300 lines
9.8 KiB
C++
300 lines
9.8 KiB
C++
///////////////////////////////////////////////////////////////////////
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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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#include <d3d9.h>
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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 LPDIRECT3DVERTEXDECLARATION9 LoadBranchShader(LPDIRECT3DDEVICE9 pDx)
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{
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// branch shader declaration
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D3DVERTEXELEMENT9 pBranchShaderDecl[] = {
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{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
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{ 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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{ 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
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D3DDECL_END()
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};
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// assemble shader
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LPDIRECT3DVERTEXDECLARATION9 dwShader = NULL;
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if (pDx->CreateVertexDeclaration(pBranchShaderDecl, &dwShader) != D3D_OK)
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{
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char szError[1024];
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sprintf_s(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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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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"dcl_position v0\n"
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#ifdef WRAPPER_USE_STATIC_LIGHTING
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"dcl_color v5\n"
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#else
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"dcl_normal v3\n"
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#endif
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"dcl_texcoord0 v7\n"
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#ifdef WRAPPER_USE_GPU_LEAF_PLACEMENT
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"dcl_texcoord2 v9\n"
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#endif
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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 void LoadLeafShader(LPDIRECT3DDEVICE9 pDx, LPDIRECT3DVERTEXDECLARATION9& pVertexDecl, LPDIRECT3DVERTEXSHADER9& pVertexShader)
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{
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SAFE_RELEASE(pVertexDecl);
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SAFE_RELEASE(pVertexShader);
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const D3DVERTEXELEMENT9 leafVertexDecl[] = {
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{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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#ifdef WRAPPER_USE_DYNAMIC_LIGHTING
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{ 0, 12, D3DDECLTYPE_FLOAT3,D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
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{ 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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#if defined WRAPPER_USE_GPU_WIND || defined WRAPPER_USE_GPU_LEAF_PLACEMENT
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{ 0, 32, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2 },
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#endif
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#else
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{ 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
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{ 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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#if defined WRAPPER_USE_GPU_WIND || defined WRAPPER_USE_GPU_LEAF_PLACEMENT
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{ 0, 24, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2 },
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#endif
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#endif
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D3DDECL_END()
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};
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LPD3DXBUFFER pCode = nullptr, pError = nullptr;
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if (D3DXAssembleShader(g_achLeafVertexProgram, sizeof(g_achLeafVertexProgram) - 1, nullptr, nullptr, 0, &pCode, &pError) == D3D_OK) {
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if (pDx->CreateVertexShader((DWORD*)pCode->GetBufferPointer(), &pVertexShader) != D3D_OK) {
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TraceError("Failed to create leaf vertex shader.");
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}
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}
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else {
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TraceError("Failed to assemble leaf vertex shader. The error reported is [ %s ].", pError->GetBufferPointer());
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}
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if (FAILED(pDx->CreateVertexDeclaration(leafVertexDecl, &pVertexDecl))) {
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TraceError("Failed to create leaf vertex declaration");
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}
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SAFE_RELEASE(pCode);
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SAFE_RELEASE(pError);
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}
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