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1994-08-23
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679 lines
/**************************************************************************
CUBE.CPP - A spinning cube demo for WinG
**************************************************************************/
/**************************************************************************
(C) Copyright 1994 Microsoft Corp. All rights reserved.
You have a royalty-free right to use, modify, reproduce and
distribute the Sample Files (and/or any modified version) in
any way you find useful, provided that you agree that
Microsoft has no warranty obligations or liability for any
Sample Application Files which are modified.
**************************************************************************/
#include <windows.h>
#include <windowsx.h>
#include <wing.h>
#include "cube.hpp"
#include "dumb3d.hpp"
#include "..\utils\utils.h"
#if defined(WIN32)
#define _export
#endif
/**************************************************************************
Global Variables
**************************************************************************/
static char szAppName[]="Spinning Cube";
//*** Global Windows needs
static HINSTANCE hInstApp;
static BOOL fAppActive;
static HWND hwndApp;
static HPALETTE hpalApp = 0;
static HDC hdcWinG;
static HBITMAP OldBitmap;
static HBITMAP WinGBitmap;
struct
{
BITMAPINFOHEADER Header;
RGBQUAD aColorTable[256];
} HeaderAndPalette =
{
sizeof(BITMAPINFOHEADER),
50, 50,
1, 8,
BI_RGB,
0, 0, 0, 0, 0
};
static int DibWidth, DibHeight;
//*** Cube vertices, normals, shades, and modeling transform
static point_4 CubeVertices[8] =
{
point_4( -10, 10, -10 ),
point_4( -10, 10, 10 ),
point_4( 10, 10, 10 ),
point_4( 10, 10, -10 ),
point_4( 10, -10, -10 ),
point_4( 10, -10, 10 ),
point_4( -10, -10, 10 ),
point_4( -10, -10, -10 )
};
static vector_4 CubeSurfaceNormals[6];
static real CubeSurfaceShades[6];
static matrix_4x4 CubeTransform;
//*** Cube edges - ordered indices into the vertex array
const int CubeFaces[6][4] =
{
0, 1, 2, 3,
2, 1, 6, 5,
3, 2, 5, 4,
0, 3, 4, 7,
1, 0, 7, 6,
4, 5, 6, 7
};
//*** Cube colors - one RGB color per surface
const unsigned char CubeColors[6][3] =
{
240, 20, 20, // Unsaturated Red
20, 240, 20, // Unsaturated Green
20, 20, 240, // Unsaturated Blue
128, 64, 0, // Brown
240, 20, 240, // Unsaturated Magenta
240, 240, 20 // Unsaturated Yellow
};
//*** Lighting
vector_4 LightSourceDirection;
const real AmbientLight = 0.2;
//*** Viewing and perspective
static matrix_4x4 ViewPerspective;
static point_4 Viewpoint(60, 60, 60);
static vector_4 Up(0, 1, 0);
static point_4 Origin;
//*** Interaction
static real XMove,YMove;
static short gSpinFlag = 1;
//*** Dithering
static int DitherType = 0;
static int Monochrome = 0;
/**************************************************************************
Internal function declarations
**************************************************************************/
LONG FAR PASCAL _export AppWndProc(HWND hwnd,UINT msg,WPARAM wParam,LPARAM lParam);
void AppExit(void);
BOOL AppIdle(void);
void AppPaint(HWND hwnd, HDC hdc);
void TransformCube(matrix_4x4 const &Transform);
void ProjectAndDrawCube(HDC hdc, int XOffset, int YOffset);
/**************************************************************************
AppAbout
Description:
This function handles messages belonging to the "About" dialog box.
The only message that it looks for is WM_COMMAND, indicating the user
has pressed the "OK" button.
