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Tricks of the Windows Gam…ming Gurus (2nd Edition)
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d3dmain.cpp
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1997-07-14
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/*
* Copyright (C) 1995, 1996 Microsoft Corporation. All Rights Reserved.
*
* File: d3dmain.cpp
*
* Each of the Direct3D samples must be linked with this file. It contains
* the code which allows them to run in the Windows environment.
*
* A window is created using d3dmain.res which allows the user to select the
* Direct3D driver to use and change the render options. The D3DApp
* collection of functions is used to initialize DirectDraw, Direct3D and
* keep surfaces and D3D devices available for rendering.
*
* Frame rate and a screen mode information buffer is Blt'ed to the screen
* by functions in stats.cpp.
*
* Each sample is executed through the functions: InitScene, InitView,
* RenderScene, ReleaseView, ReleaseScene and OverrideDefaults, as described
* in d3ddemo.h. Samples can also read mouse and keyboard input via
* SetMouseCallback and SetKeyboardCallback.
*/
#include "d3dmain.h"
/*
* GLOBAL VARIABLES
*/
D3DAppInfo* d3dapp; /* Pointer to read only collection of DD and D3D
objects maintained by D3DApp */
d3dmainglobals myglobs; /* collection of global variables */
BOOL(*MouseHandler)(UINT, WPARAM, LPARAM); /* sample's function which traps
mouse input */
BOOL(*KeyboardHandler)(UINT, WPARAM, LPARAM); /* sample's functions which traps
keyboard input */
/*
* INTERNAL FUNCTION PROTOTYPES
*/
static BOOL AppInit(HINSTANCE hInstance, LPSTR lpCmdLine);
static BOOL CreateD3DApp(LPSTR lpCmdLine);
static BOOL BeforeDeviceDestroyed(LPVOID lpContext);
static BOOL AfterDeviceCreated(int w, int h, LPDIRECT3DVIEWPORT2* lpViewport,
LPVOID lpContext);
void CleanUpAndPostQuit(void);
static void InitGlobals(void);
static BOOL AppPause(BOOL f);
void ReportD3DAppError(void);
static BOOL RenderLoop(void);
static BOOL RestoreSurfaces();
long FAR PASCAL WindowProc(HWND hWnd, UINT message, WPARAM wParam,
LPARAM lParam );
/****************************************************************************/
/* WinMain */
/****************************************************************************/
/*
* Initializes the application then enters a message loop which calls sample's
* RenderScene until a quit message is received.
*/
int PASCAL
WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine,
int nCmdShow)
{
int failcount = 0; /* number of times RenderLoop has failed */
MSG msg;
HACCEL hAccelApp;
hPrevInstance;
/*
* Create the window and initialize all objects needed to begin rendering
*/
if(!AppInit(hInstance, lpCmdLine))
return FALSE;
hAccelApp = LoadAccelerators(hInstance, "AppAccel");
while (!myglobs.bQuit) {
/*
* Monitor the message queue until there are no pressing
* messages
*/
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
if (msg.message == WM_QUIT) {
CleanUpAndPostQuit();
break;
}
if (!myglobs.hWndMain || !TranslateAccelerator(myglobs.hWndMain,
hAccelApp, &msg)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
/*
* If the app is not minimized, not about to quit, not paused, either the
* active fullscreen app or in a window and D3D has been initialized,
* we can render
*/
} else if (d3dapp->bRenderingIsOK && !d3dapp->bMinimized
&& !d3dapp->bPaused && !myglobs.bQuit
&& (d3dapp->bAppActive || !d3dapp->bFullscreen)) {
/*
* If were are not in single step mode or if we are and the
* bDrawAFrame flag is set, render one frame
*/
if (!(myglobs.bSingleStepMode && !myglobs.bDrawAFrame)) {
/*
* Attempt to render a frame, if it fails, take a note. If
* rendering fails more than twice, abort execution.
*/
if (!RenderLoop()) {
++failcount;
if (failcount == 3) {
Msg("Rendering has failed too many times. Aborting execution.\n");
CleanUpAndPostQuit();
break;
}
}
}
/*
* Reset the bDrawAFrame flag if we are in single step mode
*/
if (myglobs.bSingleStepMode)
myglobs.bDrawAFrame = FALSE;
} else {
WaitMessage();
}
}
DestroyWindow(myglobs.hWndMain);
return msg.wParam;
}
/****************************************************************************/
/* D3DApp Initialization and callback functions */
/****************************************************************************/
/*
* AppInit
* Creates the window and initializes all objects necessary to begin rendering
*/
static BOOL
AppInit(HINSTANCE hInstance, LPSTR lpCmdLine)
{
WNDCLASS wc;
/*
* Initialize the global variables
*/
InitGlobals();
myglobs.hInstApp = hInstance;
/*
* Register the window class
*/
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon( hInstance, "AppIcon");
wc.hCursor = LoadCursor( NULL, IDC_ARROW );
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wc.lpszMenuName = "AppMenu";
wc.lpszClassName = "Example";
if (!RegisterClass(&wc))
return FALSE;
/*
* Create a window with some default settings that may change
*/
myglobs.hWndMain = CreateWindowEx(
WS_EX_APPWINDOW,
"Example",
"D3D Example",
WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU |
WS_THICKFRAME | WS_MINIMIZEBOX,
CW_USEDEFAULT, CW_USEDEFAULT,
START_WIN_SIZE, START_WIN_SIZE,
NULL, /* parent window */
NULL, /* menu handle */
hInstance, /* program handle */
NULL); /* create parms */
if (!myglobs.hWndMain){
Msg("CreateWindowEx failed");
return FALSE;
}
/*
* Display the window
*/
ShowWindow(myglobs.hWndMain, SW_SHOWNORMAL);
UpdateWindow(myglobs.hWndMain);
/*
* Have the example initialize it components which remain constant
* throughout execution
*/
if (!InitScene())
return FALSE;
/*
* Call D3DApp to initialize all DD and D3D objects necessary to render.
