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| 11.09.2008 at 10:10AM PST, ID: 23889221 | Points: 500 |
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#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>
// include the Direct3D Library files
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")
struct MODEL
{
LPD3DXMESH mesh; //the vertices stored in a mesh
D3DMATERIAL9* materials; //materials applied to polygons
LPDIRECT3DTEXTURE9* textures; //textures applied to polygons
DWORD material_count; //number of materials in mesh
};
// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
// mesh declarations
LPD3DXMESH mesh; // define the mesh pointer
//define the material buffer
LPD3DXBUFFER matbuffer;
D3DXMATERIAL* d3dxMaterials;
//allocate the mesh buffer in memory
MODEL *model = (MODEL*)malloc(sizeof(MODEL));
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
// function prototypes
void initD3D(HWND hWnd); // sets up and initializes Direct3D
void render_frame(void); // renders a single frame
void cleanD3D(void); // closes Direct3D and releases memory
void init_graphics(void); // 3D declarations
void init_light(void); // sets up the light and the material
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = "Project 2b";
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL, "Project 2a", "Phil Loyer - Project 2b",
WS_OVERLAPPEDWINDOW, 300, 300, 1024, 768,
NULL, NULL, hInstance, NULL);
init_graphics();
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
initD3D(hWnd);
// enter the main loop:
MSG msg;
while(TRUE)
{
DWORD starting_point = GetTickCount();
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
render_frame();
// check the 'escape' key
if(KEY_DOWN(VK_ESCAPE))
PostMessage(hWnd, WM_DESTROY, 0, 0);
while ((GetTickCount() - starting_point) < 25);
}
// clean up DirectX and COM
cleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc (hWnd, message, wParam, lParam);
}
// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
d3d = Direct3DCreate9(D3D_SDK_VERSION);
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
// create a device class using this information and the info from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
init_light();
d3ddev->SetRenderState(D3DRS_LIGHTING, TRUE);
d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE);
d3ddev->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(50, 50, 50));
return;
}
// this is the function used to render a single frame
void render_frame(void)
{
d3ddev->BeginScene();
// set the view transform
D3DXMATRIX matView; // the view transform matrix
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 3.0f, 6.0f), // the camera position
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction
d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView
// set the projection transform
D3DXMATRIX matProjection; // the projection transform matrix
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45), // the horizontal field of view
(FLOAT)1024 / (FLOAT)768, // aspect ratio
1.0f, // the near view-plane
100.0f); // the far view-plane
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection
int numOfMaterials = model->material_count;
for(int i=0; i < numOfMaterials; i++)
{
d3ddev->SetMaterial(&model->materials[i]);
d3ddev->SetTexture(0, model->textures[i]);
model->mesh->DrawSubset(i);
}
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
return;
}
// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
mesh->Release(); // close and release the sphere mesh
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
return;
}
// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{
HRESULT result;
//load the mesh file
result = D3DXLoadMeshFromX(
"motorbike1.x", //filename
D3DXMESH_SYSTEMMEM, //mesh options
d3ddev, //Direct3D device
NULL, //adjacency buffer
&matbuffer, //material buffer
NULL, //special effects
&model->material_count, //number of materials
&model->mesh); //resulting mesh
D3DXMATERIAL* d3dxMaterials = (LPD3DXMATERIAL)matbuffer->GetBufferPointer();
model->materials = new D3DMATERIAL9[model->material_count];
model->textures = new LPDIRECT3DTEXTURE9[model->material_count];
int numOfMaterials = model->material_count;
for(int i=0; i < numOfMaterials; i++)
{
//grab the material
model->materials[i] = d3dxMaterials[i].MatD3D;
//set ambient color for material
model->materials[i].Ambient = model->materials[i].Diffuse;
model->textures[i] = NULL;
if( d3dxMaterials[i].pTextureFilename != NULL &&
lstrlen(d3dxMaterials[i].pTextureFilename) > 0 )
{
//load texture file specified in .x file
result = D3DXCreateTextureFromFile(d3ddev,
d3dxMaterials[i].pTextureFilename,
&model->textures[i]);
}
}
return;
}
// this is the function that sets up the lights and materials
void init_light(void)
{
D3DLIGHT9 light; // create the light struct
D3DMATERIAL9 material; // create the material struct
ZeroMemory(&light, sizeof(light)); // clear out the struct for use
light.Type = D3DLIGHT_DIRECTIONAL; // make the light type 'directional light'
light.Diffuse.r = 0.5f; // .5 red
light.Diffuse.g = 0.5f; // .5 green
light.Diffuse.b = 0.5f; // .5 blue
light.Diffuse.a = 1.0f; // full alpha (we'll get to that soon)
D3DVECTOR vecDirection = {-1.0f, -0.3f, -1.0f}; // the direction of the light
light.Direction = vecDirection; // set the direction
d3ddev->SetLight(0, &light); // send the light struct properties to light #0
d3ddev->LightEnable(0, TRUE); // turn on light #0
ZeroMemory(&material, sizeof(D3DMATERIAL9)); // clear out the struct for use
material.Diffuse.r = material.Ambient.r = 1.0f; // set the material to full red
material.Diffuse.g = material.Ambient.g = 1.0f; // set the material to full green
material.Diffuse.b = material.Ambient.b = 1.0f; // set the material to full blue
material.Diffuse.a = material.Ambient.a = 1.0f; // set the material to full alpha
d3ddev->SetMaterial(&material); // set the globably-used material to &material
return;
}
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