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d3dex1.c
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1997-07-14
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/***********************************************************************
*
* File : d3dex1.c
*
* Abstract : A very simple Direct3D example which simply draws a
* single, rotating, Gouraud shaded triangle in a fixed
* size window.
*
* For code clarity a number of issues have not been
* addressed in this sample. For example, full screen
* operation, resizing the window, texture mapping are
* not included. Furthermore, certain optimizations have
* not been included where they would obfuscate the code.
* Every attempt has been made to highlight these areas
* will extensive comments.
*
* Author : Colin D. C. McCartney
*
* Date : 09/04/96
*
* Version : V1.0
*
* To do:
* - Handle DDERR_WRONGMODE
*
* Copyright (C) 1995-1997 Microsoft Corporation. All Rights Reserved.
***********************************************************************/
/***********************************************************************
*
* Include files
*
***********************************************************************/
#define INITGUID
#include <windows.h>
#include <math.h>
#include <assert.h>
#include <ddraw.h>
#include <d3d.h>
#include "nowarn.h"
#include "resource.h"
#ifdef DEBUG
// Make it possible to get reasonable symbols for poor debuggers
#define static
#endif
/***********************************************************************
*
* Constants
*
***********************************************************************/
/*
* Class name for this application's window class.
*/
#define WINDOW_CLASSNAME "D3DSample1Class"
/*
* Title for the application's window.
*/
#define WINDOW_TITLE "D3D Sample 1"
/*
* String to be displayed when the application is paused.
*/
#define PAUSED_STRING "Paused"
/*
* Half height of the view window.
*/
#define HALF_HEIGHT D3DVAL(0.5)
/*
* Front and back clipping planes.
*/
#define FRONT_CLIP D3DVAL(1.0)
#define BACK_CLIP D3DVAL(1000.0)
/*
* Fixed window size.
*/
#define WINDOW_WIDTH 320
#define WINDOW_HEIGHT 200
/*
* Maximum length of the chosen device name and description of the
* chosen Direct3D device.
*/
#define MAX_DEVICE_NAME 256
#define MAX_DEVICE_DESC 256
/*
* Amount to rotate per frame.
*/
#define M_PI 3.14159265359
#define M_2PI 6.28318530718
#define ROTATE_ANGLE_DELTA (M_2PI / 300.0)
/*
* Execute buffer contents
*/
#define NUM_VERTICES 3UL
#define NUM_INSTRUCTIONS 6UL
#define NUM_STATES 8UL
#define NUM_PROCESSVERTICES 1UL
#define NUM_TRIANGLES 1UL
/***********************************************************************
*
* Macro funtions.
*
***********************************************************************/
/*
* Extract the error code from an HRESULT
*/
#define CODEFROMHRESULT(hRes) ((hRes) & 0x0000FFFFUL)
/***********************************************************************
*
* Global store
*
***********************************************************************/
/*
* Application instance handle (set in WinMain).
*/
static HINSTANCE hAppInstance = NULL;
/*
* Running in debug mode?
*/
static BOOL fDebug = FALSE;
/*
* Is the app. active?
*/
static BOOL fActive = TRUE;
/*
* Has the app. been suspended?
*/
static BOOL fSuspended = FALSE;
/*
* DirectDraw interfaces
*/
static LPDIRECTDRAW lpdd = NULL;
static LPDIRECTDRAWSURFACE lpddPrimary = NULL;
static LPDIRECTDRAWSURFACE lpddDevice = NULL;
static LPDIRECTDRAWSURFACE lpddZBuffer = NULL;
static LPDIRECTDRAWPALETTE lpddPalette = NULL;
/*
* Direct3D interfaces
*/
static LPDIRECT3D lpd3d = NULL;
static LPDIRECT3DDEVICE lpd3dDevice = NULL;
static LPDIRECT3DMATERIAL lpd3dMaterial = NULL;
static LPDIRECT3DMATERIAL lpd3dBackgroundMaterial = NULL;
static LPDIRECT3DVIEWPORT lpd3dViewport = NULL;
static LPDIRECT3DLIGHT lpd3dLight = NULL;
static LPDIRECT3DEXECUTEBUFFER lpd3dExecuteBuffer = NULL;
/*
* Direct3D handles
*/
static D3DMATRIXHANDLE hd3dWorldMatrix = 0UL;
static D3DMATRIXHANDLE hd3dViewMatrix = 0UL;
static D3DMATRIXHANDLE hd3dProjMatrix = 0UL;
static D3DMATERIALHANDLE hd3dSurfaceMaterial = 0UL;
static D3DMATERIALHANDLE hd3dBackgroundMaterial = 0UL;
/*
* Globals used for selecting the Direct3D device. They are
* globals as it makes it easy for the enumeration callback
* to read and write from them.
*/
static BOOL fDeviceFound = FALSE;
static DWORD dwDeviceBitDepth = 0UL;
static GUID guidDevice;
static char szDeviceName[MAX_DEVICE_NAME];
static char szDeviceDesc[MAX_DEVICE_DESC];
static D3DDEVICEDESC d3dHWDeviceDesc;
static D3DDEVICEDESC d3dSWDeviceDesc;
/*
* The screen coordinates of the client area of the window. This
* rectangle defines the destination into which we blit to update
* the client area of the window with the results of the 3D rendering.
*/
static RECT rDstRect;
/*
* This rectangle defines the portion of the rendering target surface
* into which we render. The top left coordinates of this rectangle
* are always zero and the right and bottom give the size of the
* viewport.
*/
static RECT rSrcRect;
/*
* Angle of rotation of the world matrix.
*/
static double dAngleOfRotation = 0.0;
/*
* Predefined transformations.
*/
static D3DMATRIX d3dWorldMatrix =
{
D3DVAL( 1.0), D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL( 0.0),
D3DVAL( 0.0), D3DVAL( 1.0), D3DVAL( 0.0), D3DVAL( 0.0),
D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL( 1.0), D3DVAL( 0.0),
D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL( 1.0)
};
static D3DMATRIX d3dViewMatrix =
{
D3DVAL( 1.0), D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL( 0.0),
D3DVAL( 0.0), D3DVAL( 1.0), D3DVAL( 0.0), D3DVAL( 0.0),
D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL( 1.0), D3DVAL( 0.0),
D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL( 5.0), D3DVAL( 1.0)
};
static D3DMATRIX d3dProjMatrix =
{
D3DVAL( 2.0), D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL( 0.0),
D3DVAL( 0.0), D3DVAL( 2.0), D3DVAL( 0.0), D3DVAL( 0.0),
D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL( 1.0), D3DVAL( 1.0),
D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL(-1.0), D3DVAL( 0.0)
};
/***********************************************************************
*
* Function prototypes
*
***********************************************************************/
static void ReportError(HWND hwnd, int nMessage, HRESULT hRes);
static void FatalError(HWND hwnd, int nMessage, HRESULT hRes);
static DWORD BitDepthToFlags(DWORD dwBitDepth);
static DWORD FlagsToBitDepth(DWORD dwFlags);
static void SetPerspectiveProjection(LPD3DMATRIX lpd3dMatrix,
double dHalfHeight,
double dFrontClipping,
double dBackClipping);
static void SetRotationAboutY(LPD3DMATRIX lpd3dMatrix,
double dAngleOfRotation);
static HRESULT CreateDirect3D(HWND hwnd);
static HRESULT ReleaseDirect3D(void);
static HRESULT CreatePrimary(HWND hwnd);
static HRESULT RestorePrimary(void);
static HRESULT ReleasePrimary(void);
static HRESULT WINAPI EnumDeviceCallback(LPGUID lpGUID,
LPSTR lpszDeviceDesc,
LPSTR lpszDeviceName,
LPD3DDEVICEDESC lpd3dHWDeviceDesc,
LPD3DDEVICEDESC lpd3dSWDeviceDesc,
LPVOID lpUserArg);
static HRESULT ChooseDevice(void);
static HRESULT CreateDevice(DWORD dwWidth, DWORD dwHeight);
static HRESULT RestoreDevice(void);
static HRESULT ReleaseDevice(void);
static LRESULT RestoreSurfaces(void);
static HRESULT FillExecuteBuffer(void);
static HRESULT CreateScene(void);
static HRESULT ReleaseScene(void);
static HRESULT AnimateScene(void);
static HRESULT UpdateViewport(void);
static HRESULT RenderScene(void);
static HRESULT DoFrame(HWND hwnd);
static void PaintSuspended(HWND hwnd, HDC hdc);
static LRESULT OnMove(HWND hwnd, int x, int y);
static LRESULT OnSize(HWND hwnd, int w, int h);
static LRESULT OnPaint(HWND hwnd, HDC hdc, LPPAINTSTRUCT lpps);
static LRESULT OnIdle(HWND hwnd);
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg,
WPARAM wParam, LPARAM lParam);
int PASCAL WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpszCommandLine, int cmdShow);
/***********************************************************************
*
* Macro functions
*
***********************************************************************/
/***********************************************************************/
#ifdef _DEBUG
#define ASSERT(x) assert(x)
#else
#define ASSERT(x)
#endif
/***********************************************************************/
/*
* Used to keep the compiler happy about any unused parameters.
