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Tricks of the Windows Gam…ming Gurus (2nd Edition)
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samples
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vc98
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directx
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tex5
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tex5.c
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C/C++ Source or Header
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1997-07-14
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7KB
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207 lines
/*==========================================================================
*
* Copyright (C) 1995, 1996 Microsoft Corporation. All Rights Reserved.
*
* File: tex5.c
*
***************************************************************************/
/*
* A texture mapping example showing the use of chrome mapping and decals.
*/
#include "rmdemo.h"
void CDECL
applyWrap(LPDIRECT3DRMFRAME frame, void* arg, D3DVALUE delta)
{
LPDIRECT3DRMWRAP wrap = (LPDIRECT3DRMWRAP) arg;
LPDIRECT3DRMVISUALARRAY visuals;
LPDIRECT3DRMVISUAL v;
int count, i;
frame->lpVtbl->GetVisuals(frame, &visuals);
if (visuals) {
count = visuals->lpVtbl->GetSize(visuals);
for (i = 0; i < count; i++) {
visuals->lpVtbl->GetElement(visuals, i, &v);
wrap->lpVtbl->ApplyRelative(wrap, frame, (LPDIRECT3DRMOBJECT) v);
v->lpVtbl->Release(v);
}
visuals->lpVtbl->Release(visuals);
}
}
void CDECL
toggleDecalScale(LPDIRECT3DRMFRAME frame, void* arg, D3DVALUE delta)
{
LPDIRECT3DRMTEXTURE decal = (LPDIRECT3DRMTEXTURE) arg;
static int i = 0;
i++;
if (i == 20) {
int scale;
i = 0;
scale = decal->lpVtbl->GetDecalScale(decal);
decal->lpVtbl->SetDecalScale(decal, !scale);
}
}
void CDECL
cleanupWrap(LPDIRECT3DRMOBJECT obj, void* arg)
{
LPDIRECT3DRMWRAP wrap = (LPDIRECT3DRMWRAP) arg;
obj;
wrap->lpVtbl->Release(wrap);
}
BOOL
BuildScene(LPDIRECT3DRMDEVICE dev, LPDIRECT3DRMVIEWPORT view,
LPDIRECT3DRMFRAME scene, LPDIRECT3DRMFRAME camera)
{
LPDIRECT3DRMMESH mesh = NULL;
LPDIRECT3DRMFRAME frame = NULL;
LPDIRECT3DRMFRAME axis = NULL;
LPDIRECT3DRMFRAME orbit = NULL;
LPDIRECT3DRMTEXTURE tex = NULL;
LPDIRECT3DRMWRAP wrap = NULL;
LPDIRECT3DRMLIGHT light1 = NULL;
LPDIRECT3DRMLIGHT light2 = NULL;
LPDIRECT3DRMMESHBUILDER builder = NULL;
HRESULT rval;
dev;
view;
camera;
if (FAILED(lpD3DRM->lpVtbl->CreateLightRGB(lpD3DRM, D3DRMLIGHT_AMBIENT, D3DVAL(0.2),
D3DVAL(0.2), D3DVAL(0.2), &light1)))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateLightRGB(lpD3DRM, D3DRMLIGHT_DIRECTIONAL, D3DVAL(1),
D3DVAL(1), D3DVAL(1), &light2)))
goto generic_error;
if (FAILED(scene->lpVtbl->AddLight(scene, light1)))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, scene, &frame)))
goto generic_error;
if (FAILED(frame->lpVtbl->SetOrientation(frame, scene, -D3DVAL(1), -D3DVAL(1),
D3DVAL(1), D3DVAL(0), D3DVAL(1), D3DVAL(0))))
goto generic_error;
if (FAILED(frame->lpVtbl->AddLight(frame, light2)))
goto generic_error;
RELEASE(frame);
if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, scene, &frame)))
goto generic_error;