**************************************************************************/
BOOL FAR PASCAL _export AppAbout(HWND hwnd,UINT msg,WPARAM wParam,LPARAM lParam)
{
switch (msg)
{
case WM_COMMAND:
if (LOWORD(wParam) == IDOK)
EndDialog(hwnd, TRUE);
break;
case WM_INITDIALOG:
return TRUE;
}
return FALSE;
}
/**************************************************************************
AppInit
Description:
This is called when the application is first loaded. It initializes
all variables, registers the window class, and creates the main app
window.
**************************************************************************/
BOOL AppInit(HINSTANCE hInst,HINSTANCE hPrev,int sw,LPSTR szCmdLine)
{
WNDCLASS cls;
/* Save instance handle for DialogBoxes */
hInstApp = hInst;
// Clear the System Palette so that WinG blting runs at full speed.
ClearSystemPalette();
if (!hPrev)
{
//*** Register a class for the main application window
cls.hCursor = LoadCursor(0,IDC_ARROW);
//*** Just for fun, we'll draw our own spinning cube icon.
cls.hIcon = 0;
cls.lpszMenuName = "AppMenu";
cls.lpszClassName = szAppName;
cls.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
cls.hInstance = hInst;
cls.style = CS_BYTEALIGNCLIENT | CS_VREDRAW | CS_HREDRAW;
cls.lpfnWndProc = (WNDPROC)AppWndProc;
cls.cbClsExtra = 0;
cls.cbWndExtra = 0;
if (!RegisterClass(&cls))
return FALSE;
}
//*** Set and normalize the light source
LightSourceDirection = vector_4(50, 30, -15);
LightSourceDirection.Normalize();
//*** Distance to view plane:
ViewPerspective.SetElement(3, 2, 1/300.0);
ViewPerspective.SetElement(3, 3, 0);
//*** Viewport scaling - some arbitrary number like 3.5 will do
ViewPerspective.SetElement(0, 0, 3.5);
ViewPerspective.SetElement(1, 1, 3.5);
//*** Calculate the initial normals and shades
TransformCube(CubeTransform);
//*** Then generate an interesting rotation for the spin
CubeTransform.ConcatenateYRotation(6.0);
CubeTransform.ConcatenateXRotation(3.5);
CubeTransform.ConcatenateZRotation(2.0);
hwndApp = CreateWindow (szAppName, // Class name
szAppName, // Caption
WS_OVERLAPPED |
WS_CAPTION |
WS_SYSMENU |
WS_MINIMIZEBOX, // Style bits
CW_USEDEFAULT, 0, // Position
350,350, // Size
0, // Parent window (no parent)
0, // use class menu
hInst, // handle to window instance
0 // no params to pass on
);
hdcWinG = WinGCreateDC();
ShowWindow(hwndApp,sw);
//*** Check the default dither selection
HMENU hMenu = GetMenu(hwndApp);
CheckMenuItem(hMenu, MENU_DISPERSED8x8, MF_CHECKED);
CheckMenuItem(hMenu, MENU_SPIN, MF_CHECKED);
return TRUE;
}
/**************************************************************************
WinMain
Description:
The main procedure for the App. After initializing, it just goes
into a message-processing loop until it gets a WM_QUIT message.
**************************************************************************/
int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw)
{
MSG msg;
//*** Call initialization procedure
if (!AppInit(hInst,hPrev,sw,szCmdLine))
return FALSE;
//*** Polling messages from event queue until quit
for (;;)
{
if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
if (AppIdle())
WaitMessage();
}
}
return msg.wParam;
}
/**************************************************************************
AppIdle
Description:
**************************************************************************/
BOOL AppIdle()
{
//*** Spin while the app is active, lbutton is up, and spinning is on.
//*** Spin while the app is iconized.
if ( (gSpinFlag && fAppActive && GetKeyState(VK_LBUTTON) >= 0)
|| IsIconic(hwndApp))
{
//*** If the app is active, spin the cube and redraw
TransformCube(CubeTransform);
HDC hdc = GetDC(hwndApp);
if (hpalApp)
{
SelectPalette(hdc, hpalApp, FALSE);
RealizePalette(hdc);
}
AppPaint(hwndApp, hdc);
ReleaseDC(hwndApp, hdc);
return FALSE;
}
else
{
//*** Don't do anything when not the active app
return TRUE;
}
}
/**************************************************************************
AppPaint
Description:
The paint function. Draws the centered cube in the offscreen DIBDC,
then copies it to the screen using WinGBitBlt or WinGStretchBlt.