*/
#define USE_PARAM(x) (x) = (x)
/***********************************************************************/
/***********************************************************************
*
* Functions
*
***********************************************************************/
/***********************************************************************/
/*
* Report the given error by display a message box.
*/
static void
ReportError(HWND hwnd, int nMessage, HRESULT hRes)
{
HDC hdc;
char szBuffer[256];
char szMessage[128];
char szError[128];
int nStrID;
/*
* Turn the animation loop off.
*/
fSuspended = TRUE;
/*
* Get the high level error message.
*/
LoadString(hAppInstance, nMessage, szMessage, sizeof(szMessage));
/*
* We issue sensible error messages for common run time errors. For
* errors which are internal or coding errors we simply issue an
* error number (they should never occur).
*/
switch (hRes)
{
case DDERR_EXCEPTION: nStrID = IDS_ERR_EXCEPTION; break;
case DDERR_GENERIC: nStrID = IDS_ERR_GENERIC; break;
case DDERR_OUTOFMEMORY: nStrID = IDS_ERR_OUTOFMEMORY; break;
case DDERR_OUTOFVIDEOMEMORY: nStrID = IDS_ERR_OUTOFVIDEOMEMORY; break;
case DDERR_SURFACEBUSY: nStrID = IDS_ERR_SURFACEBUSY; break;
case DDERR_SURFACELOST: nStrID = IDS_ERR_SURFACELOST; break;
case DDERR_WRONGMODE: nStrID = IDS_ERR_WRONGMODE; break;
default: nStrID = IDS_ERR_INTERNALERROR; break;
}
LoadString(hAppInstance, nStrID, szError, sizeof(szError));
/*
* Show the "paused" display.
*/
hdc = GetDC(hwnd);
PaintSuspended(hwnd, hdc);
ReleaseDC(hwnd, hdc);
/*
* Convert the error code into a string (not very informative but
* it keeps the code simple).
*/
wsprintf(szBuffer, "%s\n%s (Error #%d)", szMessage, szError, CODEFROMHRESULT(hRes));
MessageBox(hwnd, szBuffer, WINDOW_TITLE, MB_OK | MB_APPLMODAL);
fSuspended = FALSE;
}
/***********************************************************************/
/*
* Handle a fatal error. Displays the error message via a message box
* and then destroys the window.
*/
static void
FatalError(HWND hwnd, int nMessage, HRESULT hRes)
{
/*
* Report the error.
*/
ReportError(hwnd, nMessage, hRes);
fSuspended = TRUE;
/*
* And shut down.
*
* NOTE: We don't attempt to clean up. That will be done
* when WM_DESTROY happens.
*/
DestroyWindow(hwnd);
}
/***********************************************************************/
/*
* Converts a bit depth into the appropriate DirectDraw bit depth flag.
*/
static DWORD
BitDepthToFlags(DWORD dwBitDepth)
{
switch (dwBitDepth)
{
case 1UL: return DDBD_1;
case 2UL: return DDBD_2;
case 4UL: return DDBD_4;
case 8UL: return DDBD_8;
case 16UL: return DDBD_16;
case 24UL: return DDBD_24;
case 32UL: return DDBD_32;
default: return 0UL; /* Oh, please... */
}
}
/***********************************************************************/
/*
* Convert bit depth flags to an acutal bit count. Selects the smallest
* bit count in the mask if more than one flag is present.
*/
static DWORD
FlagsToBitDepth(DWORD dwFlags)
{
if (dwFlags & DDBD_1)
return 1UL;
else if (dwFlags & DDBD_2)
return 2UL;
else if (dwFlags & DDBD_4)
return 4UL;
else if (dwFlags & DDBD_8)
return 8UL;
else if (dwFlags & DDBD_16)
return 16UL;
else if (dwFlags & DDBD_24)
return 24UL;
else if (dwFlags & DDBD_32)
return 32UL;
else
return 0UL; /* Oh, please... */
}
/***********************************************************************/
/*
* Set the given matrix to a perspective transform for the given half
* height and front and back clipping planes.
*/
static void
SetPerspectiveProjection(LPD3DMATRIX lpd3dMatrix,
double dHalfHeight,
double dFrontClipping,
double dBackClipping)
{
double dTmp1;
double dTmp2;
ASSERT(NULL != lpd3dMatrix);
dTmp1 = dHalfHeight / dFrontClipping;
dTmp2 = dBackClipping / (dBackClipping - dFrontClipping);
lpd3dMatrix->_11 = D3DVAL(2.0);
lpd3dMatrix->_12 = D3DVAL(0.0);
lpd3dMatrix->_13 = D3DVAL(0.0);
lpd3dMatrix->_14 = D3DVAL(0.0);
lpd3dMatrix->_21 = D3DVAL(0.0);
lpd3dMatrix->_22 = D3DVAL(2.0);
lpd3dMatrix->_23 = D3DVAL(0.0);
lpd3dMatrix->_24 = D3DVAL(0.0);
lpd3dMatrix->_31 = D3DVAL(0.0);
lpd3dMatrix->_32 = D3DVAL(0.0);
lpd3dMatrix->_33 = D3DVAL(dTmp1 * dTmp2);
lpd3dMatrix->_34 = D3DVAL(dTmp1);
lpd3dMatrix->_41 = D3DVAL(0.0);
lpd3dMatrix->_42 = D3DVAL(0.0);
lpd3dMatrix->_43 = D3DVAL(-dHalfHeight * dTmp2);
lpd3dMatrix->_44 = D3DVAL(0.0);
}
/***********************************************************************/
/*
* Set the given matrix to a rotation about Y transform of the given
* number of radians.
*/
static void
SetRotationAboutY(LPD3DMATRIX lpd3dMatrix, double dAngleOfRotation)
{
D3DVALUE dvCos;
D3DVALUE dvSin;
ASSERT(NULL != lpd3dMatrix);
dvCos = D3DVAL(cos(dAngleOfRotation));
dvSin = D3DVAL(sin(dAngleOfRotation));
lpd3dMatrix->_11 = dvCos;
lpd3dMatrix->_12 = D3DVAL(0.0);
lpd3dMatrix->_13 = -dvSin;
lpd3dMatrix->_14 = D3DVAL(0.0);
lpd3dMatrix->_21 = D3DVAL(0.0);
lpd3dMatrix->_22 = D3DVAL(1.0);
lpd3dMatrix->_23 = D3DVAL(0.0);
lpd3dMatrix->_24 = D3DVAL(0.0);
lpd3dMatrix->_31 = dvSin;
lpd3dMatrix->_32 = D3DVAL(0.0);
lpd3dMatrix->_33 = dvCos;
lpd3dMatrix->_34 = D3DVAL(0.0);
lpd3dMatrix->_41 = D3DVAL(0.0);
lpd3dMatrix->_42 = D3DVAL(0.0);
lpd3dMatrix->_43 = D3DVAL(0.0);
lpd3dMatrix->_44 = D3DVAL(1.0);
}
/***********************************************************************/
/*
* Create the DirectDraw/3D driver object and get DirectDraw and Direct3D
* interfaces for communicating with that object.
*/
static HRESULT
CreateDirect3D(HWND hwnd)
{
HRESULT hRes;
ASSERT(NULL == lpdd);
ASSERT(NULL == lpd3d);
/*
* Create the DirectDraw/3D driver object and get the DirectDraw
* interface to that object.
*/
hRes = DirectDrawCreate(NULL, &lpdd, NULL);
if (FAILED(hRes))
return hRes;
/*
* As we are running in a window set the cooperative level to
* normal. Also, to ensure that the palette is realized correctly
* we need to pass the hwnd of the main window.
*/
hRes = lpdd->lpVtbl->SetCooperativeLevel(lpdd, hwnd, DDSCL_NORMAL);
if (FAILED(hRes))
return hRes;
/*
* Get the Direct3D interface to the DirectDraw/3D driver object.
*/
hRes = lpdd->lpVtbl->QueryInterface(lpdd, &IID_IDirect3D, &lpd3d);
if (FAILED(hRes))
return hRes;
return DD_OK;
}
/***********************************************************************/
/*
* Release the DirectDraw/3D driver object.
*/
static HRESULT
ReleaseDirect3D(void)
{
if (NULL != lpd3d)
{
lpd3d->lpVtbl->Release(lpd3d);
lpd3d = NULL;
}
if (NULL != lpdd)
{
lpdd->lpVtbl->Release(lpdd);
lpdd = NULL;
}
return DD_OK;
}
/***********************************************************************/
/*
* Create the primary surface (representing the desktop) and create and
* attach a clipper and, if necessary, a palette.
