layout: restructure into src/ tests/ android/ scripts/ tools/

- extension/src/{port,platform,codepage} -> src/; native_render -> src/host
  (+ dxt, shaders/); libgr2 -> src/gr2; extension/third_party -> third_party
- extension/tests -> tests/port, libgr2/tests -> tests/gr2
- android-native -> android (build.sh, push-client.sh moved in)
- script -> scripts; tools/40250 -> tools/server; oracle -> tools/granny-oracle;
  perf tools -> tools/perf
- all build trees under build/ (native, release, android, port-gate)
- xrender:: CMake aliases -> mt::; port-map ledger impl paths rewritten

No code changes. ctest 15/15, port_gate macos+android PASS, port_map check 0 errors.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
shenlei
2026-09-29 19:08:19 +09:00
co-authored by Claude Opus 5.5
parent 70710477cf
commit a46093104c
2817 changed files with 13728 additions and 13744 deletions
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///////////////////////////////////////////////////////////////////////
// SpeedTreeRT runtime configuration #defines
//
// (c) 2003 IDV, Inc.
//
// *** 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 once
const int c_nNumWindMatrices = 4;
const int c_nNumInstancesPerModel = 10;
const float c_fForestSize = 200.0f;
const float c_fSpacingTolerance = 30.0f;
const int c_nMaxPlacementIterations = 500;
const int c_nDefaultAlphaTestValue = 84;
const float c_fNearLodFactor = 2.0f;
const float c_fFarLodFactor = 9.0f;
const float c_fBenchmarkPeriod = 1.0f;
// vertex shader constant locations
const int c_nVertexShader_LeafLightingAdjustment = 70;
const int c_nVertexShader_Light = 71;
const int c_nVertexShader_Material = 74;
const int c_nVertexShader_TreePos = 52;
const int c_nVertexShader_CompoundMatrix = 0;
const int c_nVertexShader_WindMatrices = 54;
const int c_nVertexShader_LeafTables = 4;
const int c_nVertexShader_Fog = 85;
// lighting
const float c_afLightPosition[4] = { -0.707f, 0.0f, 0.707f, 0.0f };
const float c_afLightAmbient[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
const float c_afLightDiffuse[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
const float c_afLightSpecular[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
const float c_afLightGlobalAmbient[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
// setup lighting (enable ONE of the two below)
#define WRAPPER_USE_STATIC_LIGHTING
//#define WRAPPER_USE_DYNAMIC_LIGHTING
#if defined WRAPPER_USE_STATIC_LIGHTING && defined WRAPPER_USE_DYNAMIC_LIGHTING
#error Please define exactly one lighting mode
#endif
// setup wind (enable ONE of the three below)
//#define WRAPPER_USE_GPU_WIND
//#define WRAPPER_USE_CPU_WIND
#define WRAPPER_USE_NO_WIND
#if defined WRAPPER_USE_GPU_WIND && defined WRAPPER_USE_CPU_WIND
#error Please define exactly one lighting mode
#elif defined WRAPPER_USE_GPU_WIND && defined WRAPPER_USE_NO_WIND
#error Please define exactly one lighting mode
#elif defined WRAPPER_USE_CPU_WIND && defined WRAPPER_USE_NO_WIND
#error Please define exactly one lighting mode
#endif
// leaf placement algorithm (enable ONE of the two below)
//#define WRAPPER_USE_GPU_LEAF_PLACEMENT
#define WRAPPER_USE_CPU_LEAF_PLACEMENT
#if defined WRAPPER_USE_GPU_LEAF_PLACEMENT && defined WRAPPER_USE_CPU_LEAF_PLACEMENT
#error Please define exactly one leaf placement algorithm
#endif
// texture coordinates (enable this define for DirectX-based engines)
#define WRAPPER_FLIP_T_TEXCOORD
// up vector
//#define WRAPPER_UP_POS_Y
#define WRAPPER_UP_POS_Z
#if defined WRAPPER_UP_POS_Y && defined WRAPPER_UP_POS_Z
#error Please define exactly one up vector
#endif
// loading from STF or clones/instances? (enable ONE of the two below)
//#define WRAPPER_FOREST_FROM_STF
#define WRAPPER_FOREST_FROM_INSTANCES
#if defined WRAPPER_FOREST_FROM_STF && defined WRAPPER_FOREST_FROM_INSTANCES
#error Please define exactly one loading mechanism
#endif
// billboard modes
#define WRAPPER_BILLBOARD_MODE
//#define WRAPPER_RENDER_HORIZONTAL_BILLBOARD
// render self-shadows
#define WRAPPER_RENDER_SELF_SHADOWS
// use fog
#define WRAPPER_USE_FOG
// derived constants
#ifdef WRAPPER_USE_GPU_WIND
#define BRANCHES_USE_SHADERS
#define FRONDS_USE_SHADERS
#define LEAVES_USE_SHADERS
#endif
#ifdef WRAPPER_USE_GPU_LEAF_PLACEMENT
#define LEAVES_USE_SHADERS
#endif
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///////////////////////////////////////////////////////////////////////
// CSpeedTreeForest Class
///////////////////////////////////////////////////////////////////////
// Include Files
#include "StdAfx.h"
#include <vector>
#include "../EterBase/Filename.h"
#include "../EterBase/MappedFile.h"
#include "../EterPack/EterPackManager.h"
#include "SpeedTreeForest.h"
#include "SpeedTreeConfig.h"
#include <cfloat>
using namespace std;
///////////////////////////////////////////////////////////////////////
// CSpeedTreeForest constructor
CSpeedTreeForest::CSpeedTreeForest() : m_fWindStrength(0.0f)