**************************************************************************/
void AppPaint(HWND hwnd, HDC hdc)
{
//*** Clear the DIBDC buffer to white
PatBlt(hdcWinG, 0, 0, DibWidth, DibHeight, WHITENESS);
//*** Move the viewpoint according to the mouse movement
//*** Rotate it around the Y and X axes
if(YMove || XMove)
{
matrix_4x4 Movement;
Movement.ConcatenateYRotation(-YMove);
Movement.ConcatenateXRotation(XMove);
XMove = YMove = 0;
TransformCube(Movement);
}
//*** and GO!
ProjectAndDrawCube(hdcWinG, DibWidth/2, DibHeight/2);
RECT rc;
GetClientRect(hwndApp, &rc);
//*** Flip the buffers using WinGBitBlt or WinGStretchBlt
if (IsIconic(hwndApp))
{
WinGStretchBlt(hdc,0,0,rc.right,rc.bottom,hdcWinG,0,0,
DibWidth,DibHeight);
}
else
WinGBitBlt(hdc,0,0,rc.right,rc.bottom,hdcWinG,0,0);
}
/**************************************************************************
AppWndProc
Description:
Main window proc. Standard Windows fare.
**************************************************************************/
LONG FAR PASCAL _export AppWndProc(HWND hwnd,UINT msg,WPARAM wParam,LPARAM lParam)
{
PAINTSTRUCT ps;
HDC hdc;
BOOL f;
HMENU hMenu;
static int LastX, LastY;
switch (msg)
{
case WM_CREATE:
{
//*** Use the halftone palette to make things pretty
hpalApp = WinGCreateHalftonePalette();
GetPaletteEntries(hpalApp,0,256,
(PALETTEENTRY far *)HeaderAndPalette.aColorTable);
for(int Counter = 0;Counter < 256;Counter++)
{
// PALETTEENTRYs and RGBQUADs are backwards
BYTE Temp = HeaderAndPalette.aColorTable[Counter].rgbBlue;
HeaderAndPalette.aColorTable[Counter].rgbBlue =
HeaderAndPalette.aColorTable[Counter].rgbRed;
HeaderAndPalette.aColorTable[Counter].rgbRed = Temp;
}
break;
}
case WM_ACTIVATEAPP:
//*** Keep track of whether or not the app is in the foreground
fAppActive = (BOOL)wParam;
break;
case WM_COMMAND:
switch(wParam)
{
case MENU_ABOUT:
DialogBox(hInstApp, "AppAbout", hwnd, (DLGPROC)AppAbout);
break;
case MENU_EXIT:
PostMessage(hwnd, WM_CLOSE, 0, 0L);
break;
case MENU_SPIN:
//*** Toggle the spin flag and the check mark
hMenu = GetMenu(hwnd);
if (gSpinFlag)
{
gSpinFlag = 0;
CheckMenuItem(hMenu, MENU_SPIN, MF_UNCHECKED);
}
else
{
gSpinFlag = 1;
CheckMenuItem(hMenu, MENU_SPIN, MF_CHECKED);
}
break;
case MENU_DISPERSED8x8:
case MENU_DISPERSED4x4:
case MENU_CLUSTERED4x4:
case MENU_UNDITHERED:
hMenu = GetMenu(hwnd);
//*** Uncheck the current selection
CheckMenuItem(hMenu, MENU_DISPERSED8x8 + DitherType,
MF_UNCHECKED);
//*** Get the new selection and check it
DitherType = wParam - MENU_DISPERSED8x8;
CheckMenuItem(hMenu, wParam, MF_CHECKED);
//*** Redraw
InvalidateRect(hwnd, 0, FALSE);
UpdateWindow(hwnd);
break;
case MENU_MONOCHROME:
hMenu = GetMenu(hwnd);
Monochrome = (Monochrome == 1) ? 0 : 1;
CheckMenuItem(hMenu, wParam,
(Monochrome == 1) ? MF_CHECKED : MF_UNCHECKED);
//*** Redraw
InvalidateRect(hwnd, 0, FALSE);
UpdateWindow(hwnd);
break;
}
return 0L;
case WM_DESTROY:
//*** Clean up before leaving
if (hpalApp)
DeleteObject(hpalApp);
if (hdcWinG)
{
SelectObject(hdcWinG,OldBitmap);
DeleteObject(WinGBitmap);
DeleteDC(hdcWinG);
}
PostQuitMessage(0);
break;
case WM_LBUTTONDOWN:
//*** Get the start location for mouse rotations
LastX = LOWORD(lParam);
LastY = HIWORD(lParam);
break;
case WM_MOUSEMOVE:
//*** While the mouse button is down, keep track of movement
//*** to update the eye position on AppPaint.