*/
static HRESULT
CreatePrimary(HWND hwnd)
{
HRESULT hRes;
DDSURFACEDESC ddsd;
LPDIRECTDRAWCLIPPER lpddClipper;
HDC hdc;
int i;
PALETTEENTRY peColorTable[256];
ASSERT(NULL != hwnd);
ASSERT(NULL != lpdd);
ASSERT(NULL == lpddPrimary);
ASSERT(NULL == lpddPalette);
/*
* Create the primary surface.
*/
ZeroMemory(&ddsd, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
hRes = lpdd->lpVtbl->CreateSurface(lpdd, &ddsd, &lpddPrimary, NULL);
if (FAILED(hRes))
return hRes;
/*
* Create the clipper. We bind the application's window to the
* clipper and attach it to the primary. This ensures then when we
* blit from the rendering surface to the primary we don't write
* outside the visible region of the window.
*/
hRes = DirectDrawCreateClipper(0UL, &lpddClipper, NULL);
if (FAILED(hRes))
return hRes;
hRes = lpddClipper->lpVtbl->SetHWnd(lpddClipper, 0UL, hwnd);
if (FAILED(hRes))
{
lpddClipper->lpVtbl->Release(lpddClipper);
return hRes;
}
hRes = lpddPrimary->lpVtbl->SetClipper(lpddPrimary, lpddClipper);
if (FAILED(hRes))
{
lpddClipper->lpVtbl->Release(lpddClipper);
return hRes;
}
/*
* We release the clipper interface after attaching it to the surface
* as we don't need to use it again. The surface holds a reference to
* the clipper when its been attached. The clipper will therefore be
* released when the surface is released.
*/
lpddClipper->lpVtbl->Release(lpddClipper);
/*
* If the primary is palettized then so will the device (the device
* surface must have the same pixel format as the current primary if
* we want to double buffer with DirectDraw). Hence, if the primary
* is palettized we need to create a palette and attach it to the
* primary (and to the device surface when we create it).
*/
ZeroMemory(&ddsd, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
hRes = lpddPrimary->lpVtbl->GetSurfaceDesc(lpddPrimary, &ddsd);
if (FAILED(hRes))
return hRes;
if (ddsd.ddpfPixelFormat.dwFlags & DDPF_PALETTEINDEXED8)
{
/*
* Initializing the palette correctly is essential. We are
* running in a window so we need to be a good windows app
* and not mess with the top ten and bottom ten static
* colors. Therefore, we copy them from the system palette
* and mark them as read only (D3DPAL_READONLY). The middle
* 236 entries are free for use by Direct3D so we mark them
* free (D3DPAL_FREE).
*
* NOTE: In order that the palette entries are correctly
* allocated it is essential that the free entries are
* also marked reserved to GDI (PC_RESERVED).
*
* NOTE: We don't need to specify the palette caps flag
* DDPCAPS_INITIALIZE. This flag is obsolete. CreatePalette
* must be given a valid palette entry array and always
* initializes from it.
*/
hdc = GetDC(NULL);
GetSystemPaletteEntries(hdc, 0, 256, peColorTable);
ReleaseDC(NULL, hdc);
for (i = 0; i < 10; i++)
peColorTable[i].peFlags = D3DPAL_READONLY;
for (i = 10; i < 246; i++)
peColorTable[i].peFlags = D3DPAL_FREE | PC_RESERVED;
for (i = 246; i < 256; i++)
peColorTable[i].peFlags = D3DPAL_READONLY;
hRes = lpdd->lpVtbl->CreatePalette(lpdd,
DDPCAPS_8BIT,
peColorTable,
&lpddPalette,
NULL);
if (FAILED(hRes))
return hRes;
hRes = lpddPrimary->lpVtbl->SetPalette(lpddPrimary, lpddPalette);
return hRes;
}
return DD_OK;
}
/***********************************************************************/
/*
* Attempt to restore the video memory allocated for the primary. This
* function will be invoked by a DirectX function returning
* DDERR_SURFACELOST due to a mode switch or fullscreen DOS box
* invalidating video memory.
*/
static HRESULT
RestorePrimary(void)
{
ASSERT(NULL != lpddPrimary);
return lpddPrimary->lpVtbl->Restore(lpddPrimary);
}
/***********************************************************************/
/*
* Release the primary surface and its attached clipper and palette.
*/
static HRESULT
ReleasePrimary(void)
{
if (NULL != lpddPalette)
{
lpddPalette->lpVtbl->Release(lpddPalette);
lpddPalette = NULL;
}
if (NULL != lpddPrimary)
{
lpddPrimary->lpVtbl->Release(lpddPrimary);
lpddPrimary = NULL;
}
return DD_OK;
}
/***********************************************************************/
/*
* This callback is invoked for each Direct3D device installed on the
* system. For each device we get its identifying GUID, a name and
* description, a description of its hardware and software capabilities
* and a user argument (which we don't use).
*/
static HRESULT WINAPI
EnumDeviceCallback(LPGUID lpGUID,
LPSTR lpszDeviceDesc,
LPSTR lpszDeviceName,
LPD3DDEVICEDESC lpd3dHWDeviceDesc,
LPD3DDEVICEDESC lpd3dSWDeviceDesc,
LPVOID lpUserArg)
{
BOOL fIsHardware;
LPD3DDEVICEDESC lpd3dDeviceDesc;
/*
* We don't use the user argument so just keep the compiler happy.
*/
USE_PARAM(lpUserArg);
/*
* If there is no hardware support then the color model is zero.
*/
fIsHardware = (0UL != lpd3dHWDeviceDesc->dcmColorModel);
lpd3dDeviceDesc = (fIsHardware ? lpd3dHWDeviceDesc : lpd3dSWDeviceDesc);
/*
* If we are in debug mode and this is a hardware device skip it.
*/
if (fDebug && fIsHardware)
return D3DENUMRET_OK;
/*
* Does the device render at the depth we want?
*/
if (0UL == (lpd3dDeviceDesc->dwDeviceRenderBitDepth & dwDeviceBitDepth))
{
/*
* No skip this device.
*/
return D3DENUMRET_OK;
}
/*
* The device must support gouraud shaded triangles.
*/
if (D3DCOLOR_MONO == lpd3dDeviceDesc->dcmColorModel)
{
if (!(lpd3dDeviceDesc->dpcTriCaps.dwShadeCaps & D3DPSHADECAPS_COLORGOURAUDMONO))
{
/*
* No gouraud shading. Skip this device.
*/
return D3DENUMRET_OK;
}
}
else
{
if (!(lpd3dDeviceDesc->dpcTriCaps.dwShadeCaps & D3DPSHADECAPS_COLORGOURAUDRGB))
{
/*
* No gouraud shading. Skip this device.
*/
return D3DENUMRET_OK;
}
}
if (!fIsHardware && fDeviceFound && (D3DCOLOR_RGB == lpd3dDeviceDesc->dcmColorModel))
{
/*
* If this is software RGB and we already have found a software
* mono already then we are not interested. Skip it.
*/
return D3DENUMRET_OK;
}
/*
* This is a device we are interested in - cache the details away.
*/
fDeviceFound = TRUE;
CopyMemory(&guidDevice, lpGUID, sizeof(GUID));
strcpy(szDeviceDesc, lpszDeviceDesc);
strcpy(szDeviceName, lpszDeviceName);
CopyMemory(&d3dHWDeviceDesc, lpd3dHWDeviceDesc, sizeof(D3DDEVICEDESC));
CopyMemory(&d3dSWDeviceDesc, lpd3dSWDeviceDesc, sizeof(D3DDEVICEDESC));
/*
* If this is a hardware device we have found what we are looking
* for.
*/
if (fIsHardware)
return D3DENUMRET_CANCEL;
/*
* Keep looking...
*/
return D3DENUMRET_OK;
}
/***********************************************************************/
/*
* Choose an appropriate Direct3D using the following mechanism:
*
* 1) Discard any devices which don't match the current display depth.
* 2) Discard any devices which can't do gouraud shaded triangles.
* 3) If a hardware device is found which matches 1) and 2) use it.
* However, if we are running in debug mode we will skip hardware.
* 4) Otherwise favour Mono/Ramp mode software renderers over RGB ones
* as, at least until MMX is widespread, Mono will be faster.
*
* The actual implementation of this mechanism is in the callback
* function above.
*/
static HRESULT
ChooseDevice(void)
{
DDSURFACEDESC ddsd;
HRESULT hRes;
ASSERT(NULL != lpd3d);
ASSERT(NULL != lpddPrimary);
/*
* As we are running in a window we will not be changing the screen
* depth and hence the pixel format of the rendering target must match
* the pixel format of the current primary. Therefore, we need to
* determine the pixel format of the primary.
