Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
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//-----------------------------------------------------------------------------
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// File: CreateDevice.cpp
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//
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// Desc: This is the first tutorial for using Direct3D. In this tutorial, all
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// we are doing is creating a Direct3D device and using it to clear the
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// window.
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//
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// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#include <d3d8.h>
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//-----------------------------------------------------------------------------
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// Global variables
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//-----------------------------------------------------------------------------
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LPDIRECT3D8 g_pD3D = NULL; // Used to create the D3DDevice
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LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; // Our rendering device
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//-----------------------------------------------------------------------------
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// Name: InitD3D()
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// Desc: Initializes Direct3D
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//-----------------------------------------------------------------------------
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HRESULT InitD3D( HWND hWnd )
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{
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// Create the D3D object, which is needed to create the D3DDevice.
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if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
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return E_FAIL;
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// Get the current desktop display mode
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D3DDISPLAYMODE d3ddm;
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if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
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return E_FAIL;
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// Set up the structure used to create the D3DDevice. Most parameters are
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// zeroed out. We set Windowed to TRUE, since we want to do D3D in a
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// window, and then set the SwapEffect to "discard", which is the most
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// efficient method of presenting the back buffer to the display. And
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// we request a back buffer format that matches the current desktop display
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// format.
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D3DPRESENT_PARAMETERS d3dpp;
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ZeroMemory( &d3dpp, sizeof(d3dpp) );
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d3dpp.Windowed = TRUE;
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dpp.BackBufferFormat = d3ddm.Format;
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// Create the Direct3D device. Here we are using the default adapter (most
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// systems only have one, unless they have multiple graphics hardware cards
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// installed) and requesting the HAL (which is saying we want the hardware
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// device rather than a software one). Software vertex processing is
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// specified since we know it will work on all cards. On cards that support
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// hardware vertex processing, though, we would see a big performance gain
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// by specifying hardware vertex processing.
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if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING,
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&d3dpp, &g_pd3dDevice ) ) )
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{
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return E_FAIL;
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}
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// Device state would normally be set here
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: Cleanup()
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// Desc: Releases all previously initialized objects
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//-----------------------------------------------------------------------------
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VOID Cleanup()
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{
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if( g_pd3dDevice != NULL)
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g_pd3dDevice->Release();
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if( g_pD3D != NULL)
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g_pD3D->Release();
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}
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//-----------------------------------------------------------------------------
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// Name: Render()
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// Desc: Draws the scene
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//-----------------------------------------------------------------------------
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VOID Render()
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{
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if( NULL == g_pd3dDevice )
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return;
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// Clear the backbuffer to a blue color
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g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
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// Begin the scene
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g_pd3dDevice->BeginScene();
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// Rendering of scene objects can happen here
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// End the scene
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g_pd3dDevice->EndScene();
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// Present the backbuffer contents to the display
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g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
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}
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//-----------------------------------------------------------------------------
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// Name: MsgProc()
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// Desc: The window's message handler
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//-----------------------------------------------------------------------------
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LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
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{
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switch( msg )
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{
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case WM_DESTROY:
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PostQuitMessage( 0 );
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return 0;
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case WM_PAINT:
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Render();
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ValidateRect( hWnd, NULL );
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return 0;
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}
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return DefWindowProc( hWnd, msg, wParam, lParam );
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}
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: The application's entry point
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//-----------------------------------------------------------------------------
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INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
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{
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// Register the window class
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WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
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GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
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"D3D Tutorial", NULL };
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RegisterClassEx( &wc );
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// Create the application's window
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HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 01: CreateDevice",
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WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
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GetDesktopWindow(), NULL, wc.hInstance, NULL );
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// Initialize Direct3D
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if( SUCCEEDED( InitD3D( hWnd ) ) )
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{
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// Show the window
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ShowWindow( hWnd, SW_SHOWDEFAULT );
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UpdateWindow( hWnd );
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// Enter the message loop
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MSG msg;
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while( GetMessage( &msg, NULL, 0, 0 ) )
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{
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TranslateMessage( &msg );
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DispatchMessage( &msg );
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}
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}
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// Clean up everything and exit the app
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Cleanup();
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UnregisterClass( "D3D Tutorial", wc.hInstance );
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return 0;
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}
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@@ -0,0 +1,99 @@
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# Microsoft Developer Studio Project File - Name="CreateDevice" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
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||||
# ** DO NOT EDIT **
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# TARGTYPE "Win32 (x86) Application" 0x0101
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CFG=CreateDevice - Win32 Debug
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||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
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||||
!MESSAGE use the Export Makefile command and run
|
||||
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||||
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# Begin Project
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CPP=cl.exe
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MTL=midl.exe
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||||
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LINK32=link.exe
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# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
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||||
# ADD LINK32 d3d8.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept /stack:0x200000,0x200000
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# Name "CreateDevice - Win32 Release"
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# Name "CreateDevice - Win32 Debug"
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|
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|
||||
SOURCE=.\CreateDevice.cpp
|
||||
# End Source File
|
||||
# Begin Source File
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|
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SOURCE=.\readme.txt
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# End Source File
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# End Project
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@@ -0,0 +1,29 @@
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Microsoft Developer Studio Workspace File, Format Version 6.00
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# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
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###############################################################################
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Project: "CreateDevice"=.\CreateDevice.dsp - Package Owner=<4>
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@@ -0,0 +1,189 @@
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NULL=
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$(LINK32_FLAGS) $(LINK32_OBJS)
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|
||||
OUTDIR=.\Debug
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||||
INTDIR=.\Debug
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||||
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|
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|
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|
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|
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|
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|
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|
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|
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MTL=midl.exe
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|
||||
LINK32_FLAGS=d3d8.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\CreateDevice.pdb" /debug /machine:I386 /out:"$(OUTDIR)\CreateDevice.exe" /pdbtype:sept /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\CreateDevice.obj"
|
||||
|
||||
"$(OUTDIR)\CreateDevice.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("CreateDevice.dep")
|
||||
!INCLUDE "CreateDevice.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "CreateDevice.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "CreateDevice - Win32 Release" || "$(CFG)" == "CreateDevice - Win32 Debug"
|
||||
SOURCE=.\CreateDevice.cpp
|
||||
|
||||
"$(INTDIR)\CreateDevice.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: CreateDevice Direct3D Tutorial
|
||||
//
|
||||
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The CreateDevice tutorial is the first tutorial for using the new Direct3D
|
||||
interfaces for DirectX 8. It shows how to create a Direct3DDevice8 object.
|
||||
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\D3D\Tutorials\Tut01_CreateDevice
|
||||
|
||||
|
||||
Programming Notes
|
||||
=================
|
||||
The first step of using Direct3D is creating a device. This tutorial is
|
||||
so simple, that nothing is rendered with the device. The device is used
|
||||
to clear the backbuffer and present the backbuffer contents, but that is
|
||||
all.
|
||||
|
||||
@@ -0,0 +1,242 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// File: Vertices.cpp
|
||||
//
|
||||
// Desc: In this tutorial, we are rendering some vertices. This introduces the
|
||||
// concept of the vertex buffer, a Direct3D object used to store
|
||||
// vertices. Vertices can be defined any way we want by defining a
|
||||
// custom structure and a custom FVF (flexible vertex format). In this
|
||||
// tutorial, we are using vertices that are transformed (meaning they
|
||||
// are already in 2D window coordinates) and lit (meaning we are not
|
||||
// using Direct3D lighting, but are supplying our own colors).
|
||||
//
|
||||
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
#include <d3d8.h>
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Global variables
|
||||
//-----------------------------------------------------------------------------
|
||||
LPDIRECT3D8 g_pD3D = NULL; // Used to create the D3DDevice
|
||||
LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; // Our rendering device
|
||||
LPDIRECT3DVERTEXBUFFER8 g_pVB = NULL; // Buffer to hold vertices
|
||||
|
||||
// A structure for our custom vertex type
|
||||
struct CUSTOMVERTEX
|
||||
{
|
||||
FLOAT x, y, z, rhw; // The transformed position for the vertex
|
||||
DWORD color; // The vertex color
|
||||
};
|
||||
|
||||
// Our custom FVF, which describes our custom vertex structure
|
||||
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InitD3D()
|
||||
// Desc: Initializes Direct3D
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT InitD3D( HWND hWnd )
|
||||
{
|
||||
// Create the D3D object.
|
||||
if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
|
||||
return E_FAIL;
|
||||
|
||||
// Get the current desktop display mode, so we can set up a back
|
||||
// buffer of the same format
|
||||
D3DDISPLAYMODE d3ddm;
|
||||
if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
|
||||
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;
|
||||
d3dpp.BackBufferFormat = d3ddm.Format;
|
||||
|
||||
// Create the D3DDevice
|
||||
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
|
||||
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
|
||||
&d3dpp, &g_pd3dDevice ) ) )
|
||||
{
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
// Device state would normally be set here
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InitVB()
|
||||
// Desc: Creates a vertex buffer and fills it with our vertices. The vertex
|
||||
// buffer is basically just a chuck of memory that holds vertices. After
|
||||
// creating it, we must Lock()/Unlock() it to fill it. For indices, D3D
|
||||
// also uses index buffers. The special thing about vertex and index
|
||||
// buffers is that they can be created in device memory, allowing some
|
||||
// cards to process them in hardware, resulting in a dramatic
|
||||
// performance gain.
