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- //////////////////////////////////////////////////////////////
- // Example 5.6: Frustum Culling //
- // Written by: C. Granberg, 2006 //
- //////////////////////////////////////////////////////////////
-
- #include <windows.h>
- #include <d3dx9.h>
- #include <vector>
- #include "debug.h"
- #include "mouse.h"
- #include "object.h"
- #include "camera.h"
- #include "city.h"
-
- class APPLICATION
- {
- public:
- APPLICATION();
- HRESULT Init(HINSTANCE hInstance, int width, int height, bool windowed);
- HRESULT Update(float deltaTime);
- HRESULT Render();
- HRESULT Cleanup();
- HRESULT Quit();
-
- private:
- IDirect3DDevice9* m_pDevice;
- CITY m_city;
- MOUSE m_mouse;
- CAMERA m_camera;
-
- ID3DXLine *m_pLine;
- D3DLIGHT9 m_light;
- HWND m_mainWindow;
- ID3DXFont *m_pFont;
- };
-
- int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance, PSTR cmdLine, int showCmd)
- {
- APPLICATION app;
-
- if(FAILED(app.Init(hInstance, 800, 600, true)))
- return 0;
-
- MSG msg;
- memset(&msg, 0, sizeof(MSG));
- int startTime = timeGetTime();
-
- while(msg.message != WM_QUIT)
- {
- if(::PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
- {
- ::TranslateMessage(&msg);
- ::DispatchMessage(&msg);
- }
- else
- {
- int t = timeGetTime();
- float deltaTime = (t - startTime)*0.001f;
-
- app.Update(deltaTime);
- app.Render();
-
- startTime = t;
- }
- }
-
- app.Cleanup();
-
- return msg.wParam;
- }
-
- APPLICATION::APPLICATION()
- {
- m_pDevice = NULL;
- m_mainWindow = 0;
- m_pFont = NULL;
- m_pLine = NULL;
-
- srand(GetTickCount());
- }
-
- HRESULT APPLICATION::Init(HINSTANCE hInstance, int width, int height, bool windowed)
- {
- debug.Print("Application initiated");
-
- //Create Window Class
- WNDCLASS wc;
- memset(&wc, 0, sizeof(WNDCLASS));
- wc.style = CS_HREDRAW | CS_VREDRAW;
- wc.lpfnWndProc = (WNDPROC)::DefWindowProc;
- wc.hInstance = hInstance;
- wc.lpszClassName = "D3DWND";
-
- //Register Class and Create new Window
- RegisterClass(&wc);
- m_mainWindow = CreateWindow("D3DWND", "Example 5.6: Frustum Culling", WS_EX_TOPMOST, 0, 0, width, height, 0, 0, hInstance, 0);
- SetCursor(NULL);
- ShowWindow(m_mainWindow, SW_SHOW);
- UpdateWindow(m_mainWindow);
-
- //Create IDirect3D9 Interface
- IDirect3D9* d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
-
- if(d3d9 == NULL)
- {
- debug.Print("Direct3DCreate9() - FAILED");
- return E_FAIL;
- }
-
- //Check that the Device supports what we need from it
- D3DCAPS9 caps;
- d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);
-
- //Hardware Vertex Processing or not?
- int vp = 0;
- if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
- vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
- else vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
-
- //Check vertex & pixelshader versions
- if(caps.VertexShaderVersion < D3DVS_VERSION(2, 0) || caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
- {
- debug.Print("Warning - Your graphic card does not support vertex and pixelshaders version 2.0");
- }
-
- //Set D3DPRESENT_PARAMETERS
- D3DPRESENT_PARAMETERS d3dpp;
- d3dpp.BackBufferWidth = width;
- d3dpp.BackBufferHeight = height;
- d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
- d3dpp.BackBufferCount = 1;
- d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
- d3dpp.MultiSampleQuality = 0;
- d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
- d3dpp.hDeviceWindow = m_mainWindow;
- d3dpp.Windowed = windowed;
- d3dpp.EnableAutoDepthStencil = true;
- d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
- d3dpp.Flags = 0;
- d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
- d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
-
- //Create the IDirect3DDevice9
- if(FAILED(d3d9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, m_mainWindow,
- vp, &d3dpp, &m_pDevice)))
- {