*/
ZeroMemory(&ddsd, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
hRes = lpddPrimary->lpVtbl->GetSurfaceDesc(lpddPrimary, &ddsd);
if (FAILED(hRes))
return hRes;
dwDeviceBitDepth = BitDepthToFlags(ddsd.ddpfPixelFormat.dwRGBBitCount);
/*
* Enumerate the devices and pick one.
*/
fDeviceFound = FALSE;
hRes = lpd3d->lpVtbl->EnumDevices(lpd3d, EnumDeviceCallback, &fDeviceFound);
if (FAILED(hRes))
return hRes;
if (!fDeviceFound)
{
/*
* No suitable device was found. We have no alternative but to
* fail creation entirely.
*/
return DDERR_NOTFOUND;
}
return DD_OK;
}
/***********************************************************************/
/*
* Create an instance of the Direct3D device we choose earlier with the
* given width and height.
*
* This function handles all aspects of the device creation including
* choosing surface memory type, create the device surface, the z-buffer
* (if necessary) and attaching the palette (if required).
*/
static HRESULT
CreateDevice(DWORD dwWidth, DWORD dwHeight)
{
LPD3DDEVICEDESC lpd3dDeviceDesc;
DWORD dwDeviceMemType;
DWORD dwZBufferMemType;
DDSURFACEDESC ddsd;
HRESULT hRes;
DWORD dwZBufferBitDepth;
ASSERT(NULL != lpdd);
ASSERT(NULL != lpd3d);
ASSERT(NULL != lpddPrimary);
ASSERT(NULL == lpddDevice);
ASSERT(NULL == lpd3dDevice);
/*
* The first step is to determine the kind of memory (system or
* video) from which the device surface should be allocated.
*/
if (0UL != d3dHWDeviceDesc.dcmColorModel)
{
lpd3dDeviceDesc = &d3dHWDeviceDesc;
/*
* Device has a hardware rasterizer. Currently this means that
* the device surface must be in video memory.
*/
dwDeviceMemType = DDSCAPS_VIDEOMEMORY;
dwZBufferMemType = DDSCAPS_VIDEOMEMORY;
}
else
{
lpd3dDeviceDesc = &d3dSWDeviceDesc;
/*
* Device has a software rasterizer. We will let DirectDraw
* decide where the device surface resides unless we are
* running in debug mode in which case we will force it into
* system memory. For a software rasterizer the z-buffer should
* always go into system memory. A z-buffer in video memory will
* kill performance.
*/
dwDeviceMemType = (fDebug ? DDSCAPS_SYSTEMMEMORY : 0UL);
dwZBufferMemType = DDSCAPS_SYSTEMMEMORY;
}
/*
* Create the device surface. The pixel format will be identical
* to the primary so we don't have to explicitly specify it. We do
* need to explicity specify the size, memory type and capabilities
* of the surface.
*/
ZeroMemory(&ddsd, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT;
ddsd.dwWidth = dwWidth;
ddsd.dwHeight = dwHeight;
ddsd.ddsCaps.dwCaps = DDSCAPS_3DDEVICE | DDSCAPS_OFFSCREENPLAIN | dwDeviceMemType;
hRes = lpdd->lpVtbl->CreateSurface(lpdd, &ddsd, &lpddDevice, NULL);
if (FAILED(hRes))
return hRes;
/*
* If we have created a palette then we have already determined that
* the primary (and hence the device surface) is palettized so
* attach the palette to the device surface (its already attached to
* the primary).
*/
if (NULL != lpddPalette)
{
hRes = lpddDevice->lpVtbl->SetPalette(lpddDevice, lpddPalette);
if (FAILED(hRes))
return hRes;
}
/*
* We now determine whether we need a z-buffer or not and if so
* its bit depth.
*/
if (0UL != lpd3dDeviceDesc->dwDeviceZBufferBitDepth)
{
/*
* The device supports z-buffering. Determine the depth. We
* select the lowest supported z-buffer depth to save memory.
* Accuracy is not too important for this sample.
*/
dwZBufferBitDepth = FlagsToBitDepth(lpd3dDeviceDesc->dwDeviceZBufferBitDepth);
/*
* Create the z-buffer.
*/
ZeroMemory(&ddsd, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS |
DDSD_WIDTH |
DDSD_HEIGHT |
DDSD_ZBUFFERBITDEPTH;
ddsd.ddsCaps.dwCaps = DDSCAPS_ZBUFFER | dwZBufferMemType;
ddsd.dwWidth = dwWidth;
ddsd.dwHeight = dwHeight;
ddsd.dwZBufferBitDepth = dwZBufferBitDepth;
hRes = lpdd->lpVtbl->CreateSurface(lpdd, &ddsd, &lpddZBuffer, NULL);
if (FAILED(hRes))
return hRes;
/*
* Attach it to the rendering target.
*/
hRes = lpddDevice->lpVtbl->AddAttachedSurface(lpddDevice, lpddZBuffer);
if (FAILED(hRes))
return hRes;
}
/*
* Now all the elements are in place (device surface in correct
* memory type, attached z-buffer of correct depth and memory
* type, and palette if necessary) we can actually query for the
* Direct3D we choose earlier.
*/
hRes = lpddDevice->lpVtbl->QueryInterface(lpddDevice,
&guidDevice,
&lpd3dDevice);
if (FAILED(hRes))
return hRes;
return DD_OK;
}
/***********************************************************************/
/*
* Restore the video memory for the device surface and z-buffer if it
* has been lost.
*/
static HRESULT
RestoreDevice(void)
{
HRESULT hRes;
if (NULL != lpddZBuffer)
{
hRes = lpddZBuffer->lpVtbl->Restore(lpddZBuffer);
if (FAILED(hRes))
return hRes;
}
if (NULL != lpddDevice)
{
hRes = lpddDevice->lpVtbl->Restore(lpddDevice);
if (FAILED(hRes))
return hRes;
}
return DD_OK;
}
/***********************************************************************/
/*
* Release the Direct3D device and its associated surfaces.
*/
static HRESULT
ReleaseDevice(void)
{
if (NULL != lpd3dDevice)
{
lpd3dDevice->lpVtbl->Release(lpd3dDevice);
lpd3dDevice = NULL;
}
if (NULL != lpddZBuffer)
{
lpddZBuffer->lpVtbl->Release(lpddZBuffer);
lpddZBuffer = NULL;
}
if (NULL != lpddDevice)
{
lpddDevice->lpVtbl->Release(lpddDevice);
lpddDevice = NULL;
}
return DD_OK;
}
/***********************************************************************/
/*
* Attempt to restore all the surfaces used by the application.
*/
static LRESULT
RestoreSurfaces(void)
{
HRESULT hRes;
hRes = RestorePrimary();
if (FAILED(hRes))
return hRes;
hRes = RestoreDevice();
if (FAILED(hRes))
return hRes;
return DD_OK;
}
/***********************************************************************/
/*
* Fill the single execute buffer used in this sample with all the
* vertices, transform, light and render state and drawing primitives
* necessary to draw our triangle.
*
* NOTE: This is not the most efficient way of organizing the execute
* buffer. For best performance you want to minimize state changes. In
* this sample we submit the execute buffer for each frame in the
* animation loop and no state in the buffer is modified. The only
* thing we modify is the world matrix (its contents - not its handle).
* Therefore, it would be more efficient to extract all the static
* state instructions into a separate execute buffer which we issue
* once only at startup and, from then on, simply execute a second
* execute buffer with vertices and triangles.
* However, this sample is not exactly performance critical so we will
* just use one execute buffer and resubmit it its entirety for each
* frame.
*/
static HRESULT
FillExecuteBuffer(void)
{
HRESULT hRes;
D3DEXECUTEBUFFERDESC d3dExeBufDesc;
LPD3DVERTEX lpVertex;
LPD3DINSTRUCTION lpInstruction;
LPD3DPROCESSVERTICES lpProcessVertices;
LPD3DTRIANGLE lpTriangle;
LPD3DSTATE lpState;
ASSERT(NULL != lpd3dExecuteBuffer);
ASSERT(0UL != hd3dSurfaceMaterial);
ASSERT(0UL != hd3dWorldMatrix);
ASSERT(0UL != hd3dViewMatrix);
ASSERT(0UL != hd3dProjMatrix);
/*
* Lock the execute buffer.
*/
ZeroMemory(&d3dExeBufDesc, sizeof(d3dExeBufDesc));
d3dExeBufDesc.dwSize = sizeof(d3dExeBufDesc);
hRes = lpd3dExecuteBuffer->lpVtbl->Lock(lpd3dExecuteBuffer, &d3dExeBufDesc);
if (FAILED(hRes))
return hRes;
/*
* For explanatory purposes we fill the execute buffer by casting
* a pointer to the execute buffer to the appropriate data structures.
