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- //-----------------------------------------------------------------------------
- // File: SphereMap.cpp
- //
- // Desc: Example code showing how to use sphere-mapping in D3D, using generated
- // texture coordinates.
- //
- // Copyright (c) 1997-2000 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <tchar.h>
- #include <math.h>
- #include <stdio.h>
- #include <D3DX8.h>
- #include "D3DApp.h"
- #include "D3DFile.h"
- #include "D3DFont.h"
- #include "D3DUtil.h"
- #include "DXUtil.h"
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: class CMyD3DApplication
- // Desc: Application class. The base class (CD3DApplication) provides the
- // generic functionality needed in all Direct3D samples. CMyD3DApplication
- // adds functionality specific to this sample program.
- //-----------------------------------------------------------------------------
- class CMyD3DApplication : public CD3DApplication
- {
- CD3DFont* m_pFont;
- CD3DArcBall m_ArcBall;
- CD3DMesh* m_pTeapot;
- LPDIRECT3DTEXTURE8 m_pSphereMapTexture;
- BOOL m_bGlassEffect;
-
- protected:
- HRESULT OneTimeSceneInit();
- HRESULT InitDeviceObjects();
- HRESULT RestoreDeviceObjects();
- HRESULT InvalidateDeviceObjects();
- HRESULT DeleteDeviceObjects();
- HRESULT Render();
- HRESULT FrameMove();
- HRESULT FinalCleanup();
-
- public:
- LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
-
- CMyD3DApplication();
- };
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: WinMain()
- // Desc: Entry point to the program. Initializes everything, and goes into a
- // message-processing loop. Idle time is used to render the scene.
- //-----------------------------------------------------------------------------
- INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
- {
- CMyD3DApplication d3dApp;
-
- if( FAILED( d3dApp.Create( hInst ) ) )
- return 0;
-
- return d3dApp.Run();
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: CMyD3DApplication()
- // Desc: Application constructor. Sets attributes for the app.
- //-----------------------------------------------------------------------------
- CMyD3DApplication::CMyD3DApplication()
- {
- m_strWindowTitle = _T("SphereMap: Environment Mapping Technique");
- m_bUseDepthBuffer = TRUE;
- m_bShowCursorWhenFullscreen = TRUE;
-
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
- m_pTeapot = new CD3DMesh();
- m_pSphereMapTexture = NULL;
- m_bGlassEffect = FALSE;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: OneTimeSceneInit()
- // Desc: Called during initial app startup, this function performs all the
- // permanent initialization.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::OneTimeSceneInit()
- {
- // Set cursor to indicate that user can move the object with the mouse
- #ifdef _WIN64
- SetClassLongPtr( m_hWnd, GCLP_HCURSOR, (LONG_PTR)LoadCursor( NULL, IDC_SIZEALL ) );
- #else
- SetClassLong( m_hWnd, GCL_HCURSOR, (LONG)LoadCursor( NULL, IDC_SIZEALL ) );
- #endif
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: FrameMove()
- // Desc: Called once per frame, the call is the entry point for animating
- // the scene.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::FrameMove()
- {
- // Update the object's rotation angle
- static FLOAT fRotationAngle = 0.0f;
- if( FALSE == m_ArcBall.IsBeingDragged() )
- fRotationAngle += m_fElapsedTime;
-
- // Setup viewing postion from ArcBall
- D3DXMATRIX matWorld;
- D3DXMATRIX matRotationInverse;
- D3DXMatrixRotationY( &matWorld, -fRotationAngle );
- D3DXMatrixInverse( &matRotationInverse, NULL, m_ArcBall.GetRotationMatrix() );
- D3DXMatrixMultiply( &matWorld, &matWorld, &matRotationInverse );
- D3DXMatrixMultiply( &matWorld, &matWorld, m_ArcBall.GetTranslationMatrix() );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::Render()
- {
- // Clear the viewport
- m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
- 0x000000ff, 1.0f, 0L );
-
- // Begin the scene
- if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
- {
- // Adds in the spheremap texture
- m_pd3dDevice->SetTexture( 0, m_pSphereMapTexture );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
-
- // Generate spheremap texture coords, and shift them over
- D3DXMATRIX mat;
- mat._11 = 0.5f; mat._12 = 0.0f; mat._13 = 0.0f; mat._14 = 0.0f;
- mat._21 = 0.0f; mat._22 =-0.5f; mat._23 = 0.0f; mat._24 = 0.0f;
