/* Filename: example05.cpp Author: Daniel Lioi Date: December 2002 Modified: June 2003 This is a Direct3D program that shows 5 rotating cubes with textures and with lighting effects added. Tested with: Microsoft Visual C++ 6.0, Visual C++ .NET, and the Direct X 8 SDK. Detailed explanation: Example 5 adds lighting. The first addition to the program enables lighting by using the set render state in the init3D function. The biggest addition is in the render function. In the render function we test to see if lighting is enabled, if it is we make a light structure. We set data in that structure which is explained in the code comments. Then we set the light at index 0, and then we enable the light at index 0. Finally we set an ambient light. There are two parts added to the class. The first is that we added normal vectors to the vertex data. The second thing we did was to create a material and set it for the object we are rendering. It only sets a material if lighting is enabled. By "material" we mean the material an object is made of such as wood, glass, metal, etc. */ #define D3D_OVERLOADS #define INITGUID #include #include #include #include #include "Rect3D2.h" LPDIRECT3D8 lpD3D8 = NULL; // will store a pointer to the Direct3D8 object // which always exists as part of the directX runtime on the computer LPDIRECT3DDEVICE8 lpD3DDevice8 = NULL; // will store a pointer to the Direct3DDevice8 // which is createdr. Think of this as the object that is and controls // the portion of (or the entire) screen. LPD3DXFONT lpD3DXFont = NULL; // used for displaying text in D3D LPDIRECT3DTEXTURE8 lpD3DTex1 = NULL; // five pointers to Rect3D2 objects Rect3D2 * myRect1; Rect3D2 * myRect2; Rect3D2 * myRect3; Rect3D2 * myRect4; Rect3D2 * myRect5; //******* // a simple message handler.. keyboard input would go here for simple stuff.. // or it could go into a directInput section.. // if you are daring, try learning DirectInput and use that for input // for now it just processes WM_DESTROY to kill the program //******* LRESULT CALLBACK WinProc(HWND hWnd, unsigned uMsg, WPARAM wParam, LPARAM lParam) { switch(uMsg) // switch for messages.. { case WM_DESTROY: // on WM_DESTROY message // cleanup... PostQuitMessage(0); // post quit message break; } return DefWindowProc(hWnd, uMsg, wParam, lParam); // send the rest to def.. } //******* // this function initializes Direct3D... bool init3D(HWND hWnd) { D3DDISPLAYMODE d3ddm; // Direct3D Display Mode.. D3DPRESENT_PARAMETERS d3dpp; // d3d present parameters..details on how it should present // a scene.. such as swap effect.. size.. windowed or full screen.. HFONT fnt; // create D3D8.. if error (like that ever happens..) return false.. if (NULL == (lpD3D8 = Direct3DCreate8(D3D_SDK_VERSION))) return false; // get display adapter mode.. if error return false.. if (FAILED(lpD3D8->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm))) return false; // NOTE: it's possible that this example will not work as is // in windowed mode due to display format and depth buffer format ZeroMemory(&d3dpp, sizeof(d3dpp)); // blank the memory for good measure.. // d3dpp.Windowed = true; // use this for window mode.. d3dpp.Windowed = false; // use this for full screen... it's that easy! d3dpp.BackBufferWidth = 1024; // rather useless for windowed version d3dpp.BackBufferHeight = 768; // ditto..but left it in anyway for full screen d3dpp.SwapEffect = D3DSWAPEFFECT_FLIP; // flip using a back buffer...easy performance d3dpp.BackBufferFormat = D3DFMT_R5G6B5; // just set back buffer format from display mode d3dpp.EnableAutoDepthStencil = true; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; // 16 bit depth buffer.. // Create the D3DDevice if (FAILED(lpD3D8->CreateDevice(D3DADAPTER_DEFAULT, // which display adapter.. D3DDEVTYPE_HAL, hWnd, D3DCREATE_MIXED_VERTEXPROCESSING, // mixed, software, or hardware.. &d3dpp, &lpD3DDevice8))) // sends stuff.. and to receive { // if it fails to