HIER2.C

/*========================================================================== 
*
* Copyright (C) 1995, 1996 Microsoft Corporation. All Rights Reserved.
*
* File: hier2.c
*
***************************************************************************/

/*
* D3D RM Tutorial program frame hierarchy 2
*/

#include "rmdemo.h"

BOOL
BuildScene(LPDIRECT3DRMDEVICE dev, LPDIRECT3DRMVIEWPORT view,
LPDIRECT3DRMFRAME scene, LPDIRECT3DRMFRAME camera)
{
D3DRMRENDERQUALITY quality = D3DRMRENDER_FLAT;
LPDIRECT3DRMLIGHT l1 = NULL;
LPDIRECT3DRMLIGHT l2 = NULL;
LPDIRECT3DRMFRAME lights = NULL;
LPDIRECT3DRMMESHBUILDER torus_builder = NULL;
LPDIRECT3DRMMESHBUILDER sphere_builder = NULL;
LPDIRECT3DRMMESHBUILDER cube1_builder = NULL;
LPDIRECT3DRMMESHBUILDER cube2_builder = NULL;
LPDIRECT3DRMMESH cube1_mesh = NULL;
LPDIRECT3DRMMESH cube2_mesh = NULL;
LPDIRECT3DRMMESH torus_mesh = NULL;
LPDIRECT3DRMMESH sphere_mesh = NULL;
LPDIRECT3DRMFRAME torus = NULL;
LPDIRECT3DRMFRAME sphere = NULL;
LPDIRECT3DRMFRAME cube1 = NULL;
LPDIRECT3DRMFRAME cube2 = NULL;
HRESULT rval;
view = view;/* not used */

/*
* This Demo shows a more complex hierarchy of frames
*/

if (FAILED(dev->lpVtbl->SetQuality(dev, quality)))
goto generic_error;
if (FAILED(dev->lpVtbl->SetShades(dev, 16)))
goto generic_error;

/*
* initialize the lights in the scene
*/

if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, scene, &lights)))
goto generic_error;
if (FAILED(lights->lpVtbl->SetPosition(lights, scene, D3DVAL(5), D3DVAL(5),
-D3DVAL(5))))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateLightRGB(lpD3DRM, D3DRMLIGHT_POINT, D3DVAL(0.9),
D3DVAL(0.8), D3DVAL(0.7), &l1)))
goto generic_error;
if (FAILED(lights->lpVtbl->AddLight(lights, l1)))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateLightRGB(lpD3DRM, D3DRMLIGHT_AMBIENT, D3DVAL(0.1),
D3DVAL(0.1), D3DVAL(0.1), &l2)))
goto generic_error;
if (FAILED(scene->lpVtbl->AddLight(scene, l2)))
goto generic_error;
/*
* load mesh files
*/
if (FAILED(lpD3DRM->lpVtbl->CreateMeshBuilder(lpD3DRM, &torus_builder)))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateMeshBuilder(lpD3DRM, &sphere_builder)))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateMeshBuilder(lpD3DRM, &cube1_builder)))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateMeshBuilder(lpD3DRM, &cube2_builder)))
goto generic_error;
rval = torus_builder->lpVtbl->Load(torus_builder, "torus.x", NULL,
D3DRMLOAD_FROMFILE, NULL, NULL);
if (rval != D3DRM_OK) {
Msg("Failed to load torus.x.\n");
goto ret_with_error;
}
rval = sphere_builder->lpVtbl->Load(sphere_builder, "sphere4.x", NULL,
D3DRMLOAD_FROMFILE, NULL, NULL);
if (rval != D3DRM_OK) {
Msg("Failed to load sphere4.x.\n");
goto ret_with_error;
}
rval = cube1_builder->lpVtbl->Load(cube1_builder, "cube.x", NULL,
D3DRMLOAD_FROMFILE, NULL, NULL);
if (rval != D3DRM_OK) {
Msg("Failed to load cube.x.\n");
goto ret_with_error;
}
rval = cube2_builder->lpVtbl->Load(cube2_builder, "cube.x", NULL,
D3DRMLOAD_FROMFILE, NULL, NULL);
if (rval != D3DRM_OK) {
Msg("Failed to load cube.x.\n");
goto ret_with_error;
}

if (FAILED(cube1_builder->lpVtbl->Scale(cube1_builder, D3DVAL(0.25), D3DVAL(0.5),
D3DVAL(1.0))))
goto generic_error;
if (FAILED(cube2_builder->lpVtbl->Scale(cube2_builder, D3DVAL(0.5), D3DVAL(1.5),
D3DVAL(1.0))))
goto generic_error;

