DiffusePyramid.cpp
//=============================================================================
// DiffusePyramidDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.
//
// Demonstrates diffuse lighting and manually specifying the vertex
// and vertex normal data for a pyramid.
//
// 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 DiffusePyramidDemo : public D3DApp
{
public:
DiffusePyramidDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);
~DiffusePyramidDemo();
bool checkDeviceCaps();
void onLostDevice();
void onResetDevice();
void updateScene(float dt);
void drawScene();
// Helper methods
void buildVertexBuffer();
void buildFX();
void buildViewMtx();
void buildProjMtx();
private:
GfxStats* mGfxStats;
IDirect3DVertexBuffer9* mVB;
ID3DXEffect* mFX;
D3DXHANDLE mhTech;
D3DXHANDLE mhWVP;
D3DXHANDLE mhWorldInverseTranspose;
D3DXHANDLE mhLightVecW;
D3DXHANDLE mhDiffuseMtrl;
D3DXHANDLE mhDiffuseLight;
D3DXVECTOR3 mLightVecW;
D3DXCOLOR mDiffuseMtrl;
D3DXCOLOR mDiffuseLight;
float mCameraRotationY;
float mCameraRadius;
float mCameraHeight;
D3DXMATRIX mWorld;
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
DiffusePyramidDemo app(hInstance, "Diffuse Pyramid Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING);
gd3dApp = &app;
DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
gDInput = &di;
return gd3dApp->run();
}
DiffusePyramidDemo::DiffusePyramidDemo(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 = 10.0f;
mCameraRotationY = 1.2 * D3DX_PI;
mCameraHeight = 5.0f;
mLightVecW = D3DXVECTOR3(0.0, 1.0f, -1.0f);
mDiffuseMtrl = D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f);
mDiffuseLight = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
D3DXMatrixIdentity(&mWorld);
buildVertexBuffer();
buildFX();
onResetDevice();
InitAllVertexDeclarations();
}
DiffusePyramidDemo::~DiffusePyramidDemo()
{
delete mGfxStats;
ReleaseCOM(mVB);
ReleaseCOM(mFX);
DestroyAllVertexDeclarations();
}
bool DiffusePyramidDemo::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 DiffusePyramidDemo::onLostDevice()
{
mGfxStats->onLostDevice();
HR(mFX->OnLostDevice());
}
void DiffusePyramidDemo::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 DiffusePyramidDemo::updateScene(float dt)
{
mGfxStats->setVertexCount(12);
mGfxStats->setTriCount(4);
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 by 50 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;
// 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 DiffusePyramidDemo::drawScene()
{
// Clear the backbuffer and depth buffer.
HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffeeeeee, 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(VertexPN)));
HR(gd3dDevice->SetVertexDeclaration(VertexPN::Decl));
// Setup the rendering FX
HR(mFX->SetTechnique(mhTech));
HR(mFX->SetMatrix(mhWVP, &(mWorld*mView*mProj)));
D3DXMATRIX worldInverseTranspose;
D3DXMatrixInverse(&worldInverseTranspose, 0, &mWorld);
D3DXMatrixTranspose(&worldInverseTranspose, &worldInverseTranspose);
HR(mFX->SetMatrix(mhWorldInverseTranspose, &worldInverseTranspose));
HR(mFX->SetValue(mhLightVecW, &mLightVecW, sizeof(D3DXVECTOR3)));
HR(mFX->SetValue(mhDiffuseMtrl, &mDiffuseMtrl, sizeof(D3DXCOLOR)));
HR(mFX->SetValue(mhDiffuseLight, &mDiffuseLight, sizeof(D3DXCOLOR)));
// Begin passes.
UINT numPasses = 0;
HR(mFX->Begin(&numPasses, 0));
for(UINT i = 0; i < numPasses; ++i)
{
HR(mFX->BeginPass(i));
HR(gd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 4));
HR(mFX->EndPass());
}
HR(mFX->End());
mGfxStats->display();
HR(gd3dDevice->EndScene());
// Present the backbuffer.
HR(gd3dDevice->Present(0, 0, 0, 0));
}
void DiffusePyramidDemo::buildVertexBuffer()
{
// Obtain a pointer to a new vertex buffer.
HR(gd3dDevice->CreateVertexBuffer(12 * sizeof(VertexPN), D3DUSAGE_WRITEONLY,
0, D3DPOOL_MANAGED, &mVB, 0));
// Now lock it to obtain a pointer to its internal data, and write the
// cube's vertex data. Note also that in this demo we don't use an index
// buffer.