{
CSpeedTreeRT::SetNumWindMatrices(c_nNumWindMatrices);
m_afForestExtents[0] = m_afForestExtents[1] = m_afForestExtents[2] = FLT_MAX;
m_afForestExtents[3] = m_afForestExtents[4] = m_afForestExtents[5] = -FLT_MAX;
}
///////////////////////////////////////////////////////////////////////
// CSpeedTreeForest destructor
CSpeedTreeForest::~CSpeedTreeForest()
{
Clear();
}
void CSpeedTreeForest::Clear()
{
TTreeMap::iterator itor = m_pMainTreeMap.begin();
UINT uiCount;
while (itor != m_pMainTreeMap.end())
{
CSpeedTreeWrapper * pMainTree = (itor++)->second;
CSpeedTreeWrapper ** ppInstances = pMainTree->GetInstances(uiCount);
for (UINT i = 0; i < uiCount; ++i)
delete ppInstances[i];
delete pMainTree;
}
m_pMainTreeMap.clear();
}
CSpeedTreeWrapper * CSpeedTreeForest::GetMainTree(DWORD dwCRC)
{
TTreeMap::iterator itor = m_pMainTreeMap.find(dwCRC);
if (itor == m_pMainTreeMap.end())
return NULL;
return itor->second;
}
BOOL CSpeedTreeForest::GetMainTree(DWORD dwCRC, CSpeedTreeWrapper ** ppMainTree, const char * c_pszFileName)
{
TTreeMap::iterator itor = m_pMainTreeMap.find(dwCRC);
CSpeedTreeWrapper * pTree;
if (itor != m_pMainTreeMap.end())
pTree = itor->second;
else
{
CMappedFile file;
LPCVOID c_pvData;
// NOTE : 파일이 없을때는 return FALSE 아닌가요? - [levites]
if (!CEterPackManager::Instance().Get(file, c_pszFileName, &c_pvData))
return FALSE;
pTree = new CSpeedTreeWrapper;
if (!pTree->LoadTree(c_pszFileName, (const BYTE *) c_pvData, file.Size()))
{
delete pTree;
return FALSE;
}
m_pMainTreeMap.insert(std::map<DWORD, CSpeedTreeWrapper *>::value_type(dwCRC, pTree));
file.Destroy();
}
*ppMainTree = pTree;
return TRUE;
}
CSpeedTreeWrapper* CSpeedTreeForest::CreateInstance(float x, float y, float z, DWORD dwTreeCRC, const char * c_szTreeName)
{
CSpeedTreeWrapper * pMainTree;
if (!GetMainTree(dwTreeCRC, &pMainTree, c_szTreeName))
return NULL;
CSpeedTreeWrapper* pTreeInst = pMainTree->MakeInstance();
pTreeInst->SetPosition(x, y, z);
pTreeInst->RegisterBoundingSphere();
return pTreeInst;
}
void CSpeedTreeForest::DeleteInstance(CSpeedTreeWrapper * pInstance)
{
if (!pInstance)
return;
CSpeedTreeWrapper * pParentTree = pInstance->InstanceOf();
if (!pParentTree)
return;
pParentTree->DeleteInstance(pInstance);
}
void CSpeedTreeForest::UpdateSystem(float fCurrentTime)
{
// 업데이트 할 때 한번
static float fLastTime = fCurrentTime;
float fElapsedTime = fCurrentTime - fLastTime;
CSpeedTreeRT::SetTime(fElapsedTime);
m_fAccumTime += fElapsedTime;
SetupWindMatrices(m_fAccumTime);
}
///////////////////////////////////////////////////////////////////////
// CSpeedTreeForest::AdjustExtents
void CSpeedTreeForest::AdjustExtents(float x, float y, float z)
{
// min
m_afForestExtents[0] = __min(m_afForestExtents[0], x);
m_afForestExtents[1] = __min(m_afForestExtents[1], y);
m_afForestExtents[2] = __min(m_afForestExtents[2], z);
// max
m_afForestExtents[3] = __max(m_afForestExtents[3], x);
m_afForestExtents[4] = __max(m_afForestExtents[4], y);
m_afForestExtents[5] = __max(m_afForestExtents[5], z);
}
///////////////////////////////////////////////////////////////////////
// CSpeedTreeForest::SetWindStrength
void CSpeedTreeForest::SetWindStrength(float fStrength)
{
if (m_fWindStrength == fStrength)
return;
m_fWindStrength = fStrength;
TTreeMap::iterator itor = m_pMainTreeMap.begin();
UINT uiCount;
while (itor != m_pMainTreeMap.end())
{
CSpeedTreeWrapper * pMainTree = (itor++)->second;
CSpeedTreeWrapper ** ppInstances = pMainTree->GetInstances(uiCount);
for (UINT i = 0; i < uiCount; ++i)
ppInstances[i]->GetSpeedTree()->SetWindStrength(m_fWindStrength);
}
}
///////////////////////////////////////////////////////////////////////
// CSpeedTreeForest::SetupWindMatrices
void CSpeedTreeForest::SetupWindMatrices(float fTimeInSecs)
{
// matrix computational data
static float afMatrixTimes[c_nNumWindMatrices] = { 0.0f };
static float afFrequencies[c_nNumWindMatrices][2] =
{
{ 0.15f, 0.17f },
{ 0.25f, 0.15f },
{ 0.19f, 0.05f },
{ 0.15f, 0.22f }
};
// compute time since last call
static float fTimeOfLastCall = 0.0f;
float fTimeSinceLastCall = fTimeInSecs - fTimeOfLastCall;
fTimeOfLastCall = fTimeInSecs;
// wind strength
static float fOldStrength = m_fWindStrength;
// increment matrix times
for (int i = 0; i < c_nNumWindMatrices; ++i)
afMatrixTimes[i] += fTimeSinceLastCall;
// compute maximum branch throw
float fBaseAngle = m_fWindStrength * 35.0f;
// build rotation matrices
for (int j = 0; j < c_nNumWindMatrices; ++j)
{
// adjust time to prevent "jumping"
if (m_fWindStrength != 0.0f)
afMatrixTimes[j] = (afMatrixTimes[j] * fOldStrength) / m_fWindStrength;
// compute percentages for each axis
float fBaseFreq = m_fWindStrength * 20.0f;
float fXPercent = sinf(fBaseFreq * afFrequencies[j % c_nNumWindMatrices][0] * afMatrixTimes[j]);
float fYPercent = cosf(fBaseFreq * afFrequencies[j % c_nNumWindMatrices][1] * afMatrixTimes[j]);
// build compound rotation matrix (rotate on 'x' then on 'y')
