This tutorial is part of a Collection: 02. DirectX 10 - Braynzar Soft Tutorials
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19. Skybox (Cube Mapping)

This lesson will show you how to create a skybox through a technique called cube mapping. We will learn how to create a cube texture using the directx texture tool.

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Cube Mapping is a technique often used to create a surrounding environment infinitely far away, such as the sky. We can create a sky box using this technique, by loading a 3D texture, then using this 3d image to texture a cube that surrounds the camera. To keep this illusion up, the skybox must always be centered around the camera, so no matter how far in any direction we move, we will never get closer to the skybox. Another thing is the skybox is always in the back of the depth buffer, so everything drawn onto the screen will ALWAYS be in front of the skybox. We can do this by setting the z value in our view space to 1. We will learn how to create a cube texture using the directx texture tool. A cube texture is six images, two for each axis (one for +x, -x, +y, -y, +z, and -z). In the file, the image would be stored like the one below: +[http://www.braynzarsoft.net/image/100156][cube map layout] To map the "cube" texture onto a sphere, its actually not too difficult. All we have to do is take the position of the current pixel we are rendering, and turn it into a vector to find which texel from the cube map we will be coloring the pixel. The below diagram shows you the idea in 2D, which we would be using (u,v) texture coordinates, but in 3D, the idea is the same, but instead of the 2D (u,v) texture coordinates, we will be using 3D (u,v,w) texture coordinates. +[http://www.braynzarsoft.net/image/100157][choosing a texel] Of course, since this site is hosted on a free server... I can't just let you download things unfortunately, so i'll provide you the images, and then i'll show you how to make a cube texture using the directx texture tool. (Missing images here, sorry) I used a program called Terragen to create these pictures. Very cool program. two things i should mention though, is first, all six of the images must be the exact same dimensions, such as 1024x1024. also if you do decide to use terragen to create cube maps, you might have a problem with "seams" between each picture, this is usually caused by "global illumination" or GI. you will need to turn both the GI settings to zero in the render window if you are having problems with seams. Alright, Now, I'll teach you how to create a 3D texture called using the directx texture tool. **Step 1 **- Create 6 pictures representing the different sides of a cube; East (+X), West (-X), Up (+Y), Down (-Y), North (+Z), South (-Z) using a program such as terragen. **Step 2** - Open the DirectX texture tool (usually by going to start->all programs->microsoft directx SDK->DirectX Utilities->DirectX Texture Tool) **Step 3** - Go to File-New Texture... **Step 4** - A window should pop up. under the first section, where it says texture type, mark Cubemap Texture. Change the second part to the x and y dimensions of your textures (remember all six of the images must be the same dimensions). Then you can change to format to a more compressed type if you'd like since these files can get pretty large. Hit OK. **Step 5** - Go to View->Cube Map Face-> and choose one of the faces (you will eventually choose all faces). Then go to File->Open Onto This Cubemap Face and choose the image corresponding with the current direction you chose (if you chose to view Positive X, then you will need to load the image in the East direction). Do this for all six directions. **Step 6** - After you have done that, save the file, and thats it. Now that we have all the preparation done, lets move on to the code This lesson was based of the last lesson, First person camera. However, I modified it quite a bit and i'm not going to go through ALL the modifications, so you'll need to look at the source code to see what was changed The sphere model is in the loading 3d models tutorial. First we see a couple initializers. We've seen these before. The first one creates a variable to store our skymap in the effect file into. The second one creates a shader resource view to our 3D texture. The third is to store our new technique for rendering our sky from the effect file into. And the fourth is a new function (not exactly needed since we are loading a sphere from a file anyway, but