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT InitVB()
|
||||
{
|
||||
// Initialize three vertices for rendering a triangle
|
||||
CUSTOMVERTEX g_Vertices[] =
|
||||
{
|
||||
{ 150.0f, 50.0f, 0.5f, 1.0f, 0xffff0000, }, // x, y, z, rhw, color
|
||||
{ 250.0f, 250.0f, 0.5f, 1.0f, 0xff00ff00, },
|
||||
{ 50.0f, 250.0f, 0.5f, 1.0f, 0xff00ffff, },
|
||||
};
|
||||
|
||||
// Create the vertex buffer. Here we are allocating enough memory
|
||||
// (from the default pool) to hold all our 3 custom vertices. We also
|
||||
// specify the FVF, so the vertex buffer knows what data it contains.
|
||||
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
|
||||
0, D3DFVF_CUSTOMVERTEX,
|
||||
D3DPOOL_DEFAULT, &g_pVB ) ) )
|
||||
{
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
// Now we fill the vertex buffer. To do this, we need to Lock() the VB to
|
||||
// gain access to the vertices. This mechanism is required becuase vertex
|
||||
// buffers may be in device memory.
|
||||
VOID* pVertices;
|
||||
if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (BYTE**)&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: Render()
|
||||
// Desc: Draws the scene
|
||||
//-----------------------------------------------------------------------------
|
||||
VOID Render()
|
||||
{
|
||||
// Clear the backbuffer to a blue color
|
||||
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
|
||||
|
||||
// Begin the scene
|
||||
g_pd3dDevice->BeginScene();
|
||||
|
||||
// Draw the triangles in the vertex buffer. This is broken into a few
|
||||
// steps. We are passing the vertices down a "stream", so first we need
|
||||
// to specify the source of that stream, which is our vertex buffer. Then
|
||||
// we need to let D3D know what vertex shader to use. Full, custom vertex
|
||||
// shaders are an advanced topic, but in most cases the vertex shader is
|
||||
// just the FVF, so that D3D knows what type of vertices we are dealing
|
||||
// with. Finally, we call DrawPrimitive() which does the actual rendering
|
||||
// of our geometry (in this case, just one triangle).
|
||||
g_pd3dDevice->SetStreamSource( 0, g_pVB, sizeof(CUSTOMVERTEX) );
|
||||
g_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
|
||||
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 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:
|
||||
PostQuitMessage( 0 );
|
||||
return 0;
|
||||
}
|
||||
|
||||
return DefWindowProc( hWnd, msg, wParam, lParam );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: WinMain()
|
||||
// Desc: The application's entry point
|
||||
//-----------------------------------------------------------------------------
|
||||
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
|
||||
{
|
||||
// Register the window class
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
|
||||
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
|
||||
"D3D Tutorial", NULL };
|
||||
RegisterClassEx( &wc );
|
||||
|
||||
// Create the application's window
|
||||
HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 02: Vertices",
|
||||
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
|
||||
GetDesktopWindow(), NULL, wc.hInstance, NULL );
|
||||
|
||||
// Initialize Direct3D
|
||||
if( SUCCEEDED( InitD3D( hWnd ) ) )
|
||||
{
|
||||
// Create the vertex buffer
|
||||
if( SUCCEEDED( InitVB() ) )
|
||||
{
|
||||
// Show the window
|
||||
ShowWindow( hWnd, SW_SHOWDEFAULT );
|
||||
UpdateWindow( hWnd );
|
||||
|
||||
// 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Clean up everything and exit the app
|
||||
Cleanup();
|
||||
UnregisterClass( "D3D Tutorial", wc.hInstance );
|
||||
return 0;
|
||||
}
|
||||
@@ -0,0 +1,99 @@
|
||||
# Microsoft Developer Studio Project File - Name="Vertices" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Application" 0x0101
|
||||
|
||||
CFG=Vertices - Win32 Debug
|
||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
|
||||
!MESSAGE use the Export Makefile command and run
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "Vertices.mak".
|
||||
!MESSAGE
|
||||
!MESSAGE You can specify a configuration when running NMAKE
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "Vertices.mak" CFG="Vertices - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "Vertices - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "Vertices - Win32 Debug" (based on "Win32 (x86) Application")
|
||||
!MESSAGE
|
||||
|
||||
# Begin Project
|
||||
# PROP AllowPerConfigDependencies 0
|
||||
# PROP Scc_ProjName ""
|
||||
# PROP Scc_LocalPath ""
|
||||
CPP=cl.exe
|
||||
MTL=midl.exe
|
||||
RSC=rc.exe
|
||||
|
||||
!IF "$(CFG)" == "Vertices - Win32 Release"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP BASE Output_Dir "Release"
|
||||
# PROP BASE Intermediate_Dir "Release"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 0
|
||||
# PROP Output_Dir "Release"
|
||||
# PROP Intermediate_Dir "Release"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
|
||||
# ADD RSC /l 0x409 /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
|
||||
# ADD LINK32 d3d8.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /machine:I386 /stack:0x200000,0x200000
|
||||
|
||||
!ELSEIF "$(CFG)" == "Vertices - Win32 Debug"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 1
|
||||
# PROP BASE Output_Dir "Debug"
|
||||
# PROP BASE Intermediate_Dir "Debug"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 1
|
||||
# PROP Output_Dir "Debug"
|
||||
# PROP Intermediate_Dir "Debug"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "_DEBUG"
|
||||
# ADD RSC /l 0x409 /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
|
||||
# ADD LINK32 d3d8.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept /stack:0x200000,0x200000
|
||||
|
||||
!ENDIF
|
||||
|
||||
# Begin Target
|
||||
|
||||
# Name "Vertices - Win32 Release"
|
||||
# Name "Vertices - Win32 Debug"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\Vertices.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\readme.txt
|
||||
# End Source File
|
||||
# End Target
|
||||
# End Project
|
||||
@@ -0,0 +1,29 @@
|
||||
Microsoft Developer Studio Workspace File, Format Version 6.00
|
||||
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
|
||||
|
||||
###############################################################################
|
||||
|
||||
Project: "Vertices"=.\Vertices.dsp - Package Owner=<4>
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<4>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
Global:
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<3>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
@@ -0,0 +1,189 @@
|
||||
# Microsoft Developer Studio Generated NMAKE File, Based on Vertices.dsp
|
||||
!IF "$(CFG)" == ""
|
||||
CFG=Vertices - Win32 Debug
|
||||
!MESSAGE No configuration specified. Defaulting to Vertices - Win32 Debug.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" != "Vertices - Win32 Release" && "$(CFG)" != "Vertices - Win32 Debug"
|
||||
!MESSAGE Invalid configuration "$(CFG)" specified.
|
||||
!MESSAGE You can specify a configuration when running NMAKE
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "Vertices.mak" CFG="Vertices - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "Vertices - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "Vertices - Win32 Debug" (based on "Win32 (x86) Application")
|
||||
!MESSAGE
|
||||
!ERROR An invalid configuration is specified.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(OS)" == "Windows_NT"
|
||||
NULL=
|
||||
!ELSE
|
||||
NULL=nul
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" == "Vertices - Win32 Release"
|
||||
|
||||
OUTDIR=.\Release
|
||||
INTDIR=.\Release
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Release
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\Vertices.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\Vertices.obj"
|
||||
-@erase "$(OUTDIR)\Vertices.exe"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /ML /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\Vertices.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
|
||||
|
||||
.c{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\Vertices.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3d8.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\Vertices.pdb" /machine:I386 /out:"$(OUTDIR)\Vertices.exe" /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\Vertices.obj"
|
||||
|
||||
"$(OUTDIR)\Vertices.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "Vertices - Win32 Debug"
|
||||
|
||||
OUTDIR=.\Debug
|
||||
INTDIR=.\Debug
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Debug
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\Vertices.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\vc60.pdb"
|
||||
-@erase "$(INTDIR)\Vertices.obj"
|
||||
-@erase "$(OUTDIR)\Vertices.exe"
|
||||
-@erase "$(OUTDIR)\Vertices.ilk"
|
||||
-@erase "$(OUTDIR)\Vertices.pdb"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /MLd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\Vertices.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
|
||||
|
||||
.c{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\Vertices.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3d8.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\Vertices.pdb" /debug /machine:I386 /out:"$(OUTDIR)\Vertices.exe" /pdbtype:sept /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\Vertices.obj"
|
||||
|
||||
"$(OUTDIR)\Vertices.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("Vertices.dep")
|
||||
!INCLUDE "Vertices.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "Vertices.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "Vertices - Win32 Release" || "$(CFG)" == "Vertices - Win32 Debug"
|
||||
SOURCE=.\Vertices.cpp
|
||||
|
||||
"$(INTDIR)\Vertices.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Vertices Direct3D Tutorial
|
||||
//
|
||||
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The Vertices tutorial demonstrates the necessary API to render vertices
|
||||
using Direct3D.