const float c_fDeg2Rad = 57.2957795f;
float fSinX = sinf(fBaseAngle * fXPercent / c_fDeg2Rad);
float fSinY = sinf(fBaseAngle * fYPercent / c_fDeg2Rad);
float fCosX = cosf(fBaseAngle * fXPercent / c_fDeg2Rad);
float fCosY = cosf(fBaseAngle * fYPercent / c_fDeg2Rad);
float afMatrix[16] = { 0.0f };
afMatrix[0] = fCosY;
afMatrix[2] = -fSinY;
afMatrix[4] = fSinX * fSinY;
afMatrix[5] = fCosX;
afMatrix[6] = fSinX * fCosY;
afMatrix[8] = fSinY * fCosX;
afMatrix[9] = -fSinX;
afMatrix[10] = fCosX * fCosY;
afMatrix[15] = 1.0f;
#ifdef WRAPPER_USE_CPU_WIND
CSpeedTreeRT::SetWindMatrix(j, afMatrix);
#endif
#ifdef WRAPPER_USE_GPU_WIND
// graphics API specific
UploadWindMatrix(c_nVertexShader_WindMatrices + j * 4, afMatrix);
#endif
}
// track wind strength
fOldStrength = m_fWindStrength;
}
///////////////////////////////////////////////////////////////////////
// CSpeedTreeForest::SetLodLimits
/*
void CSpeedTreeForest::SetLodLimits(void)
{
// find tallest tree
float fTallest = -1.0f;
TTreeMap::iterator itor = m_pMainTreeMap.begin();
UINT uiCount;
while (itor != m_pMainTreeMap.end())
{
CSpeedTreeWrapper * pMainTree = (itor++)->second;
CSpeedTreeWrapper ** ppInstances = pMainTree->GetInstances(uiCount);
float fHeight;
fHeight = pMainTree->GetBoundingBox()[5] - pMainTree->GetBoundingBox()[0];
fTallest = __max(fHeight, fTallest);
for (UINT i = 0; i < uiCount; ++i)
{
fHeight = ppInstances[i]->GetBoundingBox()[5] - ppInstances[i]->GetBoundingBox()[0];
fTallest = __max(fHeight, fTallest);
}
}
itor = m_pMainTreeMap.begin();
while (itor != m_pMainTreeMap.end())
{
CSpeedTreeWrapper * pMainTree = (itor++)->second;
CSpeedTreeWrapper ** ppInstances = pMainTree->GetInstances(uiCount);
pMainTree->GetSpeedTree()->SetLodLimits(fTallest * c_fNearLodFactor, fTallest * c_fFarLodFactor);
for (UINT i = 0; i < uiCount; ++i)
ppInstances[i]->GetSpeedTree()->SetLodLimits(fTallest * c_fNearLodFactor, fTallest * c_fFarLodFactor);
}
}
*/
void CSpeedTreeForest::SetLight(const float * afDirection, const float * afAmbient, const float * afDiffuse)
{
m_afLighting[0] = afDirection[0];
m_afLighting[1] = afDirection[1];
m_afLighting[2] = afDirection[2];
m_afLighting[3] = 1.0f;
m_afLighting[4] = afAmbient[0];
m_afLighting[5] = afAmbient[1];
m_afLighting[6] = afAmbient[2];
m_afLighting[7] = afAmbient[3];
m_afLighting[8] = afDiffuse[0];
m_afLighting[9] = afDiffuse[1];
m_afLighting[10] = afDiffuse[2];
m_afLighting[11] = afDiffuse[3];
}
void CSpeedTreeForest::SetFog(float fFogNear, float fFogFar)
{
const float c_fFogLinearScale = (1.0f / (fFogFar - fFogNear));
m_afFog[0] = fFogNear;
m_afFog[1] = fFogFar;
m_afFog[2] = c_fFogLinearScale;
m_afFog[3] = 0.0f;
}
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///////////////////////////////////////////////////////////////////////
// CSpeedTreeForest 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 once
///////////////////////////////////////////////////////////////////////
// Include Files
#include <SpeedTreeRT.h>
#include "SpeedTreeWrapper.h"
#include <vector>
#include <map>
///////////////////////////////////////////////////////////////////////
// Render bit vector
#define Forest_RenderBranches (1 << 0)
#define Forest_RenderLeaves (1 << 1)
#define Forest_RenderFronds (1 << 2)
#define Forest_RenderBillboards (1 << 3)
#define Forest_RenderAll ((1 << 4) - 1)
#define Forest_RenderToShadow (1 << 5)
#define Forest_RenderToMiniMap (1 << 6)
///////////////////////////////////////////////////////////////////////
// class CSpeedTreeForest declaration
class CSpeedTreeForest
{
public:
typedef std::map<DWORD, CSpeedTreeWrapper *> TTreeMap;
public:
CSpeedTreeForest();
virtual ~CSpeedTreeForest();
void ClearMainTree();
BOOL GetMainTree(DWORD dwCRC, CSpeedTreeWrapper ** ppMainTree, const char * c_pszFileName);
CSpeedTreeWrapper * GetMainTree(DWORD dwCRC);
void DeleteMainTree(DWORD dwCRC);
CSpeedTreeWrapper * CreateInstance(float x, float y, float z, DWORD dwTreeCRC, const char * c_pszTreeName);
void DeleteInstance(CSpeedTreeWrapper * pTree);
//void SetLodLimits(void);
void UpdateSystem(float fCurrentTime);
void Clear();
void SetLight(const float * afDirection, const float * afAmbient, const float * afDiffuse);
void SetFog(float fFogNear, float fFogFar);
//////////////////////////////////////////////////////////////////////////
const float * GetExtents(void) const { return m_afForestExtents; }
// wind management
float GetWindStrength(void) const { return m_fWindStrength; }
void SetWindStrength(float fStrength);
void SetupWindMatrices(float fTimeInSecs);
// overridden by specific graphics API
virtual void UploadWindMatrix(unsigned int uiLocation, const float* pMatrix) const = 0;
virtual void Render(unsigned long ulRenderBitVector) = 0;
protected:
TTreeMap m_pMainTreeMap;
float m_afLighting[12];
float m_afFog[4];
private:
void AdjustExtents(float x, float y, float z);
float m_afForestExtents[6]; // [0] = min x, [1] = min y..., [3] = max x, [4] = max y...
