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CodeBlocksPortable/WATCOM/samples/directx/c/d3d/d3d.c

819 lines
24 KiB
C

//---------------------------------------------------------------------------------------
//
// Simple Windows Direct3D Example Code
//
// Jim Shaw 12/3/2004
//
//---------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------
// always include windows.h for windows programs
//---------------------------------------------------------------------------------------
#include <windows.h>
#include <d3d9.h>
#include <d3dx9math.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <assert.h>
//---------------------------------------------------------------------------------------
// Screen dimensions and other 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[]="D3DCWindow";
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 = IDirect3D9_GetDeviceCaps(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dcaps9);
if (windowed)
hr = IDirect3D9_GetAdapterDisplayMode(d3d, D3DADAPTER_DEFAULT, &d3ddm);
else
d3ddm.Format = D3DFMT_X8R8G8B8;
// Work out a depth format
depth_format = D3DFMT_D32;
hr = IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D32);
if (hr != D3D_OK)
{
depth_format = D3DFMT_D16;
hr = IDirect3D9_CheckDeviceFormat(d3d, 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 = IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8);
if (hr != D3D_OK)
{
texture_format = D3DFMT_X8R8G8B8;
hr = IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8);
if (hr != D3D_OK)
{
texture_format = D3DFMT_A1R5G5B5;
hr = IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A1R5G5B5);
if (hr != D3D_OK)
{
texture_format = D3DFMT_R5G6B5;
hr = IDirect3D9_CheckDeviceFormat(d3d, 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 = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, game_window,
D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_MULTITHREADED,
&d3dpp, &d3d_dev);
}
else
{
hr = IDirect3D9_CreateDevice(d3d, 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 = IDirect3DDevice9_GetDeviceCaps(d3d_dev, &caps);
//Set texture address mode to clamp
hr = IDirect3DDevice9_SetSamplerState(d3d_dev, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
hr = IDirect3DDevice9_SetSamplerState(d3d_dev, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
// Set filtering
// Give us the best filtering available
hr = IDirect3DDevice9_SetSamplerState(d3d_dev, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
hr = IDirect3DDevice9_SetSamplerState(d3d_dev, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
if (caps.TextureFilterCaps & D3DPTFILTERCAPS_MINFLINEAR)
hr = IDirect3DDevice9_SetSamplerState(d3d_dev, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
if (caps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFLINEAR)
hr = IDirect3DDevice9_SetSamplerState(d3d_dev, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
if (caps.TextureFilterCaps & D3DPTFILTERCAPS_MINFANISOTROPIC)
hr = IDirect3DDevice9_SetSamplerState(d3d_dev, 0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
if (caps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
hr = IDirect3DDevice9_SetSamplerState(d3d_dev, 0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
// set maximum ambient light
hr = IDirect3DDevice9_SetRenderState(d3d_dev, D3DRS_AMBIENT, RGB(255,255,255));
// Turn on backface culling
hr = IDirect3DDevice9_SetRenderState(d3d_dev, D3DRS_CULLMODE, D3DCULL_CW);
// Turn off D3D lighting
hr = IDirect3DDevice9_SetRenderState(d3d_dev, D3DRS_LIGHTING, FALSE);
if (zbuffered)
{
// Turn on the zbuffer
hr = IDirect3DDevice9_SetRenderState(d3d_dev, D3DRS_ZENABLE, D3DZB_TRUE);
hr = IDirect3DDevice9_SetRenderState(d3d_dev, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
zbuffer_enabled = TRUE;
}
else
{
// Turn off the zbuffer
hr = IDirect3DDevice9_SetRenderState(d3d_dev, D3DRS_ZENABLE, D3DZB_FALSE);
hr = IDirect3DDevice9_SetRenderState(d3d_dev, D3DRS_ZFUNC, D3DCMP_ALWAYS);
zbuffer_enabled = FALSE;
}
// Turn off alpga blending
