/**************************************************************************
FLIP3D.CPP - A spinning cube demo for DirectDraw
using Direct3D imediate mode (RenderPrimitive) for rendering.
uses D3DTLVERTEX, this app does all its own transform and lighting
dumb3d.cpp is our "3d" package.
basic page fliping app, just render to the back buffer and flip
that is all I do.
**************************************************************************/
/**************************************************************************
(C) Copyright 1995 - 1998 Microsoft Corp. All rights reserved.
You have a royalty-free right to use, modify, reproduce and
distribute the Sample Files (and/or any modified version) in
any way you find useful, provided that you agree that
Microsoft has no warranty obligations or liability for any
Sample Application Files which are modified.
**************************************************************************/
#define D3D_OVERLOADS
#include <windows.h>
#include <windowsx.h>
#include <mmsystem.h>
#include <ddraw.h>
#include <d3d.h>
#include <math.h>
#include "flipcube.h"
#include "dumb3d.h"
#include "d3dtex.h"
/**************************************************************************
Global Variables
**************************************************************************/
char szAppName[]="Flip3D";
HINSTANCE hInstApp;
BOOL fAppActive;
BOOL fAppPaused;
HWND hwndApp;
HACCEL hAccelApp;
HFONT AppFont;
SIZE ScreenSize;
/**************************************************************************
DirectDraw Globals
**************************************************************************/
IDirectDraw *dd;
IDirectDrawSurface *FrontBuffer;
IDirectDrawSurface *BackBuffer;
IDirectDrawPalette *Palette;
char DeviceName[128];
/**************************************************************************
Direct3D Globals
**************************************************************************/
IDirect3D2 *d3d;
IDirect3DDevice2 *d3dDevice;
IDirect3DViewport2 *d3dViewport;
IDirect3DLight *d3dLight;
char *d3dName;
D3DCULL CullMode = D3DCULL_CCW;
D3DTexture Texture;
D3DTEXTUREHANDLE TextureHandle = 0;
BOOL TexturePerspective = TRUE;
BOOL TextureDither = FALSE;
D3DTEXTUREBLEND TextureBlend = D3DTBLEND_MODULATE;
D3DMATERIALHANDLE hMat= 0;
LPDIRECT3DMATERIAL2 lpMat=NULL;
/**************************************************************************
dumb 3D Globals
**************************************************************************/
//*** Cube vertices, normals, shades, and modeling transform
static point_4 CubeVertices[8] =
{
point_4( -10, 10, -10 ),
point_4( -10, 10, 10 ),
point_4( 10, 10, 10 ),
point_4( 10, 10, -10 ),
point_4( 10, -10, -10 ),
point_4( 10, -10, 10 ),
point_4( -10, -10, 10 ),
point_4( -10, -10, -10 )
};
static vector_4 CubeSurfaceNormals[6];
static real CubeSurfaceShades[6];
static matrix_4x4 CubeTransform;
//*** Cube edges - ordered indices into the vertex array
const int CubeFaces[6][4] =
{
0, 1, 2, 3,
2, 1, 6, 5,
3, 2, 5, 4,
0, 3, 4, 7,
1, 0, 7, 6,
4, 5, 6, 7
};
//*** Cube colors - one RGB color per surface
const unsigned char CubeColors[6][3] =
{
240, 20, 20, // Unsaturated Red
20, 240, 20, // Unsaturated Green
20, 20, 240, // Unsaturated Blue
128, 64, 0, // Brown
240, 20, 240, // Unsaturated Magenta
240, 240, 20 // Unsaturated Yellow
};
//*** Lighting
vector_4 LightSourceDirection;
const real AmbientLight = 0.2;
//*** Viewing and perspective
static matrix_4x4 ViewPerspective;
static point_4 Viewpoint(60, 60, 60);
static vector_4 Up(0, 1, 0);
static point_4 Origin;
//*** Interaction
static POINT Move;
static POINT Last;
/**************************************************************************
Internal function declarations
**************************************************************************/
LONG CALLBACK AppWndProc(HWND hwnd,UINT msg,WPARAM wParam,LPARAM lParam);
BOOL AppIdle(void);
void ClearFrame(void);
void RenderFrame(void);
void TransformCube(matrix_4x4 const &Transform);
/**************************************************************************
**************************************************************************/
BOOL ProjectAndDrawCube(IDirect3DDevice2 *pd3d, int XOffset, int YOffset);
/**************************************************************************
**************************************************************************/
void BuildDeviceMenu(void);
void BuildModeMenu(void);
BOOL DDSetMode(int,int,int);
/**************************************************************************
AppAbout
Description:
This function handles messages belonging to the "About" dialog box.
The only message that it looks for is WM_COMMAND, indicating the user
has pressed the "OK" button.