* D3DApp will call the device creation callback which will initialize the
* viewport and the sample's execute buffers.
*/
if (!CreateD3DApp(lpCmdLine))
return FALSE;
return TRUE;
}
/*
* CreateD3DApp
* Create all DirectDraw and Direct3D objects necessary to begin rendering.
* Add the list of D3D drivers to the file menu.
*/
static BOOL
CreateD3DApp(LPSTR lpCmdLine)
{
HMENU hmenu;
int i;
LPSTR option;
BOOL bOnlySystemMemory, bOnlyEmulation;
DWORD flags;
Defaults defaults;
/*
* Give D3DApp a list of textures to keep track of.
*/
D3DAppAddTexture("checker.ppm");
D3DAppAddTexture("tex2.ppm");
D3DAppAddTexture("tex7.ppm");
D3DAppAddTexture("win95.ppm");
/*
* Parse the command line in seach of one of the following options:
* systemmemory All surfaces should be created in system memory.
* Hardware DD and D3D devices are disabled, but
* debugging during the Win16 lock becomes possible.
* emulation Do not use hardware DD or D3D devices.
*/
bOnlySystemMemory = FALSE;
bOnlyEmulation = FALSE;
option = strtok(lpCmdLine, " -");
while(option != NULL ) {
if (!lstrcmp(option, "systemmemory")) {
bOnlySystemMemory = TRUE;
} else if (!lstrcmp(option, "emulation")) {
bOnlyEmulation = TRUE;
} else {
Msg("Invalid command line options given.\nLegal options: -systemmemory, -emulation\n");
return FALSE;
}
option = strtok(NULL, " -");
}
/*
* Set the flags to pass to the D3DApp creation based on command line
*/
flags = ((bOnlySystemMemory) ? D3DAPP_ONLYSYSTEMMEMORY : 0) |
((bOnlyEmulation) ? (D3DAPP_ONLYD3DEMULATION |
D3DAPP_ONLYDDEMULATION) : 0);
/*
* Create all the DirectDraw and D3D objects neccesary to render. The
* AfterDeviceCreated callback function is called by D3DApp to create the
* viewport and the example's execute buffers.
*/
if (!D3DAppCreateFromHWND(flags, myglobs.hWndMain, AfterDeviceCreated,
NULL, BeforeDeviceDestroyed, NULL, &d3dapp)) {
ReportD3DAppError();
return FALSE;
}
/*
* Add the the list of display modes D3DApp found to the mode menu
*/
hmenu = GetSubMenu(GetMenu(myglobs.hWndMain), 4);
for (i = 0; i < d3dapp->NumModes; i++) {
char ach[80];
wsprintf(ach,"%dx%dx%d", d3dapp->Mode[i].w, d3dapp->Mode[i].h,
d3dapp->Mode[i].bpp);
AppendMenu(hmenu, MF_STRING, MENU_FIRST_MODE+i, ach);
}
/*
* Add the list of D3D drivers D3DApp foudn to the file menu
*/
hmenu = GetSubMenu(GetMenu(myglobs.hWndMain), 0);
for (i = 0; i < d3dapp->NumDrivers; i++) {
InsertMenu(hmenu, 6 + i, MF_BYPOSITION | MF_STRING,
MENU_FIRST_DRIVER + i, d3dapp->Driver[i].Name);
}
/*
* Allow the sample to override the default render state and other
* settings
*/
if (!D3DAppGetRenderState(&defaults.rs)) {
ReportD3DAppError();
return FALSE;
}
lstrcpy(defaults.Name, "D3D Example");
defaults.bTexturesDisabled = FALSE;
defaults.bResizingDisabled = myglobs.bResizingDisabled;
defaults.bClearsOn = myglobs.bClearsOn;
OverrideDefaults(&defaults);
myglobs.bClearsOn = defaults.bClearsOn;
myglobs.bResizingDisabled = defaults.bResizingDisabled;
/*
* Apply any changes to the render state
*/
memcpy(&myglobs.rstate, &defaults.rs, sizeof(D3DAppRenderState));
if (!D3DAppSetRenderState(&myglobs.rstate)) {
ReportD3DAppError();
return FALSE;
}
/*
* If I should begin with textures off, disable them and re-create
* the view.
*/
if (defaults.bTexturesDisabled) {
if (!D3DAppDisableTextures(defaults.bTexturesDisabled)) {
ReportD3DAppError();
return FALSE;
}
/*
* Release all objects (ie execute buffers) created by InitView
*/
ReleaseView(d3dapp->lpD3DViewport);
/*
* Create the sample's execute buffers via InitView
*/
if (!InitView(d3dapp->lpDD, d3dapp->lpD3D, d3dapp->lpD3DDevice,
d3dapp->lpD3DViewport, d3dapp->NumUsableTextures,
d3dapp->TextureHandle)) {
Msg("InitView failed.\n");
CleanUpAndPostQuit();
return FALSE;
}
}
SetWindowText(myglobs.hWndMain, defaults.Name);
return TRUE;
}
/*
* AfterDeviceCreated
* D3DApp will call this function immediately after the D3D device has been
* created (or re-created). D3DApp expects the D3D viewport to be created and
* returned. The sample's execute buffers are also created (or re-created)
* here.
