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;
}
}