you might not always be loading a sphere, and will need to create one to put our environment onto). ID3D10EffectShaderResourceVariable* fxSkyMapVar; ID3D10ShaderResourceView* smrv = 0; ID3D10EffectTechnique* SkyMapTechnique; void CreateSphere(int LatLines, int LongLines); Next is our CreateSphere() function. This function takes two arguments, one for the longitude lines, and one for the latitude lines. The higher the lines, the more detailed the sphere. Skymaps don't usually need to be very full of triangles, so we are setting each at 10. The rest of this code was a modified version of when we created a plane, and to create the sphere, we used the D3DXMatrixRotationYawPitchRoll() like we did with the camera function. Nothing really new here so i'm not going to explain it all. void CreateSphere(int LatLines, int LongLines) { NumVertices = LatLines * LongLines; NumFaces = (LatLines-1)*(LongLines-1)*2; float sphereYaw = 0.0f; float spherePitch = 0.0f; std::vector vertices(NumVertices); D3DXVECTOR3 currVertPos = D3DXVECTOR3(0.0f, 1.0f, 0.0f); for(DWORD i = 0; i < LatLines; ++i) { sphereYaw = i * (3.14/LatLines); for(DWORD j = 0; j < LongLines; ++j) { spherePitch = j * (3.14/LongLines); D3DXMatrixRotationYawPitchRoll( &rotationMatrix, sphereYaw, spherePitch, 0 ); D3DXVec3TransformCoord( &currVertPos, &DefaultForward, &rotationMatrix ); D3DXVec3Normalize( &currVertPos, &currVertPos ); vertices[i*LongLines+j].pos = currVertPos; } } D3D10_BUFFER_DESC bd; bd.Usage = D3D10_USAGE_IMMUTABLE; bd.ByteWidth = sizeof( Vertex ) * NumVertices; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = 0; bd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA InitData; InitData.pSysMem = &vertices[0]; d3dDevice->CreateBuffer( &bd, &InitData, &VertexBuffer ); std::vector indices(NumFaces * 3); int k = 0; for(DWORD i = 0; i < LatLines-1; ++i) { for(DWORD j = 0; j < LongLines-1; ++j) { indices[k] = i*LongLines+j; indices[k+1] = i*LongLines+j+1; indices[k+2] = (i+1)*LongLines+j; indices[k+3] = (i+1)*LongLines+j; indices[k+4] = i*LongLines+j+1; indices[k+5] = (i+1)*LongLines+j+1; k += 6; // next quad } } D3D10_BUFFER_DESC ibd; ibd.Usage = D3D10_USAGE_IMMUTABLE; ibd.ByteWidth = sizeof(DWORD) * NumFaces * 3; ibd.BindFlags = D3D10_BIND_INDEX_BUFFER; ibd.CPUAccessFlags = 0; ibd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA iinitData; iinitData.pSysMem = &indices[0]; d3dDevice->CreateBuffer(&ibd, &iinitData, &IndexBuffer); UINT stride = sizeof( Vertex ); UINT offset = 0; d3dDevice->IASetVertexBuffers( 0, 1, &VertexBuffer, &stride, &offset ); d3dDevice->IASetIndexBuffer(IndexBuffer, DXGI_FORMAT_R32_UINT, 0); } Lets go down to our init scene where we load the create the 3D texture, and load it from a file. The first 3 lines are calls to functions. first one will load our plane model from a file, second will load our sphere model from file, and the third creates a sphere, which we will use to map our environment onto. LoadMesh(L"plane.dat"); //meshes[1] LoadMesh(L"sphere.dat"); //meshes[0] CreateSphere(10, 10); Here we load our texture. Its not too much different from loading other textures, except that we must specify "D3D10_RESOURCE_MISC_TEXTURECUBE" so it knows we are loading a 3D texture (cube texture). D3DX10_IMAGE_LOAD_INFO loadSMInfo; loadSMInfo.MiscFlags = D3D10_RESOURCE_MISC_TEXTURECUBE; ID3D10Texture2D* SMTexture = 0; hr = D3DX10CreateTextureFromFile(d3dDevice, L"skymap.dds", &loadSMInfo, 0, (ID3D10Resource**)&SMTexture, 0); if(FAILED(hr)) { MessageBox(0, L"Load cube texture - Failed", L"Error", MB_OK); return false; } Now we create the texture description, then the shader resource view. We must specify "D3D10_SRV_DIMENSION_TEXTURECUBE" to tell direct3d we are creating a view for a cube texture. D3D10_TEXTURE2D_DESC SMTextureDesc; SMTexture->GetDesc(&SMTextureDesc); D3D10_SHADER_RESOURCE_VIEW_DESC SMViewDesc; SMViewDesc.Format = SMTextureDesc.Format; SMViewDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURECUBE; SMViewDesc.TextureCube.MipLevels = SMTextureDesc.MipLevels; SMViewDesc.TextureCube.MostDetailedMip = 0; hr = d3dDevice->CreateShaderResourceView(SMTexture, &SMViewDesc, &smrv); if(FAILED(hr)) { MessageBox(0, L"Create Cube Texture RV - Failed", L"Error", MB_OK); return false; } SMTexture->Release(); Move down a bit where we can see we created a new technique called SkyMapTechnique. This technique will use a different pixel and vertex shader than the original one. We will look into the effect file soon. SkyMapTechnique = FX->GetTechniqueByName("SkyMapTech"); Go