*/
static BOOL
AfterDeviceCreated(int w, int h, LPDIRECT3DVIEWPORT2* lplpViewport, LPVOID lpContext)
{
HMENU hmenu;
int i;
char ach[20];
LPDIRECT3DVIEWPORT2 lpD3DViewport;
HRESULT rval;
/*
* Create the D3D viewport object
*/
rval = d3dapp->lpD3D->CreateViewport(&lpD3DViewport, NULL);
if (rval != D3D_OK) {
Msg("Create D3D viewport failed.\n%s", D3DAppErrorToString(rval));
CleanUpAndPostQuit();
return FALSE;
}
/*
* Add the viewport to the D3D device
*/
rval = d3dapp->lpD3DDevice->AddViewport(lpD3DViewport);
if (rval != D3D_OK) {
Msg("Add D3D viewport failed.\n%s", D3DAppErrorToString(rval));
CleanUpAndPostQuit();
return FALSE;
}
/*
* Setup the viewport for a reasonable viewing area
*/
D3DVIEWPORT2 viewData;
memset(&viewData, 0, sizeof(D3DVIEWPORT2));
viewData.dwSize = sizeof(D3DVIEWPORT2);
viewData.dwX = viewData.dwY = 0;
viewData.dwWidth = w;
viewData.dwHeight = h;
viewData.dvClipX = -1.0f;
viewData.dvClipWidth = 2.0f;
viewData.dvClipHeight = h * 2.0f / w;
viewData.dvClipY = viewData.dvClipHeight / 2.0f;
viewData.dvMinZ = 0.0f;
viewData.dvMaxZ = 1.0f;
rval = lpD3DViewport->SetViewport2(&viewData);
if (rval != D3D_OK) {
Msg("SetViewport failed.\n%s", D3DAppErrorToString(rval));
CleanUpAndPostQuit();
return FALSE;
}
/*
* Return the viewport to D3DApp so it can use it
*/
*lplpViewport = lpD3DViewport;
/*
* Create the sample's execute buffers via InitView
*/
if (!InitView(d3dapp->lpDD, d3dapp->lpD3D, d3dapp->lpD3DDevice,
lpD3DViewport, d3dapp->NumUsableTextures,
d3dapp->TextureHandle)) {
Msg("InitView failed.\n");
CleanUpAndPostQuit();
return FALSE;
}
/*
* Add the list of texture formats found by D3DApp to the texture menu
*/
hmenu = GetSubMenu(GetMenu(myglobs.hWndMain), 3);
for (i = 0; i < d3dapp->NumTextureFormats; i++) {
if (d3dapp->TextureFormat[i].bPalettized) {
wsprintf(ach, "%d-bit Palettized",
d3dapp->TextureFormat[i].IndexBPP);
} else {
wsprintf(ach, "%d%d%d RGB", d3dapp->TextureFormat[i].RedBPP,
d3dapp->TextureFormat[i].GreenBPP,
d3dapp->TextureFormat[i].BlueBPP);
}
AppendMenu(hmenu, MF_STRING, MENU_FIRST_FORMAT + i, ach);
}
/*
* Create and initialize the surfaces containing the frame rate and
* window information
*/
if (!InitFontAndTextBuffers()) {
Msg("InitFontAndTextBuffers failed.\n");
CleanUpAndPostQuit();
return FALSE;
}
return TRUE;
}
/*
* BeforeDeviceDestroyed
* D3DApp will call this function before the current D3D device is destroyed
* to give the app the opportunity to destroy objects it has created with the
* DD or D3D objects.
*/
static BOOL
BeforeDeviceDestroyed(LPVOID lpContext)
{
HMENU hmenu;
int i;
/*
* Release the font object and buffers containing stats
*/
ReleaseFontAndTextBuffers();
/*
* Release all objects (ie execute buffers) created by InitView
*/
ReleaseView(d3dapp->lpD3DViewport);
/*
* Since we created the viewport it is our responsibility to release
* it. Use D3DApp's pointer to it since we didn't save one.
*/
d3dapp->lpD3DViewport->Release();
/*
* Delete the list of texture formats from the texture menu because
* they are likely to change
*/
if (myglobs.hWndMain) {
hmenu = GetSubMenu(GetMenu(myglobs.hWndMain), 3);
if (hmenu) {
for (i = 0; i < d3dapp->NumTextureFormats; i++) {
DeleteMenu(hmenu, MENU_FIRST_FORMAT + i, MF_BYCOMMAND);
}
}
}
return TRUE;
}
/****************************************************************************/
/* Rendering loop */
/****************************************************************************/
/*
* RenderLoop
* Render the next frame and update the window
*/
static BOOL
RenderLoop()
{
D3DRECT extents[D3DAPP_MAXCLEARRECTS];
int count;
/*
* If all the DD and D3D objects have been initialized we can render
*/
if (d3dapp->bRenderingIsOK) {
/*
* Restore any lost surfaces
*/
if (!RestoreSurfaces()) {
/*
* Restoring surfaces sometimes fails because the surfaces cannot
* yet be restored. If this is the case, the error will show up
* somewhere else and we should return success here to prevent
* unnecessary error's being reported.
*/
return TRUE;
}
/*
* Calculate the frame rate
*/
if (!CalculateFrameRate())
return FALSE;
/*
* Clear the back buffer and Z buffer if enabled. If bResized is set,
* clear the entire window.