**************************************************************************/
BOOL FAR PASCAL AppAbout(HWND hwnd,UINT msg,WPARAM wParam,LPARAM lParam)
{
switch (msg)
{
case WM_COMMAND:
if (LOWORD(wParam) == IDOK)
EndDialog(hwnd, TRUE);
break;
case WM_INITDIALOG:
return TRUE;
}
return FALSE;
}
/**************************************************************************
DDTerm
**************************************************************************/
#define RELEASE(x) if (x) { x->Release(); x = NULL; }
void DDTerm(BOOL fAll=TRUE)
{
RELEASE(d3dDevice);
RELEASE(d3dViewport);
RELEASE(d3dLight);
RELEASE(BackBuffer);
RELEASE(FrontBuffer);
RELEASE(Palette);
RELEASE(lpMat);
Texture.Release();
if (fAll)
{
RELEASE(d3d);
RELEASE(dd);
}
}
/**************************************************************************
* FindDeviceCallback
**************************************************************************/
BOOL CALLBACK FindDeviceCallback(GUID* lpGUID, LPSTR szName, LPSTR szDevice, LPVOID lParam)
{
char ach[128];
char * szFind = (char *)lParam;
wsprintf(ach,"%s (%s)",szName, szDevice);
if (lstrcmpi(szFind, szDevice) == 0 || lstrcmpi(szFind, ach) == 0)
{
DirectDrawCreate(lpGUID, &dd, NULL);
return DDENUMRET_CANCEL;
}
return DDENUMRET_OK;
}
/**************************************************************************
DDInit
Description:
initialize all the DirectDraw/Direct3D specific stuff
**************************************************************************/
BOOL DDInit(char *szDevice=NULL)
{
HRESULT err;
DDTerm();
if (szDevice && szDevice[0])
DirectDrawEnumerate(FindDeviceCallback, (LPVOID)szDevice);
if (dd == NULL)
{
szDevice = NULL;
err = DirectDrawCreate(NULL, &dd, NULL);
}
if (dd == NULL)
{
MessageBox(hwndApp, "This app requires DirectDraw", szAppName, MB_OK);
return FALSE;
}
err = dd->SetCooperativeLevel(hwndApp,
DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN | DDSCL_ALLOWMODEX);
if (err != DD_OK)
return FALSE;
err = dd->QueryInterface(IID_IDirect3D2, (void**)&d3d);
if (err != DD_OK)
{
MessageBox(hwndApp, "This app requires DirectX 5.0", szAppName, MB_OK);
return FALSE;
}
//
//Not imp
//
BuildModeMenu();
if (!DDSetMode(640,480,16) &&
!DDSetMode(640,480,8))
{
return FALSE;
}
char ach[128];
wsprintf(ach, "%s - %s %s", szAppName, szDevice ? szDevice : "DISPLAY", d3dName);
SetWindowText(hwndApp, ach);
return TRUE;
}
/**************************************************************************
Init3DState
**************************************************************************/
BOOL Init3DState()
{
D3DMATERIAL mat;
/*
* Set default render state
*/
d3dDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, 0);
d3dDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, 0);
d3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_FLAT);
/*
* load our single texture map from a resource
*/
Texture.Load(d3dDevice, "Win95");
// Texture.Load(d3dDevice, "Checker");
TextureHandle = Texture.GetHandle();
if (d3d->CreateMaterial(&lpMat, NULL) != D3D_OK) {
return FALSE;
}
memset(&mat, 0, sizeof(D3DMATERIAL));
mat.dwSize = sizeof(D3DMATERIAL);
mat.diffuse.r = (D3DVALUE)1.0;
mat.diffuse.g = (D3DVALUE)1.0;
mat.diffuse.b = (D3DVALUE)1.0;
mat.ambient.r = (D3DVALUE)1.0;
mat.ambient.g = (D3DVALUE)1.0;
mat.ambient.b = (D3DVALUE)1.0;
mat.specular.r = (D3DVALUE)1.0;
mat.specular.g = (D3DVALUE)1.0;
mat.specular.b = (D3DVALUE)1.0;
mat.power = (float)40.0;
mat.hTexture = TextureHandle;
mat.dwRampSize = 1;
lpMat->SetMaterial(&mat);
lpMat->GetHandle(d3dDevice, &hMat);
return TRUE;
}
/**************************************************************************
Init3D
**************************************************************************/
BOOL Init3D()
{
HRESULT err = E_FAIL;
//
// create a Direct3D device.
