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VertexBlend
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vertexblend.frm
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2001-10-08
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419 lines
VERSION 5.00
Begin VB.Form Form1
Caption = "Vertex Blend"
ClientHeight = 4485
ClientLeft = 60
ClientTop = 345
ClientWidth = 5640
Icon = "vertexblend.frx":0000
LinkTopic = "Form1"
ScaleHeight = 299
ScaleMode = 3 'Pixel
ScaleWidth = 376
StartUpPosition = 3 'Windows Default
End
Attribute VB_Name = "Form1"
Attribute VB_GlobalNameSpace = False
Attribute VB_Creatable = False
Attribute VB_PredeclaredId = True
Attribute VB_Exposed = False
'-----------------------------------------------------------------------------
' File: VertexBlend.frm
'
' Desc: Example code showing how to do a skinning effect, using the vertex
' blending feature of Direct3D. Normally, Direct3D transforms each
' vertex through the world matrix. The vertex blending feature,
' however, uses mulitple world matrices and a per-vertex blend factor
' to transform each vertex.
'
' Copyright (C) 1999-2001 Microsoft Corporation. All rights reserved.
'-----------------------------------------------------------------------------
Option Explicit
Const D3DVBF_DISABLE = 0 ' Disable vertex blending
Const D3DVBF_1WEIGHTS = 1 ' 2 matrix blending
Const D3DVBF_2WEIGHTS = 2 ' 3 matrix blending
Const D3DVBF_3WEIGHTS = 3 ' 4 matrix blending
Const D3DVBF_0WEIGHTS = 256 ' one matrix is used with weight 1.0
'-----------------------------------------------------------------------------
' Name: struct D3DBLENDVERTEX
' Desc: Custom vertex which includes a blending factor
'-----------------------------------------------------------------------------
Private Type D3DBLENDVERTEX
v As D3DVECTOR
blend As Single
n As D3DVECTOR
tu As Single
tv As Single
End Type
Const D3DFVF_BLENDVERTEX = (D3DFVF_XYZB1 Or D3DFVF_NORMAL Or D3DFVF_TEX1)
Dim m_Object As CD3DMesh
Dim m_matUpperArm As D3DMATRIX
Dim m_matLowerArm As D3DMATRIX
Dim m_mediadir As String
Dim g_ftime As Single
Dim m_bInit As Boolean ' Indicates that d3d has been initialized
Dim m_bMinimized As Boolean ' Indicates that display window is minimized
'-----------------------------------------------------------------------------
' Name: Form_Load()
' Desc:
'-----------------------------------------------------------------------------
Private Sub Form_Load()
' Show the form
Me.Show
DoEvents
Me.Caption = "VertexBlend: Surface Skinning Example"
' Initialize D3D
' Note: D3DUtil_Init will attempt to use D3D Hardware acceleartion.
' If it is not available it attempt to use the Software Reference Rasterizer.
' If all fail it will display a message box indicating so.