*/
if (myglobs.bClearsOn) {
if (!D3DAppClearBackBuffer(myglobs.bResized ?
D3DAPP_CLEARALL : NULL)) {
ReportD3DAppError();
return FALSE;
}
}
/*
* Call the sample's RenderScene to render this frame
*/
{
// init the extent to something wrong
extents[0].x1 = 2048;
extents[0].x2 = 0;
extents[0].y1 = 2048;
extents[0].y2 = 0;
if (!RenderScene(d3dapp->lpD3DDevice, d3dapp->lpD3DViewport,
&extents[0])) {
Msg("RenderScene failed.\n");
return FALSE;
}
count = 1;
}
/*
* Blt the frame rate and window stat text to the back buffer
*/
if (!DisplayFrameRate(&count, &extents[1]))
return FALSE;
/*
* Give D3DApp the extents so it can keep track of dirty sections of
* the back and front buffers. Look to see if the extent from RenderScene
* changed any. If not, skip it's dirty rect.
*/
if (extents[0].x1 == 2048.0) { // nothing changed
if (!D3DAppRenderExtents(count-1, &extents[1], myglobs.bResized ?
D3DAPP_CLEARALL : NULL)) {
ReportD3DAppError();
return FALSE;
}
} else {
// correct for not quite right extent behavior in some drivers
if (extents[0].x1 != 0)
extents[0].x1 -= 1;
if (extents[0].y1 != 0)
extents[0].y1 -= 1;
if (!D3DAppRenderExtents(count, extents, myglobs.bResized ?
D3DAPP_CLEARALL : NULL)) {
ReportD3DAppError();
return FALSE;
}
}
/*
* Blt or flip the back buffer to the front buffer. Don't report an
* error if this fails.
*/
D3DAppShowBackBuffer(myglobs.bResized ? D3DAPP_SHOWALL : NULL);
/*
* Reset the resize flag
*/
myglobs.bResized = FALSE;
}
return TRUE;
}
/*
* AppPause
* Pause and unpause the application
*/
static BOOL
AppPause(BOOL f)
{
/*
* Flip to the GDI surface and halt rendering
*/
if (!D3DAppPause(f))
return FALSE;
/*
* When returning from a pause, reset the frame rate count
*/
if (!f) {
ResetFrameRate();
}
return TRUE;
}
/*
* RestoreSurfaces
* Restores any lost surfaces. Returns TRUE if all surfaces are not lost and
* FALSE if one or more surfaces is lost and can not be restored at the
* moment.
*/
static BOOL
RestoreSurfaces()
{
HRESULT d3drval;
/*
* Have D3DApp check all the surfaces it's in charge of
*/
if (!D3DAppCheckForLostSurfaces()) {
return FALSE;
}
/*
* Check frame rate and info surfaces and re-write them if they
* were lost.
*/
if (myglobs.lpFrameRateBuffer->IsLost() == DDERR_SURFACELOST) {
d3drval = myglobs.lpFrameRateBuffer->Restore();
if (d3drval != DD_OK) {
return FALSE;
}
if (!WriteFrameRateBuffer(0.0f, 0))
return FALSE;
}
if (myglobs.lpInfoBuffer->IsLost() == DDERR_SURFACELOST) {
d3drval = myglobs.lpInfoBuffer->Restore();
if (d3drval != DD_OK) {
return FALSE;
}
if (!WriteInfoBuffer())
return FALSE;
}
return TRUE;
}
/*************************************************************************
Windows message handlers
*************************************************************************/
/*
* AppAbout
* About box message handler
*/
BOOL
FAR PASCAL 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;
}
/*
* WindowProc
* Main window message handler.
*/
long
FAR PASCAL WindowProc(HWND hWnd, UINT message, WPARAM wParam,
LPARAM lParam )
{
int i;
BOOL bStop;
LRESULT lresult;
/*
* Give D3DApp an opportunity to process any messages it MUST see in order
* to perform it's function.
*/
if (!D3DAppWindowProc(&bStop, &lresult, hWnd, message, wParam, lParam)) {
ReportD3DAppError();
CleanUpAndPostQuit();
return 0;
}
/*
* Prevent resizing through this message
*/
if (message == WM_GETMINMAXINFO && myglobs.bResizingDisabled && !d3dapp->bFullscreen && !d3dapp->bMinimized) {
RECT rc;
GetWindowRect(hWnd, &rc);
((LPMINMAXINFO)lParam)->ptMaxTrackSize.x = START_WIN_SIZE;
((LPMINMAXINFO)lParam)->ptMaxTrackSize.y = START_WIN_SIZE;
((LPMINMAXINFO)lParam)->ptMinTrackSize.x = START_WIN_SIZE;
((LPMINMAXINFO)lParam)->ptMinTrackSize.y = START_WIN_SIZE;
return 0;
}
/*
* If bStop is set by D3DApp, the app should not process the message but
* return lresult.
