📄 teapot.cpp
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//////////////////////////////////////////////////////////////////////////////////////////////////
//
// File: teapot.cpp
//
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0
//
// Desc: Renders a teapot in wireframe mode. Shows how to create a teapot
// using the D3DXCreateTeapot function and how to render the teapot
// using the ID3DXMesh::DrawSubset method.
//
//////////////////////////////////////////////////////////////////////////////////////////////////
#include "d3dUtility.h"
//
// Globals
//
IDirect3DDevice9* Device = 0;
const int Width = 640;
const int Height = 480;
// Mesh interface that will store the teapot data and contains
// ma method to render the teapot data.
ID3DXMesh* Teapot = 0;
//
// Framework Functions
//
bool Setup()
{
//
// Create the teapot geometry.
//
D3DXCreateTeapot(Device, &Teapot, 0);
//
// Position and aim the camera.
//
D3DXVECTOR3 position(0.0f, 0.0f, -3.0f);
D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
D3DXMATRIX V;
D3DXMatrixLookAtLH(&V, &position, &target, &up);
Device->SetTransform(D3DTS_VIEW, &V);
//
// Set projection matrix.
//
D3DXMATRIX proj;
D3DXMatrixPerspectiveFovLH(
&proj,
D3DX_PI * 0.5f, // 90 - degree
(float)Width / (float)Height,
1.0f,
1000.0f);
Device->SetTransform(D3DTS_PROJECTION, &proj);
//
// Switch to wireframe mode.
//
Device->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
return true;
}
void Cleanup()
{
d3d::Release<ID3DXMesh*>(Teapot);
}
bool Display(float timeDelta)
{
if( Device )
{
//
// Spin the teapot:
//
D3DXMATRIX Ry;
static float y = 0.0f;
D3DXMatrixRotationY(&Ry, y);
y += timeDelta;
if(y >= 6.28f)
y = 0.0f;
Device->SetTransform(D3DTS_WORLD, &Ry);
//
// Draw the Scene:
//
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
Device->BeginScene();
// Draw teapot using DrawSubset method with 0 as the argument.
Teapot->DrawSubset(0);
Device->EndScene();
Device->Present(0, 0, 0, 0);
}
return true;
}
//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch( msg )
{
case WM_DESTROY:
::PostQuitMessage(0);
break;
case WM_KEYDOWN:
if( wParam == VK_ESCAPE )
::DestroyWindow(hwnd);
break;
}
return ::DefWindowProc(hwnd, msg, wParam, lParam);
}
//
// WinMain
//
int WINAPI WinMain(HINSTANCE hinstance,
HINSTANCE prevInstance,
PSTR cmdLine,
int showCmd)
{
if(!d3d::InitD3D(hinstance,
Width, Height, true, D3DDEVTYPE_HAL, &Device))
{
::MessageBox(0, "InitD3D() - FAILED", 0, 0);
return 0;
}
if(!Setup())
{
::MessageBox(0, "Setup() - FAILED", 0, 0);
return 0;
}
d3d::EnterMsgLoop( Display );
Cleanup();
Device->Release();
return 0;
}
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