if(GetKeyState(VK_LBUTTON) < 0)
{
int X = LOWORD(lParam);
int Y = HIWORD(lParam);
YMove = X - LastX;
XMove = Y - LastY;
LastX = X;
LastY = Y;
InvalidateRect(hwnd, 0, FALSE);
UpdateWindow(hwnd);
}
break;
case WM_PALETTECHANGED:
if ((HWND)wParam == hwnd)
break;
//*** Else fall through to WM_QUERYNEWPALETTE
case WM_QUERYNEWPALETTE:
hdc = GetDC(hwnd);
if (hpalApp)
SelectPalette(hdc, hpalApp, FALSE);
f = RealizePalette(hdc);
ReleaseDC(hwnd,hdc);
if (f)
InvalidateRect(hwnd, 0, FALSE);
return f;
case WM_PAINT:
hdc = BeginPaint(hwnd,&ps);
if (hpalApp)
{
SelectPalette(hdc, hpalApp, FALSE);
RealizePalette(hdc);
}
AppPaint (hwnd, hdc);
EndPaint(hwnd,&ps);
return 0L;
case WM_SIZE:
if (wParam != SIZE_MINIMIZED)
{
//*** Create a WinGBitmap for the buffer that fills the client area
if (WinGBitmap)
{
SelectObject(hdcWinG,OldBitmap);
DeleteObject(WinGBitmap);
}
RECT rect;
GetClientRect(hwnd, &rect);
//*** Set up the Header for the WinGBitmap
WinGRecommendDIBFormat((BITMAPINFO FAR *)&HeaderAndPalette);
HeaderAndPalette.Header.biWidth = rect.right;
HeaderAndPalette.Header.biHeight *= rect.bottom;
WinGBitmap = WinGCreateBitmap(hdcWinG,
(BITMAPINFO far *)&HeaderAndPalette,0);
OldBitmap = SelectBitmap(hdcWinG,WinGBitmap);
DibWidth = rect.right;
DibHeight = rect.bottom;
}
//*** Select a null pen so the polygons aren't outlined
if (hdcWinG)
SelectPen(hdcWinG, GetStockObject(NULL_PEN));
break;
}
return DefWindowProc(hwnd,msg,wParam,lParam);
}
/**************************************************************************
TransformCube
Description:
Transforms the cube vertices by the current rotation matrix.
Recalculates normals and flat shade values for the
directional light source.