// first try HAL, then RGB, RAMP
//
d3dName = "HAL";
err = d3d->CreateDevice(IID_IDirect3DHALDevice, BackBuffer, &d3dDevice);
if (err != DD_OK)
{
d3dName = "RGB";
err = d3d->CreateDevice(IID_IDirect3DRGBDevice, BackBuffer, &d3dDevice);
}
if (err != DD_OK)
{
d3dName = "RAMP";
err = d3d->CreateDevice(IID_IDirect3DRampDevice, BackBuffer, &d3dDevice);
}
if (err != DD_OK)
return FALSE;
//
// now make a Viewport
//
err = d3d->CreateViewport(&d3dViewport, NULL);
if (err != DD_OK)
return FALSE;
err = d3dDevice->AddViewport(d3dViewport);
/*
* Setup the viewport for a reasonable viewing area
*/
D3DVIEWPORT2 viewData;
memset(&viewData, 0, sizeof(D3DVIEWPORT2));
viewData.dwSize = sizeof(D3DVIEWPORT2);
viewData.dwX = 0;
viewData.dwY = 0;
viewData.dwWidth = ScreenSize.cx;
viewData.dwHeight = ScreenSize.cy;
viewData.dvClipX = -1.0f;
viewData.dvClipWidth = 2.0f;
viewData.dvClipHeight = (D3DVALUE)(ScreenSize.cy * 2.0 / ScreenSize.cx);
viewData.dvClipY = viewData.dvClipHeight / 2.0f;
viewData.dvMinZ = 0.0f;
viewData.dvMaxZ = 1.0f;
err = d3dViewport->SetViewport2(&viewData);
if (err != DD_OK)
return FALSE;
err = d3dDevice->SetCurrentViewport(d3dViewport);
if (err != DD_OK)
return FALSE;
if (!Init3DState())
return FALSE;
return TRUE;
}
/**************************************************************************
DDSetMode
**************************************************************************/
BOOL DDSetMode(int width, int height, int bpp)
{
HRESULT err;
err = dd->SetDisplayMode(width, height, bpp);
if (err != DD_OK)
return FALSE;
ScreenSize.cx = width;
ScreenSize.cy = height;
// get rid of any previous surfaces.
DDTerm(FALSE);
//
// Create surfaces
//
// what we want is a double buffered surface in video memory
// so we try to create this first.
//
// if we cant get a double buffered surface, we try for a double
// buffered surface not being specific about video memory, we will
// get back a main-memory surface, that wont use HW page flipping
// but at least we run.
//
// NOTE you need to recreate the surfaces for a new display mode
// they wont work when/if the mode is changed.
//
DDSURFACEDESC ddsd;
ZeroMemory(&ddsd, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |
DDSCAPS_FLIP |
DDSCAPS_COMPLEX |
DDSCAPS_3DDEVICE |
DDSCAPS_VIDEOMEMORY;
#ifdef TRIPLE_BUFFER
ddsd.dwBackBufferCount = 2;
#else
ddsd.dwBackBufferCount = 1;
#endif
// try to get a triple/double buffered video memory surface.
err = dd->CreateSurface(&ddsd, &FrontBuffer, NULL);
// try to get a double buffered video memory surface.
if (err != DD_OK && ddsd.dwBackBufferCount == 2)
{
ddsd.dwBackBufferCount = 1;
err = dd->CreateSurface(&ddsd, &FrontBuffer, NULL);
}
if (err != DD_OK)
{
// settle for a main memory surface.
ddsd.ddsCaps.dwCaps &= ~DDSCAPS_VIDEOMEMORY;
err = dd->CreateSurface(&ddsd, &FrontBuffer, NULL);
}
if (err != DD_OK)
return FALSE;
// get a pointer to the back buffer
DDSCAPS caps;
caps.dwCaps = DDSCAPS_BACKBUFFER;
err = FrontBuffer->GetAttachedSurface(&caps, &BackBuffer);
if (err != DD_OK)
return FALSE;
// create a palette if we are in a paletized display mode.
//
// NOTE because we want to be able to show dialog boxs and
// use our menu, we leave the windows reserved colors as is
// so things dont look ugly.
//
// palette is setup like so:
//
// 10 windows system colors
// 64 red wash
// 64 grn wash
// 64 blu wash
//
if (bpp == 8)
{
PALETTEENTRY ape[256];
// get the current windows colors.
GetPaletteEntries((HPALETTE)GetStockObject(DEFAULT_PALETTE), 0, 10, &ape[0]);
GetPaletteEntries((HPALETTE)GetStockObject(DEFAULT_PALETTE), 10, 10, &ape[246]);
// make a red, grn, and blu wash for our cube.
for (int i=0; i<64; i++)
{
ape[10+64*0+i].peRed = i * 255/63;
ape[10+64*0+i].peGreen = 0;
ape[10+64*0+i].peBlue = 0;
ape[10+64*1+i].peRed = 0;
ape[10+64*1+i].peGreen = i * 255/63;
ape[10+64*1+i].peBlue = 0;
ape[10+64*2+i].peRed = 0;
ape[10+64*2+i].peGreen = 0;
ape[10+64*2+i].peBlue = i * 255/63;
}
// create the palette.