'
m_bInit = D3DUtil_Init(Me.hwnd, True, 0, 0, D3DDEVTYPE_HAL, Nothing)
If Not (m_bInit) Then End
' Find and set the path to our media
m_mediadir = FindMediaDir("mslogo.x")
D3DUtil_SetMediaPath m_mediadir
' Create new D3D mesh objects and loads content from disk
InitDeviceObjects
' Sets the state for those objects and the current D3D device
RestoreDeviceObjects
' Start our timer
DXUtil_Timer TIMER_start
' Run the simulation forever
' See Form_Keydown for exit processing
Do While True
' Increment the simulation
FrameMove
' Render one image of the simulation
If Render Then
' Present the image to the screen
D3DUtil_PresentAll g_focushwnd
End If
' Allow for events to get processed
DoEvents
Loop
End Sub
'-----------------------------------------------------------------------------
' Name: Form_KeyDown()
' Desc: Process key messages for exit and change device
'-----------------------------------------------------------------------------
Private Sub Form_KeyDown(KeyCode As Integer, Shift As Integer)
Select Case KeyCode
Case vbKeyEscape
Unload Me
Case vbKeyF2
' Pause the timer
DXUtil_Timer TIMER_STOP
' Bring up the device selection dialog
' we pass in the form so the selection process
' can make calls into InitDeviceObjects
' and RestoreDeviceObjects
frmSelectDevice.SelectDevice Me
' Restart the timer
DXUtil_Timer TIMER_start
Case vbKeyReturn
' Check for Alt-Enter if not pressed exit
If Shift <> 4 Then Exit Sub
' If we are windowed go fullscreen
' If we are fullscreen returned to windowed
If g_d3dpp.Windowed Then
D3DUtil_ResetFullscreen
Else
D3DUtil_ResetWindowed
End If
' Call Restore after ever mode change
' because calling reset looses state that needs to
' be reinitialized
RestoreDeviceObjects
End Select
End Sub
'-----------------------------------------------------------------------------
' Name: Form_Resize()
' Desc: hadle resizing of the D3D backbuffer
'-----------------------------------------------------------------------------
Private Sub Form_Resize()
' If D3D is not initialized then exit
If Not m_bInit Then Exit Sub
' If we are in a minimized state stop the timer and exit
If Me.WindowState = vbMinimized Then
DXUtil_Timer TIMER_STOP
m_bMinimized = True
Exit Sub
' If we just went from a minimized state to maximized
' restart the timer
Else
If m_bMinimized = True Then
DXUtil_Timer TIMER_start
m_bMinimized = False
End If
End If
' Dont let the window get too small
If Me.ScaleWidth < 10 Then
Me.width = Screen.TwipsPerPixelX * 10
Exit Sub
End If
If Me.ScaleHeight < 10 Then
Me.height = Screen.TwipsPerPixelY * 10
Exit Sub
End If
'reset and resize our D3D backbuffer to the size of the window
D3DUtil_ResizeWindowed Me.hwnd
'All state get losts after a reset so we need to reinitialze it here
g_lWindowWidth = Me.ScaleWidth
g_lWindowHeight = Me.ScaleHeight
RestoreDeviceObjects
End Sub
'-----------------------------------------------------------------------------
' Name: Form_Unload()
' Desc:
'-----------------------------------------------------------------------------
Private Sub Form_Unload(Cancel As Integer)
DeleteDeviceObjects
End
End Sub
'-----------------------------------------------------------------------------
' Name: FrameMove()
' Desc: Called once per frame, the call is the entry point for animating
' the scene.
'-----------------------------------------------------------------------------
Sub FrameMove()
g_ftime = DXUtil_Timer(TIMER_GETAPPTIME)
' Set the vertex blending matrices for this frame
D3DXMatrixIdentity m_matUpperArm
Dim vAxis As D3DVECTOR
vAxis = vec3(2 + Sin(g_ftime * 3.1), 2 + Sin(g_ftime * 3.3), Sin(g_ftime * 3.5))
D3DXMatrixRotationAxis m_matLowerArm, vAxis, Sin(3 * g_ftime)
End Sub
'-----------------------------------------------------------------------------
' Name: Render()
' Desc: Called once per frame, the call is the entry point for 3d
' rendering. This function sets up render states, clears the
' viewport, and renders the scene.
'-----------------------------------------------------------------------------
Function Render() As Boolean
Dim hr As Long
Render = False
'See what state the device is in.
hr = g_dev.TestCooperativeLevel
If hr = D3DERR_DEVICENOTRESET Then
g_dev.Reset g_d3dpp
RestoreDeviceObjects
End If
'dont bother rendering if we are not ready yet
If hr <> 0 Then Exit Function
Render = True
' Clear the backbuffer
D3DUtil_ClearAll &HFF&
With g_dev
.BeginScene
' Enable vertex blending
.SetRenderState D3DRS_VERTEXBLEND, D3DVBF_1WEIGHTS
.SetTransform D3DTS_WORLD, m_matUpperArm
.SetTransform D3DTS_WORLD1, m_matLowerArm
' Display the object
m_Object.Render g_dev
' End the scene.