*
* !!! NOTE: Issue - alignment.
*/
lpVertex = (LPD3DVERTEX)d3dExeBufDesc.lpData;
/*
* First vertex.
*/
lpVertex->dvX = D3DVAL( 0.0); /* Position in model coordinates */
lpVertex->dvY = D3DVAL( 1.0);
lpVertex->dvZ = D3DVAL( 0.0);
lpVertex->dvNX = D3DVAL( 0.0); /* Normalized illumination normal */
lpVertex->dvNY = D3DVAL( 0.0);
lpVertex->dvNZ = D3DVAL(-1.0);
lpVertex->dvTU = D3DVAL( 0.0); /* Texture coordinates (not used here) */
lpVertex->dvTV = D3DVAL( 1.0);
lpVertex++;
/*
* Second vertex.
*/
lpVertex->dvX = D3DVAL( 1.0); /* Position in model coordinates */
lpVertex->dvY = D3DVAL(-1.0);
lpVertex->dvZ = D3DVAL( 0.0);
lpVertex->dvNX = D3DVAL( 0.0); /* Normalized illumination normal */
lpVertex->dvNY = D3DVAL( 0.0);
lpVertex->dvNZ = D3DVAL(-1.0);
lpVertex->dvTU = D3DVAL( 1.0); /* Texture coordinates (not used here) */
lpVertex->dvTV = D3DVAL( 1.0);
lpVertex++;
/*
* Third vertex.
*/
lpVertex->dvX = D3DVAL(-1.0); /* Position in model coordinates */
lpVertex->dvY = D3DVAL(-1.0);
lpVertex->dvZ = D3DVAL( 0.0);
lpVertex->dvNX = D3DVAL( 0.0); /* Normalized illumination normal */
lpVertex->dvNY = D3DVAL( 0.0);
lpVertex->dvNZ = D3DVAL(-1.0);
lpVertex->dvTU = D3DVAL( 1.0); /* Texture coordinates (not used here) */
lpVertex->dvTV = D3DVAL( 0.0);
lpVertex++;
/*
* Transform state - world, view and projection.
*/
lpInstruction = (LPD3DINSTRUCTION)lpVertex;
lpInstruction->bOpcode = D3DOP_STATETRANSFORM;
lpInstruction->bSize = sizeof(D3DSTATE);
lpInstruction->wCount = 3U;
lpInstruction++;
lpState = (LPD3DSTATE)lpInstruction;
lpState->dtstTransformStateType = D3DTRANSFORMSTATE_WORLD;
lpState->dwArg[0] = hd3dWorldMatrix;
lpState++;
lpState->dtstTransformStateType = D3DTRANSFORMSTATE_VIEW;
lpState->dwArg[0] = hd3dViewMatrix;
lpState++;
lpState->dtstTransformStateType = D3DTRANSFORMSTATE_PROJECTION;
lpState->dwArg[0] = hd3dProjMatrix;
lpState++;
/*
* Lighting state.
*/
lpInstruction = (LPD3DINSTRUCTION)lpState;
lpInstruction->bOpcode = D3DOP_STATELIGHT;
lpInstruction->bSize = sizeof(D3DSTATE);
lpInstruction->wCount = 2U;
lpInstruction++;
lpState = (LPD3DSTATE)lpInstruction;
lpState->dlstLightStateType = D3DLIGHTSTATE_MATERIAL;
lpState->dwArg[0] = hd3dSurfaceMaterial;
lpState++;
lpState->dlstLightStateType = D3DLIGHTSTATE_AMBIENT;
lpState->dwArg[0] = RGBA_MAKE(128, 128, 128, 128);
lpState++;
/*
* Render state.
*/
lpInstruction = (LPD3DINSTRUCTION)lpState;
lpInstruction->bOpcode = D3DOP_STATERENDER;
lpInstruction->bSize = sizeof(D3DSTATE);
lpInstruction->wCount = 3U;
lpInstruction++;
lpState = (LPD3DSTATE)lpInstruction;
lpState->drstRenderStateType = D3DRENDERSTATE_FILLMODE;
lpState->dwArg[0] = D3DFILL_SOLID;
lpState++;
lpState->drstRenderStateType = D3DRENDERSTATE_SHADEMODE;
lpState->dwArg[0] = D3DSHADE_GOURAUD;
lpState++;
lpState->drstRenderStateType = D3DRENDERSTATE_DITHERENABLE;
lpState->dwArg[0] = TRUE;
lpState++;
/*
* The process vertices instruction tells the driver what to
* do with the vertices in the buffer. In this sample we want
* Direct3D to perform the entire pipeline on our behalf so
* the instruction is D3DPROCESSVERTICES_TRANSFORMLIGHT.
*/
lpInstruction = (LPD3DINSTRUCTION)lpState;
lpInstruction->bOpcode = D3DOP_PROCESSVERTICES;
lpInstruction->bSize = sizeof(D3DPROCESSVERTICES);
lpInstruction->wCount = 1U;
lpInstruction++;
lpProcessVertices = (LPD3DPROCESSVERTICES)lpInstruction;
lpProcessVertices->dwFlags = D3DPROCESSVERTICES_TRANSFORMLIGHT;
lpProcessVertices->wStart = 0U; /* First source vertex */
lpProcessVertices->wDest = 0U;
lpProcessVertices->dwCount = NUM_VERTICES; /* Number of vertices */
lpProcessVertices->dwReserved = 0UL;
lpProcessVertices++;
/*
* Draw the triangle.
*/
lpInstruction = (LPD3DINSTRUCTION)lpProcessVertices;
lpInstruction->bOpcode = D3DOP_TRIANGLE;
lpInstruction->bSize = sizeof(D3DTRIANGLE);
lpInstruction->wCount = 1U;
lpInstruction++;
lpTriangle = (LPD3DTRIANGLE)lpInstruction;
lpTriangle->wV1 = 0U;
lpTriangle->wV2 = 1U;
lpTriangle->wV3 = 2U;
lpTriangle->wFlags = D3DTRIFLAG_EDGEENABLETRIANGLE;
lpTriangle++;
/*
* Stop execution of the buffer.
*/
lpInstruction = (LPD3DINSTRUCTION)lpTriangle;
lpInstruction->bOpcode = D3DOP_EXIT;
lpInstruction->bSize = 0UL;
lpInstruction->wCount = 0U;
/*
* Unlock the execute buffer.
*/
lpd3dExecuteBuffer->lpVtbl->Unlock(lpd3dExecuteBuffer);
return DD_OK;
}
/***********************************************************************/
/*
* Create the elements making up the 3D scene.
*
* In this sample the scene consists of the single light, the viewport,
* the background and surface material, the three transformation matrices
* and the execute buffer holding the state changes and drawing primitives.
*/
static HRESULT
CreateScene(void)
{
HRESULT hRes;
D3DMATERIAL d3dMaterial;
D3DLIGHT d3dLight;
DWORD dwVertexSize;
DWORD dwInstructionSize;
DWORD dwExecuteBufferSize;
D3DEXECUTEBUFFERDESC d3dExecuteBufferDesc;
D3DEXECUTEDATA d3dExecuteData;
ASSERT(NULL != lpd3d);
ASSERT(NULL != lpd3dDevice);
ASSERT(NULL == lpd3dViewport);
ASSERT(NULL == lpd3dMaterial);
ASSERT(NULL == lpd3dBackgroundMaterial);
ASSERT(NULL == lpd3dExecuteBuffer);
ASSERT(NULL == lpd3dLight);
ASSERT(0UL == hd3dWorldMatrix);
ASSERT(0UL == hd3dViewMatrix);
ASSERT(0UL == hd3dProjMatrix);
/*
* Create the light.
*/
hRes = lpd3d->lpVtbl->CreateLight(lpd3d, &lpd3dLight, NULL);
if (FAILED(hRes))
return hRes;
ZeroMemory(&d3dLight, sizeof(d3dLight));
d3dLight.dwSize = sizeof(d3dLight);
d3dLight.dltType = D3DLIGHT_POINT;
d3dLight.dcvColor.dvR = D3DVAL( 1.0);
d3dLight.dcvColor.dvG = D3DVAL( 1.0);
d3dLight.dcvColor.dvB = D3DVAL( 1.0);
d3dLight.dcvColor.dvA = D3DVAL( 1.0);
d3dLight.dvPosition.dvX = D3DVAL( 1.0);
d3dLight.dvPosition.dvY = D3DVAL(-1.0);
d3dLight.dvPosition.dvZ = D3DVAL(-1.0);
d3dLight.dvAttenuation0 = D3DVAL( 1.0);
d3dLight.dvAttenuation1 = D3DVAL( 0.1);
d3dLight.dvAttenuation2 = D3DVAL( 0.0);
hRes = lpd3dLight->lpVtbl->SetLight(lpd3dLight, &d3dLight);
if (FAILED(hRes))
return hRes;
/*
* Create the background material.