err = dd->CreatePalette(DDPCAPS_8BIT, ape, &Palette, NULL);
if (err == DD_OK)
{
FrontBuffer->SetPalette(Palette);
BackBuffer->SetPalette(Palette);
}
}
if (!Init3D())
return FALSE;
if (AppFont)
DeleteObject(AppFont);
AppFont = CreateFont(width < 640 ? 24 : 48,
0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE,
ANSI_CHARSET,
OUT_DEFAULT_PRECIS,
CLIP_DEFAULT_PRECIS,
NONANTIALIASED_QUALITY,
VARIABLE_PITCH,
"Comic Sans MS");
return TRUE;
}
/**************************************************************************
BuildModeMenu
**************************************************************************/
#define MAKEMENUITEMDATA(width, height, bpp) \
(width) | ((height) << 12) | ((bpp) << 24)
HRESULT CALLBACK BuildModeMenuCallback(LPDDSURFACEDESC pdds, LPVOID lParam)
{
HMENU hmenu = (HMENU)lParam;
char ach[80];
int n;
int width = pdds->dwWidth;
int height = pdds->dwHeight;
int bpp = pdds->ddpfPixelFormat.dwRGBBitCount;
n = GetMenuItemCount(hmenu);
wsprintf(ach,"%dx%dx%d",width,height,bpp);
AppendMenu(hmenu,MF_STRING,MENU_MODE+n,ach);
MENUITEMINFO mii;
// pack the mode info into a DWORD and set the extra item data.
mii.cbSize = sizeof(mii);
mii.fMask = MIIM_DATA;
mii.dwItemData = MAKEMENUITEMDATA(width, height, bpp);
SetMenuItemInfo(hmenu, MENU_MODE+n, MF_BYCOMMAND, &mii);
//return S_TRUE to stop enuming modes, S_FALSE to continue
return S_FALSE;
}
void BuildModeMenu()
{
// Enumerate all posible display modes, and stick them in our menu.
// we use the extra item DWORD of a menu item to store the mode info
DeleteMenu(GetMenu(hwndApp), 2, MF_BYPOSITION);
HMENU hmenu = CreatePopupMenu();
dd->EnumDisplayModes(0,NULL,(LPVOID)hmenu,BuildModeMenuCallback);
AppendMenu(GetMenu(hwndApp),MF_POPUP,(UINT)hmenu,"&Modes");
}
/**************************************************************************
* BuildDeviceMenu
**************************************************************************/
BOOL CALLBACK BuildDeviceMenuCallback(GUID* lpGUID, LPSTR szName, LPSTR szDevice, LPVOID lParam)
{
HMENU hmenu = (HMENU)lParam;
char ach[80];
int n;
n = GetMenuItemCount(hmenu);
wsprintf(ach,"%s (%s)",szName, szDevice);
AppendMenu(hmenu,MF_STRING,MENU_DEVICE+n,ach);
return DDENUMRET_OK;
}
void BuildDeviceMenu()
{
HMENU hmenu = CreatePopupMenu();
DirectDrawEnumerate(BuildDeviceMenuCallback, (LPVOID)hmenu);
AppendMenu(GetMenu(hwndApp),MF_POPUP,(UINT)hmenu,"&Device");
}
/**************************************************************************
AppInit
Description:
This is called when the application is first loaded. It initializes
all variables, registers the window class, and creates the main app
window.
**************************************************************************/
BOOL AppInit(HINSTANCE hInst,HINSTANCE hPrev,int sw,LPSTR szCmdLine)
{
WNDCLASS cls;
/* Save instance handle for DialogBoxes */
hInstApp = hInst;
if (!hPrev)
{
//*** Register a class for the main application window
cls.hCursor = LoadCursor(0,IDC_ARROW);
//*** Just for fun, we'll draw our own spinning cube icon.
cls.hIcon = LoadIcon(hInst, "AppIcon");
cls.lpszMenuName = "AppMenu";
cls.lpszClassName = szAppName;
cls.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
cls.hInstance = hInst;
cls.style = CS_VREDRAW | CS_HREDRAW;
cls.lpfnWndProc = (WNDPROC)AppWndProc;
cls.cbClsExtra = 0;
cls.cbWndExtra = 0;
if (!RegisterClass(&cls))
return FALSE;
}
hAccelApp = LoadAccelerators(hInst, "AppAccel");
//*** Set and normalize the light source
LightSourceDirection = vector_4(50, 30, -15);
LightSourceDirection.Normalize();
//*** Distance to view plane:
ViewPerspective.SetElement(3, 2, 1/300.0);
ViewPerspective.SetElement(3, 3, 0);
//*** Viewport scaling - some arbitrary number like 3.5 will do
ViewPerspective.SetElement(0, 0, 3.5);
ViewPerspective.SetElement(1, 1, 3.5);
//*** Calculate the initial normals and shades
TransformCube(CubeTransform);
//*** Then generate an interesting rotation for the spin
CubeTransform.ConcatenateYRotation(6.0);
CubeTransform.ConcatenateXRotation(3.5);
CubeTransform.ConcatenateZRotation(2.0);
hwndApp = CreateWindowEx(
WS_EX_APPWINDOW,
szAppName, // Class name
szAppName, // Caption
WS_POPUP |
WS_SYSMENU |
WS_CAPTION,
0, 0, // Position
640,480, // Size
0, // Parent window (no parent)
0, // use class menu
hInst, // handle to window instance
0 // no params to pass on
);
ShowWindow(hwndApp,sw);
UpdateWindow(hwndApp);
BuildDeviceMenu();
//
// read the device name from WIN.INI so we come up on the last device
// that the user picked.
