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Tricks of the Windows Gam…ming Gurus (2nd Edition)
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Disc2.iso
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msdn_vcb
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samples
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vc98
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graphics
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directx
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globe
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globe.c
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C/C++ Source or Header
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1997-07-14
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8KB
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226 lines
/*==========================================================================
*
* Copyright (C) 1995, 1996 Microsoft Corporation. All Rights Reserved.
*
* File: globe.c
*
***************************************************************************/
#include "rmdemo.h"
D3DRMRENDERQUALITY quality = D3DRMRENDER_GOURAUD;
LPDIRECT3DRMANIMATION anim;
int motion_points = 17;
D3DVECTOR motion[17] =
{{-D3DVAL(14), D3DVAL(4), D3DVAL(45)},
{D3DVAL(9), -D3DVAL(3), D3DVAL(36)},
{D3DVAL(5), D3DVAL(0), D3DVAL(5)},
{-D3DVAL(5), D3DVAL(8), D3DVAL(25)},
{D3DVAL(0), D3DVAL(3), D3DVAL(20)},
{-D3DVAL(3), -D3DVAL(4), D3DVAL(10)},
{D3DVAL(8), D3DVAL(10), D3DVAL(15)},
{D3DVAL(16), D3DVAL(0), D3DVAL(30)},
{D3DVAL(10), -D3DVAL(4), D3DVAL(42)},
{-D3DVAL(15), D3DVAL(0), D3DVAL(37)},
{-D3DVAL(5), -D3DVAL(7), D3DVAL(15)},
{D3DVAL(5), D3DVAL(5), D3DVAL(20)},
{D3DVAL(5), D3DVAL(10), D3DVAL(30)},
{D3DVAL(13), D3DVAL(8), D3DVAL(50)},
{D3DVAL(0), D3DVAL(8), D3DVAL(25)},
{D3DVAL(0), D3DVAL(0), D3DVAL(20)},
{-D3DVAL(14), D3DVAL(4), D3DVAL(45)}
};
static void CDECL cleanupPath(LPDIRECT3DRMOBJECT obj, void* arg)
{
anim->lpVtbl->Release(anim);
}
static void CDECL moveCamera(LPDIRECT3DRMFRAME frame, void *arg, D3DVALUE delta)
{
static D3DVALUE t = D3DVAL(0.0);
LPDIRECT3DRMFRAME world_frame = (LPDIRECT3DRMFRAME) arg;
LPDIRECT3DRMFRAME scene;
frame->lpVtbl->GetScene(frame, &scene);
t += D3DVAL(0.08);
anim->lpVtbl->SetFrame(anim, frame);
anim->lpVtbl->SetTime(anim, t);
frame->lpVtbl->LookAt(frame, world_frame, scene, D3DRMCONSTRAIN_Z);
scene->lpVtbl->Release(scene);
}
/*
* world_scene
*/
BOOL
run_world_scene(LPDIRECT3DRMFRAME scene, LPDIRECT3DRMFRAME camera)
{
LPDIRECT3DRMFRAME light1 = NULL;
LPDIRECT3DRMFRAME world_frame = NULL;
LPDIRECT3DRMLIGHT l1 = NULL;
LPDIRECT3DRMLIGHT l2 = NULL;
LPDIRECT3DRMTEXTURE tex = NULL;
LPDIRECT3DRMWRAP wrap = NULL;
LPDIRECT3DRMMESHBUILDER sphere3_builder = NULL;
LPDIRECT3DRMMATERIAL mat = NULL;
HRESULT rval;
D3DRMBOX box;
D3DVALUE miny, maxy, height;
if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, scene, &light1)))
goto generic_error;
if (FAILED(light1->lpVtbl->SetPosition(light1, scene, D3DVAL(2), D3DVAL(0.0), D3DVAL(22))))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateLightRGB(lpD3DRM, D3DRMLIGHT_DIRECTIONAL, D3DVAL(0.9),
D3DVAL(0.9), D3DVAL(0.9), &l1)))
goto generic_error;
if (FAILED(light1->lpVtbl->AddLight(light1, l1)))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateLightRGB(lpD3DRM, D3DRMLIGHT_AMBIENT, D3DVAL(0.1),
D3DVAL(0.1), D3DVAL(0.1), &l2)))
goto generic_error;
if (FAILED(scene->lpVtbl->AddLight(scene, l2)))
goto generic_error;
if (FAILED(camera->lpVtbl->SetPosition(camera, scene, D3DVAL(0.0), D3DVAL(0.0), D3DVAL(0.0))))
goto generic_error;
if (FAILED(camera->lpVtbl->SetOrientation(camera, scene, D3DVAL(0.0), D3DVAL(0.0), D3DVAL(1), D3DVAL(0.0),
D3DVAL(1), D3DVAL(0.0))))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, scene, &world_frame)))
