
}
for( i=0; i<dwNumVertices; i++ )
{
// Set the blend factors for the vertices
FLOAT a = ( pVertices[i].v.x - fMinX ) / ( fMaxX - fMinX );
pVertices[i].blend = 1.0f-sinf(a*D3DX_PI*1.0f);
}
// Done with the mesh's vertex buffer data
pVB->Unlock();
pVB->Release();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Restore device-memory objects and state after a device is created or
// resized.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
m_pFont->RestoreDeviceObjects();
// Restore mesh's local memory objects
m_pObject->RestoreDeviceObjects( m_pd3dDevice );
// Get access to the mesh vertex and index buffers
m_pObject->GetLocalMesh()->GetVertexBuffer( &m_pVB );
m_pObject->GetLocalMesh()->GetIndexBuffer( &m_pIB );
m_dwNumVertices = m_pObject->GetLocalMesh()->GetNumVertices();
m_dwNumFaces = m_pObject->GetLocalMesh()->GetNumFaces();
if( ( m_dwCreateFlags & D3DCREATE_SOFTWARE_VERTEXPROCESSING ) ||
m_d3dCaps.VertexShaderVersion >= D3DVS_VERSION(1,0) )
{
// Setup the vertex declaration
DWORD adwDecl[50];
D3DXDeclaratorFromFVF( D3DFVF_BLENDVERTEX, adwDecl );
// Create vertex shader from a file
if( FAILED( D3DUtil_CreateVertexShader( m_pd3dDevice,
_T("Blend.vsh"), adwDecl,
&m_dwVertexShader ) ) )
{
return E_FAIL;
}
}
// Set miscellaneous render states
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00404040 );
// Set the projection matrix
D3DXMATRIX matProj;
FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 10000.0f );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Set the app view matrix for normal viewing
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f,-5.0f,-10.0f );
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
// Create a directional light. (Use yellow light to distinguish from
// vertex shader case.)
D3DLIGHT8 light;
D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, -0.5f, -1.0f, 1.0f );
light.Diffuse.r = 1.0f;
light.Diffuse.g = 1.0f;
light.Diffuse.b = 0.0f;
m_pd3dDevice->SetLight( 0, &light );
m_pd3dDevice->LightEnable( 0, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Called when the device-dependent objects are about to be lost.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_pFont->InvalidateDeviceObjects();
m_pObject->InvalidateDeviceObjects();
if( m_dwVertexShader != 0 )
m_pd3dDevice->DeleteVertexShader( m_dwVertexShader );
SAFE_RELEASE( m_pVB );
SAFE_RELEASE( m_pIB );
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_pObject->Destroy();
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_pObject );
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 that the device supports at least one of the two techniques
// used in this sample: either a vertex shader, or at least two blend
// matrices and a directional light.
if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
(dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
{
if( pCaps->VertexShaderVersion >= D3DVS_VERSION(1,0) )
return S_OK;
}
else
{
// Software vertex processing always supports vertex shaders
return S_OK;
}
// Check that the device can blend vertices with at least two matrices
// (Software can always do up to 4 blend matrices)
if( pCaps->MaxVertexBlendMatrices < 2 )
return E_FAIL;
// If this is a TnL device, make sure it supports directional lights
if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
(dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
{
if( !(pCaps->VertexProcessingCaps & D3DVTXPCAPS_DIRECTIONALLIGHTS ) )
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 )
{
// Handle menu commands
if( WM_COMMAND == uMsg )
{
switch( LOWORD(wParam) )
{
case IDM_USEVERTEXSHADER:
m_bUseVertexShader = !m_bUseVertexShader;
CheckMenuItem( GetMenu(hWnd), IDM_USEVERTEXSHADER,
m_bUseVertexShader ? MF_CHECKED : MF_UNCHECKED );
break;
}
}
// Pass remaining messages to default handler
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}