//--------------------------------------------------------------------------------------- // // Simple Windows Direct3D Example Code // // Jim Shaw 12/3/2004 // //--------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------- // Open Watcom doesn't have this yet //--------------------------------------------------------------------------------------- #ifdef __WATCOMC__ float sqrtf(float); #endif //--------------------------------------------------------------------------------------- // Always include windows.h for windows programs //--------------------------------------------------------------------------------------- #include #include #include #include #include #include #include //--------------------------------------------------------------------------------------- // Screen dimensions and options //--------------------------------------------------------------------------------------- #define SCREEN_X 640 #define SCREEN_Y 480 #define RUN_WINDOWED 1 #define USE_ZBUFFER 1 //--------------------------------------------------------------------------------------- // Variable to hold the address of the Windows window //--------------------------------------------------------------------------------------- HWND game_window; //--------------------------------------------------------------------------------------- // Name of our window class. every class has a name. every window is one of a class. // this can be pretty much anything //--------------------------------------------------------------------------------------- char game_class[]="D3DCPPWindow"; static int quit = 0; //--------------------------------------------------------------------------------------- // function prototypes //--------------------------------------------------------------------------------------- void draw(void); void flip(void); int init_d3d(int, int); int init_cube(void); void init_textures(void); void animate(void); void set_view(void); void shutdown_d3d(void); //--------------------------------------------------------------------------------------- // Direct3D Variables //--------------------------------------------------------------------------------------- IDirect3D9 *d3d=NULL; IDirect3DDevice9 *d3d_dev=NULL; IDirect3DVertexBuffer9 *vertex_buffer=NULL; IDirect3DTexture9 *texture[6]={0}; int textures_dynamic; int zbuffer_enabled; D3DFORMAT texture_format; // Our custom FVF, which describes our custom vertex structure #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) typedef struct { D3DXVECTOR3 position; // The position D3DCOLOR color; // The color FLOAT tu, tv; // The texture coordinates } CUSTOMVERTEX; //--------------------------------------------------------------------------------------- // Cube animation parameters //--------------------------------------------------------------------------------------- float yaw=0.0f, pitch=0.0f, roll=0.0f, scale=20.0f; float x=0.0f, y=0.0f, z=100.0f; float xr=0.0f, yr=0.0f, zr=0.0f; int animating=1; //--------------------------------------------------------------------------------------- // Every window has a WindowProc which handles messages Windows sends to them. These // are things like key presses, mouse clicks, and thousands of other things you might // be interested in. //--------------------------------------------------------------------------------------- LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { //this message gets sent to the window when you click the close box on it case WM_DESTROY: //tell Windows to close the app PostQuitMessage(0); quit = 1; break; //this message gets sent when you press a key case WM_KEYDOWN: switch (wParam) { //pressed Escape key? case VK_ESCAPE: //tell Windows to close the app PostQuitMessage(0); quit = 1; break; //keyboard controls case 'A': animating ^= 1; break; case 'R': yaw = 0.0f; pitch = 0.0f; roll = 0.0f; x=0.0f; y=0.0f; z=100.0f; scale=20.0f; xr=0.0f; yr=0.0f; zr=0.0f; break; case VK_UP: y += 10.0f; break; case VK_DOWN: y -= 10.0f; break; case VK_LEFT: x -= 10.0f; break; case VK_RIGHT: x += 10.0f; break; case VK_PRIOR: z += 10.0f; break; case VK_NEXT: z -= 10.0f; break; case VK_NUMPAD7: yaw += 0.1f; break; case VK_NUMPAD4: yaw -= 0.1f; break; case VK_NUMPAD8: pitch += 0.1f; break; case VK_NUMPAD5: pitch -= 0.1f; break; case VK_NUMPAD9: roll += 0.1f; break; case VK_NUMPAD6: roll -= 0.1f; break; case VK_ADD: scale = scale + 10.0f; break; case VK_SUBTRACT: scale = scale - 10.0f; if (scale < 0.0f) scale = 0.0f; break; } break; //any message you don't process gets passed to this function inside Windows. default: return DefWindowProc(hwnd, uMsg, wParam, lParam); } //any message you do process, return 0 (unless the message documentation says otherwise) return 0; } //--------------------------------------------------------------------------------------- // WinMain //--------------------------------------------------------------------------------------- int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX clas; MSG msg; int style; RECT rect; int time; int elapsed; //Here we create the Class we named above clas.cbSize = sizeof(WNDCLASSEX); clas.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; clas.lpfnWndProc = WindowProc;//<- tell it where the WindowProc is clas.cbClsExtra = 0; clas.cbWndExtra = 0; clas.hInstance = hInstance; clas.hIcon = NULL; clas.hCursor = NULL; clas.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);//<- background colour of window clas.lpszMenuName = NULL; clas.lpszClassName = game_class;//<- the class name clas.hIconSm = 0; //do it! RegisterClassEx(&clas); //style of the window - what boxes do we need (close minimised etc) style = WS_CAPTION|WS_SYSMENU|WS_MAXIMIZEBOX|WS_MINIMIZEBOX; //create the window game_window = CreateWindowEx(0, game_class, "Direct3D", style, CW_USEDEFAULT, CW_USEDEFAULT, 1,1, NULL, NULL, hInstance, 0); //adjust the window size so that a SCREEN_X x SCREEN_Y window will fit inside its frame rect.left = rect.top = 0; rect.right = SCREEN_X; rect.bottom = SCREEN_Y; AdjustWindowRectEx(&rect, style , FALSE, 0); SetWindowPos(game_window, NULL, 0,0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOMOVE|SWP_NOZORDER); if (init_d3d(RUN_WINDOWED, USE_ZBUFFER) == 0) { MessageBox(NULL, "A problem occurred creating the Direct3D Device.\nCheck your video drivers and " "DirectX version.\nThis demo requires DirectX9.0 or better.", "DirectX Initialisation Error", MB_ICONWARNING|MB_OK); shutdown_d3d(); return 0; } //show the window on the desktop ShowWindow(game_window, nCmdShow); //message processing loop //all Windows programs have one of these. It receives the messages Windows sends to the program and //passes them to the WindowProc in the Class we registered for the window. quit = 0; do { //Are there any messages waiting? while (PeekMessage(&msg, game_window, 0, 0, PM_NOREMOVE)) { //yes! read it. if (GetMessage(&msg, game_window, 0,0) < 0) break; //pass the message to WindowProc TranslateMessage(&msg); DispatchMessage(&msg); } //get the current time time = GetTickCount(); //draw my game! animate(); draw(); flip(); //find out how long the frame took to draw elapsed = GetTickCount()-time; } while (!quit); shutdown_d3d(); return 0; } //--------------------------------------------------------------------------------------- // Animate