/////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper Class // // (c) 2003 IDV, Inc. // // This class is provided to illustrate one way to incorporate // SpeedTreeRT into an OpenGL application. All of the SpeedTreeRT // calls that must be made on a per tree basis are done by this class. // Calls that apply to all trees (i.e. static SpeedTreeRT functions) // are made in the functions in main.cpp. // // // *** INTERACTIVE DATA VISUALIZATION (IDV) PROPRIETARY INFORMATION *** // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Interactive Data Visualization and may // not be copied or disclosed except in accordance with the terms of // that agreement. // // Copyright (c) 2001-2003 IDV, Inc. // All Rights Reserved. // // IDV, Inc. // 1233 Washington St. Suite 610 // Columbia, SC 29201 // Voice: (803) 799-1699 // Fax: (803) 931-0320 // Web: http://www.idvinc.com // #pragma warning(disable:4786) /////////////////////////////////////////////////////////////////////// // Include Files #include "StdAfx.h" #include #include #include "../eterBase/Debug.h" #include "../eterBase/Timer.h" #include "../eterBase/Filename.h" #include "../eterLib/ResourceManager.h" #include "../eterLib/Camera.h" #include "../eterLib/StateManager.h" #include "SpeedTreeConfig.h" #include "SpeedTreeForestDirectX8.h" #include "SpeedTreeWrapper.h" #include "VertexShaders.h" using namespace std; DWORD CSpeedTreeWrapper::ms_dwBranchVertexShader = 0; DWORD CSpeedTreeWrapper::ms_dwLeafVertexShader = 0; bool CSpeedTreeWrapper::ms_bSelfShadowOn = true; /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::CSpeedTreeWrapper CSpeedTreeWrapper::CSpeedTreeWrapper() : m_pSpeedTree(new CSpeedTreeRT), m_bIsInstance(false), m_pInstanceOf(NULL), m_pGeometryCache(NULL), m_usNumLeafLods(0), m_pBranchIndexCounts(NULL), m_pBranchIndexBuffer(NULL), m_pBranchVertexBuffer(NULL), m_pFrondIndexCounts(NULL), m_pFrondIndexBuffer(NULL), m_pFrondVertexBuffer(NULL), m_pLeafVertexBuffer(NULL), m_pLeavesUpdatedByCpu(NULL), m_unBranchVertexCount(0), m_unFrondVertexCount(0), m_pTextureInfo(NULL) { // set initial position m_afPos[0] = m_afPos[1] = m_afPos[2] = 0.0f; m_pSpeedTree->SetWindStrength(1.0f); m_pSpeedTree->SetLocalMatrices(0, 4); } void CSpeedTreeWrapper::SetVertexShaders(DWORD dwBranchVertexShader, DWORD dwLeafVertexShader) { ms_dwBranchVertexShader = dwBranchVertexShader; ms_dwLeafVertexShader = dwLeafVertexShader; } void CSpeedTreeWrapper::OnRenderPCBlocker() { if (ms_dwBranchVertexShader == 0) { ms_dwBranchVertexShader = LoadBranchShader(ms_lpd3dDevice); //LogBox("Vertex Shader not assigned. You must call CSpeedTreeWrapper::SetVertexShader for this"); } if (ms_dwLeafVertexShader == 0) { ms_dwLeafVertexShader = LoadLeafShader(ms_lpd3dDevice); //LogBox("Vertex Shader not assigned. You must call CSpeedTreeWrapper::SetVertexShader for this"); } CSpeedTreeForestDirectX8::Instance().UpdateSystem(ELTimer_GetMSec() / 1000.0f); // Çϳª¸¸ ·»´õ¸µ ÇÒ ¶§´Â LOD »ç¿ëÇÏÁö ¾ÊÀ½ m_pSpeedTree->SetLodLevel(1.0f); //Advance(); CSpeedTreeForestDirectX8::Instance().UpdateCompundMatrix(CCameraManager::Instance().GetCurrentCamera()->GetEye(), ms_matView, ms_matProj); STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_CURRENT); STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_MODULATE); DWORD dwLighting = STATEMANAGER.GetRenderState(D3DRS_LIGHTING); DWORD dwFogEnable = STATEMANAGER.GetRenderState(D3DRS_FOGENABLE); DWORD dwAlphaBlendEnable = STATEMANAGER.GetRenderState(D3DRS_ALPHABLENDENABLE); STATEMANAGER.SetRenderState(D3DRS_LIGHTING, FALSE); STATEMANAGER.SaveRenderState(D3DRS_COLORVERTEX, TRUE); STATEMANAGER.SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); STATEMANAGER.SaveRenderState(D3DRS_ALPHATESTENABLE, TRUE); STATEMANAGER.SaveRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER); STATEMANAGER.SaveRenderState(D3DRS_CULLMODE, D3DCULL_CW); STATEMANAGER.SetRenderState(D3DRS_FOGENABLE, FALSE); // choose fixed function pipeline or custom shader for fronds and branches STATEMANAGER.SetVertexShader(ms_dwBranchVertexShader); // SetupBranchForTreeType(); { // update the branch geometry for CPU wind #ifdef WRAPPER_USE_CPU_WIND m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_BranchGeometry); if (m_pGeometryCache->m_sBranches.m_usNumStrips > 0) { // update the vertex array SFVFBranchVertex* pVertexBuffer = NULL; m_pBranchVertexBuffer->Lock(0, 0, reinterpret_cast(&pVertexBuffer), D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK); for (UINT i = 0; i < m_unBranchVertexCount; ++i) { memcpy(&(pVertexBuffer[i].m_vPosition), &(m_pGeometryCache->m_sBranches.m_pCoords[i * 3]), 3 * sizeof(float)); } m_pBranchVertexBuffer->Unlock(); } #endif LPDIRECT3DTEXTURE8 lpd3dTexture; // set texture map if ((lpd3dTexture = m_BranchImageInstance.GetTextureReference().GetD3DTexture())) STATEMANAGER.SetTexture(0, lpd3dTexture); if (m_pGeometryCache->m_sBranches.m_usVertexCount > 0) { // activate the branch vertex buffer STATEMANAGER.SetStreamSource(0, m_pBranchVertexBuffer, sizeof(SFVFBranchVertex)); // set the index buffer STATEMANAGER.SetIndices(m_pBranchIndexBuffer, 0); } } RenderBranches(); STATEMANAGER.SetTexture(0, m_CompositeImageInstance.GetTextureReference().GetD3DTexture()); STATEMANAGER.SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); // SetupFrondForTreeType(); { // update the frond geometry for CPU wind #ifdef WRAPPER_USE_CPU_WIND m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_FrondGeometry); if (m_pGeometryCache->m_sFronds.m_usNumStrips > 0) { // update the vertex array SFVFBranchVertex * pVertexBuffer = NULL; m_pFrondVertexBuffer->Lock(0, 0, reinterpret_cast(&pVertexBuffer), D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK); for (UINT i = 0; i < m_unFrondVertexCount; ++i) { memcpy(&(pVertexBuffer[i].m_vPosition), &(m_pGeometryCache->m_sFronds.m_pCoords[i * 3]), 