|
||||
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\D3D\Tutorials\Tut02_Vertices
|
||||
|
||||
|
||||
Programming Notes
|
||||
=================
|
||||
To render geometry in Direct3D, a vertex buffer must be created and filled
|
||||
with vertices that described the geometry. Vertices can have many components
|
||||
including positions, normals, blend weights, colors, and texture
|
||||
coordinates. This simple tutorial uses vertices with only positions and
|
||||
colors. The important parts of the tutorial are vertex buffer creation,
|
||||
locking and filling the vertex buffer, and rendering the vertex buffer.
|
||||
|
||||
@@ -0,0 +1,281 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// 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 <d3dx8.h> and link with d3dx8.lib.
|
||||
//
|
||||
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
#include <d3dx8.h>
|
||||
#include <mmsystem.h>
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Global variables
|
||||
//-----------------------------------------------------------------------------
|
||||
LPDIRECT3D8 g_pD3D = NULL; // Used to create the D3DDevice
|
||||
LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; // Our rendering device
|
||||
LPDIRECT3DVERTEXBUFFER8 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 = Direct3DCreate8( D3D_SDK_VERSION ) ) )
|
||||
return E_FAIL;
|
||||
|
||||
// Get the current desktop display mode, so we can set up a back
|
||||
// buffer of the same format
|
||||
D3DDISPLAYMODE d3ddm;
|
||||
if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
|
||||
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;
|
||||
d3dpp.BackBufferFormat = d3ddm.Format;
|
||||
|
||||
// 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
|
||||
CUSTOMVERTEX g_Vertices[] =
|
||||
{
|
||||
{ -1.0f,-1.0f, 0.0f, 0xffff0000, },
|
||||
{ 1.0f,-1.0f, 0.0f, 0xff0000ff, },
|
||||
{ 0.0f, 1.0f, 0.0f, 0xffffffff, },
|
||||
};
|
||||
|
||||
// Create the vertex buffer.
|
||||
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
|
||||
0, D3DFVF_CUSTOMVERTEX,
|
||||
D3DPOOL_DEFAULT, &g_pVB ) ) )
|
||||
{
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
// Fill the vertex buffer.
|
||||
VOID* pVertices;
|
||||
if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (BYTE**)&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.
|
||||
D3DXMATRIX matWorld;
|
||||
D3DXMatrixRotationY( &matWorld, timeGetTime()/150.0f );
|
||||
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.
|
||||
D3DXMATRIX matView;
|
||||
D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( 0.0f, 3.0f,-5.0f ),
|
||||
&D3DXVECTOR3( 0.0f, 0.0f, 0.0f ),
|
||||
&D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) );
|
||||
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).
|
||||
D3DXMATRIX 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
|
||||
g_pd3dDevice->BeginScene();
|
||||
|
||||
// Setup the world, view, and projection matrices
|
||||
SetupMatrices();
|
||||
|
||||
// Render the vertex buffer contents
|
||||
g_pd3dDevice->SetStreamSource( 0, g_pVB, sizeof(CUSTOMVERTEX) );
|
||||
g_pd3dDevice->SetVertexShader( 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:
|
||||
PostQuitMessage( 0 );
|
||||
return 0;
|
||||
}
|
||||
|
||||
return DefWindowProc( hWnd, msg, wParam, lParam );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: WinMain()
|
||||
// Desc: The application's entry point
|
||||
//-----------------------------------------------------------------------------
|
||||
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
|
||||
{
|
||||
// Register the window class
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
|
||||
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
|
||||
"D3D Tutorial", NULL };
|
||||
RegisterClassEx( &wc );
|
||||
|
||||
// Create the application's window
|
||||
HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 03: Matrices",
|
||||
WS_OVERLAPPEDWINDOW, 100, 100, 256, 256,
|
||||
GetDesktopWindow(), NULL, wc.hInstance, NULL );
|
||||
|
||||
// Initialize Direct3D
|
||||
if( SUCCEEDED( InitD3D( hWnd ) ) )
|
||||
{
|
||||
// Create the scene geometry
|
||||
if( SUCCEEDED( InitGeometry() ) )
|
||||
{
|
||||
// Show the window
|
||||
ShowWindow( hWnd, SW_SHOWDEFAULT );
|
||||
UpdateWindow( hWnd );
|
||||
|
||||
// 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Clean up everything and exit the app
|
||||
Cleanup();
|
||||
UnregisterClass( "D3D Tutorial", wc.hInstance );
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,99 @@
|
||||
# Microsoft Developer Studio Project File - Name="Matrices" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Application" 0x0101
|
||||
|
||||
CFG=Matrices - Win32 Debug
|
||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
|
||||
!MESSAGE use the Export Makefile command and run
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "Matrices.mak".
|
||||
!MESSAGE
|
||||
!MESSAGE You can specify a configuration when running NMAKE
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "Matrices.mak" CFG="Matrices - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "Matrices - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "Matrices - Win32 Debug" (based on "Win32 (x86) Application")
|
||||
!MESSAGE
|
||||
|
||||
# Begin Project
|
||||
# PROP AllowPerConfigDependencies 0
|
||||
# PROP Scc_ProjName ""
|
||||
# PROP Scc_LocalPath ""
|
||||
CPP=cl.exe
|
||||
MTL=midl.exe
|
||||
RSC=rc.exe
|
||||
|
||||
!IF "$(CFG)" == "Matrices - Win32 Release"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP BASE Output_Dir "Release"
|
||||
# PROP BASE Intermediate_Dir "Release"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 0
|
||||
# PROP Output_Dir "Release"
|
||||
# PROP Intermediate_Dir "Release"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
|
||||
# ADD RSC /l 0x409 /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
|
||||
# ADD LINK32 d3dx8.lib d3d8.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /machine:I386 /stack:0x200000,0x200000
|
||||
|
||||
!ELSEIF "$(CFG)" == "Matrices - Win32 Debug"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 1
|
||||
# PROP BASE Output_Dir "Debug"
|
||||
# PROP BASE Intermediate_Dir "Debug"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 1
|
||||
# PROP Output_Dir "Debug"
|
||||
# PROP Intermediate_Dir "Debug"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "_DEBUG"
|
||||
# ADD RSC /l 0x409 /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
|
||||
# ADD LINK32 d3dx8.lib d3d8.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept /stack:0x200000,0x200000
|
||||
|
||||
!ENDIF
|
||||
|
||||
# Begin Target
|
||||
|
||||
# Name "Matrices - Win32 Release"
|
||||
# Name "Matrices - Win32 Debug"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\Matrices.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\readme.txt
|
||||
# End Source File
|
||||
# End Target
|
||||
# End Project
|
||||
@@ -0,0 +1,29 @@
|
||||
Microsoft Developer Studio Workspace File, Format Version 6.00
|
||||
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
|
||||
|
||||
###############################################################################
|
||||
|
||||
Project: "Matrices"=.\Matrices.dsp - Package Owner=<4>
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<4>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
Global:
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<3>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
@@ -0,0 +1,189 @@
|
||||
# Microsoft Developer Studio Generated NMAKE File, Based on Matrices.dsp
|
||||
!IF "$(CFG)" == ""
|
||||
CFG=Matrices - Win32 Debug
|
||||
!MESSAGE No configuration specified. Defaulting to Matrices - Win32 Debug.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" != "Matrices - Win32 Release" && "$(CFG)" != "Matrices - Win32 Debug"
|
||||
!MESSAGE Invalid configuration "$(CFG)" specified.
|
||||
!MESSAGE You can specify a configuration when running NMAKE
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "Matrices.mak" CFG="Matrices - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "Matrices - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "Matrices - Win32 Debug" (based on "Win32 (x86) Application")
|
||||
!MESSAGE
|
||||
!ERROR An invalid configuration is specified.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(OS)" == "Windows_NT"
|
||||
NULL=
|
||||
!ELSE
|
||||
NULL=nul
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" == "Matrices - Win32 Release"
|
||||
|
||||
OUTDIR=.\Release
|
||||
INTDIR=.\Release
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Release
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\Matrices.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\Matrices.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(OUTDIR)\Matrices.exe"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /ML /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\Matrices.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
|
||||
|
||||
.c{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\Matrices.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3dx8.lib d3d8.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\Matrices.pdb" /machine:I386 /out:"$(OUTDIR)\Matrices.exe" /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\Matrices.obj"
|
||||
|
||||
"$(OUTDIR)\Matrices.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "Matrices - Win32 Debug"
|
||||
|
||||
OUTDIR=.\Debug
|
||||
INTDIR=.\Debug
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Debug
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\Matrices.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\Matrices.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\vc60.pdb"
|
||||
-@erase "$(OUTDIR)\Matrices.exe"
|
||||
-@erase "$(OUTDIR)\Matrices.ilk"
|
||||
-@erase "$(OUTDIR)\Matrices.pdb"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /MLd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\Matrices.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
|
||||
|
||||
.c{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\Matrices.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3dx8.lib d3d8.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\Matrices.pdb" /debug /machine:I386 /out:"$(OUTDIR)\Matrices.exe" /pdbtype:sept /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\Matrices.obj"
|
||||
|
||||
"$(OUTDIR)\Matrices.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("Matrices.dep")
|
||||
!INCLUDE "Matrices.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "Matrices.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "Matrices - Win32 Release" || "$(CFG)" == "Matrices - Win32 Debug"
|
||||
SOURCE=.\Matrices.cpp
|
||||
|
||||
"$(INTDIR)\Matrices.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Matrices Direct3D Tutorial
|
||||
//
|
||||
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The Matrices tutorial shows how to use 4x4 matrices to transform vertices
|
||||
in Direct3D.