down a little further and you will see a new variable. This is our 3D texture we will be sending to the effect file. fxSkyMapVar = FX->GetVariableByName("SkyMap")->AsShaderResource(); Now in our draw scene function, we create a new technique description for our skymap technique, just like we did before with our original technique. D3D10_TECHNIQUE_DESC skymaptechDesc; SkyMapTechnique->GetDesc( &skymaptechDesc ); Next we draw our two models loaded from a file. D3D10_TECHNIQUE_DESC techDesc; Technique->GetDesc( &techDesc ); D3DXMatrixScaling( &Scale, 1.0f, 1.0f, 1.0f ); D3DXMatrixTranslation( &Translation, 0.0f, -3.0f, 0.0f ); Transformations = Scale * Translation; WVP = World * Transformations * View * Projection; fxWVPVar->SetMatrix((float*)&WVP); //draw plane for( UINT p = 0; p < techDesc.Passes; ++p ) { for(UINT subsetID = 0; subsetID < meshSubsets[0]; ++subsetID) { fxDiffuseMapVar->SetResource(TextureResourceViews[subsetID]); Technique->GetPassByIndex( p )->Apply( 0 ); meshes[0]->DrawSubset(subsetID); } } D3DXMatrixScaling( &Scale, 2.0f, 2.0f, 2.0f ); D3DXMatrixTranslation( &Translation, 0.0f, 1.0f, 5.0f ); Transformations = Scale * Translation; WVP = World * Transformations * View * Projection; fxWVPVar->SetMatrix((float*)&WVP); //draw sphere for( UINT p = 0; p < techDesc.Passes; ++p ) { for(UINT subsetID = 0; subsetID < meshSubsets[1]; ++subsetID) { fxDiffuseMapVar->SetResource(TextureResourceViews[subsetID + meshSubsets[0]]); Technique->GetPassByIndex( p )->Apply( 0 ); meshes[1]->DrawSubset(subsetID); } } D3DXMatrixScaling( &Scale, 100.0f, 100.0f,100.0f ); D3DXMatrixTranslation( &Translation, Position.x, Position.y, Position.z ); Transformations = Scale * Translation; WVP = World * Transformations * View * Projection; fxWVPVar->SetMatrix((float*)&WVP); And finally we draw our environment sphere. Here you can see we first set the skymap in our effect file to smrv, which is the sky map resource view we created earlier. Then we loop through the skymap technique's passes, since we are using the skymap technique instead of the original one. Then we finally draw our sphere. Next lets look into the effect file, where we put the texture onto the sphere. fxSkyMapVar->SetResource(smrv); for( UINT p = 0; p < skymaptechDesc.Passes; ++p ) { SkyMapTechnique->GetPassByIndex( p )->Apply( 0 ); d3dDevice->DrawIndexed(NumFaces * 3, 0, 0); } First thing you might notice is a new variable called SkyMap. It is a texture created with the TextureCube, like the Texture2D, but the TextureCube is a 3D texture, which we load our environment map into. TextureCube SkyMap; Here is our skymap vertex shader output structure. We only need to input the position and texture coordinate into our pixel shader. We will not need normals since lighting should not effect the sky. struct SKYMAP_VS_OUTPUT //output structure for skymap vertex shader { float4 Pos : SV_POSITION; float3 texCoord : TEXCOORD; }; Here is our skymap vertex shader. We really only need to input the position since the spheres pixel position can be used as a vector to find the texel, or pixel color from the cube map, which we described at the beginning of this lesson. First thing you will see is we create a skymap vertex shader ouput structure to store our output. then we transform the curren spheres pixel into view space. notice the .xyww. We set z to equal w, since w is 1, and we need z to equal 1. Since z always equals one for our skymap, Nothing in our scene will be blocked by the our skymap sphere. We do this because our skymap sphere is "infinitly" far away. After that we find the texel that should go to the pixel by using the "vector" (our pixels position). SKYMAP_VS_OUTPUT SKYMAP_VS(float3 inPos : POSITION, float2 inTexCoord : TEXCOORD, float3 normal : NORMAL) { SKYMAP_VS_OUTPUT output = (SKYMAP_VS_OUTPUT)0; output.Pos = mul(float4(inPos, 1.0f), WVP).xyww; output.texCoord = inPos; return output; //send color and position to pixel shader } As you can see, our skymap pixel shader is quite simple. all we have to do is return the color of the texel we found in the 3D skymap texture from the vector created from the pixels position. float4 SKYMAP_PS(SKYMAP_VS_OUTPUT input) : SV_Target { return SkyMap.Sample(TriLinearSample, input.texCoord); } We have two new things in our effect file. The first one sets the rasterizer state to turn off culling, so the skymap sphere is viewable from both sides. Then we need to change our depthstencil state to LESS_EQUAL, because if it is set to just LESS, then we will have