*/
if (bStop)
return lresult;
switch( message ) {
case WM_MOUSEMOVE:
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
case WM_RBUTTONDOWN:
case WM_RBUTTONUP:
case WM_MBUTTONDOWN:
case WM_MBUTTONUP:
/*
* Call the sample's MouseHandler if available
*/
if (!MouseHandler)
break;
if ((MouseHandler)(message, wParam, lParam))
return 1;
break;
case WM_KEYDOWN:
/*
* Call the sample's keyboard handler if available
*/
if (!KeyboardHandler)
break;
if ((KeyboardHandler)(message, wParam, lParam))
return 1;
break;
/*
* Pause and unpause the app when entering/leaving the menu
*/
case WM_ENTERMENULOOP:
AppPause(TRUE);
break;
case WM_EXITMENULOOP:
AppPause(FALSE);
break;
case WM_DESTROY:
myglobs.hWndMain = NULL;
CleanUpAndPostQuit();
break;
case WM_INITMENUPOPUP:
/*
* Check and enable the appropriate menu items
*/
if (d3dapp->ThisDriver.bDoesZBuffer) {
EnableMenuItem((HMENU)wParam, MENU_ZBUFFER, MF_ENABLED);
CheckMenuItem((HMENU)wParam, MENU_ZBUFFER, myglobs.rstate.bZBufferOn ? MF_CHECKED : MF_UNCHECKED);
} else {
EnableMenuItem((HMENU)wParam, MENU_ZBUFFER, MF_GRAYED);
CheckMenuItem((HMENU)wParam, MENU_ZBUFFER, MF_UNCHECKED);
}
CheckMenuItem((HMENU)wParam, MENU_STEP, (myglobs.bSingleStepMode) ? MF_CHECKED : MF_UNCHECKED);
EnableMenuItem((HMENU)wParam, MENU_GO, (myglobs.bSingleStepMode) ? MF_ENABLED : MF_GRAYED);
CheckMenuItem((HMENU)wParam, MENU_FLAT, (myglobs.rstate.ShadeMode == D3DSHADE_FLAT) ? MF_CHECKED : MF_UNCHECKED);
CheckMenuItem((HMENU)wParam, MENU_GOURAUD, (myglobs.rstate.ShadeMode == D3DSHADE_GOURAUD) ? MF_CHECKED : MF_UNCHECKED);
CheckMenuItem((HMENU)wParam, MENU_PHONG, (myglobs.rstate.ShadeMode == D3DSHADE_PHONG) ? MF_CHECKED : MF_UNCHECKED);
EnableMenuItem((HMENU)wParam, MENU_PHONG, MF_GRAYED);
CheckMenuItem((HMENU)wParam, MENU_CLEARS, myglobs.bClearsOn ? MF_CHECKED : MF_UNCHECKED);
CheckMenuItem((HMENU)wParam, MENU_POINT, (myglobs.rstate.FillMode == D3DFILL_POINT) ? MF_CHECKED : MF_UNCHECKED);
CheckMenuItem((HMENU)wParam, MENU_WIREFRAME, (myglobs.rstate.FillMode == D3DFILL_WIREFRAME) ? MF_CHECKED : MF_UNCHECKED);
CheckMenuItem((HMENU)wParam, MENU_SOLID, (myglobs.rstate.FillMode == D3DFILL_SOLID) ? MF_CHECKED : MF_UNCHECKED);
CheckMenuItem((HMENU)wParam, MENU_DITHERING, myglobs.rstate.bDithering ? MF_CHECKED : MF_UNCHECKED);
CheckMenuItem((HMENU)wParam, MENU_SPECULAR, myglobs.rstate.bSpecular ? MF_CHECKED : MF_UNCHECKED);
EnableMenuItem((HMENU)wParam, MENU_SPECULAR, MF_ENABLED);
CheckMenuItem((HMENU)wParam, MENU_FOG, myglobs.rstate.bFogEnabled ? MF_CHECKED : MF_UNCHECKED);
CheckMenuItem((HMENU)wParam, MENU_ANTIALIAS, myglobs.rstate.bAntialiasing ? MF_CHECKED : MF_UNCHECKED);
if (d3dapp->ThisDriver.bDoesTextures) {
CheckMenuItem((HMENU)wParam, MENU_TEXTURE_TOGGLE, (!d3dapp->bTexturesDisabled) ? MF_CHECKED : MF_UNCHECKED);
EnableMenuItem((HMENU)wParam, MENU_TEXTURE_TOGGLE, MF_ENABLED);
EnableMenuItem((HMENU)wParam, MENU_TEXTURE_SWAP, (d3dapp->bTexturesDisabled) ? MF_GRAYED : MF_ENABLED);
CheckMenuItem((HMENU)wParam, MENU_PERSPCORRECT, myglobs.rstate.bPerspCorrect ? MF_CHECKED : MF_UNCHECKED);
EnableMenuItem((HMENU)wParam, MENU_PERSPCORRECT, (d3dapp->bTexturesDisabled) ? MF_GRAYED : MF_ENABLED);
CheckMenuItem((HMENU)wParam, MENU_POINT_FILTER, (myglobs.rstate.TextureFilter == D3DFILTER_NEAREST) ? MF_CHECKED : MF_UNCHECKED);
EnableMenuItem((HMENU)wParam, MENU_POINT_FILTER, (d3dapp->bTexturesDisabled) ? MF_GRAYED : MF_ENABLED);
CheckMenuItem((HMENU)wParam, MENU_LINEAR_FILTER, (myglobs.rstate.TextureFilter == D3DFILTER_LINEAR) ? MF_CHECKED : MF_UNCHECKED);