- debug.Print("Failed to create IDirect3DDevice9");
- return E_FAIL;
- }
-
- //Release IDirect3D9 interface
- d3d9->Release();
-
- D3DXCreateFont(m_pDevice, 18, 0, 0, 1, false,
- DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
- DEFAULT_PITCH | FF_DONTCARE, "Arial", &m_pFont);
-
- //Create m_light
- ::ZeroMemory(&m_light, sizeof(m_light));
- m_light.Type = D3DLIGHT_DIRECTIONAL;
- m_light.Ambient = D3DXCOLOR(0.5, 0.5, 0.5, 1.0f);
- m_light.Diffuse = D3DXCOLOR(0.9, 0.9, 0.9, 1.0f);
- m_light.Specular = D3DXCOLOR(0.5, 0.5, 0.5, 1.0f);
- m_light.Direction = D3DXVECTOR3(0.0f, -1.0f, 0.0f);
- m_pDevice->SetLight(0, &m_light);
- m_pDevice->LightEnable(0, true);
-
- //Set sampler state
- for(int i=0;i<4;i++)
- {
- m_pDevice->SetSamplerState(i, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
- m_pDevice->SetSamplerState(i, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- m_pDevice->SetSamplerState(i, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
- }
-
- //Init camera
- m_camera.Init(m_pDevice);
-
- //Load objects
- LoadObjectResources(m_pDevice);
-
- //Create 2D Line
- D3DXCreateLine(m_pDevice, &m_pLine);
-
- //Create city
- m_city.Init(INTPOINT(25, 25));
- m_camera.m_focus = m_city.GetCenter();
-
- //Init mouse
- m_mouse.InitMouse(m_pDevice, m_mainWindow);
-
- return S_OK;
- }
-
- HRESULT APPLICATION::Update(float deltaTime)
- {
- //Control camera
- D3DXMATRIX matWorld;
- D3DXMatrixIdentity(&matWorld);
- m_pDevice->SetTransform(D3DTS_WORLD, &matWorld);
-
- //Update mouse
- m_mouse.Update();
-
- //Update camera
- m_camera.Update(m_mouse, deltaTime);
-
- if(KEYDOWN(VK_ESCAPE))
- Quit();
-
- return S_OK;
- }
-
-
- HRESULT APPLICATION::Render()
- {
- //Setup the viewport
- D3DVIEWPORT9 v, v2;
- v.Width = 800;
- v.Height = 600;
- v.X = 0;
- v.Y = 0;
- v.MaxZ = 1.0f;
- v.MinZ = 0.0f;
- m_pDevice->SetViewport(&v);
- v2 = v;
-
- // Clear the viewport
- m_pDevice->Clear(0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff4444ff, 1.0f, 0L );
-
- // Begin the scene
- if(SUCCEEDED(m_pDevice->BeginScene()))
- {
- //Render big city
- m_city.Render(&m_camera);
-
- RECT r[] = {{10, 10, 0, 0}, {10, 30, 0, 0}, {10, 50, 0, 0}};
- m_pFont->DrawText(NULL, "Mouse Wheel: Change Camera Radius", -1, &r[0], DT_LEFT| DT_TOP | DT_NOCLIP, 0xff000000);
- m_pFont->DrawText(NULL, "Arrows: Change Camera Angle", -1, &r[1], DT_LEFT| DT_TOP | DT_NOCLIP, 0xff000000);
-
- //Render city overview, set viewport
- v.X = 550;
- v.Y = 20;
- v.Width = 230;
- v.Height = 230;
- m_pDevice->SetViewport(&v);
- m_pDevice->Clear(0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0L );
-
- //Setup camera view to orthogonal view looking down on city
- D3DXMATRIX viewTop, projectionTop;
- D3DXMatrixLookAtLH(&viewTop, &(m_city.GetCenter() + D3DXVECTOR3(0.0f, 100.0f, 0.0f)), &m_city.GetCenter(), &D3DXVECTOR3(0,0,1));
- D3DXMatrixOrthoLH(&projectionTop, m_city.m_size.x * TILE_SIZE, m_city.m_size.y * TILE_SIZE, 0.1f, 1000.0f);
- m_pDevice->SetTransform(D3DTS_VIEW, &viewTop);
- m_pDevice->SetTransform(D3DTS_PROJECTION, &projectionTop);
-
- //Draw city blocks that are in view
- m_city.Render(NULL);
-
- //Restore viewport
- m_pDevice->SetViewport(&v2);
-
- //Draw line around smaller window
- D3DXVECTOR2 outline[] = {D3DXVECTOR2(550, 20), D3DXVECTOR2(779, 20), D3DXVECTOR2(779, 249), D3DXVECTOR2(550, 249), D3DXVECTOR2(550, 20)};
- m_pLine->SetWidth(3.0f);
- m_pLine->Begin();
- m_pLine->Draw(outline, 5, 0xff000000);
- m_pLine->End();
-
- //Draw mouse
- m_mouse.Paint();
-
- // End the scene.
- m_pDevice->EndScene();
- m_pDevice->Present(0, 0, 0, 0);
- }
-
- return S_OK;
- }
-
- HRESULT APPLICATION::Cleanup()
- {
- try
- {
- m_pFont->Release();
- m_pLine->Release();
- m_pDevice->Release();
-
- debug.Print("Application terminated");
- }
- catch(...){}
-
- return S_OK;
- }
-
- HRESULT APPLICATION::Quit()
- {
- ::DestroyWindow(m_mainWindow);
- ::PostQuitMessage(0);
- return S_OK;
- }