📄 matrices.cpp
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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: Matrices.cpp
//
// Desc: Now that we know how to create a device and render some 2D vertices,
// this tutorial goes the next step and renders 3D geometry. To deal with
// 3D geometry we need to introduce the use of 4x4 matrices to transform
// the geometry with translations, rotations, scaling, and setting up our
// camera.
//
// Geometry is defined in model space. We can move it (translation),
// rotate it (rotation), or stretch it (scaling) using a world transform.
// The geometry is then said to be in world space. Next, we need to
// position the camera, or eye point, somewhere to look at the geometry.
// Another transform, via the view matrix, is used, to position and
// rotate our view. With the geometry then in view space, our last
// transform is the projection transform, which "projects" the 3D scene
// into our 2D viewport.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#pragma comment(linker, "/nodefaultlib:oldnames.lib")
#include <windows.h>
#include <d3dm.h>
#include <d3dmx.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
// A structure for our custom vertex type
struct CUSTOMVERTEX
{
FLOAT x, y, z; // The transformed position for the vertex
DWORD color; // The vertex color
};
// Our custom FVF, which describes our custom vertex structure
#define D3DMFVF_CUSTOMVERTEX (D3DMFVF_XYZ_FLOAT | D3DMFVF_DIFFUSE)
//-----------------------------------------------------------------------------
// 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 D3DMDevice. Most parameters are
// zeroed out. We set Windowed to TRUE, since we want to do D3DM in a
// window, and then set the SwapEffect to "discard", which is the most
// efficient method of presenting the back buffer to the display. And
// we request a back buffer format that matches the current desktop display
// format.
D3DMPRESENT_PARAMETERS d3dmpp;
memset( &d3dmpp, 0, sizeof(d3dmpp) );
d3dmpp.Windowed = TRUE;
d3dmpp.SwapEffect = D3DMSWAPEFFECT_DISCARD;
d3dmpp.BackBufferFormat = D3DMFMT_UNKNOWN;
// 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, so we see the front and back of the triangle
g_pd3dmDevice->SetRenderState( D3DMRS_CULLMODE, D3DMCULL_NONE );
// Turn off D3DM lighting, since we are providing our own vertex colors
g_pd3dmDevice->SetRenderState( D3DMRS_LIGHTING, FALSE );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitVB()
// Desc: Creates a vertex buffer and fills it with our vertices. The vertex
// buffer is basically just a chuck of memory that holds vertices. After
// creating it, we must Lock()/Unlock() it to fill it. For indices, D3DM
// also uses index buffers.
//-----------------------------------------------------------------------------
HRESULT InitVB()
{
// Initialize three vertices for rendering a triangle
CUSTOMVERTEX vertices[] =
{
{ -1.0f,-1.0f, 0.0f, 0xffff0000 },
{ 1.0f,-1.0f, 0.0f, 0xff0000ff },
{ 0.0f, 1.0f, 0.0f, 0xffffffff }
};
// Determine if the device can create vertex buffers in video memory
// by testing the device caps bits.
D3DMCAPS caps;
if( FAILED( g_pd3dmDevice->GetDeviceCaps(&caps) ) )
{
return E_FAIL;
}
D3DMPOOL pool;
if (caps.SurfaceCaps & D3DMSURFCAPS_VIDVERTEXBUFFER)
{
pool = D3DMPOOL_VIDEOMEM;
}
else
{
pool = D3DMPOOL_SYSTEMMEM;
}
// Create the vertex buffer. Here we are allocating enough memory
// (from the default pool) to hold all our 3 custom vertices. We also
// specify the FVF, so the vertex buffer knows what data it contains.
if( FAILED( g_pd3dmDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
0, D3DMFVF_CUSTOMVERTEX,
pool, &g_pVB ) ) )
{
return E_FAIL;
}
// Now we fill the vertex buffer. To do this, we need to Lock() the VB to
// gain access to the vertices. This mechanism is required becuase vertex
// buffers may be in device memory.
void* pVertices;
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