*/
hRes = lpd3d->lpVtbl->CreateMaterial(lpd3d, &lpd3dBackgroundMaterial, NULL);
if (FAILED(hRes))
return hRes;
ZeroMemory(&d3dMaterial, sizeof(d3dMaterial));
d3dMaterial.dwSize = sizeof(d3dMaterial);
d3dMaterial.dcvDiffuse.r = D3DVAL(0.0);
d3dMaterial.dcvDiffuse.g = D3DVAL(0.0);
d3dMaterial.dcvDiffuse.b = D3DVAL(0.0);
d3dMaterial.dcvAmbient.r = D3DVAL(0.0);
d3dMaterial.dcvAmbient.g = D3DVAL(0.0);
d3dMaterial.dcvAmbient.b = D3DVAL(0.0);
d3dMaterial.dcvSpecular.r = D3DVAL(0.0);
d3dMaterial.dcvSpecular.g = D3DVAL(0.0);
d3dMaterial.dcvSpecular.b = D3DVAL(0.0);
d3dMaterial.dvPower = D3DVAL(0.0);
/*
* As this is the background material we don't want a ramp allocated (we
* are not going to be smooth shading the background).
*/
d3dMaterial.dwRampSize = 1UL;
hRes = lpd3dBackgroundMaterial->lpVtbl->SetMaterial(lpd3dBackgroundMaterial,
&d3dMaterial);
if (FAILED(hRes))
return hRes;
hRes = lpd3dBackgroundMaterial->lpVtbl->GetHandle(lpd3dBackgroundMaterial,
lpd3dDevice,
&hd3dBackgroundMaterial);
if (FAILED(hRes))
return hRes;
/*
* Create the viewport.
*
* The actual viewport parameter are set in the function UpdateViewport
* which is called in response to WM_SIZE.
*/
hRes = lpd3d->lpVtbl->CreateViewport(lpd3d, &lpd3dViewport, NULL);
if (FAILED(hRes))
return hRes;
hRes = lpd3dDevice->lpVtbl->AddViewport(lpd3dDevice, lpd3dViewport);
if (FAILED(hRes))
return hRes;
hRes = lpd3dViewport->lpVtbl->SetBackground(lpd3dViewport, hd3dBackgroundMaterial);
if (FAILED(hRes))
return hRes;
hRes = lpd3dViewport->lpVtbl->AddLight(lpd3dViewport, lpd3dLight);
if (FAILED(hRes))
return hRes;
/*
* Create the matrices.
*/
hRes = lpd3dDevice->lpVtbl->CreateMatrix(lpd3dDevice, &hd3dWorldMatrix);
if (FAILED(hRes))
return hRes;
hRes = lpd3dDevice->lpVtbl->SetMatrix(lpd3dDevice, hd3dWorldMatrix, &d3dWorldMatrix);
if (FAILED(hRes))
return hRes;
hRes = lpd3dDevice->lpVtbl->CreateMatrix(lpd3dDevice, &hd3dViewMatrix);
if (FAILED(hRes))
return hRes;
hRes = lpd3dDevice->lpVtbl->SetMatrix(lpd3dDevice, hd3dViewMatrix, &d3dViewMatrix);
if (FAILED(hRes))
return hRes;
hRes = lpd3dDevice->lpVtbl->CreateMatrix(lpd3dDevice, &hd3dProjMatrix);
if (FAILED(hRes))
return hRes;
SetPerspectiveProjection(&d3dProjMatrix, HALF_HEIGHT, FRONT_CLIP, BACK_CLIP);
hRes = lpd3dDevice->lpVtbl->SetMatrix(lpd3dDevice, hd3dProjMatrix, &d3dProjMatrix);
if (FAILED(hRes))
return hRes;
/*
* Create the surface material.
*/
hRes = lpd3d->lpVtbl->CreateMaterial(lpd3d, &lpd3dMaterial, NULL);
if (FAILED(hRes))
return hRes;
ZeroMemory(&d3dMaterial, sizeof(d3dMaterial));
d3dMaterial.dwSize = sizeof(d3dMaterial);
/*
* Base green with white specular.
*/
d3dMaterial.dcvDiffuse.r = D3DVAL(0.0);
d3dMaterial.dcvDiffuse.g = D3DVAL(1.0);
d3dMaterial.dcvDiffuse.b = D3DVAL(0.0);
d3dMaterial.dcvAmbient.r = D3DVAL(0.0);
d3dMaterial.dcvAmbient.g = D3DVAL(0.4);
d3dMaterial.dcvAmbient.b = D3DVAL(0.0);
d3dMaterial.dcvSpecular.r = D3DVAL(1.0);
d3dMaterial.dcvSpecular.g = D3DVAL(1.0);
d3dMaterial.dcvSpecular.b = D3DVAL(1.0);
d3dMaterial.dvPower = D3DVAL(20.0);
d3dMaterial.dwRampSize = 16UL;
hRes = lpd3dMaterial->lpVtbl->SetMaterial(lpd3dMaterial, &d3dMaterial);
if (FAILED(hRes))
return hRes;
hRes = lpd3dMaterial->lpVtbl->GetHandle(lpd3dMaterial, lpd3dDevice, &hd3dSurfaceMaterial);
if (FAILED(hRes))
return hRes;
/*
* Build the execute buffer.
*/
dwVertexSize = (NUM_VERTICES * sizeof(D3DVERTEX));
dwInstructionSize = (NUM_INSTRUCTIONS * sizeof(D3DINSTRUCTION)) +
(NUM_STATES * sizeof(D3DSTATE)) +
(NUM_PROCESSVERTICES * sizeof(D3DPROCESSVERTICES)) +
(NUM_TRIANGLES * sizeof(D3DTRIANGLE));
dwExecuteBufferSize = dwVertexSize + dwInstructionSize;
ZeroMemory(&d3dExecuteBufferDesc, sizeof(d3dExecuteBufferDesc));
d3dExecuteBufferDesc.dwSize = sizeof(d3dExecuteBufferDesc);
d3dExecuteBufferDesc.dwFlags = D3DDEB_BUFSIZE;
d3dExecuteBufferDesc.dwBufferSize = dwExecuteBufferSize;
hRes = lpd3dDevice->lpVtbl->CreateExecuteBuffer(lpd3dDevice,
&d3dExecuteBufferDesc,
&lpd3dExecuteBuffer,
NULL);
if (FAILED(hRes))
return hRes;
/*
* Fill the execute buffer with the required vertices, state
* instructions and drawing primitives.
*/
hRes = FillExecuteBuffer();
if (FAILED(hRes))
return hRes;
/*
* Set the execute data so Direct3D knows how many vertices are in the
* buffer and where the instructions start.
*/
ZeroMemory(&d3dExecuteData, sizeof(d3dExecuteData));
d3dExecuteData.dwSize = sizeof(d3dExecuteData);
d3dExecuteData.dwVertexCount = NUM_VERTICES;
d3dExecuteData.dwInstructionOffset = dwVertexSize;
d3dExecuteData.dwInstructionLength = dwInstructionSize;
hRes = lpd3dExecuteBuffer->lpVtbl->SetExecuteData(lpd3dExecuteBuffer, &d3dExecuteData);
if (FAILED(hRes))
return hRes;
return DD_OK;
}
/***********************************************************************/
/*
* Release all the objects comprising the 3D scene.
*/
static HRESULT
ReleaseScene(void)
{
if (NULL != lpd3dExecuteBuffer)
{
lpd3dExecuteBuffer->lpVtbl->Release(lpd3dExecuteBuffer);
lpd3dExecuteBuffer = NULL;
}
if (NULL != lpd3dBackgroundMaterial)
{
lpd3dBackgroundMaterial->lpVtbl->Release(lpd3dBackgroundMaterial);
lpd3dBackgroundMaterial = NULL;
}
if (NULL != lpd3dMaterial)
{
lpd3dMaterial->lpVtbl->Release(lpd3dMaterial);
lpd3dMaterial = NULL;
}
if (0UL != hd3dWorldMatrix)
{
lpd3dDevice->lpVtbl->DeleteMatrix(lpd3dDevice, hd3dWorldMatrix);
hd3dWorldMatrix = 0UL;
}
if (0UL != hd3dViewMatrix)
{
lpd3dDevice->lpVtbl->DeleteMatrix(lpd3dDevice, hd3dViewMatrix);
hd3dViewMatrix = 0UL;
}
if (0UL != hd3dProjMatrix)
{
lpd3dDevice->lpVtbl->DeleteMatrix(lpd3dDevice, hd3dProjMatrix);
hd3dProjMatrix = 0UL;
}
if (NULL != lpd3dLight)
{
lpd3dLight->lpVtbl->Release(lpd3dLight);
lpd3dLight = NULL;
}
if (NULL != lpd3dViewport)
{
lpd3dViewport->lpVtbl->Release(lpd3dViewport);
lpd3dViewport = NULL;
}
return DD_OK;
}
/***********************************************************************/
/*
* Animate the scene.