//
GetProfileString(szAppName, "Device", "", DeviceName, sizeof(DeviceName));
if (!DDInit(DeviceName))
return FALSE;
return TRUE;
}
/**************************************************************************
WinMain
Description:
The main procedure for the App. After initializing, it just goes
into a message-processing loop until it gets a WM_QUIT message.
**************************************************************************/
int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw)
{
MSG msg;
//*** Call initialization procedure
if (!AppInit(hInst,hPrev,sw,szCmdLine))
return FALSE;
//*** Polling messages from event queue until quit
for (;;)
{
if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
break;
if (!hwndApp || !TranslateAccelerator(hwndApp, hAccelApp, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{
if (AppIdle())
WaitMessage();
}
}
DDTerm();
return msg.wParam;
}
/**************************************************************************
AppPause
**************************************************************************/
void AppPause(BOOL f)
{
if (f)
{
DDSCAPS caps;
FrontBuffer->GetCaps(&caps);
// if we are in ModeX go back to a windows mode
// so we can see the menu or dialog box.
if (caps.dwCaps & DDSCAPS_MODEX)
{
DDSetMode(640,480,8);
}
fAppPaused = TRUE;
dd->FlipToGDISurface();
DrawMenuBar(hwndApp);
RedrawWindow(hwndApp, NULL, NULL, RDW_FRAME);
}
else
{
fAppPaused = FALSE;
}
}
/**************************************************************************
MagnifyCube
Description:
Magnify the cube the indicated number of times. A negative number
makes it smaller.
**************************************************************************/
void MagnifyCube(double times)
{
matrix_4x4 m;
double factor = pow(1.5, times);
m.SetElement(0,0,factor);
m.SetElement(1,1,factor);
m.SetElement(2,2,factor);
TransformCube(m);
}
/**************************************************************************
AppIdle
return TRUE if the app is idle
return FALSE if the app is not idle.
Description:
**************************************************************************/
BOOL AppIdle()
{
//*** Spin while the app is active, lbutton is up, and spinning is on.
//*** Spin while the app is iconized.
if (fAppActive && !fAppPaused)
{
//*** If the app is active, spin the cube and redraw
if (GetAsyncKeyState(VK_LBUTTON) < 0)
{
if(Move.x || Move.y)
{
matrix_4x4 Movement;
Movement.ConcatenateYRotation(Move.x);
Movement.ConcatenateXRotation(Move.y);
Move.x = Move.y = 0;
TransformCube(Movement);
}
}
else
{
TransformCube(CubeTransform);
}
RenderFrame();
return FALSE;
}
else
{
//*** Don't do anything when not the active app
return TRUE;
}
}
/**************************************************************************
RenderFrame
render the frame into the back buffer and do a page flip.
things to NOTE:
we use the blter to clear the backbuffer, this usualy is a big
win blters are real fast.
we use GDI to draw the frame rate, and info text
**************************************************************************/
int FrameRate;
int FrameCount;
int FrameCount0;
DWORD FrameTime;
DWORD FrameTime0;
void RenderFrame()
{
HDC hdc;
//*** always need to handle DDERR_SURFACELOST, this will happen
//*** when we get switched away from.
if (FrontBuffer->IsLost() == DDERR_SURFACELOST)
{
FrontBuffer->Restore();
Texture.Restore();
}
//*** use the blter to do a color fill to clear the back buffer
DDBLTFX ddbltfx;
ddbltfx.dwSize = sizeof(ddbltfx);
ddbltfx.dwFillColor = 0;
BackBuffer->Blt(NULL,NULL,NULL,DDBLT_COLORFILL | DDBLT_WAIT,&ddbltfx);
ProjectAndDrawCube(d3dDevice, ScreenSize.cx/2, ScreenSize.cy/2);
if (BackBuffer->GetDC(&hdc) == DD_OK)
{
//*** draw stats, like frame number and frame rate
char ach[128];
int len;
static char szHelp[] = "F10=Menu F7=Smaller F8=Larger";
SetBkMode(hdc, TRANSPARENT);
SelectObject(hdc, AppFont);
len = wsprintf(ach, "FPS %02d Frame %05d (%s)", FrameRate, FrameCount, d3dName);
SetTextColor(hdc, RGB(255, 255, 0));
TextOut(hdc, 0, 0, ach, len);
TextOut(hdc, 0, ScreenSize.cy-(ScreenSize.cx<640 ? 24:48),szHelp,sizeof(szHelp)-1);
BackBuffer->ReleaseDC(hdc);
}
//*** we have rendered the backbuffer, call flip so we can see it
FrontBuffer->Flip(NULL, DDFLIP_WAIT);
FrameCount++;
FrameTime = timeGetTime();
if (FrameTime - FrameTime0 > 1000)
{
FrameRate = (FrameCount - FrameCount0) * 1000 / (FrameTime - FrameTime0);
FrameTime0 = FrameTime;
FrameCount0 = FrameCount;
}
}
/**************************************************************************
AppInitMenuPopup
If it's the Cube menu, then check or uncheck the GDI item accordingly.
