332 lines
10 KiB
C
332 lines
10 KiB
C
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///////////////////////////////////////////////////////////////////////
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// SpeedTreeRT DirectX Example
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//
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// (c) 2003 IDV, Inc.
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//
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// This example demonstrates how to render trees using SpeedTreeRT
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// and DirectX. Techniques illustrated include ".spt" file parsing,
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// static lighting, dynamic lighting, LOD implementation, cloning,
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// instancing, and dynamic wind effects.
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//
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//
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// *** INTERACTIVE DATA VISUALIZATION (IDV) PROPRIETARY INFORMATION ***
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//
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// This software is supplied under the terms of a license agreement or
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// nondisclosure agreement with Interactive Data Visualization and may
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// not be copied or disclosed except in accordance with the terms of
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// that agreement.
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//
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// Copyright (c) 2001-2003 IDV, Inc.
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// All Rights Reserved.
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//
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// IDV, Inc.
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// 1233 Washington St. Suite 610
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// Columbia, SC 29201
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// Voice: (803) 799-1699
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// Fax: (803) 931-0320
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// Web: http://www.idvinc.com
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///////////////////////////////////////////////////////////////////////
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// Includes
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#pragma once
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#include "SpeedTreeConfig.h"
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#include <map>
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#include <string>
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///////////////////////////////////////////////////////////////////////
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// Branch & Frond Vertex Formats
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static DWORD D3DFVF_SPEEDTREE_BRANCH_VERTEX =
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D3DFVF_XYZ | // always have the position
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#ifdef WRAPPER_USE_DYNAMIC_LIGHTING // precomputed colors or geometric normals
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D3DFVF_NORMAL |
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#else
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D3DFVF_DIFFUSE |
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#endif
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#ifdef WRAPPER_RENDER_SELF_SHADOWS
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D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE2(0) | D3DFVF_TEXCOORDSIZE2(1) // shadow texture coordinates
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#else
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D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0) // always have first texture layer coords
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#endif
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#ifdef WRAPPER_USE_GPU_WIND
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| D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE2(2) // GPU Only - wind weight and index passed in second texture layer
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#endif
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;
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///////////////////////////////////////////////////////////////////////
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// FVF Branch Vertex Structure
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struct SFVFBranchVertex
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{
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D3DXVECTOR3 m_vPosition; // Always Used
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#ifdef WRAPPER_USE_DYNAMIC_LIGHTING
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D3DXVECTOR3 m_vNormal; // Dynamic Lighting Only
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#else
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DWORD m_dwDiffuseColor; // Static Lighting Only
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#endif
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FLOAT m_fTexCoords[2]; // Always Used
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#ifdef WRAPPER_RENDER_SELF_SHADOWS
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FLOAT m_fShadowCoords[2]; // Texture coordinates for the shadows
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#endif
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#ifdef WRAPPER_USE_GPU_WIND
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FLOAT m_fWindIndex; // GPU Only
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FLOAT m_fWindWeight;
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#endif
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};
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///////////////////////////////////////////////////////////////////////
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// Branch/Frond Vertex Program
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static const char g_achSimpleVertexProgram[] =
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{
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"vs.1.1\n" // identity shader version
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"mov oT0.xy, v7\n" // always pass texcoord0 through
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#ifdef WRAPPER_RENDER_SELF_SHADOWS
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"mov oT1.xy, v8\n" // pass shadow texcoords through if enabled
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#endif
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// retrieve and convert wind matrix index
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"mov a0.x, v9.x\n"
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// perform wind interpolation
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"m4x4 r1, v0, c[54+a0.x]\n" // compute full wind effect
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"sub r2, r1, v0\n" // compute difference between full wind and none
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"mov r3.x, v9.y\n" // mad can't access two v's at once, use r3.x as tmp
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"mad r1, r2, r3.x, v0\n" // perform interpolation
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"add r2, c[52], r1\n" // translate to tree's position
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"m4x4 oPos, r2, c[0]\n" // project to screen
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#ifdef WRAPPER_USE_FOG
