//----------------------------------------------------------------------------- // Name: GetNextTechnique // Desc: //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::GetNextTechnique(INT nDir, BOOL bBypassValidate) { D3DXEFFECT_DESC effect; UINT_PTR iTechnique = m_iTechnique; m_pEffect->GetDesc(&effect); for(;;) { iTechnique += nDir; if(((INT_PTR) iTechnique) < 0) iTechnique = effect.Techniques - 1; if(iTechnique >= effect.Techniques) iTechnique = 0; if(nDir && (iTechnique == m_iTechnique)) break; if(!nDir) nDir = 1; m_pEffect->SetTechnique((LPCSTR) iTechnique); if(bBypassValidate || (iTechnique == effect.Techniques - 1) || (m_bDrawCaustics || !m_pEffect->IsParameterUsed("tCAU")) && SUCCEEDED(m_pEffect->Validate())) { m_iTechnique = iTechnique; char szText[256]; sprintf(szText, "Water - Technique %d", m_iTechnique); SetWindowText(m_hWnd, szText); return S_OK; } } m_pEffect->SetTechnique((LPCSTR) m_iTechnique); return E_FAIL; }
//----------------------------------------------------------------------------- // Name: Render // Desc: //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::Render() { HRESULT hr; if(FAILED(hr = m_pd3dDevice->BeginScene())) return hr; // Draw Environment FLOAT fAspectRatio = (FLOAT)m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height; D3DXMatrixPerspectiveFovRH(&m_matProjection, D3DXToRadian(60.0f), fAspectRatio, 0.1f, 2000.0f); m_pd3dDevice->SetTransform(D3DTS_PROJECTION, &m_matProjection); if(m_bDrawEnvironment) { D3DXMATRIX mat(m_matView); mat._41 = mat._42 = mat._43 = 0.0f; m_pd3dDevice->SetTransform(D3DTS_VIEW, &mat); m_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); m_pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); m_Environment.Draw(); m_pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); m_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE); } else { m_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); } m_pd3dDevice->SetTransform(D3DTS_VIEW, &m_matView); // Draw water if(m_bDrawWater) { // Setup matrices if(m_pEffect->IsParameterUsed("mENV")) { D3DXMATRIX matP(m_matPosition); matP._41 = matP._42 = matP._43 = 0.0f; D3DXMATRIX mat; D3DXMatrixScaling(&mat, 1.0f, 1.0f, -1.0f); D3DXMatrixMultiply(&mat, &matP, &mat); // matCube m_pEffect->SetMatrix("mENV", &mat); } // Draw water UINT uPasses; m_pEffect->Begin(&uPasses, 0); for(UINT uPass = 0; uPass < uPasses; uPass++) { m_pEffect->Pass(uPass); m_Water.DrawSurface(); } m_pEffect->End(); } // Show info 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 ); TCHAR szText[100]; wsprintf( szText, _T("Using Technique %d"), m_iTechnique ); m_pFontSmall->DrawText( 2, 40, D3DCOLOR_ARGB(255,255,100,100), szText ); if( m_bShowHelp ) { m_pFontSmall->DrawText( 2, 60, D3DCOLOR_ARGB(255,100,100,200), _T("Keyboard controls:") ); m_pFontSmall->DrawText( 20, 80, D3DCOLOR_ARGB(255,100,100,200), _T("Add Drop\n") _T("Next Technique\n") _T("Next Tech. (no validate)\n") _T("Prev Technique\n") _T("Prev Tech. (no validate)\n") _T("Move\nTurn\nPitch\nSlide\n") _T("Help\nChange device\nExit") ); m_pFontSmall->DrawText( 210, 80, D3DCOLOR_ARGB(255,100,100,200), _T("D\n") _T("PageDn\nShift-PageDn\n") _T("PageUp\nShift-PageUp\n") _T("W,S\nE,Q\nA,Z\nArrow keys\n") _T("F1\nF2\nEsc") ); } else { m_pFontSmall->DrawText( 2, 60, D3DCOLOR_ARGB(255,100,100,200), _T("Press F1 for help") ); } if(FAILED(hr = m_pd3dDevice->EndScene())) return hr; return S_OK; }