EnableMenuItem((HMENU)wParam, MENU_LINEAR_FILTER, (d3dapp->bTexturesDisabled) ? MF_GRAYED : MF_ENABLED);
for (i = 0; i < d3dapp->NumTextureFormats; i++) {
CheckMenuItem((HMENU)wParam, MENU_FIRST_FORMAT + i, (i == d3dapp->CurrTextureFormat) ? MF_CHECKED : MF_UNCHECKED);
EnableMenuItem((HMENU)wParam, MENU_FIRST_FORMAT + i, (d3dapp->bTexturesDisabled) ? MF_GRAYED : MF_ENABLED);
}
} else {
EnableMenuItem((HMENU)wParam, MENU_TEXTURE_SWAP, MF_GRAYED);
EnableMenuItem((HMENU)wParam, MENU_TEXTURE_TOGGLE, MF_GRAYED);
EnableMenuItem((HMENU)wParam, MENU_POINT_FILTER, MF_GRAYED);
EnableMenuItem((HMENU)wParam, MENU_LINEAR_FILTER, MF_GRAYED);
EnableMenuItem((HMENU)wParam, MENU_PERSPCORRECT, MF_GRAYED);
}
if (d3dapp->bIsPrimary) {
CheckMenuItem((HMENU)wParam, MENU_FULLSCREEN, d3dapp->bFullscreen ? MF_CHECKED : MF_UNCHECKED);
EnableMenuItem((HMENU)wParam, MENU_FULLSCREEN, d3dapp->bFullscreen && !d3dapp->ThisDriver.bCanDoWindow ? MF_GRAYED : MF_ENABLED);
EnableMenuItem((HMENU)wParam, MENU_NEXT_MODE, (!d3dapp->bFullscreen) ? MF_GRAYED : MF_ENABLED);
EnableMenuItem((HMENU)wParam, MENU_PREVIOUS_MODE, (!d3dapp->bFullscreen) ? MF_GRAYED : MF_ENABLED);
} else {
EnableMenuItem((HMENU)wParam, MENU_FULLSCREEN, MF_GRAYED);
EnableMenuItem((HMENU)wParam, MENU_NEXT_MODE, MF_GRAYED);
EnableMenuItem((HMENU)wParam, MENU_PREVIOUS_MODE, MF_GRAYED);
}
for (i = 0; i < d3dapp->NumModes; i++) {
CheckMenuItem((HMENU)wParam, MENU_FIRST_MODE + i, (i == d3dapp->CurrMode) ? MF_CHECKED : MF_UNCHECKED);
EnableMenuItem((HMENU)wParam, MENU_FIRST_MODE + i, (d3dapp->Mode[i].bThisDriverCanDo) ? MF_ENABLED : MF_GRAYED);
}
for (i = 0; i < d3dapp->NumDrivers; i++) {
CheckMenuItem((HMENU)wParam, MENU_FIRST_DRIVER + i, (i == d3dapp->CurrDriver) ? MF_CHECKED : MF_UNCHECKED);
}
break;
case WM_GETMINMAXINFO:
/*
* Some samples don't like being resized, such as those which use
* screen coordinates (TLVERTEXs).
*/
if (myglobs.bResizingDisabled) {
((LPMINMAXINFO)lParam)->ptMaxTrackSize.x = START_WIN_SIZE;
((LPMINMAXINFO)lParam)->ptMaxTrackSize.y = START_WIN_SIZE;
((LPMINMAXINFO)lParam)->ptMinTrackSize.x = START_WIN_SIZE;
((LPMINMAXINFO)lParam)->ptMinTrackSize.y = START_WIN_SIZE;
return 0;
}
break;
case WM_COMMAND:
switch(LOWORD(wParam)) {
case MENU_ABOUT:
AppPause(TRUE);
DialogBox(myglobs.hInstApp, "AppAbout", myglobs.hWndMain, (DLGPROC)AppAbout);
AppPause(FALSE);
break;
case MENU_EXIT:
CleanUpAndPostQuit();
break;
case MENU_STEP:
/*
* Begin single step more or draw a frame if in single
* step mode
*/
if (!myglobs.bSingleStepMode) {
myglobs.bSingleStepMode = TRUE;
myglobs.bDrawAFrame = TRUE;
} else if (!myglobs.bDrawAFrame) {
myglobs.bDrawAFrame = TRUE;
}
break;
case MENU_GO:
/*
* Exit single step mode
*/
if (myglobs.bSingleStepMode) {
myglobs.bSingleStepMode = FALSE;
ResetFrameRate();
}
break;
case MENU_STATS:
/*
* Toggle output of frame rate and window info
*/
if ((myglobs.bShowFrameRate) && (myglobs.bShowInfo)) {
myglobs.bShowFrameRate = FALSE;
myglobs.bShowInfo = FALSE;
break;
}
if ((!myglobs.bShowFrameRate) && (!myglobs.bShowInfo)) {
myglobs.bShowFrameRate = TRUE;
break;
}
myglobs.bShowInfo = TRUE;
break;
case MENU_FULLSCREEN:
if (d3dapp->bFullscreen) {
/*
* Return to a windowed mode. Let D3DApp decide which
* D3D driver to use in case this one cannot render to
* the Windows display depth
*/
if (!D3DAppWindow(D3DAPP_YOUDECIDE, D3DAPP_YOUDECIDE)) {
ReportD3DAppError();
CleanUpAndPostQuit();
break;
}
} else {
/*
* Enter the current fullscreen mode. D3DApp may
* resort to another mode if this driver cannot do
* the currently selected mode.
