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- //-----------------------------------------------------------------------------
- // File: Matrices.cpp
- //
- // Desc: Now that we know how to create a device and render some 2D vertices,
- // this tutorial goes the next step and renders 3D geometry. To deal with
- // 3D geometry we need to introduce the use of 4x4 Matrices to transform
- // the geometry with translations, rotations, scaling, and setting up our
- // camera.
- //
- // Geometry is defined in model space. We can move it (translation),
- // rotate it (rotation), or stretch it (scaling) using a world transform.
- // The geometry is then said to be in world space. Next, we need to
- // position the camera, or eye point, somewhere to look at the geometry.
- // Another transform, via the view matrix, is used, to position and
- // rotate our view. With the geometry then in view space, our last
- // transform is the projection transform, which "projects" the 3D scene
- // into our 2D viewport.
- //
- // Note that in this tutorial, we are introducing the use of D3DX, which
- // is a set of helper utilities for D3D. In this case, we are using some
- // of D3DX's useful matrix initialization functions. To use D3DX, simply
- // include <d3dx9.h> and link with d3dx9.lib.
- //
- // Copyright (c) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- // RakNet: Logger includes. Include before Windows.h
- #include "SQLiteClientLoggerPlugin.h"
- #include "PacketizedTCP.h"
- #include "DX9_BackbufferGrabber.h"
- #include <Windows.h>
- #include <mmsystem.h>
- #include <d3dx9.h>
- #pragma warning( disable : 4996 ) // disable deprecated warning
- #include <strsafe.h>
- #pragma warning( default : 4996 )
- //-----------------------------------------------------------------------------
- // Global variables
- //-----------------------------------------------------------------------------
- LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
- LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
- LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
- // A structure for our custom vertex type
- struct CUSTOMVERTEX
- {
- FLOAT x, y, z; // The untransformed, 3D position for the vertex
- DWORD color; // The vertex color
- };
- // Our custom FVF, which describes our custom vertex structure
- #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
- //-----------------------------------------------------------------------------
- // Name: InitD3D()
- // Desc: Initializes Direct3D
- //-----------------------------------------------------------------------------
- HRESULT InitD3D( HWND hWnd )
- {
- // Create the D3D object.
- if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
- return E_FAIL;
- // Set up the structure used to create the D3DDevice
- D3DPRESENT_PARAMETERS d3dpp;
- ZeroMemory( &d3dpp, sizeof( d3dpp ) );
- d3dpp.Windowed = TRUE;
- d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
- // KevinJ: Used known backbuffer format of 4 bytes per pixel, and let us lock the backbuffer
- d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; // D3DFMT_UNKNOWN;
- d3dpp.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;
- // Create the D3DDevice
- if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
- D3DCREATE_SOFTWARE_VERTEXPROCESSING,
- &d3dpp, &g_pd3dDevice ) ) )
- {
- return E_FAIL;
- }
- // Turn off culling, so we see the front and back of the triangle
- g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
- // Turn off D3D lighting, since we are providing our own vertex colors
- g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
- return S_OK;
- }
- //-----------------------------------------------------------------------------
- // Name: InitGeometry()
- // Desc: Creates the scene geometry
- //-----------------------------------------------------------------------------
- HRESULT InitGeometry()
- {
- // Initialize three vertices for rendering a triangle
- // ARGB
- CUSTOMVERTEX g_Vertices[] =
- {
- { -1.0f,-1.0f, 0.0f, 0xffff0000, },
- { 1.0f,-1.0f, 0.0f, 0xff0000ff, },
- { 0.0f, 1.0f, 0.0f, 0xffffffff, },
- // { -1.0f,-1.0f, 0.0f, 0xffff0000, },
- // { 1.0f,-1.0f, 0.0f, 0xffff0000, },
- // { 0.0f, 1.0f, 0.0f, 0xffff0000, },
- };
- // Create the vertex buffer.
- if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3 * sizeof( CUSTOMVERTEX ),
- 0, D3DFVF_CUSTOMVERTEX,
- D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
- {
- return E_FAIL;
- }
- // Fill the vertex buffer.
- VOID* pVertices;
- if( FAILED( g_pVB->Lock( 0, sizeof( g_Vertices ), ( void** )&pVertices, 0 ) ) )
- return E_FAIL;
- memcpy( pVertices, g_Vertices, sizeof( g_Vertices ) );
- g_pVB->Unlock();
- return S_OK;
- }
- //-----------------------------------------------------------------------------
- // Name: Cleanup()
- // Desc: Releases all previously initialized objects
- //-----------------------------------------------------------------------------
- VOID Cleanup()
- {
- if( g_pVB != NULL )
- g_pVB->Release();
- if( g_pd3dDevice != NULL )
- g_pd3dDevice->Release();
- if( g_pD3D != NULL )
- g_pD3D->Release();
- }
- //-----------------------------------------------------------------------------
- // Name: SetupMatrices()
- // Desc: Sets up the world, view, and projection transform Matrices.
- //-----------------------------------------------------------------------------
- VOID SetupMatrices()
- {
- // For our world matrix, we will just rotate the object about the y-axis.
- D3DXMATRIXA16 matWorld;
- // Set up the rotation matrix to generate 1 full rotation (2*PI radians)
- // every 1000 ms. To avoid the loss of precision inherent in very high
- // floating point numbers, the system time is modulated by the rotation
- // period before conversion to a radian angle.
