📄 winmain.cpp
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#include <windows.h>
#include "d3d9.h"
#include "d3dx9.h"
#include "Direct3D.h"
// Direct3D objects
IDirect3D9 *g_pD3D = NULL;
IDirect3DDevice9 *g_pD3DDevice = NULL;
// Base, target morphing, and blended mesh objects
D3DXMESHCONTAINER_EX *g_BaseMesh = NULL;
D3DXMESHCONTAINER_EX *g_Mesh1 = NULL;
D3DXMESHCONTAINER_EX *g_Mesh2 = NULL;
D3DXMESHCONTAINER_EX *g_Mesh3 = NULL;
D3DXMESHCONTAINER_EX *g_Mesh4 = NULL;
D3DXMESHCONTAINER_EX *g_BlendedMesh = NULL;
// Flags to toggle blending
BOOL g_BlendMesh1 = TRUE;
BOOL g_BlendMesh2 = TRUE;
BOOL g_BlendMesh3 = TRUE;
BOOL g_BlendMesh4 = TRUE;
// Guide texture and sprite interface
IDirect3DTexture9 *g_GuideTexture = NULL;
ID3DXSprite *g_Guide = NULL;
// Morphing mesh vertex structure and FVF
typedef struct {
D3DXVECTOR3 vecPos;
D3DXVECTOR3 vecNormal;
float u, v;
} sVertex;
#define BLENDFVF (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1)
// Window class and caption text
char g_szClass[] = "BlendedMorphingClass";
char g_szCaption[] = "Blended Morphing Demo by Jim Adams";
// Function prototypes ////////////////////////////////////
int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow);
long FAR PASCAL WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
BOOL DoInit(HWND hWnd);
void DoShutdown();
void DoFrame();
void DrawBlendedMesh(D3DXMESHCONTAINER_EX *BaseMesh,
D3DXMESHCONTAINER_EX *Mesh1, float Blend1,
D3DXMESHCONTAINER_EX *Mesh2, float Blend2,
D3DXMESHCONTAINER_EX *Mesh3, float Blend3,
D3DXMESHCONTAINER_EX *Mesh4, float Blend4);
///////////////////////////////////////////////////////////
int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow)
{
WNDCLASSEX wcex;
MSG Msg;
HWND hWnd;
// Initialize the COM system
CoInitialize(NULL);
// Create the window class here and register it
wcex.cbSize = sizeof(wcex);
wcex.style = CS_CLASSDC;
wcex.lpfnWndProc = WindowProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInst;
wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = NULL;
wcex.lpszMenuName = NULL;
wcex.lpszClassName = g_szClass;
wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if(!RegisterClassEx(&wcex))
return FALSE;
// Create the main window
hWnd = CreateWindow(g_szClass, g_szCaption,
WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX,
0, 0, 640, 480,
NULL, NULL, hInst, NULL);
if(!hWnd)
return FALSE;
ShowWindow(hWnd, SW_NORMAL);
UpdateWindow(hWnd);
// Call init function and enter message pump
if(DoInit(hWnd) == TRUE) {
// Start message pump, waiting for user to exit
ZeroMemory(&Msg, sizeof(MSG));
while(Msg.message != WM_QUIT) {
if(PeekMessage(&Msg, NULL, 0, 0, PM_REMOVE)) {
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
// Render a single frame
DoFrame();
}
}
// Call shutdown
DoShutdown();
// Unregister the window class
UnregisterClass(g_szClass, hInst);
// Shut down the COM system
CoUninitialize();
return 0;
}
long FAR PASCAL WindowProc(HWND hWnd, UINT uMsg, \
WPARAM wParam, LPARAM lParam)
{
switch(uMsg) {
case WM_KEYUP:
switch(wParam) {
case '1':
g_BlendMesh1 = (g_BlendMesh1==TRUE)?FALSE:TRUE;
break;
case '2':
g_BlendMesh2 = (g_BlendMesh2==TRUE)?FALSE:TRUE;
break;
case '3':
g_BlendMesh3 = (g_BlendMesh3==TRUE)?FALSE:TRUE;
break;
case '4':
g_BlendMesh4 = (g_BlendMesh4==TRUE)?FALSE:TRUE;
break;
case ' ':