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"dp4 r1, r2, c[2]\n" // find distance to vertex
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"sub r2.x, c[85].y, r1.z\n" // linear fogging
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"mul oFog, r2.x, c[85].z\n" // write to fog register
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#endif
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#ifdef WRAPPER_USE_STATIC_LIGHTING
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"mov oD0, v5\n" // pass color through
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#else
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"mov r1, c[74]\n" // can only use one const register per instruction
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"mul r5, c[73], r1\n" // diffuse values
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"mov r1, c[75]\n" // can only use one const register per instruction
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"mul r4, c[72], r1\n" // ambient values
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"dp3 r2, v3, c[71]\n" // dot light direction with normal
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// "max r2.x, r2.x, c[70].x\n" // limit it
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"mad oD0, r2.x, r5, r4\n" // compute the final color
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#endif
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};
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///////////////////////////////////////////////////////////////////////
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// LoadBranchShader
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static DWORD LoadBranchShader(LPDIRECT3DDEVICE8 pDx)
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{
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#ifndef WRAPPER_USE_GPU_WIND
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return D3DFVF_SPEEDTREE_BRANCH_VERTEX;
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#endif
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// branch shader declaration
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DWORD pBranchShaderDecl[] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
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#ifdef WRAPPER_USE_DYNAMIC_LIGHTING
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D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_FLOAT3),
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#else
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D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR),
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#endif
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D3DVSD_REG(D3DVSDE_TEXCOORD0, D3DVSDT_FLOAT2),
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#ifdef WRAPPER_RENDER_SELF_SHADOWS
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D3DVSD_REG(D3DVSDE_TEXCOORD1, D3DVSDT_FLOAT2),
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#endif
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#ifdef WRAPPER_USE_GPU_WIND
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D3DVSD_REG(D3DVSDE_TEXCOORD2, D3DVSDT_FLOAT2),
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#endif
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D3DVSD_END( )
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};
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// assemble shader
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DWORD dwShader;
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LPD3DXBUFFER pCode, pError;
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if (D3DXAssembleShader(g_achSimpleVertexProgram, sizeof(g_achSimpleVertexProgram) - 1, 0, NULL, &pCode, &pError) == D3D_OK)
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{
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if (pDx->CreateVertexShader(pBranchShaderDecl, (DWORD*) pCode->GetBufferPointer( ), &dwShader, 0) != D3D_OK)
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{
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char szError[1024];
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sprintf(szError, "Failed to create branch vertex shader.");
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MessageBox(NULL, szError, "Vertex Shader Error", MB_ICONSTOP);
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}
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}
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else
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{
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char szError[1024];
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sprintf(szError, "Failed to assemble branch vertex shader.\nThe error reported is [ %s ].\n", pError->GetBufferPointer( ));
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MessageBox(NULL, szError, "Vertex Shader Error", MB_ICONSTOP);
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}
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if (pCode)
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pCode->Release();
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return dwShader;
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}
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///////////////////////////////////////////////////////////////////////
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// Leaf Vertex Formats
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static DWORD D3DFVF_SPEEDTREE_LEAF_VERTEX =
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D3DFVF_XYZ | // always have the position
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#ifdef WRAPPER_USE_DYNAMIC_LIGHTING // precomputed colors or geometric normals
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D3DFVF_NORMAL |
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#else
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D3DFVF_DIFFUSE |
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#endif
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D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0) // always have first texture layer coords
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#if defined WRAPPER_USE_GPU_WIND || defined WRAPPER_USE_GPU_LEAF_PLACEMENT
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| D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE4(2) // GPU Only - wind weight and index passed in second texture layer
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#endif
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;
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///////////////////////////////////////////////////////////////////////
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// FVF Leaf Vertex Structure
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struct SFVFLeafVertex
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{
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D3DXVECTOR3 m_vPosition; // Always Used
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#ifdef WRAPPER_USE_DYNAMIC_LIGHTING
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D3DXVECTOR3 m_vNormal; // Dynamic Lighting Only
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#else
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DWORD m_dwDiffuseColor; // Static Lighting Only
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#endif
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FLOAT m_fTexCoords[2]; // Always Used
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#if defined WRAPPER_USE_GPU_WIND || defined WRAPPER_USE_GPU_LEAF_PLACEMENT
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FLOAT m_fWindIndex; // Only used when GPU is involved
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FLOAT m_fWindWeight;
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FLOAT m_fLeafPlacementIndex;