|
||||
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\D3D\Tutorials\Tut03_Matrices
|
||||
|
||||
|
||||
Programming Notes
|
||||
=================
|
||||
To render vertices in 3D, certain mathematical transformations must be
|
||||
performed on the vertices. This includes the world transform (which
|
||||
translates, rotates, and scales the geometry), the view transform (which
|
||||
orients the camera, or view) and the projection transform (which projects
|
||||
the 3D scene into 2D viewport). Transforms are represented mathematically
|
||||
as 4x4 matrices. This tutorial introdcues the use of the D3DX helper
|
||||
library, which contains (amongst other things) functions to build and
|
||||
manipulate our 4x4 tranform matrices.
|
||||
|
||||
@@ -0,0 +1,325 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// File: Lights.cpp
|
||||
//
|
||||
// Desc: Rendering 3D geometry is much more interesting when dynamic lighting
|
||||
// is added to the scene. To use lighting in D3D, you must create one or
|
||||
// lights, setup a material, and make sure your geometry contains surface
|
||||
// normals. Lights may have a position, a color, and be of a certain type
|
||||
// such as directional (light comes from one direction), point (light
|
||||
// comes from a specific x,y,z coordinate and radiates in all directions)
|
||||
// or spotlight. Materials describe the surface of your geometry,
|
||||
// specifically, how it gets lit (diffuse color, ambient color, etc.).
|
||||
// Surface normals are part of a vertex, and are needed for the D3D's
|
||||
// internal lighting calculations.
|
||||
//
|
||||
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
#include <d3dx8.h>
|
||||
#include <mmsystem.h>
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Global variables
|
||||
//-----------------------------------------------------------------------------
|
||||
LPDIRECT3D8 g_pD3D = NULL; // Used to create the D3DDevice
|
||||
LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; // Our rendering device
|
||||
LPDIRECT3DVERTEXBUFFER8 g_pVB = NULL; // Buffer to hold vertices
|
||||
|
||||
// A structure for our custom vertex type. We added a normal, and omitted the
|
||||
// color (which is provided by the material)
|
||||
struct CUSTOMVERTEX
|
||||
{
|
||||
D3DXVECTOR3 position; // The 3D position for the vertex
|
||||
D3DXVECTOR3 normal; // The surface normal for the vertex
|
||||
};
|
||||
|
||||
// Our custom FVF, which describes our custom vertex structure
|
||||
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InitD3D()
|
||||
// Desc: Initializes Direct3D
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT InitD3D( HWND hWnd )
|
||||
{
|
||||
// Create the D3D object.
|
||||
if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
|
||||
return E_FAIL;
|
||||
|
||||
// Get the current desktop display mode, so we can set up a back
|
||||
// buffer of the same format
|
||||
D3DDISPLAYMODE d3ddm;
|
||||
if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
|
||||
return E_FAIL;
|
||||
|
||||
// Set up the structure used to create the D3DDevice. Since we are now
|
||||
// using more complex geometry, we will create a device with a zbuffer.
|
||||
D3DPRESENT_PARAMETERS d3dpp;
|
||||
ZeroMemory( &d3dpp, sizeof(d3dpp) );
|
||||
d3dpp.Windowed = TRUE;
|
||||
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
||||
d3dpp.BackBufferFormat = d3ddm.Format;
|
||||
d3dpp.EnableAutoDepthStencil = TRUE;
|
||||
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
|
||||
|
||||
// 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
|
||||
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
|
||||
|
||||
// Turn on the zbuffer
|
||||
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InitGeometry()
|
||||
// Desc: Creates the scene geometry
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT InitGeometry()
|
||||
{
|
||||
// Create the vertex buffer.
|
||||
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX),
|
||||
0, D3DFVF_CUSTOMVERTEX,
|
||||
D3DPOOL_DEFAULT, &g_pVB ) ) )
|
||||
{
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
// Fill the vertex buffer. We are algorithmically generating a cylinder
|
||||
// here, including the normals, which are used for lighting.
|
||||
CUSTOMVERTEX* pVertices;
|
||||
if( FAILED( g_pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 ) ) )
|
||||
return E_FAIL;
|
||||
for( DWORD i=0; i<50; i++ )
|
||||
{
|
||||
FLOAT theta = (2*D3DX_PI*i)/(50-1);
|
||||
pVertices[2*i+0].position = D3DXVECTOR3( sinf(theta),-1.0f, cosf(theta) );
|
||||
pVertices[2*i+0].normal = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
|
||||
pVertices[2*i+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) );
|
||||
pVertices[2*i+1].normal = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
|
||||
}
|
||||
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 leave it as the identity
|
||||
D3DXMATRIX matWorld;
|
||||
D3DXMatrixIdentity( &matWorld );
|
||||
D3DXMatrixRotationX( &matWorld, timeGetTime()/500.0f );
|
||||
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.
|
||||
D3DXMATRIX matView;
|
||||
D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( 0.0f, 3.0f,-5.0f ),
|
||||
&D3DXVECTOR3( 0.0f, 0.0f, 0.0f ),
|
||||
&D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) );
|
||||
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).
|
||||
D3DXMATRIX matProj;
|
||||
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
|
||||
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: SetupLights()
|
||||
// Desc: Sets up the lights and materials for the scene.
|
||||
//-----------------------------------------------------------------------------
|
||||
VOID SetupLights()
|
||||
{
|
||||
// Set up a material. The material here just has the diffuse and ambient
|
||||
// colors set to yellow. Note that only one material can be used at a time.
|
||||
D3DMATERIAL8 mtrl;
|
||||
ZeroMemory( &mtrl, sizeof(D3DMATERIAL8) );
|
||||
mtrl.Diffuse.r = mtrl.Ambient.r = 1.0f;
|
||||
mtrl.Diffuse.g = mtrl.Ambient.g = 1.0f;
|
||||
mtrl.Diffuse.b = mtrl.Ambient.b = 0.0f;
|
||||
mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;
|
||||
g_pd3dDevice->SetMaterial( &mtrl );
|
||||
|
||||
// Set up a white, directional light, with an oscillating direction.
|
||||
// Note that many lights may be active at a time (but each one slows down
|
||||
// the rendering of our scene). However, here we are just using one. Also,
|
||||
// we need to set the D3DRS_LIGHTING renderstate to enable lighting
|
||||
D3DXVECTOR3 vecDir;
|
||||
D3DLIGHT8 light;
|
||||
ZeroMemory( &light, sizeof(D3DLIGHT8) );
|
||||
light.Type = D3DLIGHT_DIRECTIONAL;
|
||||
light.Diffuse.r = 1.0f;
|
||||
light.Diffuse.g = 1.0f;
|
||||
light.Diffuse.b = 1.0f;
|
||||
vecDir = D3DXVECTOR3(cosf(timeGetTime()/350.0f),
|
||||
1.0f,
|
||||
sinf(timeGetTime()/350.0f) );
|
||||
D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
|
||||
light.Range = 1000.0f;
|
||||
g_pd3dDevice->SetLight( 0, &light );
|
||||
g_pd3dDevice->LightEnable( 0, TRUE );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
|
||||
|
||||
// Finally, turn on some ambient light.
|
||||
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00202020 );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Render()
|
||||
// Desc: Draws the scene
|
||||
//-----------------------------------------------------------------------------
|
||||
VOID Render()
|
||||
{
|
||||
// Clear the backbuffer and the zbuffer
|
||||
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
|
||||
D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
|
||||
|
||||
// Begin the scene
|
||||
g_pd3dDevice->BeginScene();
|
||||
|
||||
// Setup the lights and materials
|
||||
SetupLights();
|
||||
|
||||
// Setup the world, view, and projection matrices
|
||||
SetupMatrices();
|
||||
|
||||
// Render the vertex buffer contents
|
||||
g_pd3dDevice->SetStreamSource( 0, g_pVB, sizeof(CUSTOMVERTEX) );
|
||||
g_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
|
||||
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2*50-2 );
|
||||
|
||||
// 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:
|
||||
PostQuitMessage( 0 );
|
||||
return 0;
|
||||
}
|
||||
|
||||
return DefWindowProc( hWnd, msg, wParam, lParam );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: WinMain()
|
||||
// Desc: The application's entry point
|
||||
//-----------------------------------------------------------------------------
|
||||
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
|
||||
{
|
||||
// Register the window class
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
|
||||
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
|
||||
"D3D Tutorial", NULL };
|
||||
RegisterClassEx( &wc );
|
||||
|
||||
// Create the application's window
|
||||
HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 04: Lights",
|
||||
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
|
||||
GetDesktopWindow(), NULL, wc.hInstance, NULL );
|
||||
|
||||
// Initialize Direct3D
|
||||
if( SUCCEEDED( InitD3D( hWnd ) ) )
|
||||
{
|
||||
// Create the geometry
|
||||
if( SUCCEEDED( InitGeometry() ) )
|
||||
{
|
||||
// Show the window
|
||||
ShowWindow( hWnd, SW_SHOWDEFAULT );
|
||||
UpdateWindow( hWnd );
|
||||
|
||||
// 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Clean up everything and exit the app
|
||||
Cleanup();
|
||||
UnregisterClass( "D3D Tutorial", wc.hInstance );
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,99 @@
|
||||
# Microsoft Developer Studio Project File - Name="Lights" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Application" 0x0101
|
||||
|
||||
CFG=Lights - Win32 Debug
|
||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
|
||||
!MESSAGE use the Export Makefile command and run
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "Lights.mak".