float m_fWindStrength; // 0.0 = no wind, 1.0 = full strength
float m_fAccumTime;
};
@@ -0,0 +1,344 @@
///////////////////////////////////////////////////////////////////////
// CSpeedTreeForestDirectX8 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
#include "StdAfx.h"
#include <stdio.h>
#include <d3d8.h>
#include <d3d8types.h>
#include <d3dx8.h>
#include "../EterBase/Timer.h"
#include "../EterLib/StateManager.h"
#include "../EterLib/Camera.h"
#include "SpeedTreeForestDirectX8.h"
#include "SpeedTreeConfig.h"
#include "VertexShaders.h"
///////////////////////////////////////////////////////////////////////
// CSpeedTreeForestDirectX8::CSpeedTreeForestDirectX8
CSpeedTreeForestDirectX8::CSpeedTreeForestDirectX8() : m_dwBranchVertexShader(0), m_dwLeafVertexShader(0)
{
}
///////////////////////////////////////////////////////////////////////
// CSpeedTreeForestDirectX8::~CSpeedTreeForestDirectX8
CSpeedTreeForestDirectX8::~CSpeedTreeForestDirectX8()
{
}
///////////////////////////////////////////////////////////////////////
// CSpeedTreeForestDirectX8::InitVertexShaders
bool CSpeedTreeForestDirectX8::InitVertexShaders(void)
{
NANOBEGIN
// load the vertex shaders
if (!m_dwBranchVertexShader)
m_dwBranchVertexShader = LoadBranchShader(m_pDx);
if (!m_dwLeafVertexShader)
m_dwLeafVertexShader = LoadLeafShader(m_pDx);
if (m_dwBranchVertexShader && m_dwLeafVertexShader)
{
CSpeedTreeWrapper::SetVertexShaders(m_dwBranchVertexShader, m_dwLeafVertexShader);
return true;
}
NANOEND
return false;
}
bool CSpeedTreeForestDirectX8::SetRenderingDevice(LPDIRECT3DDEVICE8 lpDevice)
{
m_pDx = lpDevice;
if (!InitVertexShaders())
return false;
const float c_afLightPosition[4] = { -0.707f, -0.300f, 0.707f, 0.0f };
const float c_afLightAmbient[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
const float c_afLightDiffuse[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
const float c_afLightSpecular[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
float afLight1[] =
{
c_afLightPosition[0], c_afLightPosition[1], c_afLightPosition[2], // pos
c_afLightDiffuse[0], c_afLightDiffuse[1], c_afLightDiffuse[2], // diffuse
c_afLightAmbient[0], c_afLightAmbient[1], c_afLightAmbient[2], // ambient
c_afLightSpecular[0], c_afLightSpecular[1], c_afLightSpecular[2], // specular
c_afLightPosition[3], // directional flag
1.0f, 0.0f, 0.0f // attenuation (constant, linear, quadratic)
};
CSpeedTreeRT::SetNumWindMatrices(c_nNumWindMatrices);
CSpeedTreeRT::SetLightAttributes(0, afLight1);
CSpeedTreeRT::SetLightState(0, true);
return true;
}
///////////////////////////////////////////////////////////////////////
// CSpeedTreeForestDirectX8::UploadWindMatrix
void CSpeedTreeForestDirectX8::UploadWindMatrix(UINT uiLocation, const float* pMatrix) const
{
STATEMANAGER.SetVertexShaderConstant(uiLocation, pMatrix, 4);
}
void CSpeedTreeForestDirectX8::UpdateCompundMatrix(const D3DXVECTOR3 & c_rEyeVec, const D3DXMATRIX & c_rmatView, const D3DXMATRIX & c_rmatProj)
{
// setup composite matrix for shader
D3DXMATRIX matBlend;
D3DXMatrixIdentity(&matBlend);
D3DXMATRIX matBlendShader;
D3DXMatrixMultiply(&matBlendShader, &c_rmatView, &c_rmatProj);
float afDirection[3];
afDirection[0] = matBlendShader.m[0][2];
afDirection[1] = matBlendShader.m[1][2];
afDirection[2] = matBlendShader.m[2][2];
CSpeedTreeRT::SetCamera(c_rEyeVec, afDirection);
D3DXMatrixTranspose(&matBlendShader, &matBlendShader);
STATEMANAGER.SetVertexShaderConstant(c_nVertexShader_CompoundMatrix, &matBlendShader, 4);
}
///////////////////////////////////////////////////////////////////////
// CSpeedTreeForestDirectX8::Render
void CSpeedTreeForestDirectX8::Render(unsigned long ulRenderBitVector)
{
UpdateSystem(CTimer::Instance().GetCurrentSecond());
if (m_pMainTreeMap.empty())
return;
if (!(ulRenderBitVector & Forest_RenderToShadow) && !(ulRenderBitVector & Forest_RenderToMiniMap))
UpdateCompundMatrix(CCameraManager::Instance().GetCurrentCamera()->GetEye(), ms_matView, ms_matProj);
DWORD dwLightState = STATEMANAGER.GetRenderState(D3DRS_LIGHTING);
DWORD dwColorVertexState = STATEMANAGER.GetRenderState(D3DRS_COLORVERTEX);
DWORD dwFogVertexMode = STATEMANAGER.GetRenderState(D3DRS_FOGVERTEXMODE);
#ifdef WRAPPER_USE_DYNAMIC_LIGHTING
STATEMANAGER.SetRenderState(D3DRS_LIGHTING, TRUE);
#else
STATEMANAGER.SetRenderState(D3DRS_LIGHTING, FALSE);
STATEMANAGER.SetRenderState(D3DRS_COLORVERTEX, TRUE);
#endif
TTreeMap::iterator itor;
UINT uiCount;
itor = m_pMainTreeMap.begin();
while (itor != m_pMainTreeMap.end())
{
CSpeedTreeWrapper * pMainTree = (itor++)->second;
CSpeedTreeWrapper ** ppInstances = pMainTree->GetInstances(uiCount);
for (UINT i = 0; i < uiCount; ++i)
{
ppInstances[i]->Advance();
}
}
STATEMANAGER.SetVertexShaderConstant(c_nVertexShader_Light, m_afLighting, 3);
STATEMANAGER.SetVertexShaderConstant(c_nVertexShader_Fog, m_afFog, 1);
if (ulRenderBitVector & Forest_RenderToShadow)
{
//STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
}
else
{
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(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
STATEMANAGER.SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
STATEMANAGER.SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
}
STATEMANAGER.SaveRenderState(D3DRS_ALPHATESTENABLE, TRUE);
STATEMANAGER.SaveRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER);
