第九章 ColoredWavesDemo核心代码

 

ColoredWavesDemo.cpp

//=============================================================================
// ColoredWavesDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.
//
// Shows how to animate vertices in a vertex shader and how to color
// vertices in a vertex shader procedurally based on the height of 
// the vertex.
//
// Controls: Use mouse to orbit and zoom; use the 'W' and 'S' keys to 
//           alter the height of the camera.
//=============================================================================

#include "d3dApp.h"
#include "DirectInput.h"
#include <crtdbg.h>
#include "GfxStats.h"
#include <list>
#include "Vertex.h"

class ColoredWavesDemo : public D3DApp
{
public:
	ColoredWavesDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);
	~ColoredWavesDemo();

	bool checkDeviceCaps();
	void onLostDevice();
	void onResetDevice();
	void updateScene(float dt);
	void drawScene();

	// Helper methods
	void buildGeoBuffers();
	void buildFX();
	void buildViewMtx();
	void buildProjMtx();

private:
	GfxStats* mGfxStats;

	DWORD mNumVertices;
	DWORD mNumTriangles;

	IDirect3DVertexBuffer9* mVB;
	IDirect3DIndexBuffer9*  mIB;
	ID3DXEffect*            mFX;
	D3DXHANDLE              mhTech;
	D3DXHANDLE              mhWVP;
	D3DXHANDLE              mhTime;

	float mTime;

	float mCameraRotationY;
	float mCameraRadius;
	float mCameraHeight;

	D3DXMATRIX mView;
	D3DXMATRIX mProj;
};


int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance,
				   PSTR cmdLine, int showCmd)
{
	// Enable run-time memory check for debug builds.
	#if defined(DEBUG) | defined(_DEBUG)
		_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
	#endif

	ColoredWavesDemo app(hInstance, "Colored Waves Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING);
	gd3dApp = &app;

	DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
	gDInput = &di;

    return gd3dApp->run();
}

ColoredWavesDemo::ColoredWavesDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP)
: D3DApp(hInstance, winCaption, devType, requestedVP)
{
	if(!checkDeviceCaps())
	{
		MessageBox(0, "checkDeviceCaps() Failed", 0, 0);
		PostQuitMessage(0);
	}

	mGfxStats = new GfxStats();

	mCameraRadius    = 25.0f;
	mCameraRotationY = 1.2 * D3DX_PI;
	mCameraHeight    = 15.0f;
	mTime            = 0.0f;

	buildGeoBuffers();
	buildFX();

	onResetDevice();

	InitAllVertexDeclarations();
}

ColoredWavesDemo::~ColoredWavesDemo()
{
	delete mGfxStats;
	ReleaseCOM(mVB);
	ReleaseCOM(mIB);
	ReleaseCOM(mFX);

	DestroyAllVertexDeclarations();
}

bool ColoredWavesDemo::checkDeviceCaps()
{
	D3DCAPS9 caps;
	HR(gd3dDevice->GetDeviceCaps(&caps));

	// Check for vertex shader version 2.0 support.
	if( caps.VertexShaderVersion < D3DVS_VERSION(2, 0) )
		return false;

	// Check for pixel shader version 2.0 support.
	if( caps.PixelShaderVersion < D3DPS_VERSION(2, 0) )
		return false;

	return true;
}

void ColoredWavesDemo::onLostDevice()
{
	mGfxStats->onLostDevice();
	HR(mFX->OnLostDevice());
}

void ColoredWavesDemo::onResetDevice()
{
	mGfxStats->onResetDevice();
	HR(mFX->OnResetDevice());


	// The aspect ratio depends on the backbuffer dimensions, which can 
	// possibly change after a reset.  So rebuild the projection matrix.
	buildProjMtx();
}

void ColoredWavesDemo::updateScene(float dt)
{
	mGfxStats->setVertexCount(mNumVertices);
	mGfxStats->setTriCount(mNumTriangles);
	mGfxStats->update(dt);

