/*==========================================================================
*
* Copyright (C) 1995, 1996 Microsoft Corporation. All Rights Reserved.
*
* File: trans.c
*
***************************************************************************/
#include "rmdemo.h"
unsigned char check[] = {
1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2,
1, 1, 1, 1, 2, 2, 2, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2,
1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2,
1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2,
1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2,
1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1,
2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 3, 3, 2, 1, 0, 0, 1,
2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1,
2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1,
2, 3, 3, 2, 1, 0, 0, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1,
2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2,
1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2,
1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2,
1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2,
1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 1, 1, 1, 2, 2, 2, 2,
1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2,
2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1,
2, 2, 2, 2, 1, 1, 1, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1,
2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1,
2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1,
2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1,
2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2,
1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 0, 0, 1, 2, 3, 3, 2,
1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2,
1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2,
1, 0, 0, 1, 2, 3, 3, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2,
1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1,
2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1,
2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1,
2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1,
2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 2, 2, 2, 1, 1, 1, 1,
2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1,
1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2,
1, 1, 1, 1, 2, 2, 2, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2,
1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2,
1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2,
1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2,
1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1,
2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 3, 3, 2, 1, 0, 0, 1,
2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1,
2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1, 2, 3, 3, 2, 1, 0, 0, 1,
2, 3, 3, 2, 1, 0, 0, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1,
2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1,
};
D3DRMPALETTEENTRY checkPal[] = {
{0, 0, 0, D3DRMPALETTE_READONLY},
{127, 255, 127, D3DRMPALETTE_READONLY},
{0, 0, 255, D3DRMPALETTE_READONLY},
{255, 255, 127, D3DRMPALETTE_READONLY},
{255, 255, 255, D3DRMPALETTE_READONLY},
};
D3DRMIMAGE checkImage = {
32, 32,
1, 1,
8, FALSE,
32,
check, NULL,
0xff, 0xff, 0xff, 0xff,
5, checkPal,
};
static void CDECL mutateTexture(LPDIRECT3DRMFRAME frame, void* arg, D3DVALUE delta)
{
LPDIRECT3DRMTEXTURE tex = (LPDIRECT3DRMTEXTURE) arg;
static int col = -1;
static int delay = 10;
static int count = 0;
int i;
if (--delay)
return;
delay = 10;
if (col >= 0)
for (i = 0; i < sizeof(check); i++)
if (check[i] == 4)
check[i] = col;
count++;
col = count & 3;
for (i = 0; i < sizeof(check); i++)
if (check[i] == col)
check[i] = 4;
tex->lpVtbl->Changed(tex, TRUE, FALSE);
