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>
719 lines
25 KiB
C++
719 lines
25 KiB
C++
//-----------------------------------------------------------------------------
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// File: Pick.cpp
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//
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// Desc: Example code showing how to do picking in D3D.
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//
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// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <math.h>
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#include <stdio.h>
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#include <D3DX8.h>
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#include "D3DApp.h"
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#include "D3DFont.h"
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#include "D3DFile.h"
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#include "D3DUtil.h"
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#include "DXUtil.h"
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#include "Resource.h"
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struct D3DVERTEX
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{
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D3DXVECTOR3 p;
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D3DXVECTOR3 n;
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FLOAT tu, tv;
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};
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#define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
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struct INTERSECTION
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{
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DWORD dwFace; // mesh face that was intersected
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FLOAT fBary1, fBary2; // barycentric coords of intersection
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FLOAT fDist; // distance from ray origin to intersection
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FLOAT tu, tv; // texture coords of intersection
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};
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// For simplicity's sake, we limit the number of simultaneously intersected
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// triangles to 16
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#define MAX_INTERSECTIONS 16
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//-----------------------------------------------------------------------------
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// Name: class CMyD3DApplication
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// Desc: Application class. The base class (CD3DApplication) provides the
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// generic functionality needed in all Direct3D samples. CMyD3DApplication
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// adds functionality specific to this sample program.
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//-----------------------------------------------------------------------------
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class CMyD3DApplication : public CD3DApplication
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{
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CD3DFont* m_pFont; // Font for drawing text
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CD3DFont* m_pFontSmall; // Font for drawing text
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CD3DMesh* m_pObject; // Object to render
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DWORD m_dwNumIntersections; // Number of faces intersected
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INTERSECTION m_IntersectionArray[MAX_INTERSECTIONS]; // Intersection info
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LPDIRECT3DVERTEXBUFFER8 m_pVB; // VB for picked triangles
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BOOL m_bShowHelp; // Whether to show help
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BOOL m_bUseD3DX; // Whether to use D3DXIntersect
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BOOL m_bClosestOnly; // Whether to just get the closest intersection
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// Internal member functions
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HRESULT Pick();
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BOOL IntersectTriangle( const D3DXVECTOR3& orig, const D3DXVECTOR3& dir,
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D3DXVECTOR3& v0, D3DXVECTOR3& v1, D3DXVECTOR3& v2,
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FLOAT* t, FLOAT* u, FLOAT* v );
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HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
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protected:
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HRESULT OneTimeSceneInit();
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HRESULT InitDeviceObjects();
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HRESULT RestoreDeviceObjects();
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HRESULT InvalidateDeviceObjects();
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HRESULT DeleteDeviceObjects();
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HRESULT Render();
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HRESULT FrameMove();
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HRESULT FinalCleanup();
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public:
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LRESULT MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );
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CMyD3DApplication();
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};
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: Entry point to the program. Initializes everything, and goes into a
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// message-processing loop. Idle time is used to render the scene.
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//-----------------------------------------------------------------------------
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INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
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{
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CMyD3DApplication d3dApp;
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if( FAILED( d3dApp.Create( hInst ) ) )
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return 0;
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return d3dApp.Run();
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}
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//-----------------------------------------------------------------------------
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// Name: CMyD3DApplication()
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// Desc: Application constructor. Sets attributes for the app.