if (FAILED(cube1_builder->lpVtbl->SetColorRGB(cube1_builder, D3DVAL(0.7),
D3DVAL(0.0), D3DVAL(0.8))))
goto generic_error;
if (FAILED(cube2_builder->lpVtbl->SetColorRGB(cube2_builder, D3DVAL(0.0),
D3DVAL(1.0), D3DVAL(0.5))))
goto generic_error;
if (FAILED(torus_builder->lpVtbl->SetColorRGB(torus_builder, D3DVAL(0.2),
D3DVAL(1.0), D3DVAL(0.8))))
goto generic_error;

if (FAILED(torus_builder->lpVtbl->CreateMesh(torus_builder, &torus_mesh)))
goto generic_error;
if (FAILED(sphere_builder->lpVtbl->CreateMesh(sphere_builder, &sphere_mesh)))
goto generic_error;
if (FAILED(cube1_builder->lpVtbl->CreateMesh(cube1_builder, &cube1_mesh)))
goto generic_error;
if (FAILED(cube2_builder->lpVtbl->CreateMesh(cube2_builder, &cube2_mesh)))
goto generic_error;
RELEASE(torus_builder);
RELEASE(sphere_builder);
RELEASE(cube1_builder);
RELEASE(cube2_builder);

/*
* create a torus frame within the scene create torus frame within
* frame of sphere cube frame within frame of torus
*/

if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, scene, &sphere)))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, sphere, &torus)))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, torus, &cube1)))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, torus, &cube2)))
goto generic_error;

/*
* add the loaded mesh into the frame
*/

if (FAILED(torus->lpVtbl->AddVisual(torus, (LPDIRECT3DRMVISUAL) torus_mesh)))
goto generic_error;
if (FAILED(sphere->lpVtbl->AddVisual(sphere, (LPDIRECT3DRMVISUAL) sphere_mesh)))
goto generic_error;
if (FAILED(cube1->lpVtbl->AddVisual(cube1, (LPDIRECT3DRMVISUAL) cube1_mesh)))
goto generic_error;
if (FAILED(cube2->lpVtbl->AddVisual(cube2, (LPDIRECT3DRMVISUAL) cube2_mesh)))
goto generic_error;

/*
* set up the frames position, orientation and rotations
*/

if (FAILED(camera->lpVtbl->SetPosition(camera, scene, D3DVAL(0), D3DVAL(0), -D3DVAL(25))))
goto generic_error;
if (FAILED(sphere->lpVtbl->SetPosition(sphere, scene, D3DVAL(0), D3DVAL(0), D3DVAL(0))))
goto generic_error;
if (FAILED(torus->lpVtbl->SetPosition(torus, sphere, D3DVAL(6), D3DVAL(0), D3DVAL(0))))
goto generic_error;
if (FAILED(cube1->lpVtbl->SetPosition(cube1, torus, D3DVAL(0), D3DVAL(4), D3DVAL(0))))
goto generic_error;
if (FAILED(cube2->lpVtbl->SetPosition(cube2, torus, D3DVAL(0), -D3DVAL(4), D3DVAL(0))))
goto generic_error;

if (FAILED(sphere->lpVtbl->SetRotation(sphere, scene, D3DVAL(0), D3DVAL(0), D3DVAL(1),D3DVAL(0.01))))
goto generic_error;
if (FAILED(torus->lpVtbl->SetRotation(torus, sphere, D3DVAL(1), D3DVAL(0), D3DVAL(0), D3DVAL(0.02))))
goto generic_error;
if (FAILED(cube1->lpVtbl->SetRotation(cube1, torus, D3DVAL(0.1), D3DVAL(0.2),
D3DVAL(0.7), D3DVAL(0.03))))
goto generic_error;
if (FAILED(cube2->lpVtbl->SetRotation(cube2, torus, D3DVAL(0.7), D3DVAL(0.1),
D3DVAL(0.2), D3DVAL(0.03))))
goto generic_error;

RELEASE(lights);
RELEASE(torus_mesh);
RELEASE(sphere_mesh);
RELEASE(cube1_mesh);
RELEASE(cube2_mesh);
RELEASE(torus);
RELEASE(sphere);
RELEASE(cube1);
RELEASE(cube2);
RELEASE(l1);
RELEASE(l2);
return TRUE;
generic_error:
Msg("A failure occurred while building the scene.\n");
ret_with_error:
RELEASE(l1);
RELEASE(l2);
RELEASE(lights);
RELEASE(torus_builder);
RELEASE(sphere_builder);
RELEASE(cube1_builder);
RELEASE(cube2_builder);
RELEASE(cube1_mesh);
RELEASE(cube2_mesh);
RELEASE(torus_mesh);
RELEASE(sphere_mesh);
RELEASE(torus);
RELEASE(sphere);
RELEASE(cube1);
RELEASE(cube2);
return FALSE;
}

void
OverrideDefaults(Defaults* defaults)
{
defaults->bNoTextures = TRUE;
defaults->bConstRenderQuality = TRUE;
lstrcpy(defaults->Name, "Frame Hierarchy II D3D RM Example");
}