create with HAL, then try (usually succeeds) to create // with ref (software) using a much lower screen res d3dpp.BackBufferWidth = 320; d3dpp.BackBufferHeight = 240; d3dpp.Windowed = false; if (FAILED(lpD3D8->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_REF, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &lpD3DDevice8))) { return false; } else { // create smaller font for software... lower res.. fnt = CreateFont(20, 10, 2, 0, 500, 0, 0, 0, ANSI_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, FF_MODERN, 0); // disable dithering for software.. lpD3DDevice8->SetRenderState( D3DRS_DITHERENABLE, false); } } else { // create larger font for hardware.. higher res fnt = CreateFont(50, 22, 2, 0, 500, 0, 0, 0, ANSI_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, FF_MODERN, 0); // enable dithering for hardware... lpD3DDevice8->SetRenderState( D3DRS_DITHERENABLE, true); } // cull counter clockwise.. triangles drawn counterclockwise from the // view will not be rendered.. this is rather normal culling lpD3DDevice8->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW ); lpD3DDevice8->SetRenderState( D3DRS_LIGHTING, true ); // create a D3DXFont from a windows font created above... // for use in drawing text with D3D D3DXCreateFont(lpD3DDevice8, fnt, &lpD3DXFont); return true; } bool initData() { // creates a texture from file with default options D3DXCreateTextureFromFile( lpD3DDevice8, "tex1.bmp", &lpD3DTex1 ); // initialize objects and give them data.. myRect1 = new Rect3D2(lpD3DDevice8, lpD3DTex1); myRect1->setPosition(2.0f, 0.0f, 0.0f); myRect1->setPitch(0.0, 1.0f, 0.0f); myRect1->setRoll(0.0f, 0.0f, 0.0f); myRect1->setYaw(0.0f, 1.0f, 0.0f); myRect1->setSize(1.0f, 1.0f, 1.0f); myRect2 = new Rect3D2(lpD3DDevice8, lpD3DTex1); myRect2->setPosition(-2.0f, 0.0f, 0.0f); myRect2->setPitch(0.0f, 1.0f, 0.0f); myRect2->setRoll(0.0f, 0.0f, 0.0f); myRect2->setYaw(0.0f, -1.0f, 0.0f); myRect2->setSize(1.0f, 1.0f, 1.0f); myRect3 = new Rect3D2(lpD3DDevice8, lpD3DTex1); myRect3->setPosition(0.0f, 0.0f, 0.0f); myRect3->setPitch(0.0f, 1.0f, 0.0f); myRect3->setRoll(0.0f, 0.0f, 0.0f); myRect3->setYaw(0.0f, 0.0f, 0.0f); myRect3->setSize(1.0f, 1.0f, 1.0f); myRect4 = new Rect3D2(lpD3DDevice8, lpD3DTex1); myRect4->setPosition(0.0f, 2.0f, 0.0f); myRect4->setPitch(0.0f, 1.0f, 0.0f); myRect4->setRoll(0.0f, -1.0f, 0.0f); myRect4->setYaw(0.0f, 0.0f, 0.0f); myRect4->setSize(1.0f, 1.0f, 1.0f); myRect5 = new Rect3D2(lpD3DDevice8, lpD3DTex1); myRect5->setPosition(0.0f, -2.0f, 0.0f); myRect5->setPitch(0.0f, 1.0f, 0.0f); myRect5->setRoll(0.0f, 1.0f, 0.0f); myRect5->setYaw(0.0f, 0.0f, 0.0f); myRect5->setSize(1.0f, 1.0f, 1.0f); return true; } void doMath() { D3DXMATRIX matView; // this is the view matrix.. D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( 0.0f, 1.50f, -6.0f ), // from point.. &D3DXVECTOR3(0.0f, 0.0f, 0.0f ), // to point.. &D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) ); // world up.. lpD3DDevice8->SetTransform( D3DTS_VIEW, &matView ); // sets above D3DXMATRIX matProj; // set 90 degree view field..height/width aspect(1.3333)..near plane..(1.0f)..far plane (100.0f) // everything beyond the far plane is clipped.. you don't see it D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.3333f, 1.0f, 100.0f ); lpD3DDevice8->SetTransform( D3DTS_PROJECTION, &matProj ); // set the view field } void render() { static RECT rc = {0, 0, 320, 100}; // rectangular region.. used for text drawing static DWORD frameCount = 0; static DWORD startTime = clock(); char str[16]; DWORD val; doMath(); // do the math.. :-P frameCount++; // increment frame count // Clear the back buffer to a black... values r g b are 0-256 lpD3DDevice8->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(256, 256, 256), 1.0f, 0); lpD3DDevice8->GetRenderState(D3DRS_LIGHTING, &val); if (val) { D3DLIGHT8 light; // structure for light data ZeroMemory( &light, sizeof(D3DLIGHT8) ); // zero the mem light.Type = D3DLIGHT_POINT; // set type, either SPOT, DIRECTIONAL, or POINT // light being put onto objects.. light.Diffuse.r = 1.0f; light.Diffuse.g = 1.0f; light.Diffuse.b = 1.0f; // ambient light of the light source.. only on when light is on light.Ambient.r = 0.25f; light.Ambient.g = 0.25f; light.Ambient.b = 0.25f; // attenuation = Atten0 + Atten1 * d + Atten2 * d * d; // where d is distance // attenuation is decreasing brightness as // a vertex is further away from the light source light.Attenuation0 = .5f; light.Attenuation1 = 0.10f; light.Attenuation2 = 0.01f; // spot lights and directional lights also have a direction // but a POINT light shines in all directions.. kinda like a light bulb light.Position = D3DXVECTOR3(0, 0, -10); light.Range = 15; // after this range the light doesn't affect vertices lpD3DDevice8->SetLight( 0, &light ); // set the light as index 0 lpD3DDevice8->LightEnable( 0, true ); // enable light at index 0 // ambient light.. for everything.. not attached to // this light, just lighting in general lpD3DDevice8->SetRenderState( D3DRS_AMBIENT, 0x00202020 ); } // render the cubes myRect1->render(clock()); myRect2->render(clock()); myRect3->render(clock()); myRect4->render(clock()); myRect5->render(clock()); // this function writes a formatted string to a character string // in this case.. it will write "Avg fps" followed by the // frames per second.. with 2 decimal places sprintf(str, "Avg fps %.2f", (float) frameCount / ((clock() - startTime) / 1000.0f)); // draw the text string.. lpD3DXFont->Begin(); lpD3DXFont->DrawText(str, -1, &rc, DT_LEFT, 0xFFFFFFFF); lpD3DXFont->End(); // present the back buffer.. or "flip" the page lpD3DDevice8->Present( NULL, NULL, NULL, NULL ); // these options are for using rectangular // regions for rendering/drawing... // 3rd is which target window.. NULL makes it use the currently set one (default) // last one is NEVER used.. that happens with DirectX often } void cleanup() // it's a dirty job.. but some function has to do it... { if (myRect1) delete myRect1; if (myRect2) delete myRect2; if (myRect3) delete myRect3; if (myRect4) delete myRect4; if (myRect5) delete myRect5; if ( lpD3DDevice8 != NULL ) lpD3DDevice8->Release(); if ( lpD3D8 != NULL ) lpD3D8->Release(); if ( lpD3DXFont != NULL ) lpD3DXFont->Release(); if ( lpD3DTex1 != NULL ) lpD3DTex1->Release(); } // windows stuff.. int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { MSG msg; WNDCLASS wc; HWND hWnd; // set up and register wndclass wc... windows stuff wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = (WNDPROC) WinProc; wc.cbClsExtra = 0; wc.cbWndExtra = sizeof(DWORD); wc.hInstance = hInstance; wc.hIcon = NULL; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH) GetStockObject(BLACK_BRUSH); wc.lpszMenuName = NULL; wc.lpszClassName = "D3D8PROG"; if (! RegisterClass(&wc)) { // error return false; } // create window hWnd = CreateWindow("D3D8PROG", "Direct3D 8 Program", // class and caption WS_VISIBLE | WS_POPUP, // style 0, // horizontal start.. 0, // vertical start.. 800, // horz end 600, // vertical end.. GetDesktopWindow(), // parent.. NULL, // menu.. hInstance, // instance NULL); // params.. if (! hWnd) return false; ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); if (init3D(hWnd) != true) // error checking... { cleanup(); return false; } if (initData() != true) { cleanup(); return false; } do // control loop... life of the program { if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) // gets messages when they appear { TranslateMessage(&msg); // standard win message stuff.. DispatchMessage(&msg); } else // if no message.. render { // this is where you do stuff when there aren't messages.. mainly render.. // might rearrange and doMath and/or other stuff here... // depends what would be best in the future.. // for now just render render(); } } while (WM_QUIT != msg.message); cleanup(); // clean it up! return msg.wParam; // more win stuff.. }