goto generic_error;
if (FAILED(world_frame->lpVtbl->SetPosition(world_frame, scene, D3DVAL(0.0), D3DVAL(0.0), D3DVAL(30))))
goto generic_error;
if (FAILED(world_frame->lpVtbl->SetOrientation(world_frame, scene, D3DVAL(0.0), D3DVAL(0.0), D3DVAL(1),
D3DVAL(0.0), D3DVAL(1), D3DVAL(0.0))))
goto generic_error;
if (FAILED(world_frame->lpVtbl->SetRotation(world_frame, scene, D3DVAL(0.03),
D3DVAL(0.1), D3DVAL(0.0), D3DVAL(0.1))))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateMeshBuilder(lpD3DRM, &sphere3_builder)))
goto generic_error;
rval = sphere3_builder->lpVtbl->Load(sphere3_builder, "sphere3.x",
NULL, D3DRMLOAD_FROMFILE, NULL, NULL);
if (rval != D3DRM_OK) {
Msg("Failed to load sphere3.x.\n%s", D3DRMErrorToString(rval));
goto ret_with_error;
}
if (FAILED(lpD3DRM->lpVtbl->CreateMaterial(lpD3DRM, D3DVAL(20.0), &mat)))
goto generic_error;
if (FAILED(sphere3_builder->lpVtbl->SetMaterial(sphere3_builder, mat)))
goto generic_error;
mat->lpVtbl->Release(mat); mat = NULL;
if (FAILED(sphere3_builder->lpVtbl->Scale(sphere3_builder,
D3DVAL(2), D3DVAL(2), D3DVAL(2))))
goto generic_error;
if (FAILED(sphere3_builder->lpVtbl->SetColorRGB(sphere3_builder, D3DVAL(1), D3DVAL(1), D3DVAL(1))))
goto generic_error;
if (FAILED(sphere3_builder->lpVtbl->GetBox(sphere3_builder, &box)))
goto generic_error;
maxy = box.max.y;
miny = box.min.y;
height = maxy - miny;
if (FAILED(lpD3DRM->lpVtbl->CreateWrap
(lpD3DRM, D3DRMWRAP_CYLINDER, NULL,
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(1.0),
D3DVAL(0.0), D3DDivide(miny, height),
D3DVAL(1.0), D3DDivide(-D3DVAL(1.0), height),
&wrap
)))
goto generic_error;
if (FAILED(wrap->lpVtbl->Apply(wrap, (LPDIRECT3DRMOBJECT) sphere3_builder)))
goto generic_error;
rval = lpD3DRM->lpVtbl->LoadTexture(lpD3DRM, "tex1.ppm", &tex);
if (rval != D3DRM_OK) {
Msg("Failed to load tex1.ppm\n%s", D3DRMErrorToString(rval));
goto ret_with_error;
}
if (FAILED(tex->lpVtbl->SetShades(tex, 32)))
goto generic_error;
if (FAILED(sphere3_builder->lpVtbl->SetTexture(sphere3_builder, tex)))
goto generic_error;
if (FAILED(world_frame->lpVtbl->AddVisual(world_frame, (LPDIRECT3DRMVISUAL) sphere3_builder)))
goto generic_error;
if (FAILED(camera->lpVtbl->AddMoveCallback(camera, moveCamera,
(void *) world_frame)))
goto generic_error;
if (FAILED(camera->lpVtbl->AddDestroyCallback(camera, cleanupPath, NULL)))
goto generic_error;
RELEASE(light1);
RELEASE(world_frame);
RELEASE(sphere3_builder);
RELEASE(l1);
RELEASE(l2);
RELEASE(tex);
RELEASE(wrap);
return TRUE;
generic_error:
Msg("An error occurred while building the scene.\n");
ret_with_error:
RELEASE(light1);
RELEASE(world_frame);
RELEASE(l1);
RELEASE(l2);
RELEASE(tex);
RELEASE(wrap);
RELEASE(sphere3_builder);
RELEASE(mat);
return FALSE;
}
BOOL
BuildScene(LPDIRECT3DRMDEVICE dev, LPDIRECT3DRMVIEWPORT view,
LPDIRECT3DRMFRAME scene, LPDIRECT3DRMFRAME camera)
{
int i;
view = view; /* not used */
/*
* This example flys a camera around a globe. The path taken is
* defined by a spline curve.
*/
if (FAILED(dev->lpVtbl->SetQuality(dev, quality)))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateAnimation(lpD3DRM, &anim)))
goto generic_error;
if (FAILED(anim->lpVtbl->SetOptions(anim, D3DRMANIMATION_CLOSED | D3DRMANIMATION_LINEARPOSITION | D3DRMANIMATION_POSITION)))
goto generic_error;
for (i = 0; i < motion_points; i++) {
if (FAILED(anim->lpVtbl->AddPositionKey(anim, D3DVAL(i), motion[i].x, motion[i].y,
motion[i].z/2)))
goto generic_error;
}
if (!run_world_scene(scene, camera))
goto ret_with_error;
return TRUE;
generic_error:
Msg("A failure occurred while building the scene.\n");
ret_with_error:
return FALSE;
}
void
OverrideDefaults(Defaults* defaults)
{
lstrcpy(defaults->Name, "Globe Direct3DRM Example");
}