g_BlendMesh1 = g_BlendMesh2 = g_BlendMesh3 = g_BlendMesh4 = TRUE;
break;
}
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
return 0;
}
BOOL DoInit(HWND hWnd)
{
// Initialize Direct3D
InitD3D(&g_pD3D, &g_pD3DDevice, hWnd);
// Load the base and target meshes using the blended morphing FVF
LoadMesh(&g_BaseMesh, g_pD3DDevice, "..\\Data\\Base.x", "..\\Data\\", BLENDFVF);
LoadMesh(&g_Mesh1, g_pD3DDevice, "..\\Data\\Mesh1.x", "..\\Data\\", BLENDFVF);
LoadMesh(&g_Mesh2, g_pD3DDevice, "..\\Data\\Mesh2.x", "..\\Data\\", BLENDFVF);
LoadMesh(&g_Mesh3, g_pD3DDevice, "..\\Data\\Mesh3.x", "..\\Data\\", BLENDFVF);
LoadMesh(&g_Mesh4, g_pD3DDevice, "..\\Data\\Mesh4.x", "..\\Data\\", BLENDFVF);
// Reload the base mesh to use as blended mesh
LoadMesh(&g_BlendedMesh, g_pD3DDevice, "..\\Data\\Base.x", "..\\Data\\", BLENDFVF);
// Load the guide texture and create the sprite interface
D3DXCreateTextureFromFileEx(g_pD3DDevice, "..\\Data\\Guide.bmp",
D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0,
D3DFMT_A1R5G5B5, D3DPOOL_DEFAULT, D3DX_DEFAULT,
D3DX_DEFAULT, 0xFF000000,
NULL, NULL, &g_GuideTexture);
D3DXCreateSprite(g_pD3DDevice, &g_Guide);
return TRUE;
}
void DoShutdown()
{
// Free all meshes
delete g_BaseMesh;
delete g_Mesh1;
delete g_Mesh2;
delete g_Mesh3;
delete g_Mesh4;
delete g_BlendedMesh;
// Free guide texture and sprite interface
ReleaseCOM(g_GuideTexture);
ReleaseCOM(g_Guide);
// Shutdown Direct3D
ReleaseCOM(g_pD3DDevice);
ReleaseCOM(g_pD3D);
}
void DoFrame()
{
// Clear the device and start drawing the scene
g_pD3DDevice->Clear(NULL, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(0,0,64,255), 1.0, 0);
if(SUCCEEDED(g_pD3DDevice->BeginScene())) {
// Set a view transformation
D3DXMATRIX matView;
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3(-5.0f, 4.0f, -12.0f),
&D3DXVECTOR3(0.0f, 0.0f, 0.0f),
&D3DXVECTOR3(0.0f, 1.0f, 0.0f));
g_pD3DDevice->SetTransform(D3DTS_VIEW, &matView);
// Set a world transformation
D3DXMATRIX matWorld;
D3DXMatrixIdentity(&matWorld);
g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
// Calculate the blending scalar values based on time
DWORD Time = timeGetTime();
float Mesh1Blend = (float)(Time % 501) / 250.0f;
float Mesh2Blend = (float)(Time % 1001) / 500.0f;
float Mesh3Blend = (float)(Time % 2001) / 1000.0f;
float Mesh4Blend = (float)(Time % 3001) / 1500.0f;
// Apply toggles to meshes
if(g_BlendMesh1 == FALSE)
Mesh1Blend = 0.0f;
if(g_BlendMesh2 == FALSE)
Mesh2Blend = 0.0f;
if(g_BlendMesh3 == FALSE)
Mesh3Blend = 0.0f;
if(g_BlendMesh4 == FALSE)
Mesh4Blend = 0.0f;
// Draw the blended mesh
DrawBlendedMesh(g_BaseMesh,
g_Mesh1, ((Mesh1Blend<=1.0f)?Mesh1Blend:(2.0f-Mesh1Blend)),
g_Mesh2, ((Mesh2Blend<=1.0f)?Mesh2Blend:(2.0f-Mesh2Blend)),
g_Mesh3, ((Mesh3Blend<=1.0f)?Mesh3Blend:(2.0f-Mesh3Blend)),
g_Mesh4, ((Mesh4Blend<=1.0f)?Mesh4Blend:(2.0f-Mesh4Blend)));
// Draw the guide
g_Guide->Draw(g_GuideTexture, NULL, NULL, NULL, 0.0f, &D3DXVECTOR2(0.0f, 0.0f), 0xFFFFFFFF);
// End the scene
g_pD3DDevice->EndScene();
}
// Present the scene to the user
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}
void DrawBlendedMesh(D3DXMESHCONTAINER_EX *BaseMesh,
D3DXMESHCONTAINER_EX *Mesh1, float Blend1,
D3DXMESHCONTAINER_EX *Mesh2, float Blend2,
D3DXMESHCONTAINER_EX *Mesh3, float Blend3,
D3DXMESHCONTAINER_EX *Mesh4, float Blend4)
{