problems if the depth stencil is set to 1, since that is what our skymap sphere's pixels are all set to. RasterizerState NoCulling { CullMode = None; }; DepthStencilState LessEqualDSS { DepthFunc = LESS_EQUAL; }; And finally we come to our skymap technique. In this technique, we first set our skymap vertex shader, then our skymap pixel shader, after that we set our rasterizer state and then depthstencil state. Very easy. technique10 SkyMapTech { pass P0 { SetVertexShader( CompileShader( vs_4_0, SKYMAP_VS() ) ); SetPixelShader( CompileShader( ps_4_0, SKYMAP_PS() ) ); SetRasterizerState(NoCulling); SetDepthStencilState(LessEqualDSS, 0); } } Now you can put some beauty in your environment! Let me know if this lesson needs work, I feel like i kinda rushed through it. Thanks for The comments! Here's the final code: main.cpp #include <Windows.h> #include <d3d10.h> #include <d3dx10.h> #include <string> #include <vector> #include <dinput.h> #include <fstream> #include <istream> #pragma comment (lib, "dinput8.lib") #pragma comment (lib, "dxguid.lib") #pragma comment(lib, "D3D10.lib") #pragma comment(lib, "d3dx10d.lib") using namespace std; LPCTSTR WndClassName = L"firstwindow"; HWND hwnd = NULL; const int Width = 800; const int Height = 600; bool InitializeWindow(HINSTANCE hInstance, int ShowWnd, int width, int height, bool windowed); HRESULT hr; ID3D10Device* d3dDevice; IDXGISwapChain* SwapChain; ID3D10RenderTargetView* RenderTargetView; ID3D10Effect* FX; ID3D10InputLayout* VertexLayout; ID3D10Buffer* VertexBuffer; ID3D10Buffer* IndexBuffer; ID3D10EffectTechnique* Technique; ID3D10DepthStencilView* DepthStencilView; ID3D10Texture2D* DepthStencilBuffer; ID3D10EffectShaderResourceVariable* fxDiffuseMapVar; ID3D10EffectMatrixVariable* fxWVPVar; D3DXMATRIX WVP; D3DXMATRIX World; D3DXMATRIX View; D3DXMATRIX Projection; ID3D10EffectVariable* fxLightVar; IDirectInputDevice8* DIKeyboard; IDirectInputDevice8* DIMouse; DIMOUSESTATE mouseLastState; LPDIRECTINPUT8 DirectInput; vector<ID3DX10Mesh*> meshes; int meshCount; bool LoadMesh(wstring filename); int meshTextures = 0; vector<ID3D10ShaderResourceView*> TextureResourceViews; vector<UINT> meshSubsets; DWORD NumVertices; DWORD NumFaces; /////////////////////////new///////////////////////////////////////////////// ID3D10EffectShaderResourceVariable* fxSkyMapVar; ID3D10ShaderResourceView* smrv = 0; ID3D10EffectTechnique* SkyMapTechnique; void CreateSphere(int LatLines, int LongLines); /////////////////////////new///////////////////////////////////////////////// float moveLeftRight = 0.0f; float moveBackForward = 0.0f; D3DXVECTOR3 Position = D3DXVECTOR3( 0.0f, 1.0f, 0.0f ); D3DXVECTOR3 Target = D3DXVECTOR3( 0.0f, 0.0f, 1.0f); D3DXVECTOR3 Up = D3DXVECTOR3( 0.0f, 1.0f, 0.0f ); D3DXVECTOR3 DefaultForward = D3DXVECTOR3(0.0f,0.0f,1.0f); D3DXVECTOR3 DefaultRight = D3DXVECTOR3(1.0f,0.0f,0.0f); D3DXVECTOR3 Forward = D3DXVECTOR3(0.0f,0.0f,1.0f); D3DXVECTOR3 Right = D3DXVECTOR3(1.0f,0.0f,0.0f); D3DXMATRIX rotationMatrix; float yaw = 0.0f; float pitch = 0.0f; void UpdateCamera(); D3DXMATRIX Scale; D3DXMATRIX Translation; D3DXMATRIX Transformations; bool InitializeDirect3dApp(HINSTANCE hInstance); bool InitDirectInput(HINSTANCE hInstance); void DetectInput(); bool InitScene(); void DrawScene(); bool ReleaseObjects(); int messageloop(); LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); struct Vertex { Vertex(){} Vertex(float x, float y, float z, float u, float v, float nx, float ny, float nz) : pos(x,y,z), texCoord(u,v), normal(nx,ny,nz){} D3DXVECTOR3 pos; D3DXVECTOR2 texCoord; D3DXVECTOR3 normal; }; D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D10_INPUT_PER_VERTEX_DATA, 0} }; struct Light { Light() { ZeroMemory(this, sizeof(Light)); } D3DXVECTOR3 dir; float pad; D3DXCOLOR ambient; D3DXCOLOR diffuse; }; Light light; int WINAPI WinMain(HINSTANCE hInstance, //Main windows function HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { if(!InitializeWindow(hInstance, nShowCmd, Width, Height, true)) { MessageBox(0, L"Window Initialization - Failed", L"Error", MB_OK); return 0; } if(!InitializeDirect3dApp(hInstance)) { MessageBox(0, L"Direct3D Initialization - Failed", L"Error", MB_OK); return 0; } if(!InitDirectInput(hInstance)) { MessageBox(0, L"Direct Input Initialization - Failed", L"Error", MB_OK); return 0; } if(!InitScene()) { MessageBox(0, L"Scene Initialization - Failed", L"Error", MB_OK); return 0; } messageloop(); if(!ReleaseObjects()) { MessageBox(0, L"Object Releasing - Failed", L"Error", MB_OK); return 0; } return 