If it's the mode list popup, then add a MENUBARBREAK as necessary.
**************************************************************************/
void AppInitMenuPopup(HWND hwnd, HMENU hmenu, UINT uPos, BOOL fSys)
{
if (fSys) return; /* Don't mess with the sysmenu */
switch (uPos) {
case 0: /* Cube menu */
CheckMenuItem(hmenu, MENU_CULL_NONE, CullMode == D3DCULL_NONE ? MF_CHECKED : MF_UNCHECKED);
CheckMenuItem(hmenu, MENU_CULL_CW, CullMode == D3DCULL_CW ? MF_CHECKED : MF_UNCHECKED);
CheckMenuItem(hmenu, MENU_CULL_CCW, CullMode == D3DCULL_CCW ? MF_CHECKED : MF_UNCHECKED);
CheckMenuItem(hmenu, MENU_TEXTURE, TextureHandle ? MF_CHECKED : MF_UNCHECKED);
CheckMenuItem(hmenu, MENU_DITHER, TextureDither ? MF_CHECKED : MF_UNCHECKED);
CheckMenuItem(hmenu, MENU_PERSPECTIVE,TexturePerspective ? MF_CHECKED : MF_UNCHECKED);
CheckMenuItem(hmenu, MENU_MODULATE, TextureBlend == D3DTBLEND_MODULATE ? MF_CHECKED : MF_UNCHECKED);
CheckMenuItem(hmenu, MENU_COPY, TextureBlend == D3DTBLEND_COPY ? MF_CHECKED : MF_UNCHECKED);
CheckMenuItem(hmenu, MENU_DECAL, TextureBlend == D3DTBLEND_DECAL ? MF_CHECKED : MF_UNCHECKED);
break;
case 1: /* Device menu */
case 2: /* Mode menu */
/*
* Compute how many menu items fit on the screen.
*
* Note that we use ScreenSize instead of SM_CYSCREEN.
* This allows us to do the right thing in the face of
* multiple monitors. (ScreenSize is the size of our
* monitor.)
*/
int cmi;
cmi = GetMenuItemCount(hmenu);
if (cmi) {
RECT rcClient;
GetClientRect(hwnd, &rcClient);
RECT rc;
GetMenuItemRect(hwnd, hmenu, 0, &rc);
int dyMenuItem = rc.bottom - rc.top;
/*
* Aargh. If the menu has never appeared yet, USER
* returns an empty rectangle. DON'T DIVIDE BY ZERO!
*
* In such case, we use the height of the menu bar.
* Not perfect, but close enough. And it happens only
* once.
*/
if (dyMenuItem == 0) {
dyMenuItem = GetSystemMetrics(SM_CYMENU);
}
/*
* Aargh. You can't change MF_MENUBARBREAK without
* also changing the text, so we have to get the
* old text and set it back.
*
* While we're here, we may as well put a check-box
* next to the item that matches our current screen res.
*/
DDSURFACEDESC ddsd;
ZeroMemory(&ddsd, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
FrontBuffer->GetSurfaceDesc(&ddsd);
int width = ddsd.dwWidth;
int height = ddsd.dwHeight;
int bpp = ddsd.ddpfPixelFormat.dwRGBBitCount;
DWORD dwItemDataMatch = MAKEMENUITEMDATA(width, height, bpp);
MENUITEMINFO mii;
TCHAR tsz[80];
mii.cbSize = sizeof(mii);
mii.fMask = MIIM_TYPE | MIIM_DATA | MIIM_STATE;
mii.dwTypeData = tsz;
/*
* Compute the number of MI's that fit in our client area.
* Note: Client area, not screen size. This ensures that
* the menu pops in a reasonable location.
*/
int cmiScreen = rcClient.bottom / dyMenuItem;
for (int imi = 0; imi < cmi; imi++) {
mii.cch = sizeof(tsz) / sizeof(tsz[0]);
if (GetMenuItemInfo(hmenu, imi, MF_BYPOSITION, &mii)) {
if (imi > 0 && imi % cmiScreen == 0) {
mii.fType |= MFT_MENUBARBREAK;
} else {
mii.fType &= ~MFT_MENUBARBREAK;
}
if (mii.dwItemData == dwItemDataMatch) {
mii.fState |= MFS_CHECKED;
} else {
mii.fState &= ~MFS_CHECKED;
}
SetMenuItemInfo(hmenu, imi, MF_BYPOSITION, &mii);
}
}
}
break;
}
}
/**************************************************************************
AppWndProc
Description:
Main window proc. Standard Windows fare.
