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📄 fixedpoint.cpp

📁 WIndows mobile 5.0 pocket pc sdk sample for win32
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//
// Copyright (c) Microsoft Corporation.  All rights reserved.
//
//
// Use of this source code is subject to the terms of the Microsoft end-user
// license agreement (EULA) under which you licensed this SOFTWARE PRODUCT.
// If you did not accept the terms of the EULA, you are not authorized to use
// this source code. For a copy of the EULA, please see the LICENSE.RTF on your
// install media.
//
//-----------------------------------------------------------------------------
// File: FixedPoint.cpp
//
// Desc: One of the key features of Direct3D Mobile is its ability to accept
// both floating point and fixed point (16.16) data types.  The support for
// fixed point data is beneficial for platforms which do not contain floating
// point hardware.
// This sample builds upon the previous tutorials in that it demonstrates the
// use of lighting, texture mapping, and matrix transformations, however where
// the previous samples submitted numerical data to D3DM in floating point
// format, this sample instead submits fixed point data.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#pragma comment(linker, "/nodefaultlib:oldnames.lib")
#include <windows.h>
#include <d3dm.h>
#include <d3dmx.h>
#include "resource.h"
#include <aygshell.h>


//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3DMOBILE        g_pD3DM       = NULL;  // Used to create the D3DMDevice
LPDIRECT3DMOBILEDEVICE  g_pd3dmDevice = NULL;  // Our rendering device
HMODULE                 g_hRefDLL     = NULL;  // DLL handle for d3dmref.dll
bool                    g_bUseRef     = false; // Flag denoting use of d3dmref

LPDIRECT3DMOBILEVERTEXBUFFER g_pVB    = NULL; // Buffer to hold vertices
LPDIRECT3DMOBILETEXTURE g_pTexture    = NULL; // Our texture

// A structure for our custom vertex type. We added a normal, and omitted the
// color (which is provided by the material)
struct CUSTOMVERTEX
{
    D3DMXVECTOR3FXD position; // The position
    D3DMXVECTOR3FXD normal;   // The surface normal for the vertex
#ifndef SHOW_HOW_TO_USE_TCI
    FIXED       tu, tv;       // The texture coordinates
#endif
};


// Our custom FVF, which describes our custom vertex structure
#ifdef SHOW_HOW_TO_USE_TCI
#define D3DMFVF_CUSTOMVERTEX (D3DMFVF_XYZ_FIXED | D3DMFVF_NORMAL_FIXED)
#else
#define D3DMFVF_CUSTOMVERTEX (D3DMFVF_XYZ_FIXED | D3DMFVF_NORMAL_FIXED | \
                              D3DMFVF_TEX1 | \
                              D3DMFVF_TEXCOORDSIZE2(0) | \
                              D3DMFVF_TEXCOORDFIXED(0))
#endif


//-----------------------------------------------------------------------------
// Name: IsScreenRotated()
// Desc: Currently the D3DM runtime does not support a rotated screen. If the 
//       screen is rotated, we should inform the user this is not supported.
//       If this routing returns TRUE the caller should cleanup and exit the application
//-----------------------------------------------------------------------------
BOOL IsScreenRotated()
{
    DEVMODE devMode  = {0};
    devMode.dmSize   = sizeof(DEVMODE);
    devMode.dmFields = DM_DISPLAYORIENTATION;

    ChangeDisplaySettingsEx(NULL, &devMode, NULL, CDS_TEST, NULL);

    if (devMode.dmDisplayOrientation != DMDO_0)
    {
        MessageBox(
            NULL, 
            TEXT("This D3DM sample will not work on a rotated screen.\nThe application will now exit."),
            TEXT("Notice"),
            MB_OK | MB_ICONINFORMATION | MB_SETFOREGROUND
            );

        return TRUE;
    }

    return FALSE;
}



//-----------------------------------------------------------------------------
// Name: InitD3DM()
// Desc: Initializes Direct3D Mobile
//-----------------------------------------------------------------------------
HRESULT InitD3DM( HWND hWnd )
{
    // Create the D3DM object, which is needed to create the D3DMDevice.
    if( NULL == ( g_pD3DM = Direct3DMobileCreate( D3DM_SDK_VERSION ) ) )
        return E_FAIL;

    // Set up the structure used to create the D3DDevice. Since we are now
    // using more complex geometry, we will create a device with a zbuffer.
    D3DMPRESENT_PARAMETERS d3dmpp; 
    memset( &d3dmpp, 0, sizeof(d3dmpp) );
    d3dmpp.Windowed = TRUE;
    d3dmpp.SwapEffect = D3DMSWAPEFFECT_DISCARD;
    d3dmpp.BackBufferFormat = D3DMFMT_UNKNOWN;
    d3dmpp.EnableAutoDepthStencil = TRUE;
    d3dmpp.AutoDepthStencilFormat = D3DMFMT_D16;

    // Create the Direct3D Mobile device.
    UINT uAdapter;
    
    if (g_bUseRef)
    {
        // Load the D3DM reference driver DLL
        g_hRefDLL = (HMODULE)LoadLibrary(TEXT("d3dmref.dll"));
        if (NULL == g_hRefDLL)
        {
            OutputDebugString(TEXT("Unable to load D3DM reference driver DLL.\n"));
            return E_FAIL;
        }