0; } bool InitializeWindow(HINSTANCE hInstance, int ShowWnd, int width, int height, bool windowed) { typedef struct _WNDCLASS { UINT cbSize; UINT style; WNDPROC lpfnWndProc; int cbClsExtra; int cbWndExtra; HANDLE hInstance; HICON hIcon; HCURSOR hCursor; HBRUSH hbrBackground; LPCTSTR lpszMenuName; LPCTSTR lpszClassName; } WNDCLASS; WNDCLASSEX wc; wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WndProc; wc.cbClsExtra = NULL; wc.cbWndExtra = NULL; wc.hInstance = hInstance; wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 2); wc.lpszMenuName = NULL; wc.lpszClassName = WndClassName; wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION); if (!RegisterClassEx(&wc)) { MessageBox(NULL, L"Error registering class", L"Error", MB_OK | MB_ICONERROR); return 1; } hwnd = CreateWindowEx( NULL, WndClassName, L"Window Title", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, width, height, NULL, NULL, hInstance, NULL ); if (!hwnd) { MessageBox(NULL, L"Error creating window", L"Error", MB_OK | MB_ICONERROR); return 1; } ShowWindow(hwnd, ShowWnd); UpdateWindow(hwnd); return true; } bool InitializeDirect3dApp(HINSTANCE hInstance) { UINT createDeviceFlags = 0; D3D10_DRIVER_TYPE driverTypes[] = { D3D10_DRIVER_TYPE_HARDWARE, D3D10_DRIVER_TYPE_REFERENCE, }; UINT numDriverTypes = sizeof( driverTypes ) / sizeof( driverTypes[0] ); DXGI_SWAP_CHAIN_DESC scd; scd.BufferDesc.Width = Width; scd.BufferDesc.Height = Height; scd.BufferDesc.RefreshRate.Numerator = 60; scd.BufferDesc.RefreshRate.Denominator = 1; scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; scd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; //no multisampling scd.SampleDesc.Count = 1; scd.SampleDesc.Quality = 0; scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; scd.BufferCount = 1; scd.OutputWindow = hwnd; scd.Windowed = true; scd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; scd.Flags = 0; D3D10CreateDeviceAndSwapChain(0, D3D10_DRIVER_TYPE_HARDWARE, 0, 0, D3D10_SDK_VERSION, &scd, &SwapChain, &d3dDevice); ID3D10Texture2D* backBuffer; SwapChain->GetBuffer(0, _uuidof(ID3D10Texture2D), reinterpret_cast<void**>(&backBuffer)); d3dDevice->CreateRenderTargetView(backBuffer, 0, &RenderTargetView); backBuffer->Release(); D3D10_TEXTURE2D_DESC depthStencilDesc; depthStencilDesc.Width = Width; depthStencilDesc.Height = Height; depthStencilDesc.MipLevels = 1; depthStencilDesc.ArraySize = 1; depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilDesc.SampleDesc.Count = 1; depthStencilDesc.SampleDesc.Quality = 0; depthStencilDesc.Usage = D3D10_USAGE_DEFAULT; depthStencilDesc.BindFlags = D3D10_BIND_DEPTH_STENCIL; depthStencilDesc.CPUAccessFlags = 0; depthStencilDesc.MiscFlags = 0; d3dDevice->CreateTexture2D(&depthStencilDesc, NULL, &DepthStencilBuffer); d3dDevice->CreateDepthStencilView(DepthStencilBuffer, NULL, &DepthStencilView); d3dDevice->OMSetRenderTargets(1, &RenderTargetView, DepthStencilView); // Setup the viewport D3D10_VIEWPORT vp; vp.Width = Width; vp.Height = Height; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; d3dDevice->RSSetViewports( 1, &vp ); D3DXMatrixIdentity( &World ); Position = D3DXVECTOR3( 0.0f, 4.0f, -10.0f ); Target = D3DXVECTOR3( 0.0f, 0.0f, 0.0f ); Up = D3DXVECTOR3( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &View, &Position, &Target, &Up ); return true; } bool InitDirectInput(HINSTANCE hInstance) { DirectInput8Create(hInstance, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&DirectInput, NULL); DirectInput->CreateDevice(GUID_SysKeyboard, &DIKeyboard, NULL); DirectInput->CreateDevice(GUID_SysMouse, &DIMouse, NULL); DIKeyboard->SetDataFormat(&c_dfDIKeyboard); DIKeyboard->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE); DIMouse->SetDataFormat(&c_dfDIMouse); DIMouse->SetCooperativeLevel(hwnd, DISCL_EXCLUSIVE | DISCL_NOWINKEY | DISCL_FOREGROUND); return true; } void UpdateCamera() { D3DXMatrixRotationYawPitchRoll( &rotationMatrix, yaw, pitch, 0 ); D3DXVec3TransformCoord( &Target, &DefaultForward, &rotationMatrix ); D3DXVec3Normalize( &Target, &Target ); D3DXMATRIX RotateYTempMatrix; D3DXMatrixRotationY(&RotateYTempMatrix, yaw); D3DXVec3TransformNormal(&Right, &DefaultRight, &RotateYTempMatrix); D3DXVec3TransformNormal(&Up, &Up, &RotateYTempMatrix); D3DXVec3TransformNormal(&Forward, &DefaultForward, &RotateYTempMatrix); Position += moveLeftRight*Right; Position += moveBackForward*Forward; moveLeftRight = 0.0f; moveBackForward = 0.0f; Target = Position + Target; D3DXMatrixLookAtLH( &View, &Position, &Target, &Up ); } void