SHADOW.C

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

#include "rmdemo.h"

BOOL
BuildScene(LPDIRECT3DRMDEVICE dev, LPDIRECT3DRMVIEWPORT view,
LPDIRECT3DRMFRAME scene, LPDIRECT3DRMFRAME camera)
{
D3DRMRENDERQUALITY quality = D3DRMRENDER_FLAT;
LPDIRECT3DRMFRAME lights = NULL;
LPDIRECT3DRMMESHBUILDER teapot_builder = NULL;
LPDIRECT3DRMMESH teapot_mesh = NULL;
LPDIRECT3DRMVISUAL teapot_shadow = NULL;
LPDIRECT3DRMFRAME teapot = NULL;
LPDIRECT3DRMLIGHT shadow_light = NULL;
LPDIRECT3DRMLIGHT l2 = NULL;
HRESULT rval;

view = view;/* not used */

if (FAILED(dev->lpVtbl->SetQuality(dev, quality)))
goto generic_error;
if (FAILED(scene->lpVtbl->SetSceneBackgroundRGB(scene, D3DVAL(1), D3DVAL(1),
D3DVAL(1))))
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(2), D3DVAL(5),
-D3DVAL(10))))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateLightRGB(lpD3DRM, D3DRMLIGHT_POINT, D3DVAL(0.9),
D3DVAL(0.8), D3DVAL(0.7), &shadow_light)))
goto generic_error;
if (FAILED(lights->lpVtbl->AddLight(lights, shadow_light)))
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 file
*/
if (FAILED(lpD3DRM->lpVtbl->CreateMeshBuilder(lpD3DRM, &teapot_builder)))
goto generic_error;
rval = teapot_builder->lpVtbl->Load(teapot_builder, "teapot.x", NULL,
D3DRMLOAD_FROMFILE, NULL, NULL);
if (rval != D3DRM_OK) {
Msg("Failed to load teapot.x.\n");
goto ret_with_error;
}
if (FAILED(teapot_builder->lpVtbl->CreateMesh(teapot_builder, &teapot_mesh)))
goto generic_error;
RELEASE(teapot_builder);

/*
* create a teapot frame within the scene
*/
if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, scene, &teapot)))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateShadow(lpD3DRM, (LPDIRECT3DRMVISUAL) teapot_mesh,
shadow_light, D3DVAL(0), D3DVAL(-3), D3DVAL(0), D3DVAL(0), D3DVAL(1),
D3DVAL(0), &teapot_shadow)))
goto generic_error;

/*
* add the loaded mesh into the frame
*/
if (FAILED(teapot->lpVtbl->AddVisual(teapot, (LPDIRECT3DRMVISUAL) teapot_mesh)))
goto generic_error;
if (FAILED(teapot->lpVtbl->AddVisual(teapot, teapot_shadow)))
goto generic_error;

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

if (FAILED(camera->lpVtbl->SetPosition(camera, scene, D3DVAL(0), D3DVAL(0), -D3DVAL(10))))
goto generic_error;
if (FAILED(camera->lpVtbl->SetOrientation(camera, scene, D3DVAL(0), D3DVAL(0), D3DVAL(1), D3DVAL(0),
D3DVAL(1), D3DVAL(0))))
goto generic_error;
if (FAILED(teapot->lpVtbl->SetRotation(teapot, scene, D3DVAL(0), D3DVAL(1), D3DVAL(1),
D3DVAL(0.02))))
goto generic_error;

RELEASE(lights);
RELEASE(teapot_mesh);
RELEASE(teapot_shadow);
RELEASE(teapot);
RELEASE(shadow_light);
RELEASE(l2);
return TRUE;
generic_error:
Msg("A failure occurred while building the scene.\n");
ret_with_error:
RELEASE(lights);
RELEASE(teapot_builder);
RELEASE(teapot_mesh);
RELEASE(teapot_shadow);
RELEASE(teapot);
RELEASE(shadow_light);
RELEASE(l2);
return FALSE;
}

void
OverrideDefaults(Defaults* defaults)
{
defaults->bNoTextures = TRUE;
defaults->bConstRenderQuality = TRUE;
lstrcpy(defaults->Name, "Shadow Direct3DRM Example");
}