	// Get snapshot of input devices.
	gDInput->poll();

	// Check input.
	if( gDInput->keyDown(DIK_W) )	 
		mCameraHeight   += 25.0f * dt;
	if( gDInput->keyDown(DIK_S) )	 
		mCameraHeight   -= 25.0f * dt;

	// Divide to make mouse less sensitive. 
	mCameraRotationY += gDInput->mouseDX() / 100.0f;
	mCameraRadius    += gDInput->mouseDY() / 25.0f;

	// If we rotate over 360 degrees, just roll back to 0
	if( fabsf(mCameraRotationY) >= 2.0f * D3DX_PI ) 
		mCameraRotationY = 0.0f;

	// Don't let radius get too small.
	if( mCameraRadius < 5.0f )
		mCameraRadius = 5.0f;

	// Accumulate time for simulation.  
	mTime += dt;

	// The camera position/orientation relative to world space can 
	// change every frame based on input, so we need to rebuild the
	// view matrix every frame with the latest changes.
	buildViewMtx();
}


void ColoredWavesDemo::drawScene()
{
	// Clear the backbuffer and depth buffer.
	HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0));

	HR(gd3dDevice->BeginScene());

	// Let Direct3D know the vertex buffer, index buffer and vertex 
	// declaration we are using.
	HR(gd3dDevice->SetStreamSource(0, mVB, 0, sizeof(VertexPos)));
	HR(gd3dDevice->SetIndices(mIB));
	HR(gd3dDevice->SetVertexDeclaration(VertexPos::Decl));

	// Setup the rendering FX
	HR(mFX->SetTechnique(mhTech));
	HR(mFX->SetMatrix(mhWVP, &(mView*mProj)));
	HR(mFX->SetFloat(mhTime, mTime));

	// Begin passes.
	UINT numPasses = 0;
	HR(mFX->Begin(&numPasses, 0));
	for(UINT i = 0; i < numPasses; ++i)
	{
		HR(mFX->BeginPass(i));
		HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, mNumVertices, 0, mNumTriangles));
		HR(mFX->EndPass());
	}
	HR(mFX->End());

	
	mGfxStats->display();

	HR(gd3dDevice->EndScene());

	// Present the backbuffer.
	HR(gd3dDevice->Present(0, 0, 0, 0));
}
 
void ColoredWavesDemo::buildGeoBuffers()
{
	std::vector<D3DXVECTOR3> verts;
	std::vector<DWORD> indices;

	GenTriGrid(100, 100, 0.5f, 0.5f, 
		D3DXVECTOR3(0.0f, 0.0f, 0.0f), verts, indices);

	// Save vertex count and triangle count for DrawIndexedPrimitive arguments.
	mNumVertices  = 100*100;
	mNumTriangles = 99*99*2;

	// Obtain a pointer to a new vertex buffer.
	HR(gd3dDevice->CreateVertexBuffer(mNumVertices * sizeof(VertexPos), 
		D3DUSAGE_WRITEONLY,	0, D3DPOOL_MANAGED, &mVB, 0));

	// Now lock it to obtain a pointer to its internal data, and write the
	// grid's vertex data.
	VertexPos* v = 0;
	HR(mVB->Lock(0, 0, (void**)&v, 0));

	for(DWORD i = 0; i < mNumVertices; ++i)
		v[i] = verts[i];

	HR(mVB->Unlock());


	// Obtain a pointer to a new index buffer.
	HR(gd3dDevice->CreateIndexBuffer(mNumTriangles*3*sizeof(WORD), D3DUSAGE_WRITEONLY,
		D3DFMT_INDEX16, D3DPOOL_MANAGED, &mIB, 0));

	// Now lock it to obtain a pointer to its internal data, and write the
	// grid's index data.