3 * sizeof(float)); } m_pFrondVertexBuffer->Unlock(); } #endif if (!m_CompositeImageInstance.IsEmpty()) STATEMANAGER.SetTexture(0, m_CompositeImageInstance.GetTextureReference().GetD3DTexture()); if (m_pGeometryCache->m_sFronds.m_usVertexCount > 0) { // activate the frond vertex buffer STATEMANAGER.SetStreamSource(0, m_pFrondVertexBuffer, sizeof(SFVFBranchVertex)); // set the index buffer STATEMANAGER.SetIndices(m_pFrondIndexBuffer, 0); } } RenderFronds(); STATEMANAGER.SetVertexShader(ms_dwLeafVertexShader); // SetupLeafForTreeType(); { // pass leaf tables to shader #ifdef WRAPPER_USE_GPU_LEAF_PLACEMENT UploadLeafTables(c_nVertexShader_LeafTables); #endif if (!m_CompositeImageInstance.IsEmpty()) STATEMANAGER.SetTexture(0, m_CompositeImageInstance.GetTextureReference().GetD3DTexture()); } RenderLeaves(); EndLeafForTreeType(); STATEMANAGER.SetRenderState(D3DRS_LIGHTING, FALSE); STATEMANAGER.SetRenderState(D3DRS_COLORVERTEX, FALSE); RenderBillboards(); STATEMANAGER.RestoreRenderState(D3DRS_COLORVERTEX); STATEMANAGER.RestoreRenderState(D3DRS_CULLMODE); STATEMANAGER.RestoreRenderState(D3DRS_ALPHATESTENABLE); STATEMANAGER.RestoreRenderState(D3DRS_ALPHAFUNC); STATEMANAGER.SetRenderState(D3DRS_ALPHABLENDENABLE, dwAlphaBlendEnable); STATEMANAGER.SetRenderState(D3DRS_LIGHTING, dwLighting); STATEMANAGER.SetRenderState(D3DRS_FOGENABLE, dwFogEnable); STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); } void CSpeedTreeWrapper::OnRender() { if (ms_dwBranchVertexShader == 0) { ms_dwBranchVertexShader = LoadBranchShader(ms_lpd3dDevice); //LogBox("Vertex Shader not assigned. You must call CSpeedTreeWrapper::SetVertexShader for this"); } if (ms_dwLeafVertexShader == 0) { ms_dwLeafVertexShader = LoadLeafShader(ms_lpd3dDevice); //LogBox("Vertex Shader not assigned. You must call CSpeedTreeWrapper::SetVertexShader for this"); } CSpeedTreeForestDirectX8::Instance().UpdateSystem(ELTimer_GetMSec() / 1000.0f); // Çϳª¸¸ ·»´õ¸µ ÇÒ ¶§´Â LOD »ç¿ëÇÏÁö ¾ÊÀ½ m_pSpeedTree->SetLodLevel(1.0f); //Advance(); CSpeedTreeForestDirectX8::Instance().UpdateCompundMatrix(CCameraManager::Instance().GetCurrentCamera()->GetEye(), ms_matView, ms_matProj); STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE); STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE); STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT); STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); STATEMANAGER.SaveRenderState(D3DRS_LIGHTING, FALSE); STATEMANAGER.SaveRenderState(D3DRS_COLORVERTEX, TRUE); STATEMANAGER.SaveRenderState(D3DRS_ALPHATESTENABLE, TRUE); STATEMANAGER.SaveRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER); STATEMANAGER.SaveRenderState(D3DRS_CULLMODE, D3DCULL_CW); STATEMANAGER.SaveRenderState(D3DRS_FOGENABLE, FALSE); // choose fixed function pipeline or custom shader for fronds and branches STATEMANAGER.SetVertexShader(ms_dwBranchVertexShader); SetupBranchForTreeType(); RenderBranches(); STATEMANAGER.SetTexture(0, m_CompositeImageInstance.GetTextureReference().GetD3DTexture()); STATEMANAGER.SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); SetupFrondForTreeType(); RenderFronds(); STATEMANAGER.SetVertexShader(ms_dwLeafVertexShader); SetupLeafForTreeType(); RenderLeaves(); EndLeafForTreeType(); STATEMANAGER.SetRenderState(D3DRS_LIGHTING, FALSE); STATEMANAGER.SetRenderState(D3DRS_COLORVERTEX, FALSE); RenderBillboards(); STATEMANAGER.RestoreRenderState(D3DRS_LIGHTING); STATEMANAGER.RestoreRenderState(D3DRS_COLORVERTEX); STATEMANAGER.RestoreRenderState(D3DRS_ALPHATESTENABLE); STATEMANAGER.RestoreRenderState(D3DRS_ALPHAFUNC); STATEMANAGER.RestoreRenderState(D3DRS_CULLMODE); STATEMANAGER.RestoreRenderState(D3DRS_FOGENABLE); } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::~CSpeedTreeWrapper CSpeedTreeWrapper::~CSpeedTreeWrapper() { // if this is not an instance, clean up if (!m_bIsInstance) { if (m_unBranchVertexCount > 0) { SAFE_RELEASE(m_pBranchVertexBuffer); SAFE_RELEASE(m_pBranchIndexBuffer); SAFE_DELETE_ARRAY(m_pBranchIndexCounts); } if (m_unFrondVertexCount > 0) { SAFE_RELEASE(m_pFrondVertexBuffer); SAFE_RELEASE(m_pFrondIndexBuffer); SAFE_DELETE_ARRAY(m_pFrondIndexCounts); } for (short i = 0; i < m_usNumLeafLods; ++i) { m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_LeafGeometry, -1, -1, i); if (m_pGeometryCache->m_sLeaves0.m_usLeafCount > 0) SAFE_RELEASE(m_pLeafVertexBuffer[i]); } SAFE_DELETE_ARRAY(m_pLeavesUpdatedByCpu); SAFE_DELETE_ARRAY(m_pLeafVertexBuffer); SAFE_DELETE(m_pTextureInfo); SAFE_DELETE(m_pGeometryCache); } // always delete the speedtree SAFE_DELETE(m_pSpeedTree); Clear(); } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::LoadTree bool CSpeedTreeWrapper::LoadTree(const char * pszSptFile, const BYTE * c_pbBlock, unsigned int uiBlockSize, UINT nSeed, float fSize, float fSizeVariance) { bool bSuccess = false; // directx, so allow for flipping of the texture coordinate #ifdef WRAPPER_FLIP_T_TEXCOORD m_pSpeedTree->SetTextureFlip(true); #endif // load the tree file if (!m_pSpeedTree->LoadTree(c_pbBlock, uiBlockSize)) { if (!m_pSpeedTree->LoadTree(pszSptFile)) { TraceError("SpeedTreeRT Error: %s", CSpeedTreeRT::GetCurrentError()); return false; } } // override the lighting method stored in the spt file #ifdef WRAPPER_USE_DYNAMIC_LIGHTING m_pSpeedTree->SetBranchLightingMethod(CSpeedTreeRT::LIGHT_DYNAMIC); m_pSpeedTree->SetLeafLightingMethod(CSpeedTreeRT::LIGHT_DYNAMIC); m_pSpeedTree->SetFrondLightingMethod(CSpeedTreeRT::LIGHT_DYNAMIC); #else m_pSpeedTree->SetBranchLightingMethod(CSpeedTreeRT::LIGHT_STATIC); m_pSpeedTree->SetLeafLightingMethod(CSpeedTreeRT::LIGHT_STATIC); m_pSpeedTree->SetFrondLightingMethod(CSpeedTreeRT::LIGHT_STATIC); #endif // set the wind method #ifdef WRAPPER_USE_GPU_WIND m_pSpeedTree->SetBranchWindMethod(CSpeedTreeRT::WIND_GPU); m_pSpeedTree->SetLeafWindMethod(CSpeedTreeRT::WIND_GPU); m_pSpeedTree->SetFrondWindMethod(CSpeedTreeRT::WIND_GPU); #endif #ifdef WRAPPER_USE_CPU_WIND m_pSpeedTree->SetBranchWindMethod(CSpeedTreeRT::WIND_CPU); m_pSpeedTree->SetLeafWindMethod(CSpeedTreeRT::WIND_CPU); m_pSpeedTree->SetFrondWindMethod(CSpeedTreeRT::WIND_CPU); #endif #ifdef WRAPPER_USE_NO_WIND m_pSpeedTree->SetBranchWindMethod(CSpeedTreeRT::WIND_NONE); m_pSpeedTree->SetLeafWindMethod(CSpeedTreeRT::WIND_NONE); m_pSpeedTree->SetFrondWindMethod(CSpeedTreeRT::WIND_NONE); #endif m_pSpeedTree->SetNumLeafRockingGroups(1); // override the size, if necessary if (fSize >= 0.0f && fSizeVariance >= 0.0f) m_pSpeedTree->SetTreeSize(fSize, fSizeVariance); // generate tree geometry if (m_pSpeedTree->Compute(NULL, nSeed)) { // get the dimensions m_pSpeedTree->GetBoundingBox(m_afBoundingBox); // make the leaves rock in the wind m_pSpeedTree->SetLeafRockingState(true); // billboard setup #ifdef WRAPPER_NO_BILLBOARD_MODE CSpeedTreeRT::SetDropToBillboard(false); #else CSpeedTreeRT::SetDropToBillboard(true); #endif // query & set materials m_cBranchMaterial.Set(m_pSpeedTree->GetBranchMaterial()); m_cFrondMaterial.Set(m_pSpeedTree->GetFrondMaterial()); m_cLeafMaterial.Set(m_pSpeedTree->GetLeafMaterial()); // adjust lod distances float fHeight = m_afBoundingBox[5] - m_afBoundingBox[2]; m_pSpeedTree->SetLodLimits(fHeight * c_fNearLodFactor, fHeight * c_fFarLodFactor); // query textures m_pTextureInfo = new CSpeedTreeRT::STextures; m_pSpeedTree->GetTextures(*m_pTextureInfo); // load branch textures LoadTexture((CFileNameHelper::GetPath(string(pszSptFile)) + CFileNameHelper::NoExtension(string(m_pTextureInfo->m_pBranchTextureFilename)) + ".dds").c_str(), m_BranchImageInstance); #ifdef WRAPPER_RENDER_SELF_SHADOWS if (m_pTextureInfo->m_pSelfShadowFilename != NULL) LoadTexture((CFileNameHelper::GetPath(string(pszSptFile)) + CFileNameHelper::NoExtension(string(m_pTextureInfo->m_pSelfShadowFilename)) + ".dds").c_str(), m_ShadowImageInstance); #endif if (m_pTextureInfo->m_pCompositeFilename) LoadTexture((CFileNameHelper::GetPath(string(pszSptFile)) + CFileNameHelper::NoExtension(string(m_pTextureInfo->m_pCompositeFilename)) + ".dds").c_str(), m_CompositeImageInstance); // setup the index and vertex buffers SetupBuffers(); // everything appeared to go well bSuccess = true; } else // tree failed to compute fprintf(stderr, "\nFatal Error, cannot compute tree [%s]\n\n", CSpeedTreeRT::GetCurrentError()); return bSuccess; } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::SetupBuffers void CSpeedTreeWrapper::SetupBuffers(void) { // read all the geometry for highest LOD into the geometry cache (just a precaution, it's updated later) m_pSpeedTree->SetLodLevel(1.0f); if (m_pGeometryCache == NULL) m_pGeometryCache = new CSpeedTreeRT::SGeometry; m_pSpeedTree->GetGeometry(*m_pGeometryCache); // setup the buffers for each part SetupBranchBuffers(); SetupFrondBuffers(); SetupLeafBuffers(); } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::SetupBranchBuffers void CSpeedTreeWrapper::SetupBranchBuffers(void) { // reference to branch structure CSpeedTreeRT::SGeometry::SIndexed* pBranches = &(m_pGeometryCache->m_sBranches); m_unBranchVertexCount = pBranches->m_usVertexCount; // we asked for a contiguous strip // check if this tree has branches if (m_unBranchVertexCount > 1) { // create the vertex buffer for storing branch vertices SFVFBranchVertex * pVertexBuffer = NULL; #ifndef WRAPPER_USE_CPU_WIND ms_lpd3dDevice->CreateVertexBuffer(m_unBranchVertexCount * sizeof(SFVFBranchVertex), D3DUSAGE_WRITEONLY, D3DFVF_SPEEDTREE_BRANCH_VERTEX, D3DPOOL_MANAGED, &m_pBranchVertexBuffer); // fill the vertex buffer by interleaving SpeedTree data m_pBranchVertexBuffer->Lock(0, 0, reinterpret_cast(&pVertexBuffer), 0); #else ms_lpd3dDevice->CreateVertexBuffer(m_unBranchVertexCount * sizeof(SFVFBranchVertex), D3DUSAGE_DYNAMIC, D3DFVF_SPEEDTREE_BRANCH_VERTEX, D3DPOOL_SYSTEMMEM, &m_pBranchVertexBuffer); // fill the vertex buffer by interleaving SpeedTree data m_pBranchVertexBuffer->Lock(0, 0, reinterpret_cast(&pVertexBuffer), D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK); #endif { for (UINT i = 0; i < m_unBranchVertexCount; ++i) { // position memcpy(&pVertexBuffer->m_vPosition, &(pBranches->m_pCoords[i * 3]), 3 * sizeof(float)); // normal or color #ifdef WRAPPER_USE_DYNAMIC_LIGHTING memcpy(&pVertexBuffer->m_vNormal, &(pBranches->m_pNormals[i * 3]), 3 * sizeof(float)); #else pVertexBuffer->m_dwDiffuseColor = pBranches->m_pColors[i]; #endif // texcoords for layer 0 pVertexBuffer->m_fTexCoords[0] = pBranches->m_pTexCoords0[i * 2]; pVertexBuffer->m_fTexCoords[1] = pBranches->m_pTexCoords0[i * 2 + 1]; // texcoords for layer 1 (if enabled) #ifdef WRAPPER_RENDER_SELF_SHADOWS pVertexBuffer->m_fShadowCoords[0] = pBranches->m_pTexCoords1[i * 2]; pVertexBuffer->m_fShadowCoords[1] = pBranches->m_pTexCoords1[i * 2 + 1]; #endif // extra data for gpu wind #ifdef WRAPPER_USE_GPU_WIND pVertexBuffer->m_fWindIndex = 4.0f * pBranches->m_pWindMatrixIndices[i]; pVertexBuffer->m_fWindWeight = pBranches->m_pWindWeights[i]; #endif ++pVertexBuffer; } m_pBranchVertexBuffer->Unlock(); } // create and fill the index counts for each LOD UINT unNumLodLevels = m_pSpeedTree->GetNumBranchLodLevels(); m_pBranchIndexCounts = new unsigned short[unNumLodLevels]; for (UINT i = 0; i < unNumLodLevels; ++i) { // force update for particular LOD m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_BranchGeometry, i); // check if this LOD has branches if (pBranches->m_usNumStrips > 0) m_pBranchIndexCounts[i] = pBranches->m_pStripLengths[0]; else m_pBranchIndexCounts[i] = 0; } // set back to highest LOD m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_BranchGeometry, 0); // the first LOD level contains the most indices of all the levels, so // we use its size to allocate the index buffer ms_lpd3dDevice->CreateIndexBuffer(m_pBranchIndexCounts[0] * sizeof(unsigned short), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &m_pBranchIndexBuffer); // fill the index buffer unsigned short* pIndexBuffer = NULL; m_pBranchIndexBuffer->Lock(0, 0, reinterpret_cast(&pIndexBuffer), 0); memcpy(pIndexBuffer, pBranches->m_pStrips[0], pBranches->m_pStripLengths[0] * sizeof(unsigned short)); m_pBranchIndexBuffer->Unlock(); } } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::SetupFrondBuffers void CSpeedTreeWrapper::SetupFrondBuffers(void) { // reference to frond structure CSpeedTreeRT::SGeometry::SIndexed* pFronds = &(m_pGeometryCache->m_sFronds); m_unFrondVertexCount = pFronds->m_usVertexCount; // we asked for a contiguous strip // check if tree has fronds if (m_unFrondVertexCount > 1) { // create the vertex buffer for storing frond vertices SFVFBranchVertex * pVertexBuffer = NULL; #ifndef WRAPPER_USE_CPU_WIND ms_lpd3dDevice->CreateVertexBuffer(m_unFrondVertexCount * sizeof(SFVFBranchVertex), D3DUSAGE_WRITEONLY, D3DFVF_SPEEDTREE_BRANCH_VERTEX, D3DPOOL_MANAGED, &m_pFrondVertexBuffer); // fill the vertex buffer by interleaving SpeedTree data m_pFrondVertexBuffer->Lock(0, 0, reinterpret_cast(&pVertexBuffer), 0); #else ms_lpd3dDevice->CreateVertexBuffer(m_unFrondVertexCount * sizeof(SFVFBranchVertex), D3DUSAGE_DYNAMIC, D3DFVF_SPEEDTREE_BRANCH_VERTEX, D3DPOOL_SYSTEMMEM, &m_pFrondVertexBuffer); // fill the vertex buffer by interleaving SpeedTree data m_pFrondVertexBuffer->Lock(0, 0, reinterpret_cast(&pVertexBuffer), D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK); #endif for (UINT i = 0; i < m_unFrondVertexCount; ++i) { // position memcpy(&pVertexBuffer->m_vPosition, &(pFronds->m_pCoords[i * 3]), 3 * sizeof(float)); // normal or color #ifdef WRAPPER_USE_DYNAMIC_LIGHTING memcpy(&pVertexBuffer->m_vNormal, &(pFronds->m_pNormals[i * 3]), 3 * sizeof(float)); #else pVertexBuffer->m_dwDiffuseColor = pFronds->m_pColors[i]; #endif // texcoords for layer 0 pVertexBuffer->m_fTexCoords[0] = pFronds->m_pTexCoords0[i * 2]; pVertexBuffer->m_fTexCoords[1] = pFronds->m_pTexCoords0[i * 2 + 1]; // texcoords for layer 1 (if enabled) #ifdef WRAPPER_RENDER_SELF_SHADOWS pVertexBuffer->m_fShadowCoords[0] = pFronds->m_pTexCoords1[i * 2]; pVertexBuffer->m_fShadowCoords[1] = pFronds->m_pTexCoords1[i * 2 + 1]; #endif // extra data for gpu wind #ifdef WRAPPER_USE_GPU_WIND pVertexBuffer->m_fWindIndex = 4.0f * pFronds->m_pWindMatrixIndices[i]; pVertexBuffer->m_fWindWeight = pFronds->m_pWindWeights[i]; #endif ++pVertexBuffer; } m_pFrondVertexBuffer->Unlock(); // create and fill the index counts for each LOD UINT unNumLodLevels = m_pSpeedTree->GetNumFrondLodLevels(); m_pFrondIndexCounts = new unsigned short[unNumLodLevels]; for (WORD j = 0; j < unNumLodLevels; ++j) { // force update for this LOD m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_FrondGeometry, -1, j); // check if this LOD has fronds if (pFronds->m_usNumStrips > 0) m_pFrondIndexCounts[j] = pFronds->m_pStripLengths[0]; else m_pFrondIndexCounts[j] = 0; } // go back to highest LOD m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_FrondGeometry, -1, 0); // the first LOD level contains the most indices of all the levels, so // we use its size to allocate the index buffer ms_lpd3dDevice->CreateIndexBuffer(m_pFrondIndexCounts[0] * sizeof(unsigned short), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &m_pFrondIndexBuffer); // fill the index buffer unsigned short * pIndexBuffer = NULL; m_pFrondIndexBuffer->Lock(0, 0, reinterpret_cast(&pIndexBuffer), 0); memcpy(pIndexBuffer, pFronds->m_pStrips[0], pFronds->m_pStripLengths[0] * sizeof(unsigned short)); m_pFrondIndexBuffer->Unlock(); } } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::SetupLeafBuffers void CSpeedTreeWrapper::SetupLeafBuffers(void) { // set up constants const short anVertexIndices[6] = { 0, 1, 2, 0, 2, 3 }; //const int nNumLeafMaps = m_pTextureInfo->m_uiLeafTextureCount; // set up the leaf counts for each LOD m_usNumLeafLods = m_pSpeedTree->GetNumLeafLodLevels(); // create array of vertex buffers (one for each LOD) m_pLeafVertexBuffer = new LPDIRECT3DVERTEXBUFFER8[m_usNumLeafLods]; // create array of bools for CPU updating (so we don't update for each instance) m_pLeavesUpdatedByCpu = new bool[m_usNumLeafLods]; // cycle through LODs for (UINT unLod = 0; unLod < m_usNumLeafLods; ++unLod) { m_pLeavesUpdatedByCpu[unLod] = false; m_pLeafVertexBuffer[unLod] = NULL; // if this LOD has no leaves, skip it unsigned short usLeafCount = m_pGeometryCache->m_sLeaves0.m_usLeafCount; if (usLeafCount < 1) continue; SFVFLeafVertex* pVertexBuffer = NULL; // create the vertex buffer for storing leaf vertices #ifndef WRAPPER_USE_CPU_LEAF_PLACEMENT ms_lpd3dDevice->CreateVertexBuffer(usLeafCount * 6 * sizeof(SFVFLeafVertex), D3DUSAGE_WRITEONLY, D3DFVF_SPEEDTREE_LEAF_VERTEX, D3DPOOL_MANAGED, &m_pLeafVertexBuffer[unLod]); // fill the vertex buffer by interleaving SpeedTree data m_pLeafVertexBuffer[unLod]->Lock(0, 0, reinterpret_cast(&pVertexBuffer), 0); #else ms_lpd3dDevice->CreateVertexBuffer(usLeafCount * 6 * sizeof(SFVFLeafVertex), D3DUSAGE_DYNAMIC, D3DFVF_SPEEDTREE_LEAF_VERTEX, D3DPOOL_SYSTEMMEM, &m_pLeafVertexBuffer[unLod]); // fill the vertex buffer by interleaving SpeedTree data m_pLeafVertexBuffer[unLod]->Lock(0, 0, reinterpret_cast(&pVertexBuffer), D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK); #endif SFVFLeafVertex* pVertex = pVertexBuffer; for (UINT unLeaf = 0; unLeaf < usLeafCount; ++unLeaf) { const CSpeedTreeRT::SGeometry::SLeaf* pLeaf = &(m_pGeometryCache->m_sLeaves0); for (UINT unVert = 0; unVert < 6; ++unVert) // 6 verts == 2 triangles { // position memcpy(pVertex->m_vPosition, &(pLeaf->m_pCenterCoords[unLeaf * 3]), 3 * sizeof(float)); #ifdef WRAPPER_USE_DYNAMIC_LIGHTING // normal memcpy(&pVertex->m_vNormal, &(pLeaf->m_pNormals[unLeaf * 3]), 3 * sizeof(float)); #else // color pVertex->m_dwDiffuseColor = pLeaf->m_pColors[unLeaf]; #endif // tex coord memcpy(pVertex->m_fTexCoords, &(pLeaf->m_pLeafMapTexCoords[unLeaf][anVertexIndices[unVert] * 2]), 2 * sizeof(float)); // wind weights #ifdef WRAPPER_USE_GPU_WIND pVertex->m_fWindIndex = 4.0f * pLeaf->m_pWindMatrixIndices[unLeaf]; pVertex->m_fWindWeight = pLeaf->m_pWindWeights[unLeaf]; #endif // GPU placement data #ifdef WRAPPER_USE_GPU_LEAF_PLACEMENT pVertex->m_fLeafPlacementIndex = c_nVertexShader_LeafTables + pLeaf->m_pLeafClusterIndices[unLeaf] * 4.0f + anVertexIndices[unVert]; pVertex->m_fLeafScalarValue = m_pSpeedTree->GetLeafLodSizeAdjustments()[unLod]; #endif ++pVertex; } } m_pLeafVertexBuffer[unLod]->Unlock(); } } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::Advance void CSpeedTreeWrapper::Advance(void) { // compute LOD level (based on distance from camera) m_pSpeedTree->ComputeLodLevel(); m_pSpeedTree->SetLodLevel(1.0f); // compute wind #ifdef WRAPPER_USE_CPU_WIND m_pSpeedTree->ComputeWindEffects(true, true, true); #endif } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::MakeInstance CSpeedTreeWrapper * CSpeedTreeWrapper::MakeInstance() { CSpeedTreeWrapper * pInstance = new CSpeedTreeWrapper; // make an instance of this object's SpeedTree pInstance->m_bIsInstance = true; pInstance->m_pSpeedTree = m_pSpeedTree->MakeInstance(); if (pInstance->m_pSpeedTree) { // use the same materials pInstance->m_cBranchMaterial = m_cBranchMaterial; pInstance->m_cLeafMaterial = m_cLeafMaterial; pInstance->m_cFrondMaterial = m_cFrondMaterial; pInstance->m_CompositeImageInstance.SetImagePointer(m_CompositeImageInstance.GetGraphicImagePointer()); pInstance->m_BranchImageInstance.SetImagePointer(m_BranchImageInstance.GetGraphicImagePointer()); if (!m_ShadowImageInstance.IsEmpty()) pInstance->m_ShadowImageInstance.SetImagePointer(m_ShadowImageInstance.GetGraphicImagePointer()); pInstance->m_pTextureInfo = m_pTextureInfo; // use the same geometry cache pInstance->m_pGeometryCache = m_pGeometryCache; // use the same buffers pInstance->m_pBranchIndexBuffer = m_pBranchIndexBuffer; pInstance->m_pBranchIndexCounts = m_pBranchIndexCounts; pInstance->m_pBranchVertexBuffer = m_pBranchVertexBuffer; pInstance->m_unBranchVertexCount = m_unBranchVertexCount; pInstance->m_pFrondIndexBuffer = m_pFrondIndexBuffer; pInstance->m_pFrondIndexCounts = m_pFrondIndexCounts; pInstance->m_pFrondVertexBuffer = m_pFrondVertexBuffer; pInstance->m_unFrondVertexCount = m_unFrondVertexCount; pInstance->m_pLeafVertexBuffer = m_pLeafVertexBuffer; pInstance->m_usNumLeafLods = m_usNumLeafLods; pInstance->m_pLeavesUpdatedByCpu = m_pLeavesUpdatedByCpu; // new stuff memcpy(pInstance->m_afPos, m_afPos, 3 * sizeof(float)); memcpy(pInstance->m_afBoundingBox, m_afBoundingBox, 6 * sizeof(float)); pInstance->m_pInstanceOf = this; m_vInstances.push_back(pInstance); } else { fprintf(stderr, "SpeedTreeRT Error: %s\n", m_pSpeedTree->GetCurrentError()); delete pInstance; pInstance = NULL; } return pInstance; } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::GetInstances CSpeedTreeWrapper ** CSpeedTreeWrapper::GetInstances(UINT& nCount) { nCount = m_vInstances.size(); if (nCount) return &(m_vInstances[0]); else return NULL; } void CSpeedTreeWrapper::DeleteInstance(CSpeedTreeWrapper * pInstance) { std::vector::iterator itor = m_vInstances.begin(); while (itor != m_vInstances.end()) { if (*itor == pInstance) { itor = m_vInstances.erase(itor); } else ++itor; } delete pInstance; } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::SetupBranchForTreeType void CSpeedTreeWrapper::SetupBranchForTreeType(void) const { #ifdef WRAPPER_USE_DYNAMIC_LIGHTING // set lighting material STATEMANAGER.SetMaterial(m_cBranchMaterial.Get()); SetShaderConstants(m_pSpeedTree->GetBranchMaterial()); #endif // update the branch geometry for CPU wind #ifdef WRAPPER_USE_CPU_WIND m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_BranchGeometry); if (m_pGeometryCache->m_sBranches.m_usNumStrips > 0) { // update the vertex array SFVFBranchVertex* pVertexBuffer = NULL; m_pBranchVertexBuffer->Lock(0, 0, reinterpret_cast(&pVertexBuffer), D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK); for (UINT i = 0; i < m_unBranchVertexCount; ++i) { memcpy(&(pVertexBuffer[i].m_vPosition), &(m_pGeometryCache->m_sBranches.m_pCoords[i * 3]), 3 * sizeof(float)); } m_pBranchVertexBuffer->Unlock(); } #endif LPDIRECT3DTEXTURE8 lpd3dTexture; // set texture map if ((lpd3dTexture = m_BranchImageInstance.GetTextureReference().GetD3DTexture())) STATEMANAGER.SetTexture(0, lpd3dTexture); // bind shadow texture #ifdef WRAPPER_RENDER_SELF_SHADOWS if (ms_bSelfShadowOn && (lpd3dTexture = m_ShadowImageInstance.GetTextureReference().GetD3DTexture())) STATEMANAGER.SetTexture(1, lpd3dTexture); else STATEMANAGER.SetTexture(1, NULL); #endif if (m_pGeometryCache->m_sBranches.m_usVertexCount > 0) { // activate the branch vertex buffer STATEMANAGER.SetStreamSource(0, m_pBranchVertexBuffer, sizeof(SFVFBranchVertex)); // set the index buffer STATEMANAGER.SetIndices(m_pBranchIndexBuffer, 0); } } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::RenderBranches void CSpeedTreeWrapper::RenderBranches(void) const { m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_BranchGeometry); if (m_pGeometryCache->m_fBranchAlphaTestValue) { PositionTree(); // set alpha test value STATEMANAGER.SetRenderState(D3DRS_ALPHAREF, DWORD(m_pGeometryCache->m_fBranchAlphaTestValue)); // render if this LOD has branches if (m_pBranchIndexCounts && m_pBranchIndexCounts[m_pGeometryCache->m_sBranches.m_nDiscreteLodLevel] > 0) { ms_faceCount += m_pBranchIndexCounts[m_pGeometryCache->m_sBranches.m_nDiscreteLodLevel] - 2; STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, 0, m_pGeometryCache->m_sBranches.m_usVertexCount, 