DetectInput() { float speed = 0.005f; DIMOUSESTATE mouseCurrState; BYTE keyboardState[256]; DIKeyboard->Acquire(); DIMouse->Acquire(); DIMouse->GetDeviceState(sizeof(DIMOUSESTATE), &mouseCurrState); DIKeyboard->GetDeviceState(sizeof(keyboardState),(LPVOID)&keyboardState); if(keyboardState[DIK_ESCAPE] & 0x80) PostMessage(hwnd, WM_DESTROY, 0, 0); if(keyboardState[DIK_A] & 0x80) { moveLeftRight -= speed; } if(keyboardState[DIK_D] & 0x80) { moveLeftRight += speed; } if(keyboardState[DIK_W] & 0x80) { moveBackForward += speed; } if(keyboardState[DIK_S] & 0x80) { moveBackForward -= speed; } if((mouseCurrState.lX != mouseLastState.lX) || (mouseCurrState.lY != mouseLastState.lY)) { yaw += mouseLastState.lX * 0.001f; pitch += mouseCurrState.lY * 0.001f; mouseLastState = mouseCurrState; } UpdateCamera(); return; } bool LoadMesh(wstring filename) { HRESULT hr = 0; ID3DX10Mesh* tempMesh; UINT tempMeshSubsets; wifstream fileIn (filename.c_str()); wstring skipString; UINT meshVertices = 0; UINT meshTriangles = 0; if (fileIn) { fileIn >> skipString; // #Subsets fileIn >> tempMeshSubsets; fileIn >> skipString; // #Vertices fileIn >> meshVertices; fileIn >> skipString; // #Faces (Triangles) fileIn >> meshTriangles; meshSubsets.push_back(tempMeshSubsets); hr = D3DX10CreateMesh(d3dDevice, layout, 3, layout[0].SemanticName, meshVertices, meshTriangles, D3DX10_MESH_32_BIT, &tempMesh); if(FAILED(hr)) { MessageBox(0, L"Mesh Creation - Failed", L"Error", MB_OK); return false; } fileIn >> skipString; //#Subset_info for(UINT i = 0; i < tempMeshSubsets; ++i) { std::wstring diffuseMapFilename; fileIn >> diffuseMapFilename; ID3D10ShaderResourceView* DiffuseMapResourceView; D3DX10CreateShaderResourceViewFromFile(d3dDevice, diffuseMapFilename.c_str(), 0, 0, &DiffuseMapResourceView, 0 ); TextureResourceViews.push_back(DiffuseMapResourceView); meshTextures++; } Vertex* verts = new Vertex[meshVertices]; fileIn >> skipString; //#Vertex_info for(UINT i = 0; i < meshVertices; ++i) { fileIn >> skipString; //Vertex Position fileIn >> verts[i].pos.x; fileIn >> verts[i].pos.y; fileIn >> verts[i].pos.z; fileIn >> skipString; //Vertex Normal fileIn >> verts[i].normal.x; fileIn >> verts[i].normal.y; fileIn >> verts[i].normal.z; fileIn >> skipString; //Vertex Texture Coordinates fileIn >> verts[i].texCoord.x; fileIn >> verts[i].texCoord.y; } tempMesh->SetVertexData(0, verts); delete[] verts; DWORD* indices = new DWORD[meshTriangles*3]; UINT* attributeIndex = new UINT[meshTriangles]; fileIn >> skipString; //#Face_Index for(UINT i = 0; i < meshTriangles; ++i) { fileIn >> indices[i*3+0]; fileIn >> indices[i*3+1]; fileIn >> indices[i*3+2]; fileIn >> attributeIndex[i]; //Current Subset } tempMesh->SetIndexData(indices, meshTriangles*3); tempMesh->SetAttributeData(attributeIndex); delete[] indices; delete[] attributeIndex; tempMesh->GenerateAdjacencyAndPointReps(0.001f); tempMesh->Optimize(D3DX10_MESHOPT_ATTR_SORT|D3DX10_MESHOPT_VERTEX_CACHE,0,0); tempMesh->CommitToDevice(); meshCount++; meshes.push_back(tempMesh); } else { MessageBox(0, L"Load Mesh File - Failed", L"Error", MB_OK); return false; } return true; } /////////////////////////new///////////////////////////////////////////////// void CreateSphere(int LatLines, int LongLines) { NumVertices = LatLines * LongLines; NumFaces = (LatLines-1)*(LongLines-1)*2; float sphereYaw = 0.0f; float spherePitch = 0.0f; std::vector<Vertex> vertices(NumVertices); D3DXVECTOR3 currVertPos = D3DXVECTOR3(0.0f, 1.0f, 0.0f); for(DWORD i = 0; i < LatLines; ++i) { sphereYaw = i * (3.14/LatLines); for(DWORD j = 0; j < LongLines; ++j) { spherePitch = j * (3.14/LongLines); D3DXMatrixRotationYawPitchRoll( &rotationMatrix, sphereYaw, spherePitch, 0 ); D3DXVec3TransformCoord( &currVertPos, &DefaultForward, &rotationMatrix ); D3DXVec3Normalize( &currVertPos, &currVertPos ); vertices[i*LongLines+j].pos = currVertPos; } } D3D10_BUFFER_DESC bd; bd.Usage = D3D10_USAGE_IMMUTABLE; bd.ByteWidth = sizeof( Vertex ) * NumVertices; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = 0; bd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA InitData; InitData.pSysMem = &vertices[0]; d3dDevice->CreateBuffer( &bd, &InitData, &VertexBuffer ); std::vector<DWORD> indices(NumFaces * 3); int k = 0; for(DWORD i = 0; i < LatLines-1; ++i) { for(DWORD j = 0; j < LongLines-1; ++j) { indices[k] = i*LongLines+j; indices[k+1] = i*LongLines+j+1; indices[k+2] = (i+1)*LongLines+j; indices[k+3] = (i+1)*LongLines+j; indices[k+4] = i*LongLines+j+1; indices[k+5] = (i+1)*LongLines+j+1; k += 6; // next quad } } D3D10_BUFFER_DESC ibd; ibd.Usage = D3D10_USAGE_IMMUTABLE; ibd.ByteWidth = sizeof(DWORD) * NumFaces * 3; ibd.BindFlags = D3D10_BIND_INDEX_BUFFER; ibd.CPUAccessFlags = 0; ibd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA iinitData; iinitData.pSysMem = &indices[0]; d3dDevice->CreateBuffer(&ibd, &iinitData, &IndexBuffer); UINT stride = sizeof( Vertex ); UINT offset = 0; d3dDevice->IASetVertexBuffers( 0, 1, &VertexBuffer, &stride, &offset ); d3dDevice->IASetIndexBuffer(IndexBuffer, DXGI_FORMAT_R32_UINT, 0); } /////////////////////////new///////////////////////////////////////////////// bool InitScene() { HRESULT hr = 0; ID3D10Blob* compilationErrors = 0; /////////////////////////new///////////////////////////////////////////////// LoadMesh(L"plane.dat"); //meshes[1] LoadMesh(L"sphere.dat"); //meshes[0] CreateSphere(10, 10); D3DX10_IMAGE_LOAD_INFO loadSMInfo; loadSMInfo.MiscFlags = D3D10_RESOURCE_MISC_TEXTURECUBE; ID3D10Texture2D* SMTexture = 0; hr = D3DX10CreateTextureFromFile(d3dDevice, L"skymap.dds", &loadSMInfo, 0, (ID3D10Resource**)&SMTexture, 0); if(FAILED(hr)) { MessageBox(0, L"Load cube texture - Failed", L"Error", MB_OK); return false; } D3D10_TEXTURE2D_DESC SMTextureDesc; SMTexture->GetDesc(&SMTextureDesc); D3D10_SHADER_RESOURCE_VIEW_DESC SMViewDesc; SMViewDesc.Format = SMTextureDesc.Format; SMViewDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURECUBE; SMViewDesc.TextureCube.MipLevels = SMTextureDesc.MipLevels; SMViewDesc.TextureCube.MostDetailedMip = 0; hr = d3dDevice->CreateShaderResourceView(SMTexture, &SMViewDesc, &smrv); if(FAILED(hr)) { MessageBox(0, L"Create Cube Texture RV - Failed", L"Error", MB_OK); return false; } SMTexture->Release(); /////////////////////////new///////////////////////////////////////////////// light.dir = D3DXVECTOR3(0.25f, 0.5f, -1.0f); light.ambient = D3DXCOLOR(0.2f, 0.2f, 0.2f, 1.0f); light.diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); hr = D3DX10CreateEffectFromFile( L"vertex.fx", NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, d3dDevice, NULL, NULL, &FX, &compilationErrors, NULL ); if(FAILED(hr)) { MessageBoxA(0, (char*)compilationErrors->GetBufferPointer(), 0, 0); compilationErrors->Release(); return false; } Technique = FX->GetTechniqueByName( "Tech" ); /////////////////////////new///////////////////////////////////////////////// SkyMapTechnique = FX->GetTechniqueByName("SkyMapTech"); /////////////////////////new///////////////////////////////////////////////// fxWVPVar = FX->GetVariableByName("WVP")->AsMatrix(); fxDiffuseMapVar = FX->GetVariableByName("DiffuseMap")->AsShaderResource(); fxLightVar = FX->GetVariableByName("light"); fxSkyMapVar = FX->GetVariableByName("SkyMap")->AsShaderResource(); D3D10_PASS_DESC PassDesc; Technique->GetPassByIndex( 0 )->GetDesc( &PassDesc ); d3dDevice->CreateInputLayout( layout, 3, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &VertexLayout ); d3dDevice->IASetInputLayout( VertexLayout ); d3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); return true; } bool ReleaseObjects() { if( d3dDevice ) d3dDevice->ClearState(); if( VertexBuffer ) VertexBuffer->Release(); if( IndexBuffer ) IndexBuffer->Release(); if( VertexLayout ) VertexLayout->Release(); if( FX ) FX->Release(); if( RenderTargetView ) RenderTargetView->Release(); if( SwapChain ) SwapChain->Release(); if( d3dDevice ) d3dDevice->Release(); DIKeyboard->Unacquire(); DIMouse->Unacquire(); if( DirectInput ) DirectInput->Release(); for(int i = 0; i < meshCount; i++) if( meshes[i] ) meshes[i]->Release(); return true; } void DrawScene() { //Draw Scene Here D3DXCOLOR bgColor( 0.0f, 0.0f, 0.0f, 1.0f); d3dDevice->ClearRenderTargetView( RenderTargetView, bgColor ); d3dDevice->ClearDepthStencilView(DepthStencilView, D3D10_CLEAR_DEPTH|D3D10_CLEAR_STENCIL, 1.0f, 0); D3DXMatrixPerspectiveFovLH(&Projection, 0.4f*3.14f, Width/Height, 1.0f, 1000.0f); fxLightVar->SetRawValue(&light, 0, sizeof(Light)); /////////////////////////new///////////////////////////////////////////////// D3D10_TECHNIQUE_DESC skymaptechDesc; SkyMapTechnique->GetDesc( &skymaptechDesc ); /////////////////////////new///////////////////////////////////////////////// D3D10_TECHNIQUE_DESC techDesc; Technique->GetDesc( &techDesc ); D3DXMatrixScaling( &Scale, 1.0f, 1.0f, 1.0f ); D3DXMatrixTranslation( &Translation, 0.0f, -3.0f, 0.0f ); Transformations = Scale * Translation; WVP = World * Transformations * View * Projection; fxWVPVar->SetMatrix((float*)&WVP); //draw plane for( UINT p = 0; p < techDesc.Passes; ++p ) { for(UINT