|
||||
!MESSAGE
|
||||
!MESSAGE You can specify a configuration when running NMAKE
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "Lights.mak" CFG="Lights - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "Lights - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "Lights - Win32 Debug" (based on "Win32 (x86) Application")
|
||||
!MESSAGE
|
||||
|
||||
# Begin Project
|
||||
# PROP AllowPerConfigDependencies 0
|
||||
# PROP Scc_ProjName ""
|
||||
# PROP Scc_LocalPath ""
|
||||
CPP=cl.exe
|
||||
MTL=midl.exe
|
||||
RSC=rc.exe
|
||||
|
||||
!IF "$(CFG)" == "Lights - Win32 Release"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP BASE Output_Dir "Release"
|
||||
# PROP BASE Intermediate_Dir "Release"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 0
|
||||
# PROP Output_Dir "Release"
|
||||
# PROP Intermediate_Dir "Release"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
|
||||
# ADD RSC /l 0x409 /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
|
||||
# ADD LINK32 d3dx8.lib d3d8.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /machine:I386 /stack:0x200000,0x200000
|
||||
|
||||
!ELSEIF "$(CFG)" == "Lights - Win32 Debug"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 1
|
||||
# PROP BASE Output_Dir "Debug"
|
||||
# PROP BASE Intermediate_Dir "Debug"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 1
|
||||
# PROP Output_Dir "Debug"
|
||||
# PROP Intermediate_Dir "Debug"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "_DEBUG"
|
||||
# ADD RSC /l 0x409 /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
|
||||
# ADD LINK32 d3dx8.lib d3d8.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept /stack:0x200000,0x200000
|
||||
|
||||
!ENDIF
|
||||
|
||||
# Begin Target
|
||||
|
||||
# Name "Lights - Win32 Release"
|
||||
# Name "Lights - Win32 Debug"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\Lights.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\readme.txt
|
||||
# End Source File
|
||||
# End Target
|
||||
# End Project
|
||||
@@ -0,0 +1,29 @@
|
||||
Microsoft Developer Studio Workspace File, Format Version 6.00
|
||||
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
|
||||
|
||||
###############################################################################
|
||||
|
||||
Project: "Lights"=.\Lights.dsp - Package Owner=<4>
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<4>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
Global:
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<3>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
@@ -0,0 +1,189 @@
|
||||
# Microsoft Developer Studio Generated NMAKE File, Based on Lights.dsp
|
||||
!IF "$(CFG)" == ""
|
||||
CFG=Lights - Win32 Debug
|
||||
!MESSAGE No configuration specified. Defaulting to Lights - Win32 Debug.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" != "Lights - Win32 Release" && "$(CFG)" != "Lights - Win32 Debug"
|
||||
!MESSAGE Invalid configuration "$(CFG)" specified.
|
||||
!MESSAGE You can specify a configuration when running NMAKE
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "Lights.mak" CFG="Lights - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "Lights - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "Lights - Win32 Debug" (based on "Win32 (x86) Application")
|
||||
!MESSAGE
|
||||
!ERROR An invalid configuration is specified.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(OS)" == "Windows_NT"
|
||||
NULL=
|
||||
!ELSE
|
||||
NULL=nul
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" == "Lights - Win32 Release"
|
||||
|
||||
OUTDIR=.\Release
|
||||
INTDIR=.\Release
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Release
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\Lights.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\Lights.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(OUTDIR)\Lights.exe"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /ML /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\Lights.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
|
||||
|
||||
.c{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\Lights.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3dx8.lib d3d8.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\Lights.pdb" /machine:I386 /out:"$(OUTDIR)\Lights.exe" /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\Lights.obj"
|
||||
|
||||
"$(OUTDIR)\Lights.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "Lights - Win32 Debug"
|
||||
|
||||
OUTDIR=.\Debug
|
||||
INTDIR=.\Debug
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Debug
|
||||
# End Custom Macros
|
||||
|
||||
ALL : "$(OUTDIR)\Lights.exe"
|
||||
|
||||
|
||||
CLEAN :
|
||||
-@erase "$(INTDIR)\Lights.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\vc60.pdb"
|
||||
-@erase "$(OUTDIR)\Lights.exe"
|
||||
-@erase "$(OUTDIR)\Lights.ilk"
|
||||
-@erase "$(OUTDIR)\Lights.pdb"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /MLd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\Lights.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
|
||||
|
||||
.c{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\Lights.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3dx8.lib d3d8.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\Lights.pdb" /debug /machine:I386 /out:"$(OUTDIR)\Lights.exe" /pdbtype:sept /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\Lights.obj"
|
||||
|
||||
"$(OUTDIR)\Lights.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("Lights.dep")
|
||||
!INCLUDE "Lights.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "Lights.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "Lights - Win32 Release" || "$(CFG)" == "Lights - Win32 Debug"
|
||||
SOURCE=.\Lights.cpp
|
||||
|
||||
"$(INTDIR)\Lights.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
@@ -0,0 +1,28 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Lights Direct3D Tutorial
|
||||
//
|
||||
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The Lights tutorial shows how to use dynamic lighting in Direct3D.
|
||||
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\D3D\Tutorials\Tut04_Lights
|
||||
|
||||
|
||||
Programming Notes
|
||||
=================
|
||||
Dynamic lighting makes 3D objects look more realistic. Lights come in a few
|
||||
flavors, notably point lights and directional lights. Geometry gets lit by
|
||||
every light in the scene, so adding lights increases rendering time. Point
|
||||
lights have a poistion and are computationally more expensive than directional
|
||||
lights, which only have a direction (as if the light source is infinitely far
|
||||
away). Internal Direct3D lighting calculations require surface normals, so note
|
||||
that normals are added to the vertices. Also, material properties can be set,
|
||||
which describe how the surface interacts with the light (i.e. it's color).
|
||||
|
||||
@@ -0,0 +1,341 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// File: Textures.cpp
|
||||
//
|
||||
// Desc: Better than just lights and materials, 3D objects look much more
|
||||
// convincing when texture-mapped. Textures can be thought of as a sort
|
||||
// of wallpaper, that is shrinkwrapped to fit a texture. Textures are
|
||||
// typically loaded from image files, and D3DX provides a utility to
|
||||
// function to do this for us. Like a vertex buffer, textures have
|
||||
// Lock() and Unlock() functions to access (read or write) the image
|
||||
// data. Textures have a width, height, miplevel, and pixel format. The
|
||||
// miplevel is for "mipmapped" textures, an advanced performance-
|
||||
// enhancing feature which uses lower resolutions of the texture for
|
||||
// objects in the distance where detail is less noticeable. The pixel
|
||||
// format determines how the colors are stored in a texel. The most
|
||||
// common formats are the 16-bit R5G6B5 format (5 bits of red, 6-bits of
|
||||
// green and 5 bits of blue) and the 32-bit A8R8G8B8 format (8 bits each
|
||||
// of alpha, red, green, and blue).
|
||||
//
|
||||
// Textures are associated with geometry through texture coordinates.
|
||||
// Each vertex has one or more sets of texture coordinates, which are
|
||||
// named tu and tv and range from 0.0 to 1.0. Texture coordinates can be
|
||||
// supplied by the geometry, or can be automatically generated using
|
||||
// Direct3D texture coordinate generation (which is an advanced feature).
|
||||
//
|
||||
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
#include <d3dx8.h>
|
||||
#include <mmsystem.h>
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Global variables
|
||||
//-----------------------------------------------------------------------------
|
||||
LPDIRECT3D8 g_pD3D = NULL; // Used to create the D3DDevice
|
||||
LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; // Our rendering device
|
||||
LPDIRECT3DVERTEXBUFFER8 g_pVB = NULL; // Buffer to hold vertices
|
||||
LPDIRECT3DTEXTURE8 g_pTexture = NULL; // Our texture
|
||||
|
||||
// A structure for our custom vertex type. We added texture coordinates
|
||||
struct CUSTOMVERTEX
|
||||
{
|
||||
D3DXVECTOR3 position; // The position
|
||||
D3DCOLOR color; // The color
|
||||
FLOAT tu, tv; // The texture coordinates
|
||||
};
|
||||
|
||||
// Our custom FVF, which describes our custom vertex structure
|
||||
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InitD3D()
|
||||
// Desc: Initializes Direct3D
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT InitD3D( HWND hWnd )
|
||||
{
|
||||
// Create the D3D object.