*
* The animation in this sample is simply a rotation about the Y axis.
* So all we need to do is build a rotation matrix and set the world
* matrix to that new rotation matrix.
*
* Note, we don't need to modify the execute buffer in any way to peform
* this rotation. We simply set the matrix and resubmit the execute
* buffer.
*/
static HRESULT
AnimateScene(void)
{
HRESULT hRes;
ASSERT(NULL != lpd3dDevice);
ASSERT(0UL != hd3dWorldMatrix);
/*
* We rotate the triangle by setting thr world transform to a
* rotation matrix.
*/
SetRotationAboutY(&d3dWorldMatrix, dAngleOfRotation);
dAngleOfRotation += ROTATE_ANGLE_DELTA;
hRes = lpd3dDevice->lpVtbl->SetMatrix(lpd3dDevice,
hd3dWorldMatrix,
&d3dWorldMatrix);
if (FAILED(hRes))
return hRes;
return DD_OK;
}
/***********************************************************************/
/*
* Update the viewport in response to a change in window size. This
* ensures that we render at a resolution which matches the client
* area of the target window.
*/
static HRESULT
UpdateViewport(void)
{
D3DVIEWPORT d3dViewport;
ASSERT(NULL != lpd3dViewport);
ZeroMemory(&d3dViewport, sizeof(d3dViewport));
d3dViewport.dwSize = sizeof(d3dViewport);
d3dViewport.dwX = 0UL;
d3dViewport.dwY = 0UL;
d3dViewport.dwWidth = (DWORD)rSrcRect.right;
d3dViewport.dwHeight = (DWORD)rSrcRect.bottom;
d3dViewport.dvScaleX = D3DVAL((float)d3dViewport.dwWidth / 2.0);
d3dViewport.dvScaleY = D3DVAL((float)d3dViewport.dwHeight / 2.0);
d3dViewport.dvMaxX = D3DVAL(1.0);
d3dViewport.dvMaxY = D3DVAL(1.0);
return lpd3dViewport->lpVtbl->SetViewport(lpd3dViewport, &d3dViewport);
}
/***********************************************************************/
/*
* Render the 3D scene.
*
* Fundamentally this involved submitting our single execute buffer.
* However, we also need to clear the back and z-buffers and demark
* the start and end of the scene (which in this case is a single
* execute).
*/
static HRESULT
RenderScene(void)
{
HRESULT hRes;
D3DRECT d3dRect;
ASSERT(NULL != lpd3dViewport);
ASSERT(NULL != lpd3dDevice);
ASSERT(NULL != lpd3dExecuteBuffer);
/*
* Clear both back and z-buffer.
*
* NOTE: Its safe to specify the z-buffer clear flag even if we
* don't have an attached z-buffer. Direct3D will simply discard
* the flag if no z-buffer is being used.
*
* NOTE: For maximum efficiency we only want to clear those
* regions of the device surface and z-buffer which we actually
* rendered to in the last frame. This is the purpose of the
* array of rectangles and count passed to this function. It is
* possible to query Direct3D for the regions of the device
* surface that were rendered to by that execute. The application
* can then accumulate those rectangles and clear only those
* regions. However this is a very simple sample and so, for
* simplicity, we will just clear the entire device surface and
* z-buffer. Probably not something you want to do in a real
* application.
*/
d3dRect.lX1 = rSrcRect.left;
d3dRect.lX2 = rSrcRect.right;
d3dRect.lY1 = rSrcRect.top;
d3dRect.lY2 = rSrcRect.bottom;
hRes = lpd3dViewport->lpVtbl->Clear(lpd3dViewport,
1UL,
&d3dRect,
D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER);
if (FAILED(hRes))
return hRes;
/*
* Start the scene.
*
* This function must be called once and once only for every frame
* of animation. If you have multiple execute buffers comprising a
* single frame you must have one call to BeginScene() before
* submitting those execute buffers.
*
* NOTE: If you have more than one device being rendered in a
* single frame, say a rear view mirror in a racing game, call
* BeginScene() and EndScene() once for each device.
*/
hRes = lpd3dDevice->lpVtbl->BeginScene(lpd3dDevice);
if (FAILED(hRes))
return hRes;
/*
* Submit the execute buffer.
*
* We want Direct3D to clip the data on our behalf so we specify
* D3DEXECUTE_CLIPPED.
*/
hRes = lpd3dDevice->lpVtbl->Execute(lpd3dDevice,
lpd3dExecuteBuffer,
lpd3dViewport,
D3DEXECUTE_CLIPPED);
if (FAILED(hRes))
{
lpd3dDevice->lpVtbl->EndScene(lpd3dDevice);
return hRes;
}
/*
* End the scene.
*/
hRes = lpd3dDevice->lpVtbl->EndScene(lpd3dDevice);
if (FAILED(hRes))
return hRes;
/*
* At this point the scene will have been rendered and the device
* surface will hold the contents of the rendering.
*/
return DD_OK;
}
/***********************************************************************/
/*
* Render and show a single frame.
*
* This involves rendering the scene and blitting the result to client
* area of the application window on the primary surface.
*
* NOTE: This function handles lost surfaces by attempting to restore
* the applications surfaces and then retrying the rendering.
*/
static HRESULT
DoFrame(HWND hwnd)
{
HRESULT hRes;
/*
* We keeping trying until we succeed or we fail for a reason
* other than DDERR_SURFACELOST.
*/
while (TRUE)
{
hRes = RenderScene();
if (SUCCEEDED(hRes))
{
POINT pt;
RECT rTmp;
pt.x = pt.y = 0;
ClientToScreen( hwnd, &pt );
rTmp = rDstRect;
OffsetRect(&rTmp, pt.x, pt.y);
hRes = lpddPrimary->lpVtbl->Blt(lpddPrimary,
&rTmp,
lpddDevice,
&rSrcRect,
DDBLT_WAIT,
NULL);
if (SUCCEEDED(hRes))
/*
* It worked. Bail.
*/
return hRes;
}
while (DDERR_SURFACELOST == hRes)
/*
* The surfaces are lost. Restore them.
*/
hRes = RestoreSurfaces();
if (FAILED(hRes))
/*
* Something went wrong and it wasn't DDERR_SURFACELOST.
*/
return hRes;
}
}
/***********************************************************************/
/*
* The application suspends when in the background or when handling and
* error. We signal this fact by drawing a notification string in the
* client area of the window.
*/
static void
PaintSuspended(HWND hwnd, HDC hdc)
{
HPEN hOldPen;
HBRUSH hOldBrush;
COLORREF crOldTextColor;
int oldMode;
int x;
int y;
SIZE size;
RECT rect;
int nStrLen;
/*
* Black background.
*/
hOldPen = SelectObject(hdc, GetStockObject(NULL_PEN));
hOldBrush = SelectObject(hdc, GetStockObject(BLACK_BRUSH));
/*
* White text.
*/
oldMode = SetBkMode(hdc, TRANSPARENT);
crOldTextColor = SetTextColor(hdc, RGB(255, 255, 255));
GetClientRect(hwnd, &rect);
/*
* Clear the client area.
*/
Rectangle(hdc, rect.left, rect.top, rect.right + 1, rect.bottom + 1);
/*
* Draw the string centered in the client area.
*/
nStrLen = strlen(PAUSED_STRING);
GetTextExtentPoint32(hdc, PAUSED_STRING, nStrLen, &size);
x = (rect.right - size.cx) / 2;
y = (rect.bottom - size.cy) / 2;
TextOut(hdc, x, y, PAUSED_STRING, nStrLen);
SetTextColor(hdc, crOldTextColor);
SetBkMode(hdc, oldMode);
SelectObject(hdc, hOldBrush);
SelectObject(hdc, hOldPen);
}
/***********************************************************************/
static LRESULT
OnMove(HWND hwnd, int x, int y)
{
HRESULT hRes;
/*
* No action if the device has not yet been created or if we are
* suspended.
*/
if ((NULL != lpd3dDevice) && !fSuspended)
{
/*
* Repaint the client area.
*/
hRes = DoFrame(hwnd);
if (FAILED(hRes))
{
FatalError(hwnd, IDS_ERRMSG_RENDERSCENE, hRes);
return 0L;
}
}
return 0L;
}
/***********************************************************************/
static LRESULT
OnSize(HWND hwnd, int w, int h)
{
HRESULT hRes;
DDSURFACEDESC ddsd;
/*
* Nothing to do if we are suspended.
*/
if (!fSuspended)
{
/*
* Update the source and destination rectangles (used by the
* blit which shows the rendering in the client area).