STATEMANAGER.SaveRenderState(D3DRS_CULLMODE, D3DCULL_CW);
// set up fog if it is enabled
if (STATEMANAGER.GetRenderState(D3DRS_FOGENABLE))
{
#ifdef WRAPPER_USE_GPU_WIND
STATEMANAGER.SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_NONE); // GPU needs to work on all cards
#endif
}
// choose fixed function pipeline or custom shader for fronds and branches
STATEMANAGER.SetVertexShader(m_dwBranchVertexShader);
// render branches
if (ulRenderBitVector & Forest_RenderBranches)
{
itor = m_pMainTreeMap.begin();
while (itor != m_pMainTreeMap.end())
{
CSpeedTreeWrapper * pMainTree = (itor++)->second;
CSpeedTreeWrapper ** ppInstances = pMainTree->GetInstances(uiCount);
pMainTree->SetupBranchForTreeType();
for (UINT i = 0; i < uiCount; ++i)
if (ppInstances[i]->isShow())
ppInstances[i]->RenderBranches();
}
}
// set render states
STATEMANAGER.SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
// render fronds
if (ulRenderBitVector & Forest_RenderFronds)
{
itor = m_pMainTreeMap.begin();
while (itor != m_pMainTreeMap.end())
{
CSpeedTreeWrapper * pMainTree = (itor++)->second;
CSpeedTreeWrapper ** ppInstances = pMainTree->GetInstances(uiCount);
pMainTree->SetupFrondForTreeType();
for (UINT i = 0; i < uiCount; ++i)
if (ppInstances[i]->isShow())
ppInstances[i]->RenderFronds();
}
}
// render leaves
if (ulRenderBitVector & Forest_RenderLeaves)
{
STATEMANAGER.SetVertexShader(m_dwLeafVertexShader);
if (STATEMANAGER.GetRenderState(D3DRS_FOGENABLE))
{
#if defined WRAPPER_USE_GPU_WIND || defined WRAPPER_USE_GPU_LEAF_PLACEMENT
STATEMANAGER.SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
#endif
}
if (ulRenderBitVector & Forest_RenderToShadow || ulRenderBitVector & Forest_RenderToMiniMap)
{
STATEMANAGER.SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_NOTEQUAL);
STATEMANAGER.SaveRenderState(D3DRS_ALPHAREF, 0x00000000);
}
itor = m_pMainTreeMap.begin();
while (itor != m_pMainTreeMap.end())
{
CSpeedTreeWrapper * pMainTree = (itor++)->second;
CSpeedTreeWrapper ** ppInstances = pMainTree->GetInstances(uiCount);
pMainTree->SetupLeafForTreeType();
for (UINT i = 0; i < uiCount; ++i)
if (ppInstances[i]->isShow())
ppInstances[i]->RenderLeaves();
}
while (itor != m_pMainTreeMap.end())
(itor++)->second->EndLeafForTreeType();
if (ulRenderBitVector & Forest_RenderToShadow || ulRenderBitVector & Forest_RenderToMiniMap)
{
STATEMANAGER.SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER);
STATEMANAGER.RestoreRenderState(D3DRS_ALPHAREF);
}
}
// render billboards
#ifndef WRAPPER_NO_BILLBOARD_MODE
if (ulRenderBitVector & Forest_RenderBillboards)
{
STATEMANAGER.SetRenderState(D3DRS_LIGHTING, FALSE);
STATEMANAGER.SetRenderState(D3DRS_COLORVERTEX, FALSE);
itor = m_pMainTreeMap.begin();
while (itor != m_pMainTreeMap.end())
{
CSpeedTreeWrapper * pMainTree = (itor++)->second;
CSpeedTreeWrapper ** ppInstances = pMainTree->GetInstances(uiCount);
pMainTree->SetupBranchForTreeType();
for (UINT i = 0; i < uiCount; ++i)
if (ppInstances[i]->isShow())
ppInstances[i]->RenderBillboards();
}
}
#endif
STATEMANAGER.SetRenderState(D3DRS_LIGHTING, dwLightState);
STATEMANAGER.SetRenderState(D3DRS_COLORVERTEX, dwColorVertexState);
STATEMANAGER.SetRenderState(D3DRS_FOGVERTEXMODE, dwFogVertexMode);
// 셀프섀도우로 쓰는 TextureStage 1의 COLOROP와 ALPHAOP를 꺼줘야 다음 렌더링 할 놈들이
// 제대로 나온다. (안그러면 검게 나올 가능성이..)
if (!(ulRenderBitVector & Forest_RenderToShadow))
{
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
}
STATEMANAGER.RestoreRenderState(D3DRS_ALPHATESTENABLE);
STATEMANAGER.RestoreRenderState(D3DRS_ALPHAFUNC);
STATEMANAGER.RestoreRenderState(D3DRS_CULLMODE);
}
@@ -0,0 +1,64 @@
///////////////////////////////////////////////////////////////////////
// CSpeedTreeForestOpenGL 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 once
///////////////////////////////////////////////////////////////////////
// Include Files
//#include <map>
#define SPEEDTREE_DATA_FORMAT_DIRECTX
#include "SpeedTreeForest.h"
#include "SpeedTreeMaterial.h"
///////////////////////////////////////////////////////////////////////
// class CSpeedTreeForestDirectX8 declaration
class CSpeedTreeForestDirectX8 : public CSpeedTreeForest, public CGraphicBase, public CSingleton<CSpeedTreeForestDirectX8>
{
public:
CSpeedTreeForestDirectX8();
virtual ~CSpeedTreeForestDirectX8();
void UploadWindMatrix(unsigned int uiLocation, const float* pMatrix) const;
void UpdateCompundMatrix(const D3DXVECTOR3 & c_rEyeVec, const D3DXMATRIX & c_rmatView, const D3DXMATRIX & c_rmatProj);
void Render(unsigned long ulRenderBitVector = Forest_RenderAll);
bool SetRenderingDevice(LPDIRECT3DDEVICE8 pDevice);
private:
bool InitVertexShaders();
private:
LPDIRECT3DDEVICE8 m_pDx; // the rendering context
DWORD m_dwBranchVertexShader; // branch/frond vertex shaders
DWORD m_dwLeafVertexShader; // leaf vertex shader
};
+79
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///////////////////////////////////////////////////////////////////////
// CSpeedTreeMaterial 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 once
///////////////////////////////////////////////////////////////////////
// Include Files
#include <d3d8.h>
#include <d3d8types.h>
#include <d3dx8.h>
///////////////////////////////////////////////////////////////////////
// class CSpeedTreeMaterial declaration/definiton
class CSpeedTreeMaterial
{
public:
CSpeedTreeMaterial()
{
m_cMaterial.Ambient.r = m_cMaterial.Diffuse.r = m_cMaterial.Specular.r = m_cMaterial.Emissive.r = 1.0f;
