📄 textures.cpp
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#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
#include "FloorDeck.h"
#include "Skey.h"
#pragma warning( disable : 4996 ) // disable deprecated warning
#include <strsafe.h>
#pragma warning( default : 4996 )
#include <string>
using namespace std;
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
//LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
LPDIRECT3DTEXTURE9 g_pWater[30];
CSkey g_sKey;
CCamera *g_pCamera;
int Number = 0;
CFloorDeck Fk;
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object.
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
// Set up the structure used to create the D3DDevice. Since we are now
// using more complex geometry, we will create a device with a zbuffer.
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
// Create the D3DDevice
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
// Turn off culling
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
// Turn off D3D lighting
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
// Turn on the zbuffer
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
g_pCamera = new CCamera();
g_pCamera->SetViewParams(D3DXVECTOR3(0.0f,10.0f,0.0f),
D3DXVECTOR3(0.0f,0.0f,0.0f),
D3DXVECTOR3(0.0f,2.0f,0.0f));
Fk.InitTexture(g_pd3dDevice);
Fk.ReadData();
g_pCamera->SetProjParams(D3DX_PI/3.0f,4.0f/3.0f,5.0f,2500.0f);
g_pCamera->SetMoveVelocity(60.0f);
g_pCamera->ProcessKey(60.0f);
g_sKey.InitSkyBox(g_pd3dDevice);
//CT.UpdataTime(0.001f);
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
/* if( g_pTexture != NULL )
g_pTexture->Release();*/
if( g_pVB != NULL )
g_pVB->Release();
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices(float fElapsedTime)
{
// Set up world matrix
// D3DXMATRIXA16 matWorld;
// D3DXMatrixIdentity( &matWorld );
// D3DXMatrixRotationX( &matWorld, timeGetTime()/1000.0f );
// g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
//
// D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
// D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
// D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
// D3DXMATRIXA16 matView;
// D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
// g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
//
// D3DXMATRIXA16 matProj;
// D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
//g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
g_pCamera->ProcessKey(fElapsedTime);
g_pCamera->Update();
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
// Clear the backbuffer and the zbuffer
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
static float fPreTime = static_cast<float>(timeGetTime());
float fCurrentTime = static_cast<float>(timeGetTime());
float fElapsedTime = (fCurrentTime - fPreTime)*0.01f;
// Setup the world, view, and projection matrices
SetupMatrices( fElapsedTime);
g_pCamera->ApplyDevice(g_pd3dDevice);
g_sKey.Render(*g_pCamera);
Fk.Render();
fPreTime = fCurrentTime;
// End the scene
g_pd3dDevice->EndScene();
}
// Present the backbuffer contents to the display
g_pd3dDevice->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_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"D3D Tutorial", NULL };
RegisterClassEx( &wc );
// Create the application's window
HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 05: Textures",
WS_OVERLAPPEDWINDOW, 100, 100, 800, 600,
NULL, NULL, wc.hInstance, NULL );
// Initialize Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
{
// Show the window
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
// Enter the message loop
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
g_pCamera->HandleMessage(hWnd,msg.message,NULL,NULL);
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
Render();
}
}
}
UnregisterClass( "D3D Tutorial", wc.hInstance );
return 0;
}
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