VertexPN* v = 0;
HR(mVB->Lock(0, 0, (void**)&v, 0));
// front face
v[0] = VertexPN(-1.0f, 0.0f, -1.0f, 0.0f, 0.707f, -0.707f);
v[1] = VertexPN( 0.0f, 1.0f, 0.0f, 0.0f, 0.707f, -0.707f);
v[2] = VertexPN( 1.0f, 0.0f, -1.0f, 0.0f, 0.707f, -0.707f);
// left face
v[3] = VertexPN(-1.0f, 0.0f, 1.0f, -0.707f, 0.707f, 0.0f);
v[4] = VertexPN( 0.0f, 1.0f, 0.0f, -0.707f, 0.707f, 0.0f);
v[5] = VertexPN(-1.0f, 0.0f, -1.0f, -0.707f, 0.707f, 0.0f);
// right face
v[6] = VertexPN( 1.0f, 0.0f, -1.0f, 0.707f, 0.707f, 0.0f);
v[7] = VertexPN( 0.0f, 1.0f, 0.0f, 0.707f, 0.707f, 0.0f);
v[8] = VertexPN( 1.0f, 0.0f, 1.0f, 0.707f, 0.707f, 0.0f);
// back face
v[9] = VertexPN( 1.0f, 0.0f, 1.0f, 0.0f, 0.707f, 0.707f);
v[10] = VertexPN( 0.0f, 1.0f, 0.0f, 0.0f, 0.707f, 0.707f);
v[11] = VertexPN(-1.0f, 0.0f, 1.0f, 0.0f, 0.707f, 0.707f);
HR(mVB->Unlock());
}
void DiffusePyramidDemo::buildFX()
{
// Create the FX from a .fx file.
ID3DXBuffer* errors = 0;
HR(D3DXCreateEffectFromFile(gd3dDevice, "diffuse.fx",
0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors));
if( errors )
MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);
// Obtain handles.
mhTech = mFX->GetTechniqueByName("DiffuseTech");
mhWVP = mFX->GetParameterByName(0, "gWVP");
mhWorldInverseTranspose = mFX->GetParameterByName(0, "gWorldInverseTranspose");
mhLightVecW = mFX->GetParameterByName(0, "gLightVecW");
mhDiffuseMtrl = mFX->GetParameterByName(0, "gDiffuseMtrl");
mhDiffuseLight = mFX->GetParameterByName(0, "gDiffuseLight");
}
void DiffusePyramidDemo::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 DiffusePyramidDemo::buildProjMtx()
{
float w = (float)md3dPP.BackBufferWidth;
float h = (float)md3dPP.BackBufferHeight;
D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.25f, w/h, 1.0f, 5000.0f);
}
diffuse.fx
//=============================================================================
// diffuse.fx by Frank Luna (C) 2004 All Rights Reserved.
//
// Does basic diffuse lighting.
//=============================================================================
uniform extern float4x4 gWorldInverseTranspose;
uniform extern float4x4 gWVP;
uniform extern float4 gDiffuseMtrl;
uniform extern float4 gDiffuseLight;
uniform extern float3 gLightVecW;
struct OutputVS
{
float4 posH : POSITION0;
float4 color : COLOR0;
};
OutputVS DiffuseVS(float3 posL : POSITION0, float3 normalL : NORMAL0)
{
// Zero out our output.
OutputVS outVS = (OutputVS)0;
// Transform normal to world space.
float3 normalW = mul(float4(normalL, 0.0f), gWorldInverseTranspose).xyz;
normalW = normalize(normalW);
// Compute the color: Equation 10.1.
float s = max(dot(gLightVecW, normalW), 0.0f);
outVS.color.rgb = s*(gDiffuseMtrl*gDiffuseLight).rgb;
outVS.color.a = gDiffuseMtrl.a;
// Transform to homogeneous clip space.
outVS.posH = mul(float4(posL, 1.0f), gWVP);
// Done--return the output.
return outVS;
}
float4 DiffusePS(float4 c : COLOR0) : COLOR
{
return c;
}
technique DiffuseTech
{
pass P0
{
// Specify the vertex and pixel shader associated with this pass.
vertexShader = compile vs_2_0 DiffuseVS();
pixelShader = compile ps_2_0 DiffusePS();
}
}