|
||||
if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
|
||||
return E_FAIL;
|
||||
|
||||
// Get the current desktop display mode, so we can set up a back
|
||||
// buffer of the same format
|
||||
D3DDISPLAYMODE d3ddm;
|
||||
if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
|
||||
return E_FAIL;
|
||||
|
||||
// Set up the structure used to create the D3DDevice. Since we are now
|
||||
// using more complex geometry, we will create a device with a zbuffer.
|
||||
D3DPRESENT_PARAMETERS d3dpp;
|
||||
ZeroMemory( &d3dpp, sizeof(d3dpp) );
|
||||
d3dpp.Windowed = TRUE;
|
||||
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
||||
d3dpp.BackBufferFormat = d3ddm.Format;
|
||||
d3dpp.EnableAutoDepthStencil = TRUE;
|
||||
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
|
||||
|
||||
// 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
|
||||
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
|
||||
|
||||
// Turn off D3D lighting
|
||||
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
|
||||
|
||||
// Turn on the zbuffer
|
||||
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InitGeometry()
|
||||
// Desc: Create the textures and vertex buffers
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT InitGeometry()
|
||||
{
|
||||
// Use D3DX to create a texture from a file based image
|
||||
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "banana.bmp",
|
||||
&g_pTexture ) ) )
|
||||
return E_FAIL;
|
||||
|
||||
// Create the vertex buffer.
|
||||
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX),
|
||||
0, D3DFVF_CUSTOMVERTEX,
|
||||
D3DPOOL_DEFAULT, &g_pVB ) ) )
|
||||
{
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
// Fill the vertex buffer. We are setting the tu and tv texture
|
||||
// coordinates, which range from 0.0 to 1.0
|
||||
CUSTOMVERTEX* pVertices;
|
||||
if( FAILED( g_pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 ) ) )
|
||||
return E_FAIL;
|
||||
for( DWORD i=0; i<50; i++ )
|
||||
{
|
||||
FLOAT theta = (2*D3DX_PI*i)/(50-1);
|
||||
|
||||
pVertices[2*i+0].position = D3DXVECTOR3( sinf(theta),-1.0f, cosf(theta) );
|
||||
pVertices[2*i+0].color = 0xffffffff;
|
||||
pVertices[2*i+0].tu = ((FLOAT)i)/(50-1);
|
||||
pVertices[2*i+0].tv = 1.0f;
|
||||
|
||||
pVertices[2*i+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) );
|
||||
pVertices[2*i+1].color = 0xff808080;
|
||||
pVertices[2*i+1].tu = ((FLOAT)i)/(50-1);
|
||||
pVertices[2*i+1].tv = 0.0f;
|
||||
}
|
||||
g_pVB->Unlock();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Cleanup()
|
||||
// Desc: Releases all previously initialized objects
|
||||
//-----------------------------------------------------------------------------
|
||||
VOID Cleanup()
|
||||
{
|
||||
if( g_pTexture != NULL )
|
||||
g_pTexture->Release();
|
||||
|
||||
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 leave it as the identity
|
||||
D3DXMATRIX matWorld;
|
||||
D3DXMatrixIdentity( &matWorld );
|
||||
D3DXMatrixRotationX( &matWorld, timeGetTime()/1000.0f );
|
||||
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.
|
||||
D3DXMATRIX matView;
|
||||
D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( 0.0f, 3.0f,-5.0f ),
|
||||
&D3DXVECTOR3( 0.0f, 0.0f, 0.0f ),
|
||||
&D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) );
|
||||
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).
|
||||
D3DXMATRIX 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 and the zbuffer
|
||||
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
|
||||
D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
|
||||
|
||||
// Begin the scene
|
||||
g_pd3dDevice->BeginScene();
|
||||
|
||||
// Setup the world, view, and projection matrices
|
||||
SetupMatrices();
|
||||
|
||||
// Setup our texture. Using textures introduces the texture stage states,
|
||||
// which govern how textures get blended together (in the case of multiple
|
||||
// textures) and lighting information. In this case, we are modulating
|
||||
// (blending) our texture with the diffuse color of the vertices.
|
||||
g_pd3dDevice->SetTexture( 0, g_pTexture );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
|
||||
|
||||
#ifdef SHOW_HOW_TO_USE_TCI
|
||||
// Note: to use D3D texture coordinate generation, use the stage state
|
||||
// D3DTSS_TEXCOORDINDEX, as shown below. In this example, we are using
|
||||
// the position of the vertex in camera space to generate texture
|
||||
// coordinates. The tex coord index (TCI) parameters are passed into a
|
||||
// texture transform, which is a 4x4 matrix which transforms the x,y,z
|
||||
// TCI coordinates into tu, tv texture coordinates.
|
||||
|
||||
// In this example, the texture matrix is setup to
|
||||
// transform the texture from (-1,+1) position coordinates to (0,1)
|
||||
// texture coordinate space:
|
||||
// tu = 0.5*x + 0.5
|
||||
// tv = -0.5*y + 0.5
|
||||
D3DXMATRIX mat;
|
||||
mat._11 = 0.25f; mat._12 = 0.00f; mat._13 = 0.00f; mat._14 = 0.00f;
|
||||
mat._21 = 0.00f; mat._22 =-0.25f; mat._23 = 0.00f; mat._24 = 0.00f;
|
||||
mat._31 = 0.00f; mat._32 = 0.00f; mat._33 = 1.00f; mat._34 = 0.00f;
|
||||
mat._41 = 0.50f; mat._42 = 0.50f; mat._43 = 0.00f; mat._44 = 1.00f;
|
||||
|
||||
g_pd3dDevice->SetTransform( D3DTS_TEXTURE0, &mat );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION );
|
||||
#endif
|
||||
|
||||
// Render the vertex buffer contents
|
||||
g_pd3dDevice->SetStreamSource( 0, g_pVB, sizeof(CUSTOMVERTEX) );
|
||||
g_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
|
||||
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2*50-2 );
|
||||
|
||||
// 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:
|
||||
PostQuitMessage( 0 );
|
||||
return 0;
|
||||
}
|
||||
|
||||
return DefWindowProc( hWnd, msg, wParam, lParam );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: WinMain()
|
||||
// Desc: The application's entry point
|
||||
//-----------------------------------------------------------------------------
|
||||
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
|
||||
{
|
||||
// Register the window class
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
|
||||
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
|
||||
"D3D Tutorial", NULL };
|
||||
RegisterClassEx( &wc );
|
||||
|
||||
// Create the application's window
|
||||
HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 05: Textures",
|
||||
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
|
||||
GetDesktopWindow(), NULL, wc.hInstance, NULL );
|
||||
|
||||
// Initialize Direct3D
|
||||
if( SUCCEEDED( InitD3D( hWnd ) ) )
|
||||
{
|
||||
// Create the scene geometry
|
||||
if( SUCCEEDED( InitGeometry() ) )
|
||||
{
|
||||
// Show the window
|
||||
ShowWindow( hWnd, SW_SHOWDEFAULT );
|
||||
UpdateWindow( hWnd );
|
||||
|
||||
// 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Clean up everything and exit the app
|
||||
Cleanup();
|
||||
UnregisterClass( "D3D Tutorial", wc.hInstance );
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,99 @@
|
||||
# Microsoft Developer Studio Project File - Name="Textures" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Application" 0x0101
|
||||
|
||||
CFG=Textures - Win32 Debug
|
||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
|
||||
!MESSAGE use the Export Makefile command and run
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "Textures.mak".