subsetID = 0; subsetID < meshSubsets[0]; ++subsetID) { fxDiffuseMapVar->SetResource(TextureResourceViews[subsetID]); Technique->GetPassByIndex( p )->Apply( 0 ); meshes[0]->DrawSubset(subsetID); } } D3DXMatrixScaling( &Scale, 2.0f, 2.0f, 2.0f ); D3DXMatrixTranslation( &Translation, 0.0f, 1.0f, 5.0f ); Transformations = Scale * Translation; WVP = World * Transformations * View * Projection; fxWVPVar->SetMatrix((float*)&WVP); //draw sphere for( UINT p = 0; p < techDesc.Passes; ++p ) { for(UINT subsetID = 0; subsetID < meshSubsets[1]; ++subsetID) { fxDiffuseMapVar->SetResource(TextureResourceViews[subsetID + meshSubsets[0]]); Technique->GetPassByIndex( p )->Apply( 0 ); meshes[1]->DrawSubset(subsetID); } } D3DXMatrixScaling( &Scale, 100.0f, 100.0f,100.0f ); D3DXMatrixTranslation( &Translation, Position.x, Position.y, Position.z ); Transformations = Scale * Translation; WVP = World * Transformations * View * Projection; fxWVPVar->SetMatrix((float*)&WVP); /////////////////////////new///////////////////////////////////////////////// //draw skymap based off loaded mesh sphere fxSkyMapVar->SetResource(smrv); for( UINT p = 0; p < skymaptechDesc.Passes; ++p ) { SkyMapTechnique->GetPassByIndex( p )->Apply( 0 ); d3dDevice->DrawIndexed(NumFaces * 3, 0, 0); } /////////////////////////new///////////////////////////////////////////////// SwapChain->Present( 0, 0 ); } int messageloop(){ MSG msg; ZeroMemory(&msg, sizeof(MSG)); while(true) { BOOL PeekMessageL( LPMSG lpMsg, HWND hWnd, UINT wMsgFilterMin, UINT wMsgFilterMax, UINT wRemoveMsg ); if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } else{ // run game code DetectInput(); DrawScene(); } } return msg.wParam; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch( msg ) { case WM_DESTROY: PostQuitMessage(0); return 0; } return DefWindowProc(hwnd, msg, wParam, lParam); } vertex.fx struct Light { float3 dir; float4 ambient; float4 diffuse; }; cbuffer cbPerFrame { Light light; }; cbuffer cbPerObject { float4x4 WVP; }; Texture2D DiffuseMap; TextureCube SkyMap; SamplerState TriLinearSample { Filter = MIN_MAG_MIP_LINEAR; }; struct VS_OUTPUT //output structure for vertex shader { float4 Pos : SV_POSITION; float2 texCoord : TEXCOORD; float3 normal : NORMAL; }; struct SKYMAP_VS_OUTPUT //output structure for skymap vertex shader { float4 Pos : SV_POSITION; float3 texCoord : TEXCOORD; }; // Vertex Shader VS_OUTPUT VS(float3 inPos : POSITION, float2 inTexCoord : TEXCOORD, float3 normal : NORMAL) { VS_OUTPUT output = (VS_OUTPUT)0; output.Pos = mul(float4(inPos, 1.0f), WVP); output.normal = mul(normal, WVP); output.texCoord = inTexCoord; return output; //send color and position to pixel shader } SKYMAP_VS_OUTPUT SKYMAP_VS(float3 inPos : POSITION, float2 inTexCoord : TEXCOORD, float3 normal : NORMAL) { SKYMAP_VS_OUTPUT output = (SKYMAP_VS_OUTPUT)0; output.Pos = mul(float4(inPos, 1.0f), WVP).xyww; output.texCoord = inPos; return output; //send color and position to pixel shader } // Pixel Shader float4 PS(VS_OUTPUT input) : SV_Target { input.normal = normalize(input.normal); float4 diffuse = DiffuseMap.Sample( TriLinearSample, input.texCoord ); float3 finalColor; finalColor = diffuse * light.ambient; finalColor += saturate(dot(light.dir, input.normal) * light.diffuse * diffuse); return float4(finalColor, diffuse.a); } float4 SKYMAP_PS(SKYMAP_VS_OUTPUT input) : SV_Target { return SkyMap.Sample(TriLinearSample, input.texCoord); } RasterizerState NoCulling { CullMode = None; }; DepthStencilState LessEqualDSS { DepthFunc = LESS_EQUAL; }; technique10 Tech { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } technique10 SkyMapTech { pass P0 { SetVertexShader( CompileShader( vs_4_0, SKYMAP_VS() ) ); SetPixelShader( CompileShader( ps_4_0, SKYMAP_PS() ) ); SetRasterizerState(NoCulling); SetDepthStencilState(LessEqualDSS, 0); } } ground.jpg +[http://www.braynzarsoft.net/image/100158][ground.jpg] plane.dat #Subsets 1 #Vertices 6 #Faces 2 #Subset_info ground.jpg #Vertex_info Pos: -50.000000 0.000000 50.000000 Norm: 0.000000 1.000000 0.000000 tc: 0.000000 0.000000 Pos: 50.000000 0.000000 50.000000 Norm: 0.000000 1.000000 -0.000000 tc: 0.000000 50.000000 Pos: -50.000000 0.000000 -50.000000 Norm: 0.000000 1.000000 0.000000 tc: 50.000000 0.000000 Pos: -50.000000 0.000000 -50.000000 Norm: 0.000000 1.000000 0.000000 tc: 50.000000 0.000000 Pos: 50.000000 0.000000 50.000000 Norm: 0.000000 1.000000 -0.000000 tc: 0.000000 50.000000 Pos: 50.000000 0.000000 -50.000000 Norm: 0.000000 1.000000 0.000000 tc: 50.000000 50.000000 #Face_Index 0 1 2 0 3 4 5 0