}
BOOL
BuildScene(LPDIRECT3DRMDEVICE dev, LPDIRECT3DRMVIEWPORT view,
LPDIRECT3DRMFRAME scene, LPDIRECT3DRMFRAME camera)
{
LPDIRECT3DRMFRAME box1 = NULL;
LPDIRECT3DRMFRAME box2 = NULL;
LPDIRECT3DRMFRAME sphere = NULL;
LPDIRECT3DRMFRAME decal = NULL;
LPDIRECT3DRMFRAME light = NULL;
LPDIRECT3DRMMESH obj = NULL;
LPDIRECT3DRMLIGHT dlight = NULL;
LPDIRECT3DRMLIGHT alight = NULL;
LPDIRECT3DRMTEXTURE tex = NULL;
LPDIRECT3DRMMESHBUILDER builder = NULL;
LPDIRECT3DRMWRAP wrap = NULL;
LPDIRECT3DRMTEXTURE sphereTex = NULL;
LPDIRECT3DRMTEXTURE decalTex = NULL;
LPDIRECT3DRMMATERIAL mat = NULL;
D3DRMBOX box;
D3DVALUE miny, maxy;
D3DVALUE height;
HRESULT rval;
view = view;
dev = dev;
camera = camera;/* unused */
if (FAILED(scene->lpVtbl->SetSceneBackground(scene, D3DRGB(D3DVAL(0.2), D3DVAL(0.2),
D3DVAL(0.2)))))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, scene, &light)))
goto generic_error;
if (FAILED(light->lpVtbl->SetPosition(light, scene, D3DVAL(2.0), D3DVAL(3.0),
D3DVAL(8.0))))
goto generic_error;
if (FAILED(light->lpVtbl->SetOrientation(light, scene, D3DVAL(-1.0), D3DVAL(-1.0),
D3DVAL(1.0), D3DVAL(0.0), D3DVAL(1.0), D3DVAL(0.0))))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateLightRGB(lpD3DRM, D3DRMLIGHT_DIRECTIONAL, D3DVAL(1),
D3DVAL(1), D3DVAL(1), &dlight)))
goto generic_error;
if (FAILED(light->lpVtbl->AddLight(light, dlight)))
goto generic_error;
RELEASE(dlight);
RELEASE(light);
if (FAILED(lpD3DRM->lpVtbl->CreateLightRGB(lpD3DRM, D3DRMLIGHT_AMBIENT, D3DVAL(0.1),
D3DVAL(0.1), D3DVAL(0.1), &alight)))
goto generic_error;
if (FAILED(scene->lpVtbl->AddLight(scene, alight)))
goto generic_error;
RELEASE(alight);
if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, scene, &box1)))
goto generic_error;
if (FAILED(box1->lpVtbl->SetRotation(box1, scene, D3DVAL(0.0), D3DVAL(1.0), D3DVAL(0.0),
D3DVAL(-0.02))))
goto generic_error;
if (FAILED(box1->lpVtbl->SetPosition(box1, scene, D3DVAL(2.0), D3DVAL(0.0), D3DVAL(7.0))))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateMeshBuilder(lpD3DRM, &builder)))
goto generic_error;
rval = builder->lpVtbl->Load(builder, "ncube.x", NULL,
D3DRMLOAD_FROMFILE, NULL, NULL);
if (rval != D3DRM_OK) {
Msg("Failed to load ncube.x.\n");
goto ret_with_error;
}
if (FAILED(builder->lpVtbl->SetPerspective(builder, TRUE)))
goto generic_error;
if (FAILED(builder->lpVtbl->CreateMesh(builder, &obj)))
goto generic_error;
RELEASE(builder);
if (FAILED(lpD3DRM->lpVtbl->CreateTexture(lpD3DRM, &checkImage, &tex)))
goto generic_error;
if (FAILED(obj->lpVtbl->SetGroupTexture(obj, D3DRMGROUP_ALLGROUPS, tex)))
goto generic_error;
if (FAILED(obj->lpVtbl->SetGroupMapping(obj, D3DRMGROUP_ALLGROUPS, D3DRMMAP_PERSPCORRECT)))
goto generic_error;
if (FAILED(box1->lpVtbl->AddVisual(box1, (LPDIRECT3DRMVISUAL) obj)))
goto generic_error;
if (FAILED(box1->lpVtbl->AddMoveCallback(box1, mutateTexture, tex)))
goto generic_error;
RELEASE(obj);
RELEASE(tex);
if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, scene, &box2)))
goto generic_error;
if (FAILED(box2->lpVtbl->SetRotation(box2, scene, D3DVAL(0.1), D3DVAL(1.0), D3DVAL(0.0),
D3DVAL(0.1))))
goto generic_error;
if (FAILED(box2->lpVtbl->SetPosition(box2, box1, D3DVAL(-4.0), D3DVAL(0.0), D3DVAL(0.0))))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateMeshBuilder(lpD3DRM, &builder)))
goto generic_error;
rval = builder->lpVtbl->Load(builder, "ncube.x", NULL,
D3DRMLOAD_FROMFILE, NULL, NULL);
if (rval != D3DRM_OK) {
Msg("Failed to load ncube.x.\n");
goto ret_with_error;
}
//builder->lpVtbl->Scale(builder, D3DVAL(2.0), D3DVAL(2.0), D3DVAL(2.0));
if (FAILED(builder->lpVtbl->SetPerspective(builder, TRUE)))
goto generic_error;
if (FAILED(builder->lpVtbl->CreateMesh(builder, &obj)))
goto generic_error;
RELEASE(builder);