*/
rDstRect.right = rDstRect.left + w;
rDstRect.bottom = rDstRect.top + h;
rSrcRect.right = w;
rSrcRect.bottom = h;
if (NULL != lpd3dDevice)
{
/*
* We already have a device. But is it big enough for the the
* new window client size?
*
* NOTE: As this window is fixed size we should not ever be
* end up being resized. But just in case we will handle it.
* This will be useful when we make the application resizable.
*/
ZeroMemory(&ddsd, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
hRes = lpddDevice->lpVtbl->GetSurfaceDesc(lpddDevice, &ddsd);
if (FAILED(hRes))
{
FatalError(hwnd, IDS_ERRMSG_DEVICESIZE, hRes);
return 0L;
}
if ((w > (int)ddsd.dwWidth) || (h > (int)ddsd.dwHeight))
{
/*
* Nope, the device is too small. We need to shut it down
* and rebuild it.
*/
/*
* Execute buffers are bound to devices so when we release
* the device we must release the execute buffer.
*/
ReleaseScene();
ReleaseDevice();
}
}
if (NULL == lpd3dDevice)
{
/*
* No Direct3D device yet. This is either because this is the
* first time through the loop or because we discarded the
* existing device because it was not big enough for the new
* window client size.
*/
hRes = CreateDevice((DWORD)w, (DWORD)h);
if (FAILED(hRes))
{
FatalError(hwnd, IDS_ERRMSG_CREATEDEVICE, hRes);
return 0L;
}
hRes = CreateScene();
if (FAILED(hRes))
{
FatalError(hwnd, IDS_ERRMSG_BUILDSCENE, hRes);
return 0L;
}
}
hRes = UpdateViewport();
if (FAILED(hRes))
{
FatalError(hwnd, IDS_ERRMSG_UPDATEVIEWPORT, hRes);
return 0L;
}
/*
* Render at the new size and show the results in the window's
* client area.
*/
hRes = DoFrame(hwnd);
if (FAILED(hRes))
{
FatalError(hwnd, IDS_ERRMSG_RENDERSCENE, hRes);
return 0L;
}
}
return 0L;
}
/***********************************************************************/
static LRESULT
OnPaint(HWND hwnd, HDC hdc, LPPAINTSTRUCT lpps)
{
HRESULT hRes;
USE_PARAM(lpps);
if (fActive && !fSuspended && (NULL != lpd3dDevice))
{
/*
* NOTE: DoFrame() re-renders the scene as well as blitting the
* result to the primary. As all we really want to do here is
* repaint the client area we don't really need to re-render -
* just re-blit. For this simple sample this inefficiency
* doesn't matter but for real applications not re-rendering
* may be a useful optimization.
*/
hRes = DoFrame(hwnd);
if (FAILED(hRes))
{
FatalError(hwnd, IDS_ERRMSG_RENDERSCENE, hRes);
return 0L;
}
}
else
{
/*
* Show the suspended image if we are not active, or suspended or
* if we have not yet created the device.
*/
PaintSuspended(hwnd, hdc);
}
return 0L;
}
/***********************************************************************/
static LRESULT
OnIdle(HWND hwnd)
{
HRESULT hRes;
/*
* Only animate if we are the foreground app, we aren't suspended
* and we have completed initialization.
*/
if (fActive && !fSuspended && (NULL != lpd3dDevice))
{
hRes = AnimateScene();
if (FAILED(hRes))
{
FatalError(hwnd, IDS_ERRMSG_ANIMATESCENE, hRes);
return 0L;
}
hRes = DoFrame(hwnd);
if (FAILED(hRes))
{
FatalError(hwnd, IDS_ERRMSG_RENDERSCENE, hRes);
return 0L;
}
}
return 0L;
}
/***********************************************************************/
LRESULT CALLBACK
WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
HDC hdc;
PAINTSTRUCT ps;
LRESULT lResult;
HRESULT hRes;
char szBuffer[128];
switch (msg)
{
case WM_CREATE:
hRes = CreateDirect3D(hwnd);
if (FAILED(hRes))
{
ReportError(hwnd, IDS_ERRMSG_CREATEDEVICE, hRes);
ReleaseDirect3D();
return -1L;
}
hRes = CreatePrimary(hwnd);
if (FAILED(hRes))
{
ReportError(hwnd, IDS_ERRMSG_INITSCREEN, hRes);
ReleasePrimary();
ReleaseDirect3D();
return -1L;
}
hRes = ChooseDevice();
if (FAILED(hRes))
{
ReportError(hwnd, IDS_ERRMSG_NODEVICE, hRes);
ReleasePrimary();
ReleaseDirect3D();
return -1L;
}
/*
* Update the title to show the name of the chosen device.
*/
wsprintf(szBuffer, "%s: %s", WINDOW_TITLE, szDeviceName);
SetWindowText(hwnd, szBuffer);
return 0L;
case WM_MOVE:
return OnMove(hwnd, (int)(signed short)LOWORD(lParam), (int)(signed short)HIWORD(lParam));
case WM_SIZE:
return OnSize(hwnd, (int)LOWORD(lParam), (int)HIWORD(lParam));
case WM_ERASEBKGND:
/*
* Our rendering fills the entire viewport so we won't bother
* erasing the background.
*/
return 1L;
case WM_PAINT:
hdc = BeginPaint(hwnd, &ps);
lResult = OnPaint(hwnd, hdc, &ps);
EndPaint(hwnd, &ps);
return lResult;
case WM_ACTIVATEAPP:
fActive = (BOOL)wParam;
if (fActive && !fSuspended && (NULL != lpddPalette))
{
/*
* Realizing the palette using DirectDraw is quite different
* from GDI. To realize the palette we call SetPalette()
* each time our application is activated.
*
* NOTE: DirectDraw spots the fact that the new palette is the
* same as the old one and so does not increase the reference
* count of the palette.
*/
hRes = lpddPrimary->lpVtbl->SetPalette(lpddPrimary, lpddPalette);
if (FAILED(hRes))
{
FatalError(hwnd, IDS_ERRMSG_REALIZEPALETTE, hRes);
return 0L;
}
}
else
{
/*
* If we have been deactived invalidate to show the suspended
* display.
*/
InvalidateRect(hwnd, NULL, FALSE);
}
return 0L;
case WM_KEYUP:
/*
* We use the escape key as a quick way of getting out of the
* application.
*/
if (VK_ESCAPE == (int)wParam)
{
DestroyWindow(hwnd);
return 0L;
}
break;
case WM_CLOSE:
DestroyWindow(hwnd);
return 0L;
case WM_DESTROY:
/*
* All cleanup is done here when terminating normally or
* shutting down due to an error.
*/
ReleaseScene();
ReleaseDevice();
ReleasePrimary();
ReleaseDirect3D();
PostQuitMessage(0);
return 0L;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
/***********************************************************************/
int PASCAL
WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpszCommandLine,
int cmdShow)
{
WNDCLASS wndClass;
HWND hwnd;
MSG msg;
USE_PARAM(hPrevInstance);
/*
* Record the instance handle.
*/
hAppInstance = hInstance;
/*
* Very, very primitive command line processing. We only have one
* option, debug so we will just assume that if anything was
* specified on the command line that means debug mode (no hardware
* all surfaces explicitly in system memory).
*/
if (0 != *lpszCommandLine)
fDebug = TRUE;
/*
* Register the window class.
*/
wndClass.style = 0;
wndClass.lpfnWndProc = WndProc;
wndClass.cbClsExtra = 0;
wndClass.cbWndExtra = 0;
wndClass.hInstance = hInstance;
wndClass.hIcon = LoadIcon(hAppInstance, MAKEINTRESOURCE(IDI_APPICON));
wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
wndClass.hbrBackground = GetStockObject(WHITE_BRUSH);
wndClass.lpszMenuName = NULL;
wndClass.lpszClassName = WINDOW_CLASSNAME;
RegisterClass(&wndClass);
/*
* Create the main window of the instance.
*/
hwnd = CreateWindow(WINDOW_CLASSNAME,
WINDOW_TITLE,
WS_OVERLAPPED | WS_SYSMENU,
CW_USEDEFAULT, CW_USEDEFAULT,
WINDOW_WIDTH, WINDOW_HEIGHT,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hwnd, cmdShow);
UpdateWindow(hwnd);
/*
* The main message dispatch loop.
*
* NOTE: For simplicity we handle the message loop with a
* simple PeekMessage scheme. This might not be the best
* mechanism for a real application (a separate render worker
* thread might be better).
*/
while (TRUE)
{
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
/*
* Message pending. If its QUIT then exit the message
* loop. Otherwise, process the message.
*/
if (WM_QUIT == msg.message)
{
break;
}
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{
/*
* Animate the scene.
*/
OnIdle(hwnd);
}
}
return msg.wParam;
}
/***********************************************************************/
/***********************************************************************
*
* End of file
*
***********************************************************************/