📄 ex_directx.cpp
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m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
// Set miscellaneous render states
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x000F0F0F );
// Set the world matrix
D3DXMATRIX matIdentity;
D3DXMatrixIdentity( &matIdentity );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matIdentity );
// 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.
D3DXMATRIX matView;
D3DXVECTOR3 vFromPt = D3DXVECTOR3( 0.0f, 0.0f, -5.0f );
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH( &matView, &vFromPt, &vLookatPt, &vUpVec );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
// Set the projection matrix
D3DXMATRIX matProj;
FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Set up lighting states
D3DLIGHT9 light;
D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, -1.0f, -1.0f, 2.0f );
m_pd3dDevice->SetLight( 0, &light );
m_pd3dDevice->LightEnable( 0, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
// Create a D3D font using D3DX
HFONT hFont = CreateFont( 20, 0, 0, 0, FW_BOLD, FALSE, FALSE, FALSE,
ANSI_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS,
ANTIALIASED_QUALITY, FF_DONTCARE, "Arial" );
if( FAILED( hr = D3DXCreateFont( m_pd3dDevice, hFont, &m_pD3DXFont ) ) )
return DXTRACE_ERR( "D3DXCreateFont", hr );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
// TODO: update world
// Update user input state
UpdateInput( &m_UserInput );
// Update the world state according to user input
D3DXMATRIX matWorld;
D3DXMATRIX matRotY;
D3DXMATRIX matRotX;
if( m_UserInput.bRotateLeft && !m_UserInput.bRotateRight )
m_fWorldRotY += m_fElapsedTime;
else if( m_UserInput.bRotateRight && !m_UserInput.bRotateLeft )
m_fWorldRotY -= m_fElapsedTime;
if( m_UserInput.bRotateUp && !m_UserInput.bRotateDown )
m_fWorldRotX += m_fElapsedTime;
else if( m_UserInput.bRotateDown && !m_UserInput.bRotateUp )
m_fWorldRotX -= m_fElapsedTime;
D3DXMatrixRotationX( &matRotX, m_fWorldRotX );
D3DXMatrixRotationY( &matRotY, m_fWorldRotY );
D3DXMatrixMultiply( &matWorld, &matRotX, &matRotY );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: UpdateInput()
// Desc: Update the user input. Called once per frame
//-----------------------------------------------------------------------------
void CMyD3DApplication::UpdateInput( UserInput* pUserInput )
{
pUserInput->bRotateUp = ( m_bActive && (GetAsyncKeyState( VK_UP ) & 0x8000) == 0x8000 );
pUserInput->bRotateDown = ( m_bActive && (GetAsyncKeyState( VK_DOWN ) & 0x8000) == 0x8000 );
pUserInput->bRotateLeft = ( m_bActive && (GetAsyncKeyState( VK_LEFT ) & 0x8000) == 0x8000 );
pUserInput->bRotateRight = ( m_bActive && (GetAsyncKeyState( VK_RIGHT ) & 0x8000) == 0x8000 );
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
// rendering. This function sets up render states, clears the
// viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
// Clear the viewport
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
0x000000ff, 1.0f, 0L );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
// TODO: render world
// Render the vertex buffer contents
m_pd3dDevice->SetStreamSource( 0, m_pVB, 0, sizeof(CUSTOMVERTEX) );
m_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 2 );
// Render stats and help text
RenderText();
// End the scene.
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RenderText()
// Desc: Renders stats and help text to the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RenderText()
{
D3DCOLOR fontColor = D3DCOLOR_ARGB(255,255,255,0);
TCHAR szMsg[MAX_PATH] = TEXT("");
RECT rct;
ZeroMemory( &rct, sizeof(rct) );
m_pD3DXFont->Begin();
rct.left = 2;
rct.right = m_d3dsdBackBuffer.Width - 20;
// Output display stats
INT nNextLine = 40;
lstrcpy( szMsg, m_strDeviceStats );
nNextLine -= 20; rct.top = nNextLine; rct.bottom = rct.top + 20;
m_pD3DXFont->DrawText( szMsg, -1, &rct, 0, fontColor );
lstrcpy( szMsg, m_strFrameStats );
nNextLine -= 20; rct.top = nNextLine; rct.bottom = rct.top + 20;
m_pD3DXFont->DrawText( szMsg, -1, &rct, 0, fontColor );
// Output statistics & help
nNextLine = m_d3dsdBackBuffer.Height;
wsprintf( szMsg, TEXT("Arrow keys: Up=%d Down=%d Left=%d Right=%d"),
m_UserInput.bRotateUp, m_UserInput.bRotateDown, m_UserInput.bRotateLeft, m_UserInput.bRotateRight );
nNextLine -= 20; rct.top = nNextLine; rct.bottom = rct.top + 20;
m_pD3DXFont->DrawText( szMsg, -1, &rct, 0, fontColor );
lstrcpy( szMsg, TEXT("Use arrow keys to rotate object") );
nNextLine -= 20; rct.top = nNextLine; rct.bottom = rct.top + 20;
m_pD3DXFont->DrawText( szMsg, -1, &rct, 0, fontColor );
lstrcpy( szMsg, TEXT("Press 'F2' to configure display") );
nNextLine -= 20; rct.top = nNextLine; rct.bottom = rct.top + 20;
m_pD3DXFont->DrawText( szMsg, -1, &rct, 0, fontColor );
m_pD3DXFont->End();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Overrrides the main WndProc, so the sample can do custom message
// handling (e.g. processing mouse, keyboard, or menu commands).
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT msg, WPARAM wParam,
LPARAM lParam )
{
switch( msg )
{
case WM_PAINT:
{
if( m_bLoadingApp )
{
// Draw on the window tell the user that the app is loading
// TODO: change as needed
HDC hDC = GetDC( hWnd );
TCHAR strMsg[MAX_PATH];
wsprintf( strMsg, TEXT("Loading... Please wait") );
RECT rct;
GetClientRect( hWnd, &rct );
DrawText( hDC, strMsg, -1, &rct, DT_CENTER|DT_VCENTER|DT_SINGLELINE );
ReleaseDC( hWnd, hDC );
}
break;
}
}
return CD3DApplication::MsgProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Invalidates device objects. Paired with RestoreDeviceObjects()
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
// TODO: Cleanup any objects created in RestoreDeviceObjects()
SAFE_RELEASE( m_pD3DXFont );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Paired with InitDeviceObjects()
// Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
// TODO: Cleanup any objects created in InitDeviceObjects()
SAFE_RELEASE( m_pVB );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Paired with OneTimeSceneInit()
// Called before the app exits, this function gives the app the chance
// to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FinalCleanup()
{
// TODO: Perform any final cleanup needed
// Write the settings to the registry
WriteSettings();
return S_OK;
}
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