|
||||
!MESSAGE
|
||||
!MESSAGE You can specify a configuration when running NMAKE
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "Textures.mak" CFG="Textures - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "Textures - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "Textures - Win32 Debug" (based on "Win32 (x86) Application")
|
||||
!MESSAGE
|
||||
|
||||
# Begin Project
|
||||
# PROP AllowPerConfigDependencies 0
|
||||
# PROP Scc_ProjName ""
|
||||
# PROP Scc_LocalPath ""
|
||||
CPP=cl.exe
|
||||
MTL=midl.exe
|
||||
RSC=rc.exe
|
||||
|
||||
!IF "$(CFG)" == "Textures - Win32 Release"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP BASE Output_Dir "Release"
|
||||
# PROP BASE Intermediate_Dir "Release"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 0
|
||||
# PROP Output_Dir "Release"
|
||||
# PROP Intermediate_Dir "Release"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
|
||||
# ADD RSC /l 0x409 /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
|
||||
# ADD LINK32 d3dx8.lib d3d8.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /machine:I386 /stack:0x200000,0x200000
|
||||
|
||||
!ELSEIF "$(CFG)" == "Textures - Win32 Debug"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 1
|
||||
# PROP BASE Output_Dir "Debug"
|
||||
# PROP BASE Intermediate_Dir "Debug"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 1
|
||||
# PROP Output_Dir "Debug"
|
||||
# PROP Intermediate_Dir "Debug"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "_DEBUG"
|
||||
# ADD RSC /l 0x409 /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
|
||||
# ADD LINK32 d3dx8.lib d3d8.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept /stack:0x200000,0x200000
|
||||
|
||||
!ENDIF
|
||||
|
||||
# Begin Target
|
||||
|
||||
# Name "Textures - Win32 Release"
|
||||
# Name "Textures - Win32 Debug"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\Textures.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\readme.txt
|
||||
# End Source File
|
||||
# End Target
|
||||
# End Project
|
||||
@@ -0,0 +1,29 @@
|
||||
Microsoft Developer Studio Workspace File, Format Version 6.00
|
||||
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
|
||||
|
||||
###############################################################################
|
||||
|
||||
Project: "Textures"=.\Textures.dsp - Package Owner=<4>
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<4>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
Global:
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<3>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
@@ -0,0 +1,240 @@
|
||||
# Microsoft Developer Studio Generated NMAKE File, Based on Textures.dsp
|
||||
!IF "$(CFG)" == ""
|
||||
CFG=Textures - Win32 Debug
|
||||
!MESSAGE No configuration specified. Defaulting to Textures - Win32 Debug.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" != "Textures - Win32 Release" && "$(CFG)" != "Textures - Win32 Debug"
|
||||
!MESSAGE Invalid configuration "$(CFG)" specified.
|
||||
!MESSAGE You can specify a configuration when running NMAKE
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "Textures.mak" CFG="Textures - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "Textures - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "Textures - Win32 Debug" (based on "Win32 (x86) Application")
|
||||
!MESSAGE
|
||||
!ERROR An invalid configuration is specified.
|
||||
!ENDIF
|
||||
|
||||
!IF "$(OS)" == "Windows_NT"
|
||||
NULL=
|
||||
!ELSE
|
||||
NULL=nul
|
||||
!ENDIF
|
||||
|
||||
!IF "$(CFG)" == "Textures - Win32 Release"
|
||||
|
||||
OUTDIR=.\Release
|
||||
INTDIR=.\Release
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Release
|
||||
# End Custom Macros
|
||||
|
||||
!IF "$(RECURSE)" == "0"
|
||||
|
||||
ALL : "$(OUTDIR)\Textures.exe"
|
||||
|
||||
!ELSE
|
||||
|
||||
ALL : "BaseClasses - Win32 Release" "$(OUTDIR)\Textures.exe"
|
||||
|
||||
!ENDIF
|
||||
|
||||
!IF "$(RECURSE)" == "1"
|
||||
CLEAN :"BaseClasses - Win32 ReleaseCLEAN"
|
||||
!ELSE
|
||||
CLEAN :
|
||||
!ENDIF
|
||||
-@erase "$(INTDIR)\Textures.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(OUTDIR)\Textures.exe"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /ML /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\Textures.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
|
||||
|
||||
.c{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\Textures.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3dx8.lib d3d8.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\Textures.pdb" /machine:I386 /out:"$(OUTDIR)\Textures.exe" /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\Textures.obj" \
|
||||
"..\..\..\dshow\BaseClasses\Release\STRMBASE.lib"
|
||||
|
||||
"$(OUTDIR)\Textures.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ELSEIF "$(CFG)" == "Textures - Win32 Debug"
|
||||
|
||||
OUTDIR=.\Debug
|
||||
INTDIR=.\Debug
|
||||
# Begin Custom Macros
|
||||
OutDir=.\Debug
|
||||
# End Custom Macros
|
||||
|
||||
!IF "$(RECURSE)" == "0"
|
||||
|
||||
ALL : "$(OUTDIR)\Textures.exe"
|
||||
|
||||
!ELSE
|
||||
|
||||
ALL : "BaseClasses - Win32 Debug" "$(OUTDIR)\Textures.exe"
|
||||
|
||||
!ENDIF
|
||||
|
||||
!IF "$(RECURSE)" == "1"
|
||||
CLEAN :"BaseClasses - Win32 DebugCLEAN"
|
||||
!ELSE
|
||||
CLEAN :
|
||||
!ENDIF
|
||||
-@erase "$(INTDIR)\Textures.obj"
|
||||
-@erase "$(INTDIR)\vc60.idb"
|
||||
-@erase "$(INTDIR)\vc60.pdb"
|
||||
-@erase "$(OUTDIR)\Textures.exe"
|
||||
-@erase "$(OUTDIR)\Textures.ilk"
|
||||
-@erase "$(OUTDIR)\Textures.pdb"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /MLd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\Textures.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
|
||||
|
||||
.c{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\Textures.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3dx8.lib d3d8.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\Textures.pdb" /debug /machine:I386 /out:"$(OUTDIR)\Textures.exe" /pdbtype:sept /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\Textures.obj" \
|
||||
"..\..\..\dshow\BaseClasses\debug\strmbasd.lib"
|
||||
|
||||
"$(OUTDIR)\Textures.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("Textures.dep")
|
||||
!INCLUDE "Textures.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "Textures.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "Textures - Win32 Release" || "$(CFG)" == "Textures - Win32 Debug"
|
||||
|
||||
!IF "$(CFG)" == "Textures - Win32 Release"
|
||||
|
||||
"BaseClasses - Win32 Release" :
|
||||
cd "\ntdev\multimedia\DirectX\dxsdk\samples\multimedia\dshow\BaseClasses"
|
||||
$(MAKE) /$(MAKEFLAGS) /F .\baseclasses.mak CFG="BaseClasses - Win32 Release"
|
||||
cd "..\..\d3d\tutorials\Tut05_Textures"
|
||||
|
||||
"BaseClasses - Win32 ReleaseCLEAN" :
|
||||
cd "\ntdev\multimedia\DirectX\dxsdk\samples\multimedia\dshow\BaseClasses"
|
||||
$(MAKE) /$(MAKEFLAGS) /F .\baseclasses.mak CFG="BaseClasses - Win32 Release" RECURSE=1 CLEAN
|
||||
cd "..\..\d3d\tutorials\Tut05_Textures"
|
||||
|
||||
!ELSEIF "$(CFG)" == "Textures - Win32 Debug"
|
||||
|
||||
"BaseClasses - Win32 Debug" :
|
||||
cd "\ntdev\multimedia\DirectX\dxsdk\samples\multimedia\dshow\BaseClasses"
|
||||
$(MAKE) /$(MAKEFLAGS) /F .\baseclasses.mak CFG="BaseClasses - Win32 Debug"
|
||||
cd "..\..\d3d\tutorials\Tut05_Textures"
|
||||
|
||||
"BaseClasses - Win32 DebugCLEAN" :
|
||||
cd "\ntdev\multimedia\DirectX\dxsdk\samples\multimedia\dshow\BaseClasses"
|
||||
$(MAKE) /$(MAKEFLAGS) /F .\baseclasses.mak CFG="BaseClasses - Win32 Debug" RECURSE=1 CLEAN
|
||||
cd "..\..\d3d\tutorials\Tut05_Textures"
|
||||
|
||||
!ENDIF
|
||||
|
||||
SOURCE=.\Textures.cpp
|
||||
|
||||
"$(INTDIR)\Textures.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 192 KiB |
@@ -0,0 +1,28 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Textures Direct3D Tutorial
|
||||
//
|
||||
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The Textures tutorial shows how to use texture mapping in Direct3D.
|
||||
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\D3D\Tutorials\Tut05_Textures
|
||||
|
||||
|
||||
Programming Notes
|
||||
=================
|
||||
Texture-mapping is like shrink-wrapping a wall paper to a 3D object. A classic
|
||||
example is applying an image of wood to an otherwise plain cube, to give the
|
||||
appearance as if the block is actually made of wood. Textures (in their
|
||||
simplest form) are 2D images, usually loaded from an image file. This tutorial
|
||||
shows how to use D3DX to create a texture from a file-based image and apply it
|
||||
to a geometry. Textures require the vertices to have texture coordinates, and
|
||||
make use of certain RenderStates and TextureStageStates and show in the source
|
||||
code.
|
||||
|
||||
@@ -0,0 +1,306 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// File: Meshes.cpp
|
||||
//
|
||||
// Desc: For advanced geometry, most apps will prefer to load pre-authored
|
||||
// meshes from a file. Fortunately, when using meshes, D3DX does most of
|
||||
// the work for this, parsing a geometry file and creating vertx buffers
|
||||
// (and index buffers) for us. This tutorial shows how to use a D3DXMESH
|
||||
// object, including loading it from a file and rendering it. One thing
|
||||
// D3DX does not handle for us is the materials and textures for a mesh,
|
||||
// so note that we have to handle those manually.
|
||||
//
|
||||
// Note: one advanced (but nice) feature that we don't show here is that
|
||||
// when cloning a mesh we can specify the FVF. So, regardless of how the
|
||||
// mesh was authored, we can add/remove normals, add more texture
|
||||
// coordinate sets (for multi-texturing), etc.