m_cMaterial.Ambient.g = m_cMaterial.Diffuse.g = m_cMaterial.Specular.g = m_cMaterial.Emissive.g = 1.0f;
m_cMaterial.Ambient.b = m_cMaterial.Diffuse.b = m_cMaterial.Specular.b = m_cMaterial.Emissive.b = 1.0f;
m_cMaterial.Ambient.a = m_cMaterial.Diffuse.a = m_cMaterial.Specular.a = m_cMaterial.Emissive.a = 1.0f;
m_cMaterial.Power = 5.0f;
}
void Set(const float * pMaterialArray)
{
memcpy(&m_cMaterial.Diffuse, pMaterialArray, 3 * sizeof(float));
m_cMaterial.Diffuse.a = 1.0f;
memcpy(&m_cMaterial.Ambient, pMaterialArray + 3, 3 * sizeof(float));
m_cMaterial.Ambient.a = 1.0f;
memcpy(&m_cMaterial.Specular, pMaterialArray + 6, 3 * sizeof(float));
m_cMaterial.Specular.a = 1.0f;
memcpy(&m_cMaterial.Emissive, pMaterialArray + 9, 3 * sizeof(float));
m_cMaterial.Emissive.a = 1.0f;
m_cMaterial.Power = pMaterialArray[12];
}
D3DMATERIAL8 * Get()
{
return &m_cMaterial;
}
private:
D3DMATERIAL8 m_cMaterial; // the material object
};
File diff suppressed because it is too large Load Diff
+203
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///////////////////////////////////////////////////////////////////////
// SpeedTreeRTExample 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 once
#pragma warning (disable : 4786)
///////////////////////////////////////////////////////////////////////
// Include files
#include "SpeedTreeMaterial.h"
#include <SpeedTreeRT.h>
#include <d3d8.h>
#include <d3d8types.h>
#include <d3dx8.h>
#include <vector>
#include "../EterLib/GrpObjectInstance.h"
#include "../EterLib/GrpImageInstance.h"
#ifndef SAFE_DELETE
#define SAFE_DELETE(p) { if (p) { delete (p); (p) = NULL; } }
#endif
#ifndef SAFE_DELETE_ARRAY
#define SAFE_DELETE_ARRAY(p) { if (p) { delete[] (p); (p) = NULL; } }
#endif
#ifndef SAFE_RELEASE
#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p) = NULL; } }
#endif
///////////////////////////////////////////////////////////////////////
// class CSpeedTreeWrapper declaration
#pragma warning(push)
#pragma warning(disable:4100)
class CSpeedTreeWrapper : public CGraphicObjectInstance
{
enum
{
ID = TREE_OBJECT
};
int GetType() const { return ID; }
// Collision Data
protected:
virtual void OnUpdateCollisionData(const CStaticCollisionDataVector * pscdVector);
virtual void OnUpdateHeighInstance(CAttributeInstance * pAttributeInstance) {}
virtual bool OnGetObjectHeight(float fX, float fY, float * pfHeight) { return false; }
// Bounding Sphere
public:
virtual bool GetBoundingSphere(D3DXVECTOR3 & v3Center, float & fRadius);
public:
static bool ms_bSelfShadowOn;
public:
// methods from CGraphicObjectInstance
virtual void SetPosition(float x, float y, float z);
virtual void CalculateBBox();
virtual void OnRender(); // Render 시에 메소드, 그러나 프리뷰나 특수한 경우에만 직접 Render 콜을 부르며
// 그 이외에는 RenderBranches, RenderFronds 등의 메소드를 CSpeedTreeForest에서 호출한다.
virtual void OnBlendRender() {}
virtual void OnRenderToShadowMap() {}
virtual void OnRenderShadow() {}
virtual void OnRenderPCBlocker();
public:
CSpeedTreeWrapper();
virtual ~CSpeedTreeWrapper();
const float * GetPosition();
static void SetVertexShaders(DWORD dwBranchVertexShader, DWORD dwLeafVertexShader);
// geometry
bool LoadTree(const char * pszSptFile, const BYTE * c_pbBlock = NULL, unsigned int uiBlockSize = 0, unsigned int nSeed = 1, float fSize = -1.0f, float fSizeVariance = -1.0f);
const float * GetBoundingBox(void) const { return m_afBoundingBox; }
void GetTreeSize(float & r_fSize, float & r_fVariance);
UINT GetCollisionObjectCount();
void GetCollisionObject(unsigned int nIndex, CSpeedTreeRT::ECollisionObjectType& eType, float* pPosition, float* pDimensions);
// rendering
void SetupBranchForTreeType(void) const;
void SetupFrondForTreeType(void) const;
void SetupLeafForTreeType(void) const;
void EndLeafForTreeType(void);
#ifdef WRAPPER_USE_GPU_LEAF_PLACEMENT
void UploadLeafTables(unsigned int uiLocation) const;
#endif
void RenderBranches(void) const;
void RenderFronds(void) const;
void RenderLeaves(void) const;
void RenderBillboards(void) const;
// instancing
CSpeedTreeWrapper ** GetInstances(unsigned int& nCount);
CSpeedTreeWrapper * InstanceOf(void) const { return m_pInstanceOf; }
CSpeedTreeWrapper * MakeInstance();
void DeleteInstance(CSpeedTreeWrapper * pInstance);
CSpeedTreeRT * GetSpeedTree(void) const { return m_pSpeedTree; }
// lighting
const CSpeedTreeMaterial & GetBranchMaterial(void) const { return m_cBranchMaterial; }
const CSpeedTreeMaterial & GetFrondMaterial(void) const { return m_cFrondMaterial; }
const CSpeedTreeMaterial & GetLeafMaterial(void) const { return m_cLeafMaterial; }
float GetLeafLightingAdjustment(void) const { return m_pSpeedTree->GetLeafLightingAdjustment( ); }
// wind
void SetWindStrength(float fStrength) { m_pSpeedTree->SetWindStrength(fStrength); }
void Advance(void);
// utility
LPDIRECT3DTEXTURE8 GetBranchTexture(void) const;
void CleanUpMemory(void);
private:
void SetupBuffers(void);
void SetupBranchBuffers(void);
void SetupFrondBuffers(void);
void SetupLeafBuffers(void);
void PositionTree(void) const;
static bool LoadTexture(const char* pFilename, CGraphicImageInstance & rImage);
void SetShaderConstants(const float* pMaterial) const;
private:
// SpeedTreeRT data
CSpeedTreeRT* m_pSpeedTree; // the SpeedTree object
CSpeedTreeRT::STextures* m_pTextureInfo; // texture info cache
bool m_bIsInstance; // is this an instance?