*/
if (!D3DAppFullscreen(d3dapp->CurrMode)) {
ReportD3DAppError();
CleanUpAndPostQuit();
break;
}
}
break;
/*
* Texture filter method selection
*/
case MENU_POINT_FILTER:
if (myglobs.rstate.TextureFilter == D3DFILTER_NEAREST)
break;
myglobs.rstate.TextureFilter = D3DFILTER_NEAREST;
if (!D3DAppSetRenderState(&myglobs.rstate)) {
ReportD3DAppError();
break;
}
break;
case MENU_LINEAR_FILTER:
if (myglobs.rstate.TextureFilter == D3DFILTER_LINEAR)
break;
myglobs.rstate.TextureFilter = D3DFILTER_LINEAR;
if (!D3DAppSetRenderState(&myglobs.rstate)) {
ReportD3DAppError();
break;
}
break;
/*
* Shading selection
*/
case MENU_FLAT:
if (myglobs.rstate.ShadeMode == D3DSHADE_FLAT)
break;
myglobs.rstate.ShadeMode = D3DSHADE_FLAT;
if (!D3DAppSetRenderState(&myglobs.rstate)) {
ReportD3DAppError();
break;
}
break;
case MENU_GOURAUD:
if (myglobs.rstate.ShadeMode == D3DSHADE_GOURAUD)
break;
myglobs.rstate.ShadeMode = D3DSHADE_GOURAUD;
if (!D3DAppSetRenderState(&myglobs.rstate)) {
ReportD3DAppError();
break;
}
break;
case MENU_PHONG:
if (myglobs.rstate.ShadeMode == D3DSHADE_PHONG)
break;
myglobs.rstate.ShadeMode = D3DSHADE_PHONG;
if (!D3DAppSetRenderState(&myglobs.rstate)) {
ReportD3DAppError();
break;
}
break;
/*
* Fill mode selection
*/
case MENU_POINT:
if (myglobs.rstate.FillMode == D3DFILL_POINT)
break;
myglobs.rstate.FillMode = D3DFILL_POINT;
if (!D3DAppSetRenderState(&myglobs.rstate)) {
ReportD3DAppError();
break;
}
break;
case MENU_WIREFRAME:
if (myglobs.rstate.FillMode == D3DFILL_WIREFRAME)
break;
myglobs.rstate.FillMode = D3DFILL_WIREFRAME;
if (!D3DAppSetRenderState(&myglobs.rstate)) {
ReportD3DAppError();
break;
}
break;
case MENU_SOLID:
if (myglobs.rstate.FillMode == D3DFILL_SOLID)
break;
myglobs.rstate.FillMode = D3DFILL_SOLID;
if (!D3DAppSetRenderState(&myglobs.rstate)) {
ReportD3DAppError();
break;
}
break;
case MENU_PERSPCORRECT:
/*
* Toggle perspective correction
*/
myglobs.rstate.bPerspCorrect =
!myglobs.rstate.bPerspCorrect;
if (!D3DAppSetRenderState(&myglobs.rstate)) {
ReportD3DAppError();
break;
}
break;
case MENU_CLEARS:
/*
* Toggle the clearing the the back buffer and Z-buffer
* and set the resized flag to clear the entire window
*/
myglobs.bClearsOn = !myglobs.bClearsOn;
if (myglobs.bClearsOn)
myglobs.bResized = TRUE;
break;
case MENU_ZBUFFER:
/*
* Toggle the use of a Z-buffer
*/
myglobs.rstate.bZBufferOn = !myglobs.rstate.bZBufferOn;
if (!D3DAppSetRenderState(&myglobs.rstate)) {
ReportD3DAppError();
break;
}
break;
case MENU_DITHERING:
/*
* Toggle dithering
*/
myglobs.rstate.bDithering = !myglobs.rstate.bDithering;
if (!D3DAppSetRenderState(&myglobs.rstate)) {
ReportD3DAppError();
break;
}
break;
case MENU_SPECULAR:
/*
* Toggle specular highlights
*/
myglobs.rstate.bSpecular = !myglobs.rstate.bSpecular;
if (!D3DAppSetRenderState(&myglobs.rstate)) {
ReportD3DAppError();
break;
}
break;
case MENU_FOG:
/*
* Toggle fog
*/
myglobs.rstate.bFogEnabled = !myglobs.rstate.bFogEnabled;
if (!D3DAppSetRenderState(&myglobs.rstate)) {
ReportD3DAppError();
break;
}
break;
case MENU_ANTIALIAS:
/*
* Toggle anti-aliasing
*/
myglobs.rstate.bAntialiasing =
!myglobs.rstate.bAntialiasing;
if (!D3DAppSetRenderState(&myglobs.rstate)) {
ReportD3DAppError();
break;
}
break;
case MENU_TEXTURE_TOGGLE:
/*
* Release the sample's execute buffers, toggle the
* texture disabled state and recreate them.
*/
ReleaseView(d3dapp->lpD3DViewport);
D3DAppDisableTextures(!d3dapp->bTexturesDisabled);
{
if (!InitView(d3dapp->lpDD, d3dapp->lpD3D,
d3dapp->lpD3DDevice,
d3dapp->lpD3DViewport,
d3dapp->NumUsableTextures,
d3dapp->TextureHandle)) {
Msg("InitView failed.\n");
CleanUpAndPostQuit();
break;
}
}
myglobs.bResized = TRUE;
break;
case MENU_TEXTURE_SWAP:
/*
* Swap textures using the load command
*/
if (!D3DAppSwapTextures()) {
ReportD3DAppError();
break;
}
/*
* Just in case we have a texture background
*/
myglobs.bResized = TRUE;
break;
case MENU_NEXT_MODE:
/*
* Enter the next usable fullscreen mode
*/
i = d3dapp->CurrMode;
do {
++i;
if (i >= d3dapp->NumModes)
i = 0;
if (!d3dapp->Mode[i].bThisDriverCanDo)
continue;
else {
if (!D3DAppFullscreen(i)) {
ReportD3DAppError();
CleanUpAndPostQuit();
}
break;
}
} while(i != d3dapp->CurrMode);
break;
case MENU_PREVIOUS_MODE:
/*
* Enter the previous usable fullscreen mode
*/
i = d3dapp->CurrMode;
do {
--i;
if (i < 0)
i = d3dapp->NumModes - 1;
if (!d3dapp->Mode[i].bThisDriverCanDo)
continue;
else {
if (!D3DAppFullscreen(i)) {
ReportD3DAppError();
CleanUpAndPostQuit();
}
break;
}
} while(i != d3dapp->CurrMode);
break;
}
if ( LOWORD(wParam) >= MENU_FIRST_FORMAT
&& LOWORD(wParam) < MENU_FIRST_FORMAT +
D3DAPP_MAXTEXTUREFORMATS
&& d3dapp->CurrTextureFormat !=
LOWORD(wParam) - MENU_FIRST_FORMAT) {
/*
* Release the sample's execute buffers, change the texture
* format and recreate the view.