hr = IDirect3DDevice9_SetRenderState(d3d_dev, 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
static const CUSTOMVERTEX 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;
hr = IDirect3DDevice9_CreateVertexBuffer(d3d_dev, sizeof cube,
D3DUSAGE_DYNAMIC, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &vertex_buffer, NULL);
if (hr != D3D_OK)
return 0;
// Fill the vertex buffer
hr = IDirect3DVertexBuffer9_Lock(vertex_buffer, 0, 0, (void**)&pVertices, D3DLOCK_DISCARD);
if (hr != D3D_OK)
return 0;
memcpy(pVertices, cube, sizeof cube);
hr = IDirect3DVertexBuffer9_Unlock(vertex_buffer);
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 = IDirect3DDevice9_CreateTexture(d3d_dev, TEX_WIDTH, TEX_HEIGHT, 1, D3DUSAGE_DYNAMIC,
texture_format,D3DPOOL_DEFAULT,
&texture[i], NULL);
}
else
{
hr = IDirect3DDevice9_CreateTexture(d3d_dev, 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 = IDirect3DTexture9_GetLevelDesc(texture[i], 0, &ddsd);
hr = IDirect3DTexture9_GetSurfaceLevel(texture[i], 0, &pSurf);
hr = IDirect3DSurface9_GetDesc(pSurf, &ddsd);
hr = IDirect3DSurface9_Release(pSurf);
if (textures_dynamic)
hr = IDirect3DTexture9_LockRect(texture[i], 0, &lr, NULL, D3DLOCK_DISCARD);
else
hr = IDirect3DTexture9_LockRect(texture[i], 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 = IDirect3DTexture9_UnlockRect(texture[i], 0);
}
}
//---------------------------------------------------------------------------------------
// Shutdown Direct3D
//---------------------------------------------------------------------------------------
void shutdown_d3d(void)
{
int i;
for (i = 0; i < 6; i++)
if (texture[i]) IDirect3DTexture9_Release(texture[i]);
if (vertex_buffer) IDirect3DVertexBuffer9_Release(vertex_buffer);
if (d3d_dev) IDirect3DDevice9_Release(d3d_dev);
if (d3d) IDirect3D9_Release(d3d);
}
//---------------------------------------------------------------------------------------
// 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 = IDirect3DDevice9_SetTransform(d3d_dev, 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 = IDirect3DDevice9_SetTransform(d3d_dev, 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 = IDirect3DDevice9_SetTransform(d3d_dev, D3DTS_PROJECTION, &matProj);
}
//---------------------------------------------------------------------------------------
// Flip between the backbuffer and frontbuffer
//---------------------------------------------------------------------------------------
void flip(void)
{
HRESULT hr;
hr = IDirect3DDevice9_Present(d3d_dev, 0,0,0,0);
}
//---------------------------------------------------------------------------------------
// Draw the Direct3D scene
//---------------------------------------------------------------------------------------
void draw(void)
{
HRESULT hr;
int i;
// Clear the scene
if (zbuffer_enabled)
hr = IDirect3DDevice9_Clear(d3d_dev, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0);
else
hr = IDirect3DDevice9_Clear(d3d_dev, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0);
// Begin scene
hr = IDirect3DDevice9_BeginScene(d3d_dev);
set_view();
// Set the vertext format
hr = IDirect3DDevice9_SetStreamSource(d3d_dev, 0, vertex_buffer, 0, sizeof(CUSTOMVERTEX));
hr = IDirect3DDevice9_SetVertexShader(d3d_dev, NULL);
hr = IDirect3DDevice9_SetFVF(d3d_dev, D3DFVF_CUSTOMVERTEX);
// Set texture states
hr = IDirect3DDevice9_SetTextureStageState(d3d_dev, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
hr = IDirect3DDevice9_SetTextureStageState(d3d_dev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
hr = IDirect3DDevice9_SetTextureStageState(d3d_dev, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
hr = IDirect3DDevice9_SetTextureStageState(d3d_dev, 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
// Render the vertex buffer contents
for (i = 0; i < 6; i++)
{
// Set the texture
hr = IDirect3DDevice9_SetTexture(d3d_dev, 0, (IDirect3DBaseTexture9 *)texture[i]);
// Draw one of the faces
hr = IDirect3DDevice9_DrawPrimitive(d3d_dev, D3DPT_TRIANGLEFAN, 4*i, 2);
}
// End the scene
hr = IDirect3DDevice9_EndScene(d3d_dev);
}