0, m_pBranchIndexCounts[m_pGeometryCache->m_sBranches.m_nDiscreteLodLevel] - 2); } } } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::SetupFrondForTreeType void CSpeedTreeWrapper::SetupFrondForTreeType(void) const { #ifdef SPEEDTREE_LIGHTING_DYNAMIC // set lighting material STATEMANAGER.SetMaterial(m_cFrondMaterial.Get()); SetShaderConstants(m_pSpeedTree->GetFrondMaterial()); #endif // update the frond geometry for CPU wind #ifdef WRAPPER_USE_CPU_WIND m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_FrondGeometry); if (m_pGeometryCache->m_sFronds.m_usNumStrips > 0) { // update the vertex array SFVFBranchVertex * pVertexBuffer = NULL; m_pFrondVertexBuffer->Lock(0, 0, reinterpret_cast(&pVertexBuffer), D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK); for (UINT i = 0; i < m_unFrondVertexCount; ++i) { memcpy(&(pVertexBuffer[i].m_vPosition), &(m_pGeometryCache->m_sFronds.m_pCoords[i * 3]), 3 * sizeof(float)); } m_pFrondVertexBuffer->Unlock(); } #endif if (!m_CompositeImageInstance.IsEmpty()) STATEMANAGER.SetTexture(0, m_CompositeImageInstance.GetTextureReference().GetD3DTexture()); // bind shadow texture #ifdef WRAPPER_RENDER_SELF_SHADOWS LPDIRECT3DTEXTURE8 lpd3dTexture; if ((lpd3dTexture = m_ShadowImageInstance.GetTextureReference().GetD3DTexture())) STATEMANAGER.SetTexture(1, lpd3dTexture); #endif if (m_pGeometryCache->m_sFronds.m_usVertexCount > 0) { // activate the frond vertex buffer STATEMANAGER.SetStreamSource(0, m_pFrondVertexBuffer, sizeof(SFVFBranchVertex)); // set the index buffer STATEMANAGER.SetIndices(m_pFrondIndexBuffer, 0); } } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::RenderFronds void CSpeedTreeWrapper::RenderFronds(void) const { m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_FrondGeometry); if (m_pGeometryCache->m_fFrondAlphaTestValue > 0.0f) { PositionTree(); // set alpha test value STATEMANAGER.SetRenderState(D3DRS_ALPHAREF, DWORD(m_pGeometryCache->m_fFrondAlphaTestValue)); // render if this LOD has fronds if (m_pFrondIndexCounts && m_pFrondIndexCounts[m_pGeometryCache->m_sFronds.m_nDiscreteLodLevel] > 0) { ms_faceCount += m_pFrondIndexCounts[m_pGeometryCache->m_sFronds.m_nDiscreteLodLevel] - 2; STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, 0, m_pGeometryCache->m_sFronds.m_usVertexCount, 0, m_pFrondIndexCounts[m_pGeometryCache->m_sFronds.m_nDiscreteLodLevel] - 2); } } } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::SetupLeafForTreeType void CSpeedTreeWrapper::SetupLeafForTreeType(void) const { #ifdef SPEEDTREE_LIGHTING_DYNAMIC // set lighting material STATEMANAGER.SetMaterial(m_cLeafMaterial.Get()); SetShaderConstants(m_pSpeedTree->GetLeafMaterial()); #endif // pass leaf tables to shader #ifdef WRAPPER_USE_GPU_LEAF_PLACEMENT UploadLeafTables(c_nVertexShader_LeafTables); #endif if (!m_CompositeImageInstance.IsEmpty()) STATEMANAGER.SetTexture(0, m_CompositeImageInstance.GetTextureReference().GetD3DTexture()); // bind shadow texture #ifdef WRAPPER_RENDER_SELF_SHADOWS STATEMANAGER.SetTexture(1, NULL); #endif } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::UploadLeafTables #ifdef WRAPPER_USE_GPU_LEAF_PLACEMENT void CSpeedTreeWrapper::UploadLeafTables(UINT uiLocation) const { // query leaf cluster table from RT UINT uiEntryCount = 0; const float * pTable = m_pSpeedTree->GetLeafBillboardTable(uiEntryCount); // upload for vertex shader use STATEMANAGER.SetVertexShaderConstant(c_nVertexShader_LeafTables, pTable, uiEntryCount / 4); } #endif /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::RenderLeaves void CSpeedTreeWrapper::RenderLeaves(void) const { // update leaf geometry m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_LeafGeometry); // update the LOD level vertex arrays we need #if defined(WRAPPER_USE_GPU_LEAF_PLACEMENT) && defined(WRAPPER_USE_GPU_WIND) // do nothing, needs no updates #else #if !defined WRAPPER_USE_NO_WIND || defined WRAPPER_USE_CPU_LEAF_PLACEMENT // possibly need to update both leaf LOD's for (UINT i = 0; i < 2; ++i) { // reference to leaf structure const CSpeedTreeRT::SGeometry::SLeaf* pLeaf = (i == 0) ? &m_pGeometryCache->m_sLeaves0 : &m_pGeometryCache->m_sLeaves1; int unLod = pLeaf->m_nDiscreteLodLevel; #if defined WRAPPER_USE_GPU_LEAF_PLACEMENT if (pLeaf->m_bIsActive && !m_pLeavesUpdatedByCpu[unLod]) { // update the centers SFVFLeafVertex* pVertex = NULL; m_pLeafVertexBuffer[unLod]->Lock(0, 0, reinterpret_cast(&pVertex), D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK); for (UINT unLeaf = 0; unLeaf < pLeaf->m_usLeafCount; ++unLeaf) { D3DXVECTOR3 vecCenter(&(pLeaf->m_pCenterCoords[unLeaf * 3])); (pVertex++)->m_vPosition = vecCenter; // vertex 0 (pVertex++)->m_vPosition = vecCenter; // vertex 1 (pVertex++)->m_vPosition = vecCenter; // vertex 2 (pVertex++)->m_vPosition = vecCenter; // vertex 0 (pVertex++)->m_vPosition = vecCenter; // vertex 2 (pVertex++)->m_vPosition = vecCenter; // vertex 3 } m_pLeafVertexBuffer[unLod]->Unlock(); m_pLeavesUpdatedByCpu[unLod] = true; } #else if (pLeaf->m_bIsActive && m_pLeafVertexBuffer[unLod]) { // update the vertex positions SFVFLeafVertex * pVertex = NULL; const UINT VERTEX_NUM = 8192; if (pLeaf->m_usLeafCount*3>=VERTEX_NUM) return; D3DXVECTOR3 akPosition[VERTEX_NUM]; D3DXVECTOR3*pkPosition=akPosition; const float* center=pLeaf->m_pCenterCoords; for (UINT unLeaf = 0; unLeaf < pLeaf->m_usLeafCount; ++unLeaf) { pkPosition[0].x=pLeaf->m_pLeafMapCoords[unLeaf][0]+center[0]; pkPosition[0].y=pLeaf->m_pLeafMapCoords[unLeaf][1]+center[1]; pkPosition[0].z=pLeaf->m_pLeafMapCoords[unLeaf][2]+center[2]; pkPosition[1].x=pLeaf->m_pLeafMapCoords[unLeaf][4]+center[0]; pkPosition[1].y=pLeaf->m_pLeafMapCoords[unLeaf][5]+center[1]; pkPosition[1].z=pLeaf->m_pLeafMapCoords[unLeaf][6]+center[2]; pkPosition[2].x=pLeaf->m_pLeafMapCoords[unLeaf][8]+center[0]; pkPosition[2].y=pLeaf->m_pLeafMapCoords[unLeaf][9]+center[1]; pkPosition[2].z=pLeaf->m_pLeafMapCoords[unLeaf][10]+center[2]; pkPosition[3]=pkPosition[0]; pkPosition[4]=pkPosition[2]; pkPosition[5].x=pLeaf->m_pLeafMapCoords[unLeaf][12]+center[0]; pkPosition[5].y=pLeaf->m_pLeafMapCoords[unLeaf][13]+center[1]; pkPosition[5].z=pLeaf->m_pLeafMapCoords[unLeaf][14]+center[2]; pkPosition+=6; center+=3; } if (SUCCEEDED( m_pLeafVertexBuffer[unLod]->Lock(0, 0, reinterpret_cast(&pVertex), D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK) )) { UINT uVtxCount=pLeaf->m_usLeafCount*6; for (UINT i = 0; im_pLeafMapCoords[unLeaf]+0, sizeof(D3DXVECTOR3)); memcpy(vec1, pLeaf->m_pLeafMapCoords[unLeaf]+4, sizeof(D3DXVECTOR3)); memcpy(vec2, pLeaf->m_pLeafMapCoords[unLeaf]+8, sizeof(D3DXVECTOR3)); memcpy(vec3, pLeaf->m_pLeafMapCoords[unLeaf]+12, sizeof(D3DXVECTOR3)); memcpy(vecCenter, pLeaf->m_pCenterCoords + unLeaf * 3, sizeof(D3DXVECTOR3)); vec0 += vecCenter; vec1 += vecCenter; vec2 += vecCenter; vec3 += vecCenter; pVertex[0].m_vPosition = vec0; pVertex[3].m_vPosition = vec0; pVertex[1].m_vPosition = vec1; pVertex[4].m_vPosition = vec2; pVertex[2].m_vPosition = vec2; pVertex[5].m_vPosition = vec3; */ /* for (UINT unLeaf = 0; unLeaf < pLeaf->m_usLeafCount; ++unLeaf) { D3DXVECTOR3 vecCenter(&(pLeaf->m_pCenterCoords[unLeaf * 3])); D3DXVECTOR3 vec0(&pLeaf->m_pLeafMapCoords[unLeaf][0]); D3DXVECTOR3 vec1(&pLeaf->m_pLeafMapCoords[unLeaf][4]); D3DXVECTOR3 vec2(&pLeaf->m_pLeafMapCoords[unLeaf][8]); D3DXVECTOR3 vec3(&pLeaf->m_pLeafMapCoords[unLeaf][12]); (pVertex++)->m_vPosition = vecCenter + vec0; // vertex 0 (pVertex++)->m_vPosition = vecCenter + vec1; // vertex 1 (pVertex++)->m_vPosition = vecCenter + vec2; // vertex 2 (pVertex++)->m_vPosition = vecCenter + vec0; // vertex 0 (pVertex++)->m_vPosition = vecCenter + vec2; // vertex 2 (pVertex++)->m_vPosition = vecCenter + vec3; // vertex 3 } */ m_pLeafVertexBuffer[unLod]->Unlock(); } } #endif } #endif #endif PositionTree(); // render LODs, if needed for (UINT unLeafLevel = 0; unLeafLevel < 2; ++unLeafLevel) { const CSpeedTreeRT::SGeometry::SLeaf* pLeaf = (unLeafLevel == 0) ? &m_pGeometryCache->m_sLeaves0 : &m_pGeometryCache->m_sLeaves1; int unLod = pLeaf->m_nDiscreteLodLevel; if (unLod > -1 && pLeaf->m_bIsActive && pLeaf->m_usLeafCount > 0) { STATEMANAGER.SetStreamSource(0, m_pLeafVertexBuffer[unLod], sizeof(SFVFLeafVertex)); STATEMANAGER.SetRenderState(D3DRS_ALPHAREF, DWORD(pLeaf->m_fAlphaTestValue)); ms_faceCount += pLeaf->m_usLeafCount * 2; STATEMANAGER.DrawPrimitive(D3DPT_TRIANGLELIST, 0, pLeaf->m_usLeafCount * 2); } } } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::EndLeafForTreeType void CSpeedTreeWrapper::EndLeafForTreeType(void) { // reset copy flags for CPU wind for (UINT i = 0; i < m_usNumLeafLods; ++i) m_pLeavesUpdatedByCpu[i] = false; } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::RenderBillboards void CSpeedTreeWrapper::RenderBillboards(void) const { // render billboards in immediate mode (as close as DirectX comes to immediate mode) #ifdef WRAPPER_BILLBOARD_MODE if (!m_CompositeImageInstance.IsEmpty()) STATEMANAGER.SetTexture(0, m_CompositeImageInstance.GetTextureReference().GetD3DTexture()); PositionTree(); struct SBillboardVertex { float fX, fY, fZ; float fU, fV; }; m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_BillboardGeometry); if (m_pGeometryCache->m_sBillboard0.m_bIsActive) { const float* pCoords = m_pGeometryCache->m_sBillboard0.m_pCoords; const float* pTexCoords = m_pGeometryCache->m_sBillboard0.m_pTexCoords; SBillboardVertex sVertex[4] = { { pCoords[0], pCoords[1], pCoords[2], pTexCoords[0], pTexCoords[1] }, { pCoords[3], pCoords[4], pCoords[5], pTexCoords[2], pTexCoords[3] }, { pCoords[6], pCoords[7], pCoords[8], pTexCoords[4], pTexCoords[5] }, { pCoords[9], pCoords[10], pCoords[11], pTexCoords[6], pTexCoords[7] }, }; STATEMANAGER.SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1); STATEMANAGER.SetRenderState(D3DRS_ALPHAREF, DWORD(m_pGeometryCache->m_sBillboard0.m_fAlphaTestValue)); ms_faceCount += 2; STATEMANAGER.DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, sVertex, sizeof(SBillboardVertex)); } // if tree supports 360 degree billboards, render the second if (m_pGeometryCache->m_sBillboard1.m_bIsActive) { const float* pCoords = m_pGeometryCache->m_sBillboard1.m_pCoords; const float* pTexCoords = m_pGeometryCache->m_sBillboard1.m_pTexCoords; SBillboardVertex sVertex[4] = { { pCoords[0], pCoords[1], pCoords[2], pTexCoords[0], pTexCoords[1] }, { pCoords[3], pCoords[4], pCoords[5], pTexCoords[2], pTexCoords[3] }, { pCoords[6], pCoords[7], pCoords[8], pTexCoords[4], pTexCoords[5] }, { pCoords[9], pCoords[10], pCoords[11], pTexCoords[6], pTexCoords[7] }, }; STATEMANAGER.SetRenderState(D3DRS_ALPHAREF, DWORD(m_pGeometryCache->m_sBillboard1.m_fAlphaTestValue)); ms_faceCount += 2; STATEMANAGER.DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, sVertex, sizeof(SBillboardVertex)); } #ifdef WRAPPER_RENDER_HORIZONTAL_BILLBOARD // render horizontal billboard (if enabled) if (m_pGeometryCache->m_sHorizontalBillboard.m_bIsActive) { const float* pCoords = m_pGeometryCache->m_sHorizontalBillboard.m_pCoords; const float* pTexCoords = m_pGeometryCache->m_sHorizontalBillboard.m_pTexCoords; SBillboardVertex sVertex[4] = { { pCoords[0], pCoords[1], pCoords[2], pTexCoords[0], pTexCoords[1] }, { pCoords[3], pCoords[4], pCoords[5], pTexCoords[2], pTexCoords[3] }, { pCoords[6], pCoords[7], pCoords[8], pTexCoords[4], pTexCoords[5] }, { pCoords[9], pCoords[10], pCoords[11], pTexCoords[6], pTexCoords[7] }, }; STATEMANAGER.SetRenderState(D3DRS_ALPHAREF, DWORD(m_pGeometryCache->m_sHorizontalBillboard.m_fAlphaTestValue)); ms_faceCount += 2; STATEMANAGER.DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, sVertex, sizeof(SBillboardVertex)); } #endif #endif } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::CleanUpMemory void