- mat._31 = 0.0f; mat._32 = 0.0f; mat._33 = 1.0f; mat._34 = 0.0f;
- mat._41 = 0.5f; mat._42 = 0.5f; mat._43 = 0.0f; mat._44 = 1.0f;
- m_pd3dDevice->SetTransform( D3DTS_TEXTURE0, &mat );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACENORMAL );
-
- // A glass effect can be achieved by turning on alpha-blending, and
- // rendering both sides of the object
- if( m_bGlassEffect )
- {
- m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCCOLOR );
- m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_DESTCOLOR );
- m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
- m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
- }
-
- // Finally, draw the teapot
- m_pTeapot->UseMeshMaterials( FALSE );
- m_pTeapot->Render( m_pd3dDevice );
-
- // Output statistics
- m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
- m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
-
- // End the scene.
- m_pd3dDevice->EndScene();
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitDeviceObjects()
- // Desc: Initialize scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InitDeviceObjects()
- {
- m_pFont->InitDeviceObjects( m_pd3dDevice );
-
- if( FAILED( m_pTeapot->Create( m_pd3dDevice, _T("Teapot.x") ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
-
- // Load the spheremap texture
- if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Spheremap.bmp"),
- &m_pSphereMapTexture ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RestoreDeviceObjects()
- // Desc: Initialize scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RestoreDeviceObjects()
- {
- m_pFont->RestoreDeviceObjects();
-
- // Restore file objects
- m_pTeapot->RestoreDeviceObjects( m_pd3dDevice );
-
- // Misc render states
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 1, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
- m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
- m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
-
- // Set up world matrix
- D3DXMATRIX matWorld;
- D3DXMatrixIdentity( &matWorld );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
-
- // Set up view matrix
- D3DXMATRIX matView;
- D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -4.5f );
- D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
- D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
-
- // Set up proj matrix
- D3DXMATRIX matProj;
- FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 200.0f );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
-
- // Setup a base material
- D3DMATERIAL8 mtrl;
- D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f, 1.0f );
- m_pd3dDevice->SetMaterial( &mtrl );
-
- // Set the ArcBall parameters
- m_ArcBall.SetWindow( m_d3dsdBackBuffer.Width, m_d3dsdBackBuffer.Height, 1.0f );
- m_ArcBall.SetRadius( 1.0f );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InvalidateDeviceObjects()
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InvalidateDeviceObjects()
- {
- m_pFont->InvalidateDeviceObjects();
- m_pTeapot->InvalidateDeviceObjects();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: DeleteDeviceObjects()
- // Desc: Called when the app is exiting, or the device is being changed,
- // this function deletes any device dependent objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::DeleteDeviceObjects()
- {
- m_pFont->DeleteDeviceObjects();
- SAFE_RELEASE( m_pSphereMapTexture );
- m_pTeapot->Destroy();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: FinalCleanup()
- // Desc: Called before the app exits, this function gives the app the chance
- // to cleanup after itself.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::FinalCleanup()
- {
- SAFE_DELETE( m_pFont );
- SAFE_DELETE( m_pTeapot );
- SAFE_DELETE( m_pSphereMapTexture );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: MsgProc()
- // Desc: Message proc function to handle key and menu input
- //-----------------------------------------------------------------------------
- LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
- LPARAM lParam )
- {
- // Pass mouse messages to the ArcBall so it can build internal matrices
- m_ArcBall.HandleMouseMessages( hWnd, uMsg, wParam, lParam );
-
- // Trap context menu
- if( WM_CONTEXTMENU == uMsg )
- return 0;
-
- // Pass remaining messages to default handler
- return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
- }
-
-
-
-
-