	WORD* k = 0;
	HR(mIB->Lock(0, 0, (void**)&k, 0));

	for(DWORD i = 0; i < mNumTriangles*3; ++i)
		k[i] = (WORD)indices[i];

	HR(mIB->Unlock());
}

void ColoredWavesDemo::buildFX()
{
	// Create the FX from a .fx file.
	ID3DXBuffer* errors = 0;
	HR(D3DXCreateEffectFromFile(gd3dDevice, "heightcolor.fx", 
		0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors));
	if( errors )
		MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);

	// Obtain handles.
	mhTech = mFX->GetTechniqueByName("HeightColorTech");
	mhWVP  = mFX->GetParameterByName(0, "gWVP");
	mhTime = mFX->GetParameterByName(0, "gTime");
}

void ColoredWavesDemo::buildViewMtx()
{
	float x = mCameraRadius * cosf(mCameraRotationY);
	float z = mCameraRadius * sinf(mCameraRotationY);
	D3DXVECTOR3 pos(x, mCameraHeight, z);
	D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
	D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
	D3DXMatrixLookAtLH(&mView, &pos, &target, &up);
}

void ColoredWavesDemo::buildProjMtx()
{
	float w = (float)md3dPP.BackBufferWidth;
	float h = (float)md3dPP.BackBufferHeight;
	D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.25f, w/h, 1.0f, 5000.0f);
}


 

 

 

heightcolor.fx

//=============================================================================
// heightcolor.fx by Frank Luna (C) 2004 All Rights Reserved.
//
// Animates vertices in a wave motion and generates vertex colors 
// based on their height.
//=============================================================================

uniform extern float4x4 gWVP;
uniform extern float gTime;

struct OutputVS
{
    float4 posH  : POSITION0;
    float4 color : COLOR0;
};

// Amplitudes
static float a[2] = {0.8f, 0.2f};
	
// Angular wave numbers.
static float k[2] = {1.0, 8.0f};
	
// Angular frequency.
static float w[2] = {1.0f, 8.0f};
	
// Phase shifts.
static float p[2] = {0.0f, 1.0f};

float SumOfRadialSineWaves(float x, float z)
{
	// Distance of vertex from source of waves (which we set
	// as the origin of the local space).
	float d = sqrt(x*x + z*z);
	
	// Sum the waves.
	float sum = 0.0f;
	for(int i = 0; i < 2; ++i)
		sum += a[i]*sin(k[i]*d - gTime*w[i] + p[i]);
		
	return sum;
}

float4 GetColorFromHeight(float y)
{
	if( abs(y) <= 0.2f ) // black
		return float4(0.0f, 0.0f, 0.0f, 1.0f);
	else if(abs(y) <= 0.5f ) // blue
		return float4(0.0f, 0.0f, 1.0f, 1.0f);
	else if(abs(y) <= 0.8f ) // green
		return float4(0.0f, 1.0f, 0.0f, 1.0f);
	else if(abs(y) <= 1.0f ) // red
		return float4(1.0f, 0.0f, 0.0f, 1.0f);
	else // yellow
		return float4(1.0f, 1.0f, 0.0f, 1.0f);
}

OutputVS ColorVS(float3 posL : POSITION0)
{
    // Zero out our output.
	OutputVS outVS = (OutputVS)0;
	
	// Get the height of the vertex--the height is given by
	// summing sine waves.
	posL.y = SumOfRadialSineWaves(posL.x, posL.z);
	
	// Generate the vertex color based on its height.
	outVS.color = GetColorFromHeight(posL.y);
	
	// Transform to homogeneous clip space.
	outVS.posH = mul(float4(posL, 1.0f), gWVP);
	 
	// Done--return the output.
    return outVS;
}

float4 ColorPS(float4 c : COLOR0) : COLOR
{
    return c;
}

technique HeightColorTech
{
    pass P0
    {
        // Specify the vertex and pixel shader associated with this pass.
        vertexShader = compile vs_2_0 ColorVS();
        pixelShader  = compile ps_2_0 ColorPS();

		// Specify the render/device states associated with this pass.
		FillMode = WireFrame;
    }
}


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