**************************************************************************/
LONG CALLBACK AppWndProc(HWND hwnd,UINT msg,WPARAM wParam,LPARAM lParam)
{
switch (msg)
{
case WM_CREATE:
break;
case WM_ACTIVATEAPP:
//*** Keep track of whether or not the app is in the foreground
fAppActive = (BOOL)wParam;
break;
case WM_SETCURSOR:
if (fAppActive && !fAppPaused && BackBuffer)
{
SetCursor(NULL);
return 1;
}
break;
case WM_ENTERMENULOOP:
AppPause(TRUE);
break;
case WM_EXITMENULOOP:
AppPause(FALSE);
break;
case WM_INITMENUPOPUP:
AppInitMenuPopup(hwnd, (HMENU)wParam,
(UINT)LOWORD(lParam), (BOOL)HIWORD(lParam));
break;
case WM_COMMAND:
switch(LOWORD(wParam))
{
case MENU_ABOUT:
AppPause(TRUE);
DialogBox(hInstApp, "AppAbout", hwnd, (DLGPROC)AppAbout);
AppPause(FALSE);
break;
case MENU_EXIT:
PostMessage(hwnd, WM_CLOSE, 0, 0L);
break;
case MENU_LARGER:
MagnifyCube(+1.0);
break;
case MENU_SMALLER:
MagnifyCube(-1.0);
break;
case MENU_TEXTURE:
TextureHandle = TextureHandle ? 0 : Texture.GetHandle();
break;
case MENU_PERSPECTIVE: TexturePerspective = !TexturePerspective; break;
case MENU_DITHER: TextureDither = !TextureDither; break;
case MENU_MODULATE: TextureBlend = D3DTBLEND_MODULATE; break;
case MENU_COPY: TextureBlend = D3DTBLEND_COPY; break;
case MENU_DECAL: TextureBlend = D3DTBLEND_DECAL; break;
case MENU_CULL_NONE: CullMode = D3DCULL_NONE; break;
case MENU_CULL_CW: CullMode = D3DCULL_CW; break;
case MENU_CULL_CCW: CullMode = D3DCULL_CCW; break;
}
if (LOWORD(wParam) >= MENU_DEVICE && LOWORD(wParam) < MENU_DEVICE+100)
{
GetMenuString(GetMenu(hwnd), LOWORD(wParam), DeviceName, sizeof(DeviceName), MF_BYCOMMAND);
WriteProfileString(szAppName, "Device", DeviceName);
DDInit(DeviceName);
}
if (LOWORD(wParam) >= MENU_MODE && LOWORD(wParam) < MENU_MODE+100)
{
MENUITEMINFO mii;
mii.cbSize = sizeof(mii);
mii.fMask = MIIM_DATA;
GetMenuItemInfo(GetMenu(hwnd), LOWORD(wParam), MF_BYCOMMAND, &mii);
DDSetMode(
(mii.dwItemData >> 0) & 0xFFF,
(mii.dwItemData >> 12) & 0xFFF,
(mii.dwItemData >> 24) & 0x0FF);
}
return 0L;
case WM_DESTROY:
hwndApp = NULL;
PostQuitMessage(0);
break;
case WM_PAINT:
break;
#if 0 // fullscreen apps dont need to do this!
// and using SM_CYSCREEN is incorrect for other devices.
case WM_MOVE:
case WM_SIZE:
case WM_DISPLAYCHANGE:
if (fAppActive && !IsIconic(hwnd))
{
RECT Rect;
SetRect(&Rect, 0, GetSystemMetrics(SM_CYCAPTION), GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CYSCREEN));
AdjustWindowRectEx(&Rect, WS_POPUP | WS_CAPTION, FALSE, 0);
SetWindowPos(hwnd, NULL, Rect.left, Rect.top, Rect.right-Rect.left, Rect.bottom-Rect.top, SWP_NOACTIVATE | SWP_NOZORDER);
}
break;
#endif
case WM_LBUTTONDOWN:
//*** Get the start location for mouse rotations
Last.x = LOWORD(lParam);
Last.y = HIWORD(lParam);
break;
case WM_MOUSEMOVE:
//*** While the mouse button is down, keep track of movement
//*** to update the eye position
if(GetKeyState(VK_LBUTTON) < 0)
{
Move.x = (int)LOWORD(lParam) - Last.x;
Move.y = (int)HIWORD(lParam) - Last.y;
Last.x = LOWORD(lParam);
Last.y = HIWORD(lParam);
}
break;
}
return DefWindowProc(hwnd,msg,wParam,lParam);
}
/**************************************************************************
TransformCube
Description:
Transforms the cube vertices by the current rotation matrix.