the cube //--------------------------------------------------------------------------------------- void animate(void) { if (animating) { yaw += 0.01f; pitch += 0.02f; roll += 0.03f; xr += 0.1f; yr += 0.2f; zr += 0.3f; x = (float)sin((double)xr)*10.0f; y = (float)sin((double)yr)*10.0f; z = (float)sin((double)zr)*10.0f+100.0f; } } //--------------------------------------------------------------------------------------- // Initialise all the direct3d structures we need //--------------------------------------------------------------------------------------- int init_d3d(int windowed, int zbuffered) { D3DCAPS9 d3dcaps9; D3DDISPLAYMODE d3ddm; D3DPRESENT_PARAMETERS d3dpp; D3DCAPS9 caps; HRESULT hr; D3DFORMAT depth_format; // Create the D3D device d3d = Direct3DCreate9(D3D_SDK_VERSION); if (d3d == NULL) return 0; // Get some information about the device and display adapter hr = d3d->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dcaps9); if (windowed) hr = d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm); else d3ddm.Format = D3DFMT_X8R8G8B8; // Work out a depth format depth_format = D3DFMT_D32; hr = d3d->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D32); if (hr != D3D_OK) { depth_format = D3DFMT_D16; hr = d3d->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D16); if (hr != D3D_OK) return 0; } // Work out a texture format texture_format = D3DFMT_A8R8G8B8; hr = d3d->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8); if (hr != D3D_OK) { texture_format = D3DFMT_X8R8G8B8; hr = d3d->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8); if (hr != D3D_OK) { texture_format = D3DFMT_A1R5G5B5; hr = d3d->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A1R5G5B5); if (hr != D3D_OK) { texture_format = D3DFMT_R5G6B5; hr = d3d->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_R5G6B5); if (hr != D3D_OK) return 0; } } } // Fill in the Presentation Parameters memset(&d3dpp, 0, sizeof d3dpp); if (windowed) { d3dpp.Windowed = TRUE; } else { d3dpp.Windowed = FALSE; d3dpp.BackBufferWidth = SCREEN_X; d3dpp.BackBufferHeight = SCREEN_Y; d3dpp.BackBufferCount = 1; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; d3dpp.FullScreen_RefreshRateInHz = 60; } if (zbuffered) { d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = depth_format; } else { d3dpp.EnableAutoDepthStencil = FALSE; d3dpp.AutoDepthStencilFormat = D3DFMT_UNKNOWN; } d3dpp.SwapEffect = D3DSWAPEFFECT_FLIP; d3dpp.BackBufferFormat = d3ddm.Format; d3dpp.hDeviceWindow = game_window; // Create the D3DDevice (make sure we take a T&L device if it's available) if (d3dcaps9.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) { hr = d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, game_window, D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_MULTITHREADED, &d3dpp, &d3d_dev); } else { hr = d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, game_window, D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_MULTITHREADED, &d3dpp, &d3d_dev); } if (hr != D3D_OK) return 0; // Get the capabilities of the device memset(&caps, 0, sizeof caps); hr = d3d_dev->GetDeviceCaps(&caps); //Set texture address mode to clamp hr = d3d_dev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); hr = d3d_dev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); // Set filtering // Give us the best filtering available hr = d3d_dev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); hr = d3d_dev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); if (caps.TextureFilterCaps & D3DPTFILTERCAPS_MINFLINEAR) hr = d3d_dev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); if (caps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFLINEAR) hr = d3d_dev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); if (caps.TextureFilterCaps & D3DPTFILTERCAPS_MINFANISOTROPIC) hr = d3d_dev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC); if (caps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC) hr = d3d_dev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC); // set maximum ambient light hr = d3d_dev->SetRenderState(D3DRS_AMBIENT, RGB(255,255,255)); // Turn on backface culling hr = d3d_dev->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW); // Turn off D3D lighting hr = d3d_dev->SetRenderState(D3DRS_LIGHTING, FALSE); if (zbuffered) { // Turn on the zbuffer hr = d3d_dev->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); hr = d3d_dev->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); zbuffer_enabled = TRUE; } else { // Turn off the zbuffer hr = d3d_dev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); hr = d3d_dev->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); zbuffer_enabled = FALSE; } // Turn off alpga blending hr = d3d_dev->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); // Here let's check if we can use dynamic textures textures_dynamic = FALSE; if (caps.Caps2 & D3DCAPS2_DYNAMICTEXTURES) textures_dynamic = TRUE; if (init_cube() == 0) return 0; init_textures(); return 1; } //--------------------------------------------------------------------------------------- // Create a vertexbuffer and put some cube data in it //--------------------------------------------------------------------------------------- #define V_LEFT -0.5f #define V_RIGHT 0.5f #define V_TOP 0.5f #define V_BOTTOM -0.5f #define V_FRONT -0.5f #define V_BACK 0.5f typedef struct { float x,y,z; // The position D3DCOLOR color; // The color FLOAT tu, tv; // The texture coordinates } STOREVERTEX; static const STOREVERTEX cube[24]= { {V_LEFT, V_TOP, V_FRONT, 0xffffffff,0.0f,0.0f}, {V_LEFT, V_BOTTOM, V_FRONT, 0xffffffff,0.0f,1.0f}, {V_RIGHT, V_BOTTOM, V_FRONT, 0xffffffff,1.0f,1.0f}, {V_RIGHT, V_TOP, V_FRONT, 0xffffffff,1.0f,0.0f}, {V_LEFT, V_TOP, V_BACK, 0xffffffff,0.0f,0.0f}, {V_RIGHT, V_TOP, V_BACK, 0xffffffff,0.0f,1.0f}, {V_RIGHT, V_BOTTOM, V_BACK, 0xffffffff,1.0f,1.0f}, {V_LEFT, V_BOTTOM, V_BACK, 0xffffffff,1.0f,0.0f}, {V_LEFT, V_TOP, V_BACK, 0xffffffff,0.0f,0.0f}, {V_LEFT, V_BOTTOM, V_BACK, 0xffffffff,0.0f,1.0f}, {V_LEFT, V_BOTTOM, V_FRONT, 0xffffffff,1.0f,1.0f}, {V_LEFT, V_TOP, V_FRONT, 0xffffffff,1.0f,0.0f}, {V_RIGHT, V_TOP, V_BACK, 0xffffffff,0.0f,0.0f}, {V_RIGHT, V_TOP, V_FRONT, 0xffffffff,0.0f,1.0f}, {V_RIGHT, V_BOTTOM, V_FRONT, 0xffffffff,1.0f,1.0f}, {V_RIGHT, V_BOTTOM, V_BACK, 0xffffffff,1.0f,0.0f}, {V_LEFT, V_TOP, V_BACK, 0xffffffff,0.0f,0.0f}, {V_LEFT, V_TOP, V_FRONT, 0xffffffff,0.0f,1.0f}, {V_RIGHT, V_TOP, V_FRONT, 0xffffffff,1.0f,1.0f}, {V_RIGHT, V_TOP, V_BACK, 0xffffffff,1.0f,0.0f}, {V_LEFT, V_BOTTOM, V_BACK, 0xffffffff,0.0f,0.0f}, {V_RIGHT, V_BOTTOM, V_BACK, 0xffffffff,0.0f,1.0f}, {V_RIGHT, V_BOTTOM, V_FRONT, 0xffffffff,1.0f,1.0f}, {V_LEFT, V_BOTTOM, V_FRONT, 0xffffffff,1.0f,0.0f}, }; int init_cube(void) { CUSTOMVERTEX *pVertices; HRESULT hr; int i; hr = d3d_dev->CreateVertexBuffer(24 * sizeof CUSTOMVERTEX, D3DUSAGE_DYNAMIC, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &vertex_buffer, NULL); if (hr != D3D_OK) return 0; // Fill the vertex buffer hr = vertex_buffer->Lock(0, 0, (void**)&pVertices, D3DLOCK_DISCARD); if (hr != D3D_OK) return 0; for (i = 0; i < 24; i++) { pVertices[i].position.x = cube[i].x; pVertices[i].position.y = cube[i].y; pVertices[i].position.z = cube[i].z; pVertices[i].color = cube[i].color; pVertices[i].tu = cube[i].tu; pVertices[i].tv = cube[i].tv; } hr = vertex_buffer->Unlock(); return 1; } //--------------------------------------------------------------------------------------- // Create some basic textures //--------------------------------------------------------------------------------------- #define TEX_WIDTH 16 #define TEX_HEIGHT 16 static const char pattern[2*TEX_WIDTH*TEX_HEIGHT]= { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0, 0,0,0,0,1,1,1,0,1,0,1,1,1,0,0,0, 0,0,0,0,0,1,0,0,1,0,0,1,0,0,0,0, 0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,1,1,0,0,0,0,0,0,0,0,1,1,0,0, 0,0,1,1,0,0,0,0,0,0,0,0,1,1,0,0, 0,0,0,1,1,0,0,0,0,0,0,0,1,0,0,0, 0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0, 0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0, 0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0, 0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0, 0,0,1,0,0,0,1,0,0,1,0,0,0,1,0,0, 0,0,1,0,0,0,1,0,0,1,0,0,0,1,0,0, 0,0,1,0,0,0,1,0,0,1,0,0,0,1,0,0, 0,0,1,0,0,0,1,0,0,1,0,0,0,1,0,0, 0,0,1,0,0,0,1,0,0,1,0,0,0,1,0,0, 0,0,0,1,1,1,0,0,0,1,0,0,0,1,0,0, 0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,0, 0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,0, 0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, }; void init_textures(void) { HRESULT hr; int i; unsigned int colours[6] = { 0xffff0000, 0xff00ff00, 0xff0000ff, 0xffffff00, 0xff00ffff, 0xffff00ff, }; D3DSURFACE_DESC ddsd; D3DLOCKED_RECT lr; IDirect3DSurface9 *pSurf; unsigned char *b; unsigned short wcolour; unsigned int x,y, width; unsigned int tex; for (i = 0; i < 6; i++) { if (textures_dynamic) { hr = d3d_dev->CreateTexture(TEX_WIDTH, TEX_HEIGHT, 1, D3DUSAGE_DYNAMIC, texture_format,D3DPOOL_DEFAULT, &texture[i], NULL); } else { hr = d3d_dev->CreateTexture(TEX_WIDTH, TEX_HEIGHT, 1, 0, texture_format,D3DPOOL_MANAGED, &texture[i], NULL); } // Texturing unsupported if (hr != D3D_OK) return; // CreateTexture can silently change the parameters on us memset(&ddsd, 0, sizeof ddsd); hr = texture[i]->GetLevelDesc(0, &ddsd); hr = texture[i]->GetSurfaceLevel(0, &pSurf); hr = pSurf->GetDesc(&ddsd); hr = pSurf->Release(); if (textures_dynamic) hr = texture[i]->LockRect(0, &lr, NULL, D3DLOCK_DISCARD); else hr = texture[i]->LockRect(0, &lr, NULL, 0); // Writing to textures unsupported (broken driver?) if (hr != D3D_OK) return; b = (unsigned char *)lr.pBits; tex = (i&1)*TEX_WIDTH*TEX_HEIGHT; switch (ddsd.Format) { case D3DFMT_X8R8G8B8: case D3DFMT_A8R8G8B8: width = TEX_WIDTH * 4; for (y = 0; y < TEX_HEIGHT; y++) { for (x = 0; x < TEX_WIDTH; x++) { *(((unsigned int *)b)+x) = pattern[tex+x+y*TEX_WIDTH]?colours[i]^0xffffff:colours[i]; } b += lr.Pitch; } break; case D3DFMT_A1R5G5B5: width = TEX_WIDTH * 2; wcolour = (colours[i]>>3)&0x1f; wcolour |= (colours[i]>>6)&(0x1f<<5); wcolour |= (colours[i]>>9)&(0x1f<<10); wcolour |= (colours[i]>>16)&0x8000; for (y = 0; y < TEX_HEIGHT; y++) { for (x = 0; x < TEX_WIDTH; x++) { *(((unsigned short *)b)+x) = pattern[tex+x+y*TEX_WIDTH]?wcolour^0x7fff:wcolour; } b += lr.Pitch; } break; case D3DFMT_R5G6B5: width = TEX_WIDTH * 2; wcolour = (colours[i]>>3)&0x1f; wcolour |= (colours[i]>>5)&(0x3f<<5); wcolour |= (colours[i]>>11)&(0x1f<<11); for (y = 0; y < TEX_HEIGHT; y++) { for (x = 0; x < TEX_WIDTH; x++) { *(((unsigned short *)b)+x) = pattern[tex+x+y*TEX_WIDTH]?wcolour^0xffff:wcolour; } b += lr.Pitch; } break; default: assert(0); } hr = texture[i]->UnlockRect(0); } } //--------------------------------------------------------------------------------------- // Shutdown Direct3D //--------------------------------------------------------------------------------------- void shutdown_d3d(void) { int