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📄 matrices.cpp

📁 WIndows mobile 5.0 pocket pc sdk sample for win32
💻 CPP
📖 第 1 页 / 共 2 页
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    if( FAILED( g_pVB->Lock( 0, sizeof(vertices), &pVertices, 0 ) ) )
        return E_FAIL;
    memcpy( pVertices, vertices, sizeof(vertices) );
    g_pVB->Unlock();

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    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);
        }
    
        g_pD3DM->Release();
    }
}




//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
    // For our world matrix, we will just rotate the object about the y-axis.
    D3DMXMATRIX matWorld;

    // Set up the rotation matrix to generate 1 full rotation (2*PI radians) 
    // every 1000 ms. To avoid the loss of precision inherent in very high 
    // floating point numbers, the system time is modulated by the rotation 
    // period before conversion to a radian angle.
    UINT  iTime  = GetTickCount() % 1000;
    float fAngle = iTime * (2.0f * D3DMX_PI) / 1000.0f;
    D3DMXMatrixRotationY( &matWorld, fAngle );
    g_pd3dmDevice->SetTransform( D3DMTS_WORLD, (D3DMMATRIX*)&matWorld, D3DMFMT_D3DMVALUE_FLOAT );

    // Set up our view matrix. A view matrix can be defined given an eye point,
    // a point to lookat, and a direction for which way is up. Here, we set the
    // eye five units back along the z-axis and up three units, look at the
    // origin, and define "up" to be in the y-direction.
    D3DMXVECTOR3 vEyePt( 0.0f, 3.0f, -5.0f );
    D3DMXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
    D3DMXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
    D3DMXMATRIX matView;
    D3DMXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
    g_pd3dmDevice->SetTransform( D3DMTS_VIEW, (D3DMMATRIX*)&matView, D3DMFMT_D3DMVALUE_FLOAT );

    // For the projection matrix, we set up a perspective transform (which
    // transforms geometry from 3D view space to 2D viewport space, with
    // a perspective divide making objects smaller in the distance). To build
    // a perpsective transform, we need the field of view (1/4 pi is common),
    // the aspect ratio, and the near and far clipping planes (which define at
    // what distances geometry should be no longer be rendered).
    D3DMXMATRIX matProj;
    D3DMXMatrixPerspectiveFovLH( &matProj, D3DMX_PI/4.0f, 1.0f, 1.0f, 100.0f );
    g_pd3dmDevice->SetTransform( D3DMTS_PROJECTION, (D3DMMATRIX*)&matProj, D3DMFMT_D3DMVALUE_FLOAT );
}




//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    if( NULL == g_pd3dmDevice )
        return;

    // Clear the backbuffer to a blue color
    g_pd3dmDevice->Clear( 0, NULL, D3DMCLEAR_TARGET, D3DMCOLOR_XRGB(0,0,0), 1.0f, 0 );
    
    // Begin the scene
    if( SUCCEEDED( g_pd3dmDevice->BeginScene() ) )
    {
        // Setup the world, view, and projection matrices
        SetupMatrices();
        
        // Render the vertex buffer contents
        g_pd3dmDevice->SetStreamSource( 0, g_pVB, sizeof(CUSTOMVERTEX) );
        g_pd3dmDevice->DrawPrimitive( D3DMPT_TRIANGLELIST, 0, 1 );

        // End the scene
        g_pd3dmDevice->EndScene();
    }

    // Present the backbuffer contents to the display
    g_pd3dmDevice->Present( NULL, NULL, NULL, NULL );
}




//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
    case WM_LBUTTONUP: 
            PostMessage(hWnd, WM_CLOSE, 0, 0);
        break;
    case WM_KEYDOWN:
        if (VK_ESCAPE == wParam)
        {
            PostMessage(hWnd, WM_CLOSE, 0, 0);
        }
        break;

    case WM_CLOSE:
        Cleanup();
        break;

    case WM_DESTROY:
        PostQuitMessage( 0 );
        return 0;

    case WM_SETTINGCHANGE:
        //we don't support screen rotation
        if (IsScreenRotated())
        {
            PostMessage(hWnd, WM_CLOSE, 0, 0);
        }
        break;
    }

    return DefWindowProc( hWnd, msg, wParam, lParam );
}



//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPTSTR szCmd, INT )
{
    // Parse command line to determine if user wants to use
    // the D3DM reference driver instead of the default system driver
    if (0 == lstrcmp(szCmd, TEXT("-ref")))
        g_bUseRef = true;

    //We don't support a rotated screen
    if (IsScreenRotated())
    {
        return 0;
    }
    
    // Register the window class
    WNDCLASS wc = { 0L, MsgProc, 0L, 0L, 
                      hInst, NULL, NULL, NULL, NULL,
                      TEXT("D3DM Tutorial") };
    RegisterClass( &wc );

    int iScreenWidth = GetSystemMetrics(SM_CXSCREEN);
    int iScreenHeight = GetSystemMetrics(SM_CYSCREEN);

    // Create the application's window
    HWND hWnd = CreateWindow( TEXT("D3DM Tutorial"), 
                              TEXT("D3DM Tutorial 03: Matrices"), 
                              WS_VISIBLE, 
                              0, 0, iScreenWidth, iScreenHeight,
                              NULL, NULL, wc.hInstance, NULL );

    SHFullScreen(hWnd, SHFS_HIDESIPBUTTON | SHFS_HIDETASKBAR);

    // Initialize Direct3D Mobile
    if( SUCCEEDED( InitD3DM( hWnd ) ) )
    { 
        // Create the vertex buffer
        if( SUCCEEDED( InitVB() ) )
        {
            // Show the window
            ShowWindow( hWnd, SW_SHOWNORMAL );
            UpdateWindow( hWnd );

            // Enter the message loop
            MSG msg;
            memset( &msg, 0, sizeof(msg) );
            while( msg.message!=WM_QUIT )
            {
                if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
                {
                    TranslateMessage( &msg );
                    DispatchMessage( &msg );
                }
                else
                    Render();
            }
        }
    }

    return 0;
}

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