rval = lpD3DRM->lpVtbl->LoadTexture(lpD3DRM, "checker.ppm", &tex);
if (rval != D3DRM_OK) {
Msg("Failed to load checker.ppm.\n");
goto ret_with_error;
}
if (FAILED(tex->lpVtbl->SetDecalTransparency(tex, TRUE)))
goto generic_error;
if (FAILED(obj->lpVtbl->SetGroupTexture(obj, D3DRMGROUP_ALLGROUPS, tex)))
goto generic_error;
if (FAILED(obj->lpVtbl->SetGroupMapping(obj, D3DRMGROUP_ALLGROUPS, D3DRMMAP_PERSPCORRECT)))
goto generic_error;
if (FAILED(box2->lpVtbl->AddVisual(box2, (LPDIRECT3DRMVISUAL) obj)))
goto generic_error;
RELEASE(obj);
RELEASE(tex);
RELEASE(box2);
if (FAILED(lpD3DRM->lpVtbl->CreateMeshBuilder(lpD3DRM, &builder)))
goto generic_error;
rval = builder->lpVtbl->Load(builder, "sphere3.x", NULL,
D3DRMLOAD_FROMFILE, NULL, NULL);
if (rval != D3DRM_OK) {
Msg("Failed to load sphere3.x.\n");
goto ret_with_error;
}
if (FAILED(builder->lpVtbl->CreateMesh(builder, &obj)))
goto generic_error;
RELEASE(builder);
if (FAILED(obj->lpVtbl->GetBox(obj, &box)))
goto generic_error;
maxy = box.max.y;
miny = box.min.y;
height = maxy - miny;
if (FAILED(lpD3DRM->lpVtbl->CreateWrap(lpD3DRM, D3DRMWRAP_CYLINDER, NULL,
D3DVAL(0.0), D3DVAL(0.0), D3DVAL(0.0),
D3DVAL(0.0), D3DVAL(1.0), D3DVAL(0.0),
D3DVAL(0.0), D3DVAL(0.0), D3DVAL(1.0),
D3DVAL(0.0), D3DDivide(miny, height),
D3DVAL(1.0), D3DDivide(D3DVAL(-1.0),height),
&wrap)))
goto generic_error;
if (FAILED(wrap->lpVtbl->Apply(wrap, (LPDIRECT3DRMOBJECT) obj)))
goto generic_error;
RELEASE(wrap);
rval = lpD3DRM->lpVtbl->LoadTexture(lpD3DRM, "tex3.ppm", &sphereTex);
if (rval != D3DRM_OK) {
Msg("Failed to load tex3.ppm.\n");
goto ret_with_error;
}
if (FAILED(sphereTex->lpVtbl->SetColors(sphereTex, 16)))
goto generic_error;
if (FAILED(obj->lpVtbl->SetGroupTexture(obj, D3DRMGROUP_ALLGROUPS, sphereTex)))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateMaterial(lpD3DRM, D3DVAL(16.0), &mat)))
goto generic_error;
if (FAILED(obj->lpVtbl->SetGroupMaterial(obj, D3DRMGROUP_ALLGROUPS, mat)))
goto generic_error;
RELEASE(sphereTex);
RELEASE(mat);
if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, scene, &sphere)))
goto generic_error;
if (FAILED(sphere->lpVtbl->AddVisual(sphere, (LPDIRECT3DRMVISUAL) obj)))
goto generic_error;
RELEASE(obj);
if (FAILED(sphere->lpVtbl->SetPosition(sphere, scene, D3DVAL(0.0), D3DVAL(0.0), D3DVAL(8.0))))
goto generic_error;
if (FAILED(sphere->lpVtbl->SetRotation(sphere, scene, D3DVAL(-0.1), D3DVAL(1.0),
D3DVAL(0.0), D3DVAL(0.02))))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, sphere, &decal)))
goto generic_error;
rval = lpD3DRM->lpVtbl->LoadTexture(lpD3DRM, "checker.ppm", &decalTex);
if (rval != D3DRM_OK) {
Msg("Failed to load checker.ppm.\n");
goto ret_with_error;
}
if (FAILED(decalTex->lpVtbl->SetDecalScale(decalTex, TRUE)))
goto generic_error;
if (FAILED(decalTex->lpVtbl->SetDecalSize(decalTex, D3DVAL(2.0), D3DVAL(2.0))))
goto generic_error;
if (FAILED(decalTex->lpVtbl->SetDecalOrigin(decalTex, 4, 4)))
goto generic_error;
if (FAILED(decalTex->lpVtbl->SetDecalTransparency(decalTex, TRUE)))
goto generic_error;
if (FAILED(decal->lpVtbl->SetPosition(decal, sphere, D3DVAL(0.0), D3DVAL(0.0), D3DVAL(2.0))))
goto generic_error;
if (FAILED(decal->lpVtbl->AddVisual(decal, (LPDIRECT3DRMVISUAL) decalTex)))
goto generic_error;
RELEASE(decalTex);
RELEASE(box1);
RELEASE(decal);
RELEASE(sphere);
return TRUE;
generic_error:
Msg("A failure occurred while building the scene.\n");
ret_with_error:
RELEASE(box1);
RELEASE(box2);
RELEASE(sphere);
RELEASE(decal);
RELEASE(light);
RELEASE(obj);
RELEASE(dlight);
RELEASE(alight);
RELEASE(tex);
RELEASE(builder);
RELEASE(wrap);
RELEASE(sphereTex);
RELEASE(decalTex);
RELEASE(mat);
return FALSE;
}
void
OverrideDefaults(Defaults* defaults)
{
defaults->bConstRenderQuality = TRUE;
lstrcpy(defaults->Name, "Transparency Direct3DRM Example");
}