i; for (i = 0; i < 6; i++) if (texture[i]) texture[i]->Release(); if (vertex_buffer) vertex_buffer->Release(); if (d3d_dev) d3d_dev->Release(); if (d3d) d3d->Release(); } //--------------------------------------------------------------------------------------- // Set the Viewport //--------------------------------------------------------------------------------------- void set_view(void) { HRESULT hr; D3DXMATRIX matWorld; D3DXMATRIX matView; D3DXMATRIX matProj; float A,B,C,D,E,F,AD,BD; float zn, zf; memset(&matWorld, 0, sizeof matWorld); matWorld._11 = 1.0f; matWorld._22 = 1.0f; matWorld._33 = 1.0f; matWorld._44 = 1.0f; D3DXMatrixIdentity(&matWorld); hr = d3d_dev->SetTransform(D3DTS_WORLD, &matWorld); A=(float)cos((double)yaw); B=(float)sin((double)yaw); C=(float)cos((double)pitch);D=(float)sin((double)pitch); E=(float)cos((double)roll); F=(float)sin((double)roll); AD=A*D; BD=B*D; memset(&matView, 0, sizeof matView); matView._11 = C*E; matView._12 = -C*F; matView._13 = D; matView._21 = BD*E+A*F; matView._22 = -BD*F+A*E; matView._23 = -B*C ; matView._31 = -AD*E+B*F; matView._32 = AD*F+B*E; matView._33 = A*C; matView._41 = x; matView._42 = y; matView._43 = z; matView._44 = 1.0f; matView._11 *= scale; matView._12 *= scale; matView._13 *= scale; matView._21 *= scale; matView._22 *= scale; matView._23 *= scale; matView._31 *= scale; matView._32 *= scale; matView._33 *= scale; hr = d3d_dev->SetTransform(D3DTS_VIEW, &matView); /* D3DXMatrixPerspectiveLH(&matProj, 1.0f, 0.75f, 1.0f, 32767.0f); 2*zn/w 0 0 0 0 2*zn/h 0 0 0 0 zf/(zf-zn) 1 0 0 zn*zf/(zn-zf) 0 */ zn = 1.0f; zf = 32767.0f; memset(&matProj, 0, sizeof matProj); matProj._11 = 2.0f / 1.0f; matProj._22 = 2.0f / 0.75f; matProj._33 = 1.0f/(zf-zn); matProj._34 = 1.0f; matProj._43 = zn/(zn-zf); /* D3DXMatrixOrthoLH(&matProj, 1.0f, 0.75f, 1.0f, 32767.0f); 2/w 0 0 0 0 2/h 0 0 0 0 1/(zf-zn) 0 0 0 zn/(zn-zf) 1 zn = 1.0f; zf = 32767.0f; memset(&matProj, 0, sizeof matProj); matProj._11 = 2.0f / 1.0f; matProj._22 = 2.0f / 0.75f; matProj._33 = 1.0f/(zf-zn); matProj._34 = 1.0f; matProj._43 = zn/(zn-zf); */ hr = d3d_dev->SetTransform(D3DTS_PROJECTION, &matProj); } //--------------------------------------------------------------------------------------- // Flip between the frontbuffer and backbuffer //--------------------------------------------------------------------------------------- void flip(void) { HRESULT hr; hr = d3d_dev->Present(0,0,0,0); } //--------------------------------------------------------------------------------------- // Draw the d3d scene //--------------------------------------------------------------------------------------- void draw(void) { HRESULT hr; int i; // Clear the scene if (zbuffer_enabled) hr = d3d_dev->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0); else hr = d3d_dev->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); // Begin scene hr = d3d_dev->BeginScene(); set_view(); // Set the vertext format hr = d3d_dev->SetStreamSource(0, vertex_buffer, 0, sizeof(CUSTOMVERTEX)); hr = d3d_dev->SetVertexShader(NULL); hr = d3d_dev->SetFVF(D3DFVF_CUSTOMVERTEX); // Set texture states hr = d3d_dev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); hr = d3d_dev->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); hr = d3d_dev->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); hr = d3d_dev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE); // Render the vertex buffer contents for (i = 0; i < 6; i++) { // Set the texture hr = d3d_dev->SetTexture(0, texture[i]); // Draw one of the faces hr = d3d_dev->DrawPrimitive(D3DPT_TRIANGLEFAN, 4*i, 2); } // End the scene hr = d3d_dev->EndScene(); }