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FLOAT m_fLeafScalarValue;
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#endif
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};
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///////////////////////////////////////////////////////////////////////
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// Leaf Vertex Program
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static const char g_achLeafVertexProgram[] =
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{
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"vs.1.1\n" // identity shader version
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"mov oT0.xy, v7\n" // always pass texcoord0 through
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#ifdef WRAPPER_USE_GPU_WIND
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// retrieve and convert wind matrix index
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"mov a0.x, v9.x\n"
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// perform wind interpolation
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"m4x4 r1, v0, c[54+a0.x]\n" // compute full wind effect
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"sub r2, r1, v0\n" // compute difference between full wind and none
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"mov r3.x, v9.y\n" // mad can't access two v's at once, use r3.x as tmp
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"mad r0, r2, r3.x, v0\n" // perform interpolation
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#else
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"mov r0, v0\n" // wind already handled, pass the vertex through
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#endif
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#ifdef WRAPPER_USE_GPU_LEAF_PLACEMENT
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"mov a0.x, v9.z\n" // place the leaves
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"mul r1, c[a0.x], v9.w\n"
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"add r0, r1, r0\n"
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#endif
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"add r0, c[52], r0\n" // translate to tree's position
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"m4x4 oPos, r0, c[0]\n" // project to screen
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#ifdef WRAPPER_USE_FOG
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"dp4 r1, r0, c[2]\n" // find distance to vertex
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"sub r2.x, c[85].y, r1.z\n" //
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"mul oFog, r2.x, c[85].z\n"
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#endif
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#ifdef WRAPPER_USE_STATIC_LIGHTING
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"mov oD0, v5\n" // pass color through
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#else
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"mov r1, c[74]\n" // can only use one const register per instruction
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"mul r5, c[73], r1\n" // diffuse values
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"mov r1, c[75]\n" // can only use one const register per instruction
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"mul r4, c[72], r1\n" // ambient values
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"dp3 r2.x, v3, c[71]\n" // dot light direction with normal
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"max r2.x, r2.x, c[70].x\n" // limit it
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"mad oD0, r2.x, r5, r4\n" // compute the final color
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#endif
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};
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///////////////////////////////////////////////////////////////////////
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// LoadLeafShader
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static DWORD LoadLeafShader(LPDIRECT3DDEVICE8 pDx)
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{
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DWORD dwShader = D3DFVF_SPEEDTREE_LEAF_VERTEX;
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#if defined WRAPPER_USE_GPU_LEAF_PLACEMENT || defined WRAPPER_USE_GPU_WIND
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// leaf shader declaration
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DWORD pLeafShaderDecl[ ] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
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#ifdef WRAPPER_USE_DYNAMIC_LIGHTING
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D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_FLOAT3),
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#else
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D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR),
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#endif
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D3DVSD_REG(D3DVSDE_TEXCOORD0, D3DVSDT_FLOAT2),
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D3DVSD_REG(D3DVSDE_TEXCOORD2, D3DVSDT_FLOAT4),
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D3DVSD_END( )
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};
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// assemble shader
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LPD3DXBUFFER pCode, pError;
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if (D3DXAssembleShader(g_achLeafVertexProgram, sizeof(g_achLeafVertexProgram) - 1, 0, NULL, &pCode, &pError) == D3D_OK)
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{
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if (pDx->CreateVertexShader(pLeafShaderDecl, (DWORD*) pCode->GetBufferPointer( ), &dwShader, 0) != D3D_OK)
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{
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Tracef("Failed to create leaf vertex shader.");
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/*
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char szError[1024];
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sprintf(szError, "Failed to create leaf vertex shader.");
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MessageBox(NULL, szError, "Vertex Shader Error", MB_ICONSTOP);
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*/
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}
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}
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else
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{
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Tracef("Failed to assemble leaf vertex shader. The error reported is [ %s ].\n", pError->GetBufferPointer( ));
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/*
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char szError[1024];
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sprintf(szError, "Failed to assemble leaf vertex shader. The error reported is [ %s ].\n", pError->GetBufferPointer( ));
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MessageBox(NULL, szError, "Vertex Shader Error", MB_ICONSTOP);
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*/
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}
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if (pCode)
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pCode->Release( );
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#else
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dwShader = D3DFVF_SPEEDTREE_LEAF_VERTEX;
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#endif
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return dwShader;
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}
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