// Lock all meshes and get pointers
sVertex *pBaseVertices, *pBlendedVertices;
sVertex *pMesh1Vertices, *pMesh2Vertices;
sVertex *pMesh3Vertices, *pMesh4Vertices;
BaseMesh->MeshData.pMesh->LockVertexBuffer(D3DLOCK_READONLY, (void**)&pBaseVertices);
g_Mesh1->MeshData.pMesh->LockVertexBuffer(D3DLOCK_READONLY, (void**)&pMesh1Vertices);
g_Mesh2->MeshData.pMesh->LockVertexBuffer(D3DLOCK_READONLY, (void**)&pMesh2Vertices);
g_Mesh3->MeshData.pMesh->LockVertexBuffer(D3DLOCK_READONLY, (void**)&pMesh3Vertices);
g_Mesh4->MeshData.pMesh->LockVertexBuffer(D3DLOCK_READONLY, (void**)&pMesh4Vertices);
g_BlendedMesh->MeshData.pMesh->LockVertexBuffer(0, (void**)&pBlendedVertices);
// Iterate all vertices
for(DWORD i=0;i<g_BaseMesh->MeshData.pMesh->GetNumVertices();i++) {
// Get the difference in vertex coordinates
D3DXVECTOR3 vecXYZDiff1 = pMesh1Vertices->vecPos - pBaseVertices->vecPos;
D3DXVECTOR3 vecXYZDiff2 = pMesh2Vertices->vecPos - pBaseVertices->vecPos;
D3DXVECTOR3 vecXYZDiff3 = pMesh3Vertices->vecPos - pBaseVertices->vecPos;
D3DXVECTOR3 vecXYZDiff4 = pMesh4Vertices->vecPos - pBaseVertices->vecPos;
// Get the difference in normals
D3DXVECTOR3 vecNormDiff1 = pMesh1Vertices->vecNormal - pBaseVertices->vecNormal;
D3DXVECTOR3 vecNormDiff2 = pMesh2Vertices->vecNormal - pBaseVertices->vecNormal;
D3DXVECTOR3 vecNormDiff3 = pMesh3Vertices->vecNormal - pBaseVertices->vecNormal;
D3DXVECTOR3 vecNormDiff4 = pMesh4Vertices->vecNormal - pBaseVertices->vecNormal;
// Apply blending values
vecXYZDiff1 *= Blend1; vecNormDiff1 *= Blend1;
vecXYZDiff2 *= Blend2; vecNormDiff2 *= Blend2;
vecXYZDiff3 *= Blend3; vecNormDiff3 *= Blend3;
vecXYZDiff4 *= Blend4; vecNormDiff4 *= Blend4;
// Get tallied blended difference values
D3DXVECTOR3 vecXYZBlended = vecXYZDiff1 + vecXYZDiff2 + vecXYZDiff3 + vecXYZDiff4;
D3DXVECTOR3 vecNormBlended = vecNormDiff1 + vecNormDiff2 + vecNormDiff3 + vecNormDiff4;
// Add the differences back to base mesh values and store
pBlendedVertices->vecPos = vecXYZBlended + pBaseVertices->vecPos;
// Add the differences in normals to based mesh values,
// normalize the values, and store in resulting mesh!
vecNormBlended += pBaseVertices->vecNormal;
D3DXVec3Normalize(&pBlendedVertices->vecNormal, &vecNormBlended);
// Go to next vertices
pBaseVertices++; pBlendedVertices++;
pMesh1Vertices++; pMesh2Vertices++;
pMesh3Vertices++; pMesh4Vertices++;
} // Next loop iteration
// Unlock the vertex buffers
g_BlendedMesh->MeshData.pMesh->UnlockVertexBuffer();
g_Mesh4->MeshData.pMesh->UnlockVertexBuffer();
g_Mesh3->MeshData.pMesh->UnlockVertexBuffer();
g_Mesh2->MeshData.pMesh->UnlockVertexBuffer();
g_Mesh1->MeshData.pMesh->UnlockVertexBuffer();
g_BaseMesh->MeshData.pMesh->UnlockVertexBuffer();
// Set a light for the scene
D3DLIGHT9 Light;
ZeroMemory(&Light, sizeof(D3DLIGHT9));
Light.Type = D3DLIGHT_DIRECTIONAL;
Light.Diffuse.r = Light.Diffuse.g = Light.Diffuse.b = Light.Diffuse.a = 1.0f;
Light.Direction.x = 0.0f;
Light.Direction.y = 0.0f;
Light.Direction.z = 1.0f;
g_pD3DDevice->SetLight(0, &Light);
g_pD3DDevice->LightEnable(0, TRUE);
// Enable lighting and zbuffering
g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
g_pD3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
// Render the blended mesh
DrawMesh(g_BlendedMesh);
}
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