        // Get the reference driver's entry point
        void* pfnD3DMInit = GetProcAddress(g_hRefDLL, TEXT("D3DM_Initialize"));   
        if( NULL == pfnD3DMInit )
        {
            OutputDebugString(TEXT("Unable to retrieve D3DM reference driver entry point.\n"));
            return E_FAIL;
        }

        // Register the software device
        if( FAILED( g_pD3DM->RegisterSoftwareDevice(pfnD3DMInit) ) )
        {
            OutputDebugString(TEXT("Unable to register D3DM reference driver.\n"));
            return E_FAIL;
        }
        
        uAdapter = D3DMADAPTER_REGISTERED_DEVICE;
    }
    else
    {
        // Use the default system D3DM driver    
        uAdapter = D3DMADAPTER_DEFAULT;
    }

    if( FAILED( g_pD3DM->CreateDevice( uAdapter, 
                                    D3DMDEVTYPE_DEFAULT,
                                    hWnd, 0,
                                    &d3dmpp, &g_pd3dmDevice ) ) )
    {
        OutputDebugString(TEXT("Unable to create a D3DM device.\n"));
        return E_FAIL;
    }
    
    // Turn off culling
    g_pd3dmDevice->SetRenderState( D3DMRS_CULLMODE, D3DMCULL_NONE );

    // Turn on the zbuffer
    g_pd3dmDevice->SetRenderState( D3DMRS_ZENABLE, TRUE );

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Creates the scene geometry
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
    // Retrieve the D3DM device's capabilities
    D3DMCAPS caps;
    if( FAILED( g_pd3dmDevice->GetDeviceCaps(&caps) ) )
    {
        return E_FAIL;
    }

    // Determine if the device can create textures in video memory
    // by testing the device caps bits.
    D3DMPOOL texpool;
    if (caps.SurfaceCaps & D3DMSURFCAPS_VIDTEXTURE)
    {
        texpool = D3DMPOOL_VIDEOMEM;
    }
    else
    {
        texpool = D3DMPOOL_SYSTEMMEM;
    }        


    // Load the texture map resource (banana.bmp)
    if( FAILED( D3DMXCreateTextureFromResourceEx( g_pd3dmDevice, GetModuleHandle(NULL), 
    MAKEINTRESOURCE(IDB_BANANA), D3DMX_DEFAULT, D3DMX_DEFAULT, 1, 0, 
    D3DMFMT_UNKNOWN, texpool, D3DMX_FILTER_POINT, D3DMX_FILTER_POINT, 
    0, NULL, NULL, &g_pTexture ) ) )
    {
        return E_FAIL;
    }        
    
    // Determine if the device can create vertex buffers in video memory
    // by testing the device caps bits.
    D3DMPOOL vbpool;
    if (caps.SurfaceCaps & D3DMSURFCAPS_VIDVERTEXBUFFER)
    {
        vbpool = D3DMPOOL_VIDEOMEM;
    }
    else
    {
        vbpool = D3DMPOOL_SYSTEMMEM;
    }        

    // Create the vertex buffer.
    if( FAILED( g_pd3dmDevice->CreateVertexBuffer(50*2*sizeof(CUSTOMVERTEX), 
                                                  0, D3DMFVF_CUSTOMVERTEX,
                                                  vbpool, &g_pVB ) ) )
    {
        return E_FAIL;
    }

    // Fill the vertex buffer. We are setting the tu and tv texture
    // coordinates, which range from 0.0 to 1.0
    CUSTOMVERTEX* pVertices;
    if( FAILED( g_pVB->Lock( 0, 0, (void**)&pVertices, 0 ) ) )
        return E_FAIL;

    for( DWORD i=0; i<50; i++ )
        {
        FLOAT theta = (2*D3DMX_PI*i)/(50-1);
        pVertices[2*i+0].position = D3DMXVECTOR3FXD( (float)sin(theta), -1.0f, (float)cos(theta) );
        pVertices[2*i+0].normal   = D3DMXVECTOR3FXD( (float)sin(theta),  0.0f, (float)cos(theta) );
#ifndef SHOW_HOW_TO_USE_TCI
        pVertices[2*i+0].tu       = D3DMXToFixed(((float)i)/(50-1));
        pVertices[2*i+0].tv       = D3DMXToFixed(1.0f);
#endif

        pVertices[2*i+1].position = D3DMXVECTOR3FXD( (float)sin(theta), 1.0f, (float)cos(theta) );
        pVertices[2*i+1].normal   = D3DMXVECTOR3FXD( (float)sin(theta), 0.0f, (float)cos(theta) );
#ifndef SHOW_HOW_TO_USE_TCI
        pVertices[2*i+1].tu       = D3DMXToFixed(((float)i)/(50-1));
        pVertices[2*i+1].tv       = D3DMXToFixed(0.0f);
#endif
    }
    g_pVB->Unlock();

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    if( g_pTexture != NULL )
        g_pTexture->Release();

    if( g_pVB != NULL )        
        g_pVB->Release();

    if( g_pd3dmDevice != NULL) 
        g_pd3dmDevice->Release();

    if( g_pD3DM != NULL)
    {
        if (g_hRefDLL)
        {
            g_pD3DM->RegisterSoftwareDevice(NULL);
            FreeLibrary(g_hRefDLL);

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