std::vector<CSpeedTreeWrapper*> m_vInstances; // what is an instance of us
CSpeedTreeWrapper* m_pInstanceOf; // which tree is this an instance of
// geometry cache
CSpeedTreeRT::SGeometry* m_pGeometryCache; // cache for pulling geometry from SpeedTree avoids lots of reallocation
// branch buffers
LPDIRECT3DVERTEXBUFFER8 m_pBranchVertexBuffer; // branch vertex buffer
unsigned int m_unBranchVertexCount; // number of vertices in branches
LPDIRECT3DINDEXBUFFER8 m_pBranchIndexBuffer; // branch index buffer
unsigned short* m_pBranchIndexCounts; // number of indexes per branch LOD level
// frond buffers
LPDIRECT3DVERTEXBUFFER8 m_pFrondVertexBuffer; // frond vertex buffer
unsigned int m_unFrondVertexCount; // number of vertices in frond
LPDIRECT3DINDEXBUFFER8 m_pFrondIndexBuffer; // frond index buffer
unsigned short* m_pFrondIndexCounts; // number of indexes per frond LOD level
// leaf buffers
unsigned short m_usNumLeafLods; // the number of leaf LODs
LPDIRECT3DVERTEXBUFFER8* m_pLeafVertexBuffer; // leaf vertex buffer
bool* m_pLeavesUpdatedByCpu; // stores which LOD's have been updated already per frame
// tree properties
float m_afPos[3]; // tree position
float m_afBoundingBox[6]; // tree bounding box
// materials
CSpeedTreeMaterial m_cBranchMaterial; // branch material
CSpeedTreeMaterial m_cLeafMaterial; // leaf material
CSpeedTreeMaterial m_cFrondMaterial; // frond material
// branch texture
CGraphicImageInstance m_BranchImageInstance;
CGraphicImageInstance m_ShadowImageInstance; // shadow texture object (used if shadows are enabled)
CGraphicImageInstance m_CompositeImageInstance;
static DWORD ms_dwBranchVertexShader;
static DWORD ms_dwLeafVertexShader;
};
#pragma warning(pop)
+20
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@@ -0,0 +1,20 @@
#pragma once
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
#include <assert.h>
//#include <crtdbg.h>
//#include "Forest.h"
#include "SpeedTreeForestDirectX8.h"
// Armadillo nanomite protection
#ifndef NANOBEGIN
#ifdef __BORLANDC__
#define NANOBEGIN __emit__ (0xEB,0x03,0xD6,0xD7,0x01)
#define NANOEND __emit__ (0xEB,0x03,0xD6,0xD7,0x00)
#else
#define NANOBEGIN __asm _emit 0xEB __asm _emit 0x03 __asm _emit 0xD6 __asm _emit 0xD7 __asm _emit 0x01
#define NANOEND __asm _emit 0xEB __asm _emit 0x03 __asm _emit 0xD6 __asm _emit 0xD7 __asm _emit 0x00
#endif
#endif
+332
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@@ -0,0 +1,332 @@
///////////////////////////////////////////////////////////////////////
// SpeedTreeRT DirectX Example
//
// (c) 2003 IDV, Inc.
//
// This example demonstrates how to render trees using SpeedTreeRT
// and DirectX. Techniques illustrated include ".spt" file parsing,
// static lighting, dynamic lighting, LOD implementation, cloning,
// instancing, and dynamic wind effects.
//
//
// *** 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
///////////////////////////////////////////////////////////////////////
// Includes
#pragma once
#include "SpeedTreeConfig.h"
#include <map>
#include <string>
///////////////////////////////////////////////////////////////////////
// Branch & Frond Vertex Formats
static DWORD D3DFVF_SPEEDTREE_BRANCH_VERTEX =
D3DFVF_XYZ | // always have the position
#ifdef WRAPPER_USE_DYNAMIC_LIGHTING // precomputed colors or geometric normals
D3DFVF_NORMAL |
#else
D3DFVF_DIFFUSE |
#endif
#ifdef WRAPPER_RENDER_SELF_SHADOWS
D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE2(0) | D3DFVF_TEXCOORDSIZE2(1) // shadow texture coordinates
#else
D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0) // always have first texture layer coords
#endif
#ifdef WRAPPER_USE_GPU_WIND
| D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE2(2) // GPU Only - wind weight and index passed in second texture layer
#endif
;
///////////////////////////////////////////////////////////////////////
// FVF Branch Vertex Structure
struct SFVFBranchVertex
{
D3DXVECTOR3 m_vPosition; // Always Used
#ifdef WRAPPER_USE_DYNAMIC_LIGHTING
D3DXVECTOR3 m_vNormal; // Dynamic Lighting Only
#else
DWORD m_dwDiffuseColor; // Static Lighting Only
#endif
FLOAT m_fTexCoords[2]; // Always Used
#ifdef WRAPPER_RENDER_SELF_SHADOWS
FLOAT m_fShadowCoords[2]; // Texture coordinates for the shadows
#endif
#ifdef WRAPPER_USE_GPU_WIND
FLOAT m_fWindIndex; // GPU Only
FLOAT m_fWindWeight;
#endif
};
///////////////////////////////////////////////////////////////////////
// Branch/Frond Vertex Program
static const char g_achSimpleVertexProgram[] =
{
"vs.1.1\n" // identity shader version
"mov oT0.xy, v7\n" // always pass texcoord0 through
#ifdef WRAPPER_RENDER_SELF_SHADOWS
"mov oT1.xy, v8\n" // pass shadow texcoords through if enabled
#endif
// retrieve and convert wind matrix index
"mov a0.x, v9.x\n"
// perform wind interpolation
"m4x4 r1, v0, c[54+a0.x]\n" // compute full wind effect
"sub r2, r1, v0\n" // compute difference between full wind and none
"mov r3.x, v9.y\n" // mad can't access two v's at once, use r3.x as tmp
"mad r1, r2, r3.x, v0\n" // perform interpolation
"add r2, c[52], r1\n" // translate to tree's position
"m4x4 oPos, r2, c[0]\n" // project to screen
#ifdef WRAPPER_USE_FOG
"dp4 r1, r2, c[2]\n" // find distance to vertex
"sub r2.x, c[85].y, r1.z\n" // linear fogging
"mul oFog, r2.x, c[85].z\n" // write to fog register
#endif
#ifdef WRAPPER_USE_STATIC_LIGHTING
"mov oD0, v5\n" // pass color through
#else
"mov r1, c[74]\n" // can only use one const register per instruction
"mul r5, c[73], r1\n" // diffuse values
"mov r1, c[75]\n" // can only use one const register per instruction
"mul r4, c[72], r1\n" // ambient values
"dp3 r2, v3, c[71]\n" // dot light direction with normal
// "max r2.x, r2.x, c[70].x\n" // limit it
"mad oD0, r2.x, r5, r4\n" // compute the final color