Recalculates normals and flat shade values for the
directional light source.
**************************************************************************/
void TransformCube(matrix_4x4 const &Transform)
{
int i;
//*** Transform the cube by the matrix
for (i = 0; i < 8; ++i)
CubeVertices[i] = Transform * CubeVertices[i];
//*** Recalculate normals and shades
for (i = 0; i < 6; ++i)
{
//*** Normals are perpendicular to two edges of the cube
vector_4 Edge1, Edge2;
Edge1 = CubeVertices[CubeFaces[i][1]] - CubeVertices[CubeFaces[i][0]];
Edge2 = CubeVertices[CubeFaces[i][3]] - CubeVertices[CubeFaces[i][0]];
CubeSurfaceNormals[i] = CrossProduct(Edge1, Edge2);
CubeSurfaceNormals[i].Normalize();
//*** Cosine shading based on the surface normal, clamped to [0, 1]
real Shade = DotProduct(CubeSurfaceNormals[i], LightSourceDirection);
if (CullMode != D3DCULL_CCW)
{
if (Shade < 0) Shade = -Shade;
}
Shade = Shade + AmbientLight;
if (Shade < 0) Shade = 0;
else if (Shade > 1.0) Shade = 1.0;
CubeSurfaceShades[i] = Shade;
}
}
/**************************************************************************
ProjectAndDrawCube
Description:
Projects the cube vertices for the current viewpoint then culls
in screen space and draws into the DC via GDI.
**************************************************************************/
BOOL ProjectAndDrawCube(IDirect3DDevice2 *dev, int XOffset, int YOffset)
{
HRESULT err;
//*** Create a viewing transform for the current eye position
vector_4 ViewDirection = Origin - Viewpoint;
ViewDirection.Normalize();
view_transform View(Viewpoint, ViewDirection, Up);
//*** Transform and project the vertices into screen space
int i;
float aScreenVerticesX[8];
float aScreenVerticesY[8];
float aScreenVerticesZ[8];
float aScreenVerticesW[8];
for (i = 0; i < 8; ++i)
{
point_4 Temp = View * CubeVertices[i];
Temp = ViewPerspective * Temp;
Temp.Homogenize();
aScreenVerticesX[i] = (float)Temp.GetX() + XOffset;
aScreenVerticesY[i] = (float)Temp.GetY() + YOffset;
aScreenVerticesZ[i] = (float)Temp.GetZ();
aScreenVerticesW[i] = (float)Temp.GetW();
}
err = dev->BeginScene();
//
// NOTE NOTE NOTE NOTE NOTE
// dont be as stupid as this sample, dont change the render
// state every frame unless you need to.
//
dev->SetLightState(D3DLIGHTSTATE_MATERIAL,hMat);
dev->SetRenderState(D3DRENDERSTATE_CULLMODE, CullMode);
dev->SetRenderState(D3DRENDERSTATE_DITHERENABLE, TextureDither);
dev->SetRenderState(D3DRENDERSTATE_TEXTUREPERSPECTIVE, TexturePerspective);
dev->SetRenderState(D3DRENDERSTATE_TEXTUREMAPBLEND, TextureBlend);
dev->SetRenderState(D3DRENDERSTATE_TEXTUREHANDLE, TextureHandle);
for (i = 0; i < 6; ++i)
{
//*** Get the shading colors
int Red, Green, Blue;
Red = (int)(CubeColors[i][0] * CubeSurfaceShades[i]);
Green = (int)(CubeColors[i][1] * CubeSurfaceShades[i]);
Blue = (int)(CubeColors[i][2] * CubeSurfaceShades[i]);
//*** Collect the correct points in an array
D3DTLVERTEX TLVertices[6];
for (int j = 0; j < 4; ++j)
{
TLVertices[j].sx = aScreenVerticesX[CubeFaces[i][j]];
TLVertices[j].sy = aScreenVerticesY[CubeFaces[i][j]];
TLVertices[j].sz = aScreenVerticesZ[CubeFaces[i][j]];
TLVertices[j].rhw = (float)(1.0 / aScreenVerticesW[CubeFaces[i][j]]);
TLVertices[j].color = RGB_MAKE(Red, Green, Blue);
TLVertices[j].specular = RGB_MAKE(0,0,0);
}
TLVertices[0].tu = 0.0f; TLVertices[0].tv = 0.0f;
TLVertices[1].tu = 1.0f; TLVertices[1].tv = 0.0f;
TLVertices[2].tu = 1.0f; TLVertices[2].tv = 1.0f;
TLVertices[3].tu = 0.0f; TLVertices[3].tv = 1.0f;
//*** Use DrawPrim to draw the face
err = dev->DrawPrimitive(D3DPT_TRIANGLEFAN, D3DVT_TLVERTEX, TLVertices, 4, D3DDP_WAIT);
}
err = dev->EndScene();
return TRUE;
}