.EndScene
End With
End Function
'-----------------------------------------------------------------------------
' Name: InitDeviceObjects()
' Desc: Initialize scene objects.
'-----------------------------------------------------------------------------
Function InitDeviceObjects() As Boolean
Dim b As Boolean
Set m_Object = New CD3DMesh
b = m_Object.InitFromFile(g_dev, m_mediadir + "mslogo.x")
If Not b Then
MsgBox "media not found"
End
End If
' Set a custom FVF for the mesh
m_Object.SetFVF g_dev, D3DFVF_BLENDVERTEX
Dim VertB As Direct3DVertexBuffer8
Dim Vertices() As D3DBLENDVERTEX
Dim NumVertices As Long
Dim MinX As Single
Dim MaxX As Single
Dim a As Single
Dim i As Long
NumVertices = m_Object.mesh.GetNumVertices()
Set VertB = m_Object.mesh.GetVertexBuffer()
MinX = 10000000000#
MaxX = -10000000000#
ReDim Vertices(NumVertices)
'copy data into our own array
D3DVertexBuffer8GetData VertB, 0, NumVertices * Len(Vertices(0)), 0, Vertices(0)
' Calculate the min/max z values for all the vertices
For i = 0 To NumVertices - 1
If Vertices(i).v.x < MinX Then MinX = Vertices(i).v.x
If Vertices(i).v.x > MaxX Then MaxX = Vertices(i).v.x
Next
' Set the blend factors for the vertices
For i = 0 To NumVertices - 1
a = (Vertices(i).v.x - MinX) / (MaxX - MinX)
Vertices(i).blend = 1 - Sin(a * g_pi * 1)
Next
D3DVertexBuffer8SetData VertB, 0, NumVertices * Len(Vertices(0)), 0, Vertices(0)
Set VertB = Nothing
InitDeviceObjects = True
End Function
'-----------------------------------------------------------------------------
' Name: RestoreDeviceObjects()
' Desc: Restore device-memory objects and state after a device is created or
' resized.
'-----------------------------------------------------------------------------
Sub RestoreDeviceObjects()
' Restore mesh's local memory objects
m_Object.RestoreDeviceObjects g_dev
' Set miscellaneous render states
With g_dev
.SetRenderState D3DRS_ZENABLE, 1 'TRUE
.SetRenderState D3DRS_AMBIENT, &H444444
' Set the projection matrix
Dim matProj As D3DMATRIX
D3DXMatrixPerspectiveFovLH matProj, g_pi / 4, Me.ScaleHeight / Me.ScaleWidth, 1#, 10000#
.SetTransform D3DTS_PROJECTION, matProj
' Set the app view matrix for normal viewing
Dim vEyePt As D3DVECTOR, vLookatPt As D3DVECTOR, vUpVec As D3DVECTOR
Dim matView As D3DMATRIX
vEyePt = vec3(0#, -5#, -10#)
vLookatPt = vec3(0#, 0#, 0#)
vUpVec = vec3(0#, 1#, 0#)
D3DXMatrixLookAtLH matView, vEyePt, vLookatPt, vUpVec
.SetTransform D3DTS_VIEW, matView
' Create a directional light
Dim light As D3DLIGHT8
D3DUtil_InitLight light, D3DLIGHT_DIRECTIONAL, 1, -1, 1
.SetLight 1, light
.LightEnable 1, 1 'True
.SetRenderState D3DRS_LIGHTING, 1 'TRUE
End With
End Sub
'-----------------------------------------------------------------------------
' Name: InvalidateDeviceObjects()
' Desc: Called when the device-dependant objects are about to be lost.
'-----------------------------------------------------------------------------
Sub InvalidateDeviceObjects()
m_Object.InvalidateDeviceObjects
End Sub
'-----------------------------------------------------------------------------
' Name: DeleteDeviceObjects()
' Desc: Called when the app is exitting, or the device is being changed,
' this function deletes any device dependant objects.
'-----------------------------------------------------------------------------
Sub DeleteDeviceObjects()
m_Object.Destroy
Set m_Object = Nothing
m_bInit = False
End Sub