#endif
};
///////////////////////////////////////////////////////////////////////
// LoadBranchShader
static DWORD LoadBranchShader(LPDIRECT3DDEVICE8 pDx)
{
#ifndef WRAPPER_USE_GPU_WIND
return D3DFVF_SPEEDTREE_BRANCH_VERTEX;
#endif
// branch shader declaration
DWORD pBranchShaderDecl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
#ifdef WRAPPER_USE_DYNAMIC_LIGHTING
D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_FLOAT3),
#else
D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR),
#endif
D3DVSD_REG(D3DVSDE_TEXCOORD0, D3DVSDT_FLOAT2),
#ifdef WRAPPER_RENDER_SELF_SHADOWS
D3DVSD_REG(D3DVSDE_TEXCOORD1, D3DVSDT_FLOAT2),
#endif
#ifdef WRAPPER_USE_GPU_WIND
D3DVSD_REG(D3DVSDE_TEXCOORD2, D3DVSDT_FLOAT2),
#endif
D3DVSD_END( )
};
// assemble shader
DWORD dwShader;
LPD3DXBUFFER pCode, pError;
if (D3DXAssembleShader(g_achSimpleVertexProgram, sizeof(g_achSimpleVertexProgram) - 1, 0, NULL, &pCode, &pError) == D3D_OK)
{
if (pDx->CreateVertexShader(pBranchShaderDecl, (DWORD*) pCode->GetBufferPointer( ), &dwShader, 0) != D3D_OK)
{
char szError[1024];
sprintf(szError, "Failed to create branch vertex shader.");
MessageBox(NULL, szError, "Vertex Shader Error", MB_ICONSTOP);
}
}
else
{
char szError[1024];
sprintf(szError, "Failed to assemble branch vertex shader.\nThe error reported is [ %s ].\n", pError->GetBufferPointer( ));
MessageBox(NULL, szError, "Vertex Shader Error", MB_ICONSTOP);
}
if (pCode)
pCode->Release();
return dwShader;
}
///////////////////////////////////////////////////////////////////////
// Leaf Vertex Formats
static DWORD D3DFVF_SPEEDTREE_LEAF_VERTEX =
D3DFVF_XYZ | // always have the position
#ifdef WRAPPER_USE_DYNAMIC_LIGHTING // precomputed colors or geometric normals
D3DFVF_NORMAL |
#else
D3DFVF_DIFFUSE |
#endif
D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0) // always have first texture layer coords
#if defined WRAPPER_USE_GPU_WIND || defined WRAPPER_USE_GPU_LEAF_PLACEMENT
| D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE4(2) // GPU Only - wind weight and index passed in second texture layer
#endif
;
///////////////////////////////////////////////////////////////////////
// FVF Leaf Vertex Structure
struct SFVFLeafVertex
{
D3DXVECTOR3 m_vPosition; // Always Used
#ifdef WRAPPER_USE_DYNAMIC_LIGHTING
D3DXVECTOR3 m_vNormal; // Dynamic Lighting Only
#else
DWORD m_dwDiffuseColor; // Static Lighting Only
#endif
FLOAT m_fTexCoords[2]; // Always Used
#if defined WRAPPER_USE_GPU_WIND || defined WRAPPER_USE_GPU_LEAF_PLACEMENT
FLOAT m_fWindIndex; // Only used when GPU is involved
FLOAT m_fWindWeight;
FLOAT m_fLeafPlacementIndex;
FLOAT m_fLeafScalarValue;
#endif
};
///////////////////////////////////////////////////////////////////////
// Leaf Vertex Program
static const char g_achLeafVertexProgram[] =
{
"vs.1.1\n" // identity shader version
"mov oT0.xy, v7\n" // always pass texcoord0 through
#ifdef WRAPPER_USE_GPU_WIND
// retrieve and convert wind matrix index
"mov a0.x, v9.x\n"
// perform wind interpolation
"m4x4 r1, v0, c[54+a0.x]\n" // compute full wind effect
"sub r2, r1, v0\n" // compute difference between full wind and none
"mov r3.x, v9.y\n" // mad can't access two v's at once, use r3.x as tmp
"mad r0, r2, r3.x, v0\n" // perform interpolation
#else
"mov r0, v0\n" // wind already handled, pass the vertex through
#endif
#ifdef WRAPPER_USE_GPU_LEAF_PLACEMENT
"mov a0.x, v9.z\n" // place the leaves
"mul r1, c[a0.x], v9.w\n"
"add r0, r1, r0\n"
#endif
"add r0, c[52], r0\n" // translate to tree's position
"m4x4 oPos, r0, c[0]\n" // project to screen
#ifdef WRAPPER_USE_FOG
"dp4 r1, r0, c[2]\n" // find distance to vertex
"sub r2.x, c[85].y, r1.z\n" //
"mul oFog, r2.x, c[85].z\n"
#endif
#ifdef WRAPPER_USE_STATIC_LIGHTING
"mov oD0, v5\n" // pass color through
#else
"mov r1, c[74]\n" // can only use one const register per instruction
"mul r5, c[73], r1\n" // diffuse values
"mov r1, c[75]\n" // can only use one const register per instruction
"mul r4, c[72], r1\n" // ambient values
"dp3 r2.x, v3, c[71]\n" // dot light direction with normal
"max r2.x, r2.x, c[70].x\n" // limit it
"mad oD0, r2.x, r5, r4\n" // compute the final color
#endif
};
///////////////////////////////////////////////////////////////////////
// LoadLeafShader
static DWORD LoadLeafShader(LPDIRECT3DDEVICE8 pDx)
{
DWORD dwShader = D3DFVF_SPEEDTREE_LEAF_VERTEX;
#if defined WRAPPER_USE_GPU_LEAF_PLACEMENT || defined WRAPPER_USE_GPU_WIND
// leaf shader declaration
DWORD pLeafShaderDecl[ ] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
#ifdef WRAPPER_USE_DYNAMIC_LIGHTING
D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_FLOAT3),
#else
D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR),
#endif
D3DVSD_REG(D3DVSDE_TEXCOORD0, D3DVSDT_FLOAT2),
D3DVSD_REG(D3DVSDE_TEXCOORD2, D3DVSDT_FLOAT4),
D3DVSD_END( )
};
// assemble shader
LPD3DXBUFFER pCode, pError;
if (D3DXAssembleShader(g_achLeafVertexProgram, sizeof(g_achLeafVertexProgram) - 1, 0, NULL, &pCode, &pError) == D3D_OK)
{
if (pDx->CreateVertexShader(pLeafShaderDecl, (DWORD*) pCode->GetBufferPointer( ), &dwShader, 0) != D3D_OK)
{
Tracef("Failed to create leaf vertex shader.");
/*
char szError[1024];
sprintf(szError, "Failed to create leaf vertex shader.");
MessageBox(NULL, szError, "Vertex Shader Error", MB_ICONSTOP);
*/
}
}
else
{
Tracef("Failed to assemble leaf vertex shader. The error reported is [ %s ].\n", pError->GetBufferPointer( ));
/*
char szError[1024];
sprintf(szError, "Failed to assemble leaf vertex shader. The error reported is [ %s ].\n", pError->GetBufferPointer( ));
MessageBox(NULL, szError, "Vertex Shader Error", MB_ICONSTOP);
*/
}
if (pCode)
pCode->Release( );
#else
dwShader = D3DFVF_SPEEDTREE_LEAF_VERTEX;
#endif
return dwShader;
}