**************************************************************************/
void TransformCube(matrix_4x4 const &Transform)
{
int i;
//*** Transform the cube by the matrix
for (i = 0; i < 8; ++i)
CubeVertices[i] = Transform * CubeVertices[i];
//*** Recalculate normals and shades
for (i = 0; i < 6; ++i)
{
//*** Normals are perpendicular to two edges of the cube
vector_4 Edge1, Edge2;
Edge1 = CubeVertices[CubeFaces[i][1]] - CubeVertices[CubeFaces[i][0]];
Edge2 = CubeVertices[CubeFaces[i][3]] - CubeVertices[CubeFaces[i][0]];
CubeSurfaceNormals[i] = CrossProduct(Edge1, Edge2);
CubeSurfaceNormals[i].Normalize();
//*** Cosine shading based on the surface normal, clamped to [0, 1]
real Shade = DotProduct(CubeSurfaceNormals[i], LightSourceDirection);
Shade = Shade + AmbientLight;
if (Shade < 0) Shade = 0;
else if (Shade > 1.0) Shade = 1.0;
CubeSurfaceShades[i] = Shade;
}
}
/**************************************************************************
ProjectAndDrawCube
Description:
Projects the cube vertices for the current viewpoint then culls
in screen space and draws into the DC. In this case, the DC is a DIBDC.
**************************************************************************/
void ProjectAndDrawCube(HDC hdc, int XOffset, int YOffset)
{
//*** Create a viewing transform for the current eye position
vector_4 ViewDirection = Origin - Viewpoint;
ViewDirection.Normalize();
view_transform View(Viewpoint, ViewDirection, Up);
//*** Transform and project the vertices into screen space
int i;
POINT aScreenVertices[8];
for (i = 0; i < 8; ++i)
{
point_4 Temp = View * CubeVertices[i];
Temp = ViewPerspective * Temp;
Temp.Homogenize();
aScreenVertices[i].x = (int)Temp.GetX() + XOffset;
aScreenVertices[i].y = (int)Temp.GetY() + YOffset;
}
for (i = 0; i < 6; ++i)
{
//*** Standard culling operation based on the z value of the
//*** cross product of the edges: are the vertices oriented in the
//*** counterclockwise or clockwise direction?
real v1 = aScreenVertices[ CubeFaces[i][2] ].x -
aScreenVertices[ CubeFaces[i][1] ].x;
real w1 = aScreenVertices[ CubeFaces[i][0] ].x -
aScreenVertices[ CubeFaces[i][1] ].x;
real v2 = aScreenVertices[ CubeFaces[i][2] ].y -
aScreenVertices[ CubeFaces[i][1] ].y;
real w2 = aScreenVertices[ CubeFaces[i][0] ].y -
aScreenVertices[ CubeFaces[i][1] ].y;
if ((v1*w2 - v2*w1) <= 0)
continue;
//*** Create a brush for the shaded face color using the selected dither
HBRUSH hbr;
static WING_DITHER_TYPE DitherTypeList[3] =
{ WING_DISPERSED_8x8, WING_DISPERSED_4x4, WING_CLUSTERED_4x4 };
//*** Get the shading colors
int Red, Green, Blue;
if (Monochrome)
{
Red = Green = Blue = real(240) * CubeSurfaceShades[i];
}
else
{
Red = (real)CubeColors[i][0] * CubeSurfaceShades[i];
Green = (real)CubeColors[i][1] * CubeSurfaceShades[i];
Blue = (real)CubeColors[i][2] * CubeSurfaceShades[i];
}
//*** Create the dithered or PALETTERGB brush
COLORREF cr;
if (DitherType > 2)
{
cr = PALETTERGB(Red, Green, Blue);
hbr = WinGCreateHalftoneBrush(hdcWinG,cr,WING_DISPERSED_4x4);
}
else
{
cr = RGB(Red, Green, Blue);
hbr = WinGCreateHalftoneBrush(hdcWinG,cr,DitherTypeList[DitherType]);
}
//*** Collect the correct points in an array
POINT aQuadVertices[4];
for (int j = 0; j < 4; ++j)
aQuadVertices[j] = aScreenVertices[ CubeFaces[i][j] ];
//*** Use GDI to draw the face
hbr = SelectBrush(hdc, hbr);
Polygon(hdc, aQuadVertices, 4);
hbr = SelectBrush(hdc, hbr);
DeleteObject(hbr);
}
}