CSpeedTreeWrapper::CleanUpMemory(void) { if (!m_bIsInstance) m_pSpeedTree->DeleteTransientData(); } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::PositionTree void CSpeedTreeWrapper::PositionTree(void) const { D3DXVECTOR3 vecPosition = m_pSpeedTree->GetTreePosition(); D3DXMATRIX matTranslation; D3DXMatrixIdentity(&matTranslation); D3DXMatrixTranslation(&matTranslation, vecPosition.x, vecPosition.y, vecPosition.z); // store translation for client-side transformation STATEMANAGER.SetTransform(D3DTS_WORLD, &matTranslation); // store translation for use in vertex shader D3DXVECTOR4 vecConstant(vecPosition[0], vecPosition[1], vecPosition[2], 0.0f); STATEMANAGER.SetVertexShaderConstant(c_nVertexShader_TreePos, (float*)&vecConstant, 1); } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::LoadTexture bool CSpeedTreeWrapper::LoadTexture(const char * pFilename, CGraphicImageInstance & rImage) { CResource * pResource = CResourceManager::Instance().GetResourcePointer(pFilename); rImage.SetImagePointer(static_cast(pResource)); if (rImage.IsEmpty()) return false; //TraceError("SpeedTreeWrapper::LoadTexture: %s", pFilename); return true; } /////////////////////////////////////////////////////////////////////// // CSpeedTreeWrapper::SetShaderConstants void CSpeedTreeWrapper::SetShaderConstants(const float* pMaterial) const { const float afUsefulConstants[] = { m_pSpeedTree->GetLeafLightingAdjustment(), 0.0f, 0.0f, 0.0f, }; STATEMANAGER.SetVertexShaderConstant(c_nVertexShader_LeafLightingAdjustment, afUsefulConstants, 1); const float afMaterial[] = { pMaterial[0], pMaterial[1], pMaterial[2], 1.0f, pMaterial[3], pMaterial[4], pMaterial[5], 1.0f }; STATEMANAGER.SetVertexShaderConstant(c_nVertexShader_Material, afMaterial, 2); } void CSpeedTreeWrapper::SetPosition(float x, float y, float z) { m_afPos[0] = x; m_afPos[1] = y; m_afPos[2] = z; m_pSpeedTree->SetTreePosition(x, y, z); CGraphicObjectInstance::SetPosition(x, y, z); } bool CSpeedTreeWrapper::GetBoundingSphere(D3DXVECTOR3 & v3Center, float & fRadius) { float fX, fY, fZ; fX = m_afBoundingBox[3] - m_afBoundingBox[0]; fY = m_afBoundingBox[4] - m_afBoundingBox[1]; fZ = m_afBoundingBox[5] - m_afBoundingBox[2]; v3Center.x = 0.0f; v3Center.y = 0.0f; v3Center.z = fZ * 0.5f; fRadius = sqrtf(fX * fX + fY * fY + fZ * fZ) * 0.5f * 0.9f; // 0.9f for reduce size D3DXVECTOR3 vec = m_pSpeedTree->GetTreePosition(); v3Center+=vec; return true; } void CSpeedTreeWrapper::CalculateBBox() { float fX, fY, fZ; fX = m_afBoundingBox[3] - m_afBoundingBox[0]; fY = m_afBoundingBox[4] - m_afBoundingBox[1]; fZ = m_afBoundingBox[5] - m_afBoundingBox[2]; m_v3BBoxMin.x = -fX / 2.0f; m_v3BBoxMin.y = -fY / 2.0f; m_v3BBoxMin.z = 0.0f; m_v3BBoxMax.x = fX / 2.0f; m_v3BBoxMax.y = fY / 2.0f; m_v3BBoxMax.z = fZ; m_v4TBBox[0] = D3DXVECTOR4(m_v3BBoxMin.x, m_v3BBoxMin.y, m_v3BBoxMin.z, 1.0f); m_v4TBBox[1] = D3DXVECTOR4(m_v3BBoxMin.x, m_v3BBoxMax.y, m_v3BBoxMin.z, 1.0f); m_v4TBBox[2] = D3DXVECTOR4(m_v3BBoxMax.x, m_v3BBoxMin.y, m_v3BBoxMin.z, 1.0f); m_v4TBBox[3] = D3DXVECTOR4(m_v3BBoxMax.x, m_v3BBoxMax.y, m_v3BBoxMin.z, 1.0f); m_v4TBBox[4] = D3DXVECTOR4(m_v3BBoxMin.x, m_v3BBoxMin.y, m_v3BBoxMax.z, 1.0f); m_v4TBBox[5] = D3DXVECTOR4(m_v3BBoxMin.x, m_v3BBoxMax.y, m_v3BBoxMax.z, 1.0f); m_v4TBBox[6] = D3DXVECTOR4(m_v3BBoxMax.x, m_v3BBoxMin.y, m_v3BBoxMax.z, 1.0f); m_v4TBBox[7] = D3DXVECTOR4(m_v3BBoxMax.x, m_v3BBoxMax.y, m_v3BBoxMax.z, 1.0f); const D3DXMATRIX & c_rmatTransform = GetTransform(); for (DWORD i = 0; i < 8; ++i) { D3DXVec4Transform(&m_v4TBBox[i], &m_v4TBBox[i], &c_rmatTransform); if (0 == i) { m_v3TBBoxMin.x = m_v4TBBox[i].x; m_v3TBBoxMin.y = m_v4TBBox[i].y; m_v3TBBoxMin.z = m_v4TBBox[i].z; m_v3TBBoxMax.x = m_v4TBBox[i].x; m_v3TBBoxMax.y = m_v4TBBox[i].y; m_v3TBBoxMax.z = m_v4TBBox[i].z; } else { if (m_v3TBBoxMin.x > m_v4TBBox[i].x) m_v3TBBoxMin.x = m_v4TBBox[i].x; if (m_v3TBBoxMax.x < m_v4TBBox[i].x) m_v3TBBoxMax.x = m_v4TBBox[i].x; if (m_v3TBBoxMin.y > m_v4TBBox[i].y) m_v3TBBoxMin.y = m_v4TBBox[i].y; if (m_v3TBBoxMax.y < m_v4TBBox[i].y) m_v3TBBoxMax.y = m_v4TBBox[i].y; if (m_v3TBBoxMin.z > m_v4TBBox[i].z) m_v3TBBoxMin.z = m_v4TBBox[i].z; if (m_v3TBBoxMax.z < m_v4TBBox[i].z) m_v3TBBoxMax.z = m_v4TBBox[i].z; } } } // collision detection routines UINT CSpeedTreeWrapper::GetCollisionObjectCount() { assert(m_pSpeedTree); return m_pSpeedTree->GetCollisionObjectCount(); } void CSpeedTreeWrapper::GetCollisionObject(UINT nIndex, CSpeedTreeRT::ECollisionObjectType& eType, float* pPosition, float* pDimensions) { assert(m_pSpeedTree); m_pSpeedTree->GetCollisionObject(nIndex, eType, pPosition, pDimensions); } const float * CSpeedTreeWrapper::GetPosition() { return m_afPos; } void CSpeedTreeWrapper::GetTreeSize(float & r_fSize, float & r_fVariance) { m_pSpeedTree->GetTreeSize(r_fSize, r_fVariance); } // pscdVector may be null void CSpeedTreeWrapper::OnUpdateCollisionData(const CStaticCollisionDataVector * /*pscdVector*/) { D3DXMATRIX mat; D3DXMatrixTranslation(&mat, m_afPos[0], m_afPos[1], m_afPos[2]); ///// for (UINT i = 0; i < GetCollisionObjectCount(); ++i) { CSpeedTreeRT::ECollisionObjectType ObjectType; CStaticCollisionData CollisionData; GetCollisionObject(i, ObjectType, (float * )&CollisionData.v3Position, CollisionData.fDimensions); if (ObjectType == CSpeedTreeRT::CO_BOX) continue; switch(ObjectType) { case CSpeedTreeRT::CO_SPHERE: CollisionData.dwType = COLLISION_TYPE_SPHERE; CollisionData.fDimensions[0] = CollisionData.fDimensions[0] /** fSizeRatio*/; //AddCollision(&CollisionData); break; case CSpeedTreeRT::CO_CYLINDER: CollisionData.dwType = COLLISION_TYPE_CYLINDER; CollisionData.fDimensions[0] = CollisionData.fDimensions[0] /** fSizeRatio*/; CollisionData.fDimensions[1] = CollisionData.fDimensions[1] /** fSizeRatio*/; //AddCollision(&CollisionData); break; /*case CSpeedTreeRT::CO_BOX: break;*/ } AddCollision(&CollisionData, &mat); } }