*/
ReleaseView(d3dapp->lpD3DViewport);
if (!D3DAppChangeTextureFormat(LOWORD(wParam) -
MENU_FIRST_FORMAT)) {
ReportD3DAppError();
CleanUpAndPostQuit();
}
{
if (!InitView(d3dapp->lpDD, d3dapp->lpD3D,
d3dapp->lpD3DDevice, d3dapp->lpD3DViewport,
d3dapp->NumUsableTextures,
d3dapp->TextureHandle)) {
Msg("InitView failed.\n");
CleanUpAndPostQuit();
break;
}
}
ResetFrameRate();
}
if ( LOWORD(wParam) >= MENU_FIRST_DRIVER
&& LOWORD(wParam) < MENU_FIRST_DRIVER + D3DAPP_MAXD3DDRIVERS
&& d3dapp->CurrDriver != LOWORD(wParam) - MENU_FIRST_DRIVER) {
/*
* Change the D3D driver
*/
if (!D3DAppChangeDriver(LOWORD(wParam) - MENU_FIRST_DRIVER,
NULL)) {
ReportD3DAppError();
CleanUpAndPostQuit();
}
}
if ( LOWORD(wParam) >= MENU_FIRST_MODE
&& LOWORD(wParam) < MENU_FIRST_MODE+100) {
/*
* Switch to the selected fullscreen mode
*/
if (!D3DAppFullscreen(LOWORD(wParam) - MENU_FIRST_MODE)) {
ReportD3DAppError();
CleanUpAndPostQuit();
}
}
/*
* Whenever we receive a command in single step mode, draw a frame
*/
if (myglobs.bSingleStepMode)
myglobs.bDrawAFrame = TRUE;
return 0L;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}
/****************************************************************************/
/* Setting up callbacks for examples */
/****************************************************************************/
/*
* SetMouseCallback
* Called in an example to set a callback function for all WM messages
* dealing with the mouse. The handler should return whether or not
* it handled the message.
*/
BOOL
SetMouseCallback(BOOL(*Handler)(UINT, WPARAM, LPARAM))
{
MouseHandler = Handler;
return TRUE;
}
/*
* SetKeyboardCallback
* Called in an example to set a callback function for all WM messages
* dealing with the keyboard. The handler should return whether or not it
* handled the message.
*/
BOOL
SetKeyboardCallback(BOOL(*Handler)(UINT, WPARAM, LPARAM)) {
KeyboardHandler = Handler;
return TRUE;
}
/****************************************************************************/
/* Initialization, error reporting and release functions. */
/****************************************************************************/
/*
* InitGlobals
* Called once at program initialization to initialize global variables.
*/
static void
InitGlobals(void)
{
d3dapp = NULL;
memset(&myglobs.rstate, 0, sizeof(myglobs.rstate));
memset(&myglobs, 0, sizeof(myglobs));
myglobs.bClearsOn = TRUE;
myglobs.bShowFrameRate = TRUE;
myglobs.bShowInfo = TRUE;
MouseHandler = NULL;
KeyboardHandler = NULL;
}
/*
* CleanUpAndPostQuit
* Release all D3D objects, post a quit message and set the bQuit flag
*/
void
CleanUpAndPostQuit(void)
{
if (myglobs.bQuit)
return;
if (!D3DAppDestroy())
ReportD3DAppError();
ReleaseScene();
myglobs.bQuit = TRUE;
PostQuitMessage( 0 );
}
/*
* ReportD3DAppError
* Reports an error during a d3d app call.
*/
void
ReportD3DAppError(void)
{
Msg("%s", D3DAppLastErrorString());
}
/* Msg
* Message output for error notification.
*/
void __cdecl
Msg( LPSTR fmt, ... )
{
char buff[256];
va_list va;
va_start( va, fmt );
wvsprintf( buff, fmt, va );
va_end( va );
lstrcat(buff, "\r\n");
AppPause(TRUE);
if (d3dapp && d3dapp->bFullscreen)
SetWindowPos(myglobs.hWndMain, HWND_NOTOPMOST, 0, 0, 0, 0,
SWP_NOSIZE | SWP_NOMOVE);
MessageBox( myglobs.hWndMain, buff, "D3D Example Message", MB_OK );
if (d3dapp && d3dapp->bFullscreen)
SetWindowPos(myglobs.hWndMain, HWND_TOPMOST, 0, 0, 0, 0,
SWP_NOSIZE | SWP_NOMOVE);
AppPause(FALSE);
}