- UINT iTime = timeGetTime() % 1000;
- FLOAT fAngle = iTime * ( 2.0f * D3DX_PI ) / 1000.0f;
- // D3DXMatrixRotationY( &matWorld, fAngle );
- // g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
- // Set up our view matrix. A view matrix can be defined given an eye point,
- // a point to lookat, and a direction for which way is up. Here, we set the
- // eye five units back along the z-axis and up three units, look at the
- // origin, and define "up" to be in the y-direction.
- D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
- D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
- D3DXMATRIXA16 matView;
- D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
- g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
- // For the projection matrix, we set up a perspective transform (which
- // transforms geometry from 3D view space to 2D viewport space, with
- // a perspective divide making objects smaller in the distance). To build
- // a perpsective transform, we need the field of view (1/4 pi is common),
- // the aspect ratio, and the near and far clipping planes (which define at
- // what distances geometry should be no longer be rendered).
- D3DXMATRIXA16 matProj;
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f );
- g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
- }
- //-----------------------------------------------------------------------------
- // Name: Render()
- // Desc: Draws the scene
- //-----------------------------------------------------------------------------
- VOID Render()
- {
- // Clear the backbuffer to a black color
- g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0, 0, 0 ), 1.0f, 0 );
- // Begin the scene
- if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
- {
- // Setup the world, view, and projection Matrices
- SetupMatrices();
- // Render the vertex buffer contents
- g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
- g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
- g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 1 );
- // End the scene
- g_pd3dDevice->EndScene();
- }
- // Present the backbuffer contents to the display
- g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
- }
- //-----------------------------------------------------------------------------
- // Name: MsgProc()
- // Desc: The window's message handler
- //-----------------------------------------------------------------------------
- LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
- {
- switch( msg )
- {
- case WM_DESTROY:
- Cleanup();
- PostQuitMessage( 0 );
- return 0;
- }
- return DefWindowProc( hWnd, msg, wParam, lParam );
- }
- //-----------------------------------------------------------------------------
- // Name: WinMain()
- // Desc: The application's entry point
- //-----------------------------------------------------------------------------
- INT WINAPI wWinMain( HINSTANCE hInst, HINSTANCE, LPWSTR, INT )
- {
- // Register the window class
- WNDCLASSEX wc =
- {
- sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0L, 0L,
- GetModuleHandle( NULL ), NULL, NULL, NULL, NULL,
- L"D3D Tutorial", NULL
- };
- RegisterClassEx( &wc );
- // Connect to the server if it is running, to store screenshots
- RakNet::PacketizedTCP packetizedTCP;
- RakNet::SQLiteClientLoggerPlugin loggerPlugin;
- packetizedTCP.AttachPlugin(&loggerPlugin);
- packetizedTCP.Start(0,0);
- loggerPlugin.SetServerParameters(packetizedTCP.Connect("127.0.0.1", 38123, true), "d3dvideo.sqlite");
- loggerPlugin.SetMemoryConstraint(8000000);
- DX9_BackbufferGrabber backbufferGrabber;
- // Create the application's window
- HWND hWnd = CreateWindow( L"D3D Tutorial", L"D3D Tutorial 03: Matrices",
- WS_OVERLAPPEDWINDOW, 100, 100, 512, 512,
- NULL, NULL, hInst, NULL );
-
- DWORD timeSinceLastLog, timeSinceLastTick, lastLogTime=0;
- float lastFps;
- timeSinceLastTick=0;
-
- // Initialize Direct3D
- if( SUCCEEDED( InitD3D( hWnd ) ) )
- {
- // Create the scene geometry
- if( SUCCEEDED( InitGeometry() ) )
- {
- // Show the window
- ShowWindow( hWnd, SW_SHOWDEFAULT );
- UpdateWindow( hWnd );
- // Start backbuffer grabber
- backbufferGrabber.InitBackbufferGrabber(g_pd3dDevice, 256, 256);
- // Enter the message loop
- MSG msg;
- ZeroMemory( &msg, sizeof( msg ) );
- while( msg.message != WM_QUIT )
- {
- if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
- {
- TranslateMessage( &msg );
- DispatchMessage( &msg );
- }
- else
- {
- Render();
- timeSinceLastLog=timeGetTime()-lastLogTime;
- if (packetizedTCP.GetConnectionCount()>0 && timeSinceLastLog>30)
- {
- RakNet::RGBImageBlob blob;
- backbufferGrabber.LockBackbufferCopy(&blob);
- RakAssert(blob.data!=0);
- rakSqlLog("Screenshots", "screenshot", ( &blob ));
- static bool saveToDiskOnce=true;
- if (saveToDiskOnce)
- {
- blob.SaveToTGA("MatricesDemoFirstFrame.tga");
- saveToDiskOnce=false;
- }
- backbufferGrabber.ReleaseBackbufferCopy();
- }
- float fps;
- if (timeSinceLastTick!=0)
- {
- DWORD elapsedTime = timeGetTime()-timeSinceLastTick;
- if (elapsedTime==0)
- fps=lastFps;
- else
- fps = 1000.0f / (float) elapsedTime;
- }
- else
- {
- fps=0;
- }
- lastFps = fps;
- timeSinceLastTick=timeGetTime();
- rakSqlLog("FPS", "FPS", ( fps ));
- loggerPlugin.IncrementAutoTickCount();
- }
- }
- }
- }
- UnregisterClass( L"D3D Tutorial", wc.hInstance );
- return 0;
- }
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