//----------------------------------------------------------------------------- // Name: FrameMove // Desc: //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::FrameMove() { HRESULT hr; // // Process keyboard input // D3DXVECTOR3 vecT(0.0f, 0.0f, 0.0f); D3DXVECTOR3 vecR(0.0f, 0.0f, 0.0f); if(m_bKey[VK_NUMPAD1] || m_bKey[VK_LEFT]) vecT.x -= 1.0f; // Slide Left if(m_bKey[VK_NUMPAD3] || m_bKey[VK_RIGHT]) vecT.x += 1.0f; // Slide Right if(m_bKey[VK_DOWN]) vecT.y -= 1.0f; // Slide Down if(m_bKey[VK_UP]) vecT.y += 1.0f; // Slide Up if(m_bKey['W']) vecT.z -= 2.0f; // Move Forward if(m_bKey['S']) vecT.z += 2.0f; // Move Backward if(m_bKey['A'] || m_bKey[VK_NUMPAD8]) vecR.x -= 1.0f; // Pitch Down if(m_bKey['Z'] || m_bKey[VK_NUMPAD2]) vecR.x += 1.0f; // Pitch Up if(m_bKey['E'] || m_bKey[VK_NUMPAD6]) vecR.y -= 1.0f; // Turn Right if(m_bKey['Q'] || m_bKey[VK_NUMPAD4]) vecR.y += 1.0f; // Turn Left if(m_bKey[VK_NUMPAD9]) vecR.z -= 2.0f; // Roll CW if(m_bKey[VK_NUMPAD7]) vecR.z += 2.0f; // Roll CCW m_vecVelocity = m_vecVelocity * 0.9f + vecT * 0.1f; m_vecAngularVelocity = m_vecAngularVelocity * 0.9f + vecR * 0.1f; // // Update position and view matricies // D3DXMATRIX matT, matR; D3DXQUATERNION qR; vecT = m_vecVelocity * m_fElapsedTime * m_fSpeed; vecR = m_vecAngularVelocity * m_fElapsedTime * m_fAngularSpeed; D3DXMatrixTranslation(&matT, vecT.x, vecT.y, vecT.z); D3DXMatrixMultiply(&m_matPosition, &matT, &m_matPosition); D3DXQuaternionRotationYawPitchRoll(&qR, vecR.y, vecR.x, vecR.z); D3DXMatrixRotationQuaternion(&matR, &qR); D3DXMatrixMultiply(&m_matPosition, &matR, &m_matPosition); D3DXMatrixInverse(&m_matView, NULL, &m_matPosition); // // Update simulation // if(!m_bPause && m_bDrawWater) { BOOL bCaustics = m_bDrawCaustics && m_pEffect->IsParameterUsed("tCAU"); D3DXVECTOR3 vecPos(m_matPosition._41, m_matPosition._42, m_matPosition._43); D3DXVECTOR3 vecLight(0.0f, 1.0f, 0.0f); m_Water.Update(vecPos, vecLight, bCaustics); m_fTime += m_fSecsPerFrame; if(bCaustics) { if(SUCCEEDED(m_pRenderToSurface->BeginScene(m_pCausticSurf, NULL))) { D3DXMATRIX matProj; D3DXMATRIX matView; D3DXMatrixOrthoRH(&matProj, 63.0f, 63.0f, 1.0f, 100.0f); D3DXMatrixRotationX(&matView, 0.5f * D3DX_PI); matView._43 = -50.0f; m_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj); m_pd3dDevice->SetTransform(D3DTS_VIEW, &matView); m_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0f, 0); m_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); m_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); m_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); m_Water.DrawCaustics(); m_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); m_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW); m_pd3dDevice->SetRenderState(D3DRS_ZENABLE, TRUE); m_pRenderToSurface->EndScene(); } else { m_bDrawCaustics = FALSE; m_pEffect->SetTexture("tCAU", NULL); if(FAILED(hr = GetNextTechnique(0, FALSE))) return hr; } } } return S_OK; }