if (FAILED(frame->lpVtbl->SetPosition(frame, scene, D3DVAL(0), D3DVAL(0), D3DVAL(15))))
goto generic_error;
if (FAILED(frame->lpVtbl->SetOrientation(frame, scene, D3DVAL(0), D3DVAL(1.0), D3DVAL(0),
D3DVAL(0), D3DVAL(0), D3DVAL(1))))
goto generic_error;
if (FAILED(frame->lpVtbl->SetRotation(frame, scene, D3DVAL(0), D3DVAL(0.9), D3DVAL(1.0),
D3DVAL(0.04))))
goto generic_error;
rval = lpD3DRM->lpVtbl->LoadTexture(lpD3DRM, "lake.ppm", &tex);
if (rval != D3DRM_OK) {
Msg("Failed to load lake.ppm.\n");
goto ret_with_error;
}
if (FAILED(tex->lpVtbl->SetColors(tex, 256)))
goto generic_error;
if (FAILED(tex->lpVtbl->SetShades(tex, 1)))
goto generic_error;
if (FAILED(tex->lpVtbl->SetDecalScale(tex, TRUE)))
goto generic_error;
if (FAILED(tex->lpVtbl->SetDecalOrigin(tex, 128, 128)))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateMeshBuilder(lpD3DRM, &builder)))
goto generic_error;
rval = builder->lpVtbl->Load(builder, "torus.x", NULL,
D3DRMLOAD_FROMFILE, NULL, NULL);
if (rval != D3DRM_OK) {
Msg("Failed to load torus.x.\n");
goto ret_with_error;
}
if (FAILED(builder->lpVtbl->SetTexture(builder, tex)))
goto generic_error;
if (FAILED(builder->lpVtbl->SetQuality(builder, D3DRMRENDER_GOURAUD)))
goto generic_error;
if (FAILED(builder->lpVtbl->CreateMesh(builder, &mesh)))
goto generic_error;
RELEASE(builder);
if (FAILED(mesh->lpVtbl->SetGroupColorRGB(mesh, 0, D3DVAL(0.7), D3DVAL(0.3), D3DVAL(0.3))))
goto generic_error;
if (FAILED(mesh->lpVtbl->SetGroupColorRGB(mesh, 1, D3DVAL(1.0), D3DVAL(1.0), D3DVAL(1.0))))
goto generic_error;
if (FAILED(frame->lpVtbl->AddVisual(frame, (LPDIRECT3DRMVISUAL) mesh)))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateWrap
(lpD3DRM, D3DRMWRAP_CHROME, camera,
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), D3DVAL(0.0), D3DVAL(1.0),
-D3DVAL(1.0), &wrap)))
goto generic_error;
if (FAILED(frame->lpVtbl->AddMoveCallback(frame, applyWrap, (void *) wrap)))
goto generic_error;
if (FAILED(frame->lpVtbl->AddDestroyCallback(frame, cleanupWrap, wrap)))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, frame, &axis)))
goto generic_error;
if (FAILED(axis->lpVtbl->SetRotation(axis, frame, D3DVAL(0), D3DVAL(1), D3DVAL(0), D3DVAL(0.04))))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, axis, &orbit)))
goto generic_error;
if (FAILED(orbit->lpVtbl->SetPosition(orbit, axis, D3DVAL(2.6), D3DVAL(0), D3DVAL(0))))
goto generic_error;
if (FAILED(orbit->lpVtbl->AddVisual(orbit, (LPDIRECT3DRMVISUAL) tex)))
goto generic_error;
//orbit->lpVtbl->AddMoveCallback(orbit, toggleDecalScale, (void*) tex);
if (FAILED(scene->lpVtbl->SetSceneBackgroundImage(scene, tex)))
goto generic_error;
RELEASE(mesh);
RELEASE(frame);
RELEASE(axis);
RELEASE(orbit);
RELEASE(tex);
RELEASE(light1);
RELEASE(light2);
/* don't release the wrap */
return TRUE;
generic_error:
Msg("A failure occurred while building the scene.\n");
ret_with_error:
RELEASE(mesh);
RELEASE(frame);
RELEASE(axis);
RELEASE(orbit);
RELEASE(tex);
RELEASE(wrap);
RELEASE(light1);
RELEASE(light2);
RELEASE(builder);
return FALSE;
}
void
OverrideDefaults(Defaults* defaults)
{
defaults->bConstRenderQuality = TRUE;
lstrcpy(defaults->Name, "Texture Mapping V Direct3DRM Example");
}