📄 ch18p1_simpleparticles.cpp
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/*
#############################################################################
Ch18p1_SimpleParticles.cpp: a program that demonstrates particle systems,
without any annoying bells and/or whistles.
#############################################################################
*/
// include files ////////////////////////////////////////////////////////////
#define STRICT
#include <stdio.h>
#include <math.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "D3DHelperFuncs.h"
#include "Ch18p1_resource.h"
#include "GroundPlane.h"
#include "Camera.h"
#include "InputManager.h"
#include "Ch18p1_ParticleEmitter.h"
//-----------------------------------------------------------------------------
// Name: class CMyD3DApplication
// Desc: Application class. The base class (CD3DApplication) provides the
// generic functionality needed in all Direct3D samples. CMyD3DApplication
// adds functionality specific to this sample program.
//-----------------------------------------------------------------------------
class CMyD3DApplication : public CD3DApplication
{
// Font for drawing text
CD3DFont* m_pFont;
CD3DFont* m_pFontSmall;
// Scene
CGroundPlane m_Ground;
CUserControlledCamera m_Camera;
// Mouse Input
CInputManager m_InputManager;
// The Particle System
CParticleEmitter m_PartSys;
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT FinalCleanup();
HRESULT Render();
HRESULT FrameMove();
HRESULT ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format );
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
void ProcessInput();
public:
CMyD3DApplication();
};
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point to the program. Initializes everything, and goes into a
// message-processing loop. Idle time is used to render the scene.
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
CMyD3DApplication d3dApp;
if( FAILED( d3dApp.Create( hInst ) ) )
return 0;
return d3dApp.Run();
}
//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
m_strWindowTitle = _T("Ch18p1_SimpleParticles");
m_bUseDepthBuffer = TRUE;
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
m_pFontSmall = new CD3DFont( _T("Arial"), 9, D3DFONT_BOLD );
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
if (m_fElapsedTime < 0.0001f) m_fElapsedTime = 0.0001f;
m_PartSys.Update(m_fTime, m_fElapsedTime);
return S_OK;
}
void CMyD3DApplication::ProcessInput()
{
const float fSpeed = 0.5f;
unsigned char m_bKey[256];
ZeroMemory( m_bKey, 256 );
GetKeyboardState(m_bKey);
// Process keyboard input
if(m_bKey['D'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(fSpeed, 0.0f, 0.0f)); // Slide Right
if(m_bKey['A'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(-fSpeed, 0.0f, 0.0f));// Slide Left
if(m_bKey['Q'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, fSpeed, 0.0f)); // Slide Up
if(m_bKey['Z'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, -fSpeed, 0.0f));// Slide Down
if(m_bKey['W'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, 0.0f, fSpeed)); // Slide Foward
if(m_bKey['S'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, 0.0f, -fSpeed));// Slide Back
if(m_bKey['L'] & 128) m_Camera.AddToYawPitchRoll(fSpeed, 0.0f, 0.0f); // Turn Right
if(m_bKey['J'] & 128) m_Camera.AddToYawPitchRoll(-fSpeed, 0.0f, 0.0f); // Turn Left
if(m_bKey['K'] & 128) m_Camera.AddToYawPitchRoll(0.0f, fSpeed, 0.0f); // Turn Down
if(m_bKey['I'] & 128) m_Camera.AddToYawPitchRoll(0.0f, -fSpeed, 0.0f);// Turn Up
// mouse look
DIMOUSESTATE2 dims2;
m_InputManager.ReadMouse(dims2);
// play with the divisor constants to change the mouselook sensitivity.
// I've found that these values most accurately simulate my beloved Q3A setup. :)
m_Camera.AddToYawPitchRoll((float)dims2.lX/0.8f, (float)dims2.lY/0.8f, 0.0f);
if (m_Camera.GetPosition().y < 1.0f)
m_Camera.SetPosition(D3DXVECTOR3(m_Camera.GetPosition().x, 1,
m_Camera.GetPosition().z));
}
//-----------------------------------------------------------------------------
// 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()
{
// these are done here so that you can move the camera around during a freeze
// frame, ala The Matrix
ProcessInput();
m_Camera.Update(m_fElapsedTime);
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
// Clear the backbuffer
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
0x000000, 1.0f, 0L );
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
// draw our quad
m_pd3dDevice->SetTransform( D3DTS_VIEW, &m_Camera.GetViewMatrix());
m_pd3dDevice->SetTexture( 0, m_Ground.GetTexture() );
m_pd3dDevice->SetVertexShader( D3DFVF_XYZ_DIFFUSE_TEX1 );
m_pd3dDevice->SetStreamSource( 0, m_Ground.GetVB(), sizeof(VERTEX_XYZ_DIFFUSE_TEX1) );
m_pd3dDevice->SetIndices( m_Ground.GetIB(), 0L );
m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0,
m_Ground.GetNumVerts(), 0, m_Ground.GetNumIndices()/3 );
// setup alpha blending states
m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
// render the particle system
m_PartSys.Render();
char buf[256];
_snprintf(buf, 256, "Position: (%.2f, %.2f, %.2f)",
(float)m_Camera.GetPosition().x, (float)m_Camera.GetPosition().y,
(float)m_Camera.GetPosition().z);
m_pFontSmall->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), buf );
// End the scene.
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
m_pFont->InitDeviceObjects( m_pd3dDevice );
m_pFontSmall->InitDeviceObjects( m_pd3dDevice );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
m_InputManager.CreateDevices(m_hWnd, false, true);
m_pFont->RestoreDeviceObjects();
m_pFontSmall->RestoreDeviceObjects();
m_Camera.SetPosition(D3DXVECTOR3(0.0f, 2.0f, -5.0f));
// create the ground plane
m_Ground.RestoreDeviceObjects(m_pd3dDevice, "Ch18p1_GroundTexture.png", 256.0f, 256.0f, 8);
// initialize the particle system
{
// set particle system properties
m_PartSys.SetSpawnDir1(D3DXVECTOR3(-10.0f, 1.0f, -10.0f));
m_PartSys.SetSpawnDir2(D3DXVECTOR3( 10.0f,10.0f, 10.0f));
m_PartSys.SetColor1(D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f));
m_PartSys.SetColor2(D3DXCOLOR(0.0f, 1.0f, 0.0f, 0.0f));
m_PartSys.SetPos(D3DXVECTOR3(0.0f, 1.0f, 0.0f));
// initialize it!
m_PartSys.RestoreDeviceObjects(m_pd3dDevice, "Ch18p1_ParticleTexture.png");
}
// Set the world matrix
D3DXMATRIX matWorld;
D3DXMatrixIdentity( &matWorld );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
// Set projection matrix
D3DXMATRIX matProj;
FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 0.1f, 100.0f );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
m_pd3dDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
m_InputManager.DestroyDevices();
m_pFont->InvalidateDeviceObjects();
m_pFontSmall->InvalidateDeviceObjects();
m_Ground.InvalidateDeviceObjects();
m_PartSys.InvalidateDeviceObjects();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
m_pFont->DeleteDeviceObjects();
m_pFontSmall->DeleteDeviceObjects();
m_Ground.DeleteDeviceObjects();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
// to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FinalCleanup()
{
SAFE_DELETE( m_pFont );
SAFE_DELETE( m_pFontSmall );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: ConfirmDevice()
// Desc: Called during device intialization, this code checks the device
// for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
D3DFORMAT Format )
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Message proc function to handle key and menu input
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
LPARAM lParam )
{
// Pass remaining messages to default handler
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}
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