|
||||
//
|
||||
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
#include <d3dx8.h>
|
||||
#include <mmsystem.h>
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Global variables
|
||||
//-----------------------------------------------------------------------------
|
||||
LPDIRECT3D8 g_pD3D = NULL; // Used to create the D3DDevice
|
||||
LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; // Our rendering device
|
||||
|
||||
LPD3DXMESH g_pMesh = NULL; // Our mesh object in sysmem
|
||||
D3DMATERIAL8* g_pMeshMaterials = NULL; // Materials for our mesh
|
||||
LPDIRECT3DTEXTURE8* g_pMeshTextures = NULL; // Textures for our mesh
|
||||
DWORD g_dwNumMaterials = 0L; // Number of mesh materials
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InitD3D()
|
||||
// Desc: Initializes Direct3D
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT InitD3D( HWND hWnd )
|
||||
{
|
||||
// Create the D3D object.
|
||||
if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
|
||||
return E_FAIL;
|
||||
|
||||
// Get the current desktop display mode, so we can set up a back
|
||||
// buffer of the same format
|
||||
D3DDISPLAYMODE d3ddm;
|
||||
if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
|
||||
return E_FAIL;
|
||||
|
||||
// Set up the structure used to create the D3DDevice. Since we are now
|
||||
// using more complex geometry, we will create a device with a zbuffer.
|
||||
D3DPRESENT_PARAMETERS d3dpp;
|
||||
ZeroMemory( &d3dpp, sizeof(d3dpp) );
|
||||
d3dpp.Windowed = TRUE;
|
||||
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
||||
d3dpp.BackBufferFormat = d3ddm.Format;
|
||||
d3dpp.EnableAutoDepthStencil = TRUE;
|
||||
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
|
||||
|
||||
// Create the D3DDevice
|
||||
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
|
||||
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
|
||||
&d3dpp, &g_pd3dDevice ) ) )
|
||||
{
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
// Turn on the zbuffer
|
||||
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
|
||||
|
||||
// Turn on ambient lighting
|
||||
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InitGeometry()
|
||||
// Desc: Load the mesh and build the material and texture arrays
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT InitGeometry()
|
||||
{
|
||||
LPD3DXBUFFER pD3DXMtrlBuffer;
|
||||
|
||||
// Load the mesh from the specified file
|
||||
if( FAILED( D3DXLoadMeshFromX( "Tiger.x", D3DXMESH_SYSTEMMEM,
|
||||
g_pd3dDevice, NULL,
|
||||
&pD3DXMtrlBuffer, &g_dwNumMaterials,
|
||||
&g_pMesh ) ) )
|
||||
{
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
// We need to extract the material properties and texture names from the
|
||||
// pD3DXMtrlBuffer
|
||||
D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
|
||||
g_pMeshMaterials = new D3DMATERIAL8[g_dwNumMaterials];
|
||||
g_pMeshTextures = new LPDIRECT3DTEXTURE8[g_dwNumMaterials];
|
||||
|
||||
for( DWORD i=0; i<g_dwNumMaterials; i++ )
|
||||
{
|
||||
// Copy the material
|
||||
g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;
|
||||
|
||||
// Set the ambient color for the material (D3DX does not do this)
|
||||
g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse;
|
||||
|
||||
// Create the texture
|
||||
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice,
|
||||
d3dxMaterials[i].pTextureFilename,
|
||||
&g_pMeshTextures[i] ) ) )
|
||||
{
|
||||
g_pMeshTextures[i] = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
// Done with the material buffer
|
||||
pD3DXMtrlBuffer->Release();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Cleanup()
|
||||
// Desc: Releases all previously initialized objects
|
||||
//-----------------------------------------------------------------------------
|
||||
VOID Cleanup()
|
||||
{
|
||||
if( g_pMeshMaterials != NULL )
|
||||
delete[] g_pMeshMaterials;
|
||||
|
||||
if( g_pMeshTextures )
|
||||
{
|
||||
for( DWORD i = 0; i < g_dwNumMaterials; i++ )
|
||||
{
|
||||
if( g_pMeshTextures[i] )
|
||||
g_pMeshTextures[i]->Release();
|
||||
}
|
||||
delete[] g_pMeshTextures;
|
||||
}
|
||||
if( g_pMesh != NULL )
|
||||
g_pMesh->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 leave it as the identity
|
||||
D3DXMATRIX matWorld;
|
||||
D3DXMatrixRotationY( &matWorld, timeGetTime()/1000.0f );
|
||||
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.
|
||||
D3DXMATRIX matView;
|
||||
D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( 0.0f, 3.0f,-5.0f ),
|
||||
&D3DXVECTOR3( 0.0f, 0.0f, 0.0f ),
|
||||
&D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) );
|
||||
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).
|
||||
D3DXMATRIX 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 and the zbuffer
|
||||
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
|
||||
D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
|
||||
|
||||
// Begin the scene
|
||||
g_pd3dDevice->BeginScene();
|
||||
|
||||
// Setup the world, view, and projection matrices
|
||||
SetupMatrices();
|
||||
|
||||
// Meshes are divided into subsets, one for each material. Render them in
|
||||
// a loop
|
||||
for( DWORD i=0; i<g_dwNumMaterials; i++ )
|
||||
{
|
||||
// Set the material and texture for this subset
|
||||
g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
|
||||
g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );
|
||||
|
||||
// Draw the mesh subset
|
||||
g_pMesh->DrawSubset( i );
|
||||
}
|
||||
|
||||
// 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:
|
||||
PostQuitMessage( 0 );
|
||||
return 0;
|
||||
}
|
||||
|
||||
return DefWindowProc( hWnd, msg, wParam, lParam );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: WinMain()
|
||||
// Desc: The application's entry point
|
||||
//-----------------------------------------------------------------------------
|
||||
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
|
||||
{
|
||||
// Register the window class
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
|
||||
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
|
||||
"D3D Tutorial", NULL };
|
||||
RegisterClassEx( &wc );
|
||||
|
||||
// Create the application's window
|
||||
HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 06: Meshes",
|
||||
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
|
||||
GetDesktopWindow(), NULL, wc.hInstance, NULL );
|
||||
|
||||
// Initialize Direct3D
|
||||
if( SUCCEEDED( InitD3D( hWnd ) ) )
|
||||
{
|
||||
// Create the scene geometry
|
||||
if( SUCCEEDED( InitGeometry() ) )
|
||||
{
|
||||
// Show the window
|
||||
ShowWindow( hWnd, SW_SHOWDEFAULT );
|
||||
UpdateWindow( hWnd );
|
||||
|
||||
// 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Clean up everything and exit the app
|
||||
Cleanup();
|
||||
UnregisterClass( "D3D Tutorial", wc.hInstance );
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
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|
||||
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|
||||
-@erase "$(INTDIR)\vc60.pdb"
|
||||
-@erase "$(OUTDIR)\Meshes.exe"
|
||||
-@erase "$(OUTDIR)\Meshes.ilk"
|
||||
-@erase "$(OUTDIR)\Meshes.pdb"
|
||||
|
||||
"$(OUTDIR)" :
|
||||
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
|
||||
|
||||
CPP=cl.exe
|
||||
CPP_PROJ=/nologo /MLd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"$(INTDIR)\Meshes.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
|
||||
|
||||
.c{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.obj::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.c{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cpp{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
.cxx{$(INTDIR)}.sbr::
|
||||
$(CPP) @<<
|
||||
$(CPP_PROJ) $<
|
||||
<<
|
||||
|
||||
MTL=midl.exe
|
||||
MTL_PROJ=/nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
RSC=rc.exe
|
||||
BSC32=bscmake.exe
|
||||
BSC32_FLAGS=/nologo /o"$(OUTDIR)\Meshes.bsc"
|
||||
BSC32_SBRS= \
|
||||
|
||||
LINK32=link.exe
|
||||
LINK32_FLAGS=d3dx8.lib d3d8.lib winmm.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\Meshes.pdb" /debug /machine:I386 /out:"$(OUTDIR)\Meshes.exe" /pdbtype:sept /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\Meshes.obj"
|
||||
|
||||
"$(OUTDIR)\Meshes.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("Meshes.dep")
|
||||
!INCLUDE "Meshes.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "Meshes.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "Meshes - Win32 Release" || "$(CFG)" == "Meshes - Win32 Debug"
|
||||
SOURCE=.\Meshes.cpp
|
||||
|
||||
"$(INTDIR)\Meshes.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Meshes Direct3D Tutorial
|
||||
//
|
||||
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The Textures tutorial shows how to load and render file-based geometry
|
||||
meshes in Direct3D.
|
||||
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\D3D\Tutorials\Tut06_Meshes
|
||||
|
||||
|
||||
Programming Notes
|
||||
=================
|
||||
Complicated geometry is usally modelled using 3D modelling software and
|
||||
saved in a file, such as Microsoft's .x file format. Using meshes can be
|
||||
somewhat involved, but fortunately D3DX contains functions to help out. This
|
||||
tutorial shows how use the D3DX functions to load and render file-based
|
||||
meshes. Note that we still have to handle materials and textures manually.
|
||||
|
||||
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Reference in New Issue
Block a user