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//-----------------------------------------------------------------------------
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CMyD3DApplication::CMyD3DApplication()
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{
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m_strWindowTitle = _T("Pick: D3D Picking Sample");
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m_bUseDepthBuffer = TRUE;
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m_bShowCursorWhenFullscreen = TRUE;
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m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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m_pFontSmall = new CD3DFont( _T("Arial"), 9, D3DFONT_BOLD );
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m_pObject = new CD3DMesh();
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m_dwNumIntersections = 0;
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m_pVB = NULL;
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m_bShowHelp = FALSE;
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m_bUseD3DX = TRUE;
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m_bClosestOnly = FALSE;
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}
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//-----------------------------------------------------------------------------
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// Name: OneTimeSceneInit()
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// Desc: Called during initial app startup, this function performs all the
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// permanent initialization.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::OneTimeSceneInit()
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{
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: Pick()
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// Desc: Checks if mouse point hits geometry
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// the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::Pick()
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{
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HRESULT hr;
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D3DXVECTOR3 vPickRayDir;
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D3DXVECTOR3 vPickRayOrig;
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m_dwNumIntersections = 0L;
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// Get the pick ray from the mouse position
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if( GetCapture() )
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{
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D3DXMATRIX matProj;
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m_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProj );
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POINT ptCursor;
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GetCursorPos( &ptCursor );
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ScreenToClient( m_hWnd, &ptCursor );
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// Compute the vector of the pick ray in screen space
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D3DXVECTOR3 v;
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v.x = ( ( ( 2.0f * ptCursor.x ) / m_d3dsdBackBuffer.Width ) - 1 ) / matProj._11;
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v.y = -( ( ( 2.0f * ptCursor.y ) / m_d3dsdBackBuffer.Height ) - 1 ) / matProj._22;
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v.z = 1.0f;
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// Get the inverse view matrix
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D3DXMATRIX matView, m;
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m_pd3dDevice->GetTransform( D3DTS_VIEW, &matView );
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D3DXMatrixInverse( &m, NULL, &matView );
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// Transform the screen space pick ray into 3D space
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vPickRayDir.x = v.x*m._11 + v.y*m._21 + v.z*m._31;
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vPickRayDir.y = v.x*m._12 + v.y*m._22 + v.z*m._32;
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vPickRayDir.z = v.x*m._13 + v.y*m._23 + v.z*m._33;
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vPickRayOrig.x = m._41;
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vPickRayOrig.y = m._42;
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vPickRayOrig.z = m._43;
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}
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// Get the picked triangle
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if( GetCapture() )
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{
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LPD3DXBASEMESH pMesh = m_pObject->GetLocalMesh();
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LPDIRECT3DVERTEXBUFFER8 pVB;
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LPDIRECT3DINDEXBUFFER8 pIB;
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pMesh->GetVertexBuffer( &pVB );
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pMesh->GetIndexBuffer( &pIB );
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WORD* pIndices;
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D3DVERTEX* pVertices;
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pIB->Lock( 0,0,(BYTE**)&pIndices, 0 );
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pVB->Lock( 0,0,(BYTE**)&pVertices, 0 );
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if( m_bUseD3DX )
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{
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// When calling D3DXIntersect, one can get just the closest intersection and not
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// need to work with a D3DXBUFFER. Or, to get all intersections between the ray and
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// the mesh, one can use a D3DXBUFFER to receive all intersections. We show both
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// methods.
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if( m_bClosestOnly )
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{
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// Collect only the closest intersection
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BOOL bHit;
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DWORD dwFace;
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FLOAT fBary1, fBary2, fDist;
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D3DXIntersect(pMesh, &vPickRayOrig, &vPickRayDir, &bHit, &dwFace, &fBary1, &fBary2, &fDist,
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NULL, NULL);
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if( bHit )
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{
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m_dwNumIntersections = 1;
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m_IntersectionArray[0].dwFace = dwFace;
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m_IntersectionArray[0].fBary1 = fBary1;
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m_IntersectionArray[0].fBary2 = fBary2;
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m_IntersectionArray[0].fDist = fDist;
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}
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else
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{
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m_dwNumIntersections = 0;
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}
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}
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else
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{
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// Collect all intersections
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BOOL bHit;
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LPD3DXBUFFER pBuffer = NULL;
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D3DXINTERSECTINFO* pIntersectInfoArray;
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if( FAILED( hr = D3DXIntersect(pMesh, &vPickRayOrig, &vPickRayDir, &bHit, NULL, NULL, NULL, NULL,
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&pBuffer, &m_dwNumIntersections) ) )
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{
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return hr;
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}
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if( m_dwNumIntersections > 0 )
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{
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pIntersectInfoArray = (D3DXINTERSECTINFO*)pBuffer->GetBufferPointer();
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if( m_dwNumIntersections > MAX_INTERSECTIONS )
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m_dwNumIntersections = MAX_INTERSECTIONS;
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for( DWORD iIntersection = 0; iIntersection < m_dwNumIntersections; iIntersection++ )
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{
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m_IntersectionArray[iIntersection].dwFace = pIntersectInfoArray[iIntersection].FaceIndex;
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m_IntersectionArray[iIntersection].fBary1 = pIntersectInfoArray[iIntersection].U;
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m_IntersectionArray[iIntersection].fBary2 = pIntersectInfoArray[iIntersection].V;
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m_IntersectionArray[iIntersection].fDist = pIntersectInfoArray[iIntersection].Dist;
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}
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}
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}
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}
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else
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{
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// Not using D3DX
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DWORD dwNumFaces = m_pObject->GetLocalMesh()->GetNumFaces();
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FLOAT fBary1, fBary2;
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FLOAT fDist;
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for( DWORD i=0; i<dwNumFaces; i++ )
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{
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D3DXVECTOR3 v0 = pVertices[pIndices[3*i+0]].p;
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D3DXVECTOR3 v1 = pVertices[pIndices[3*i+1]].p;
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D3DXVECTOR3 v2 = pVertices[pIndices[3*i+2]].p;
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// Check if the pick ray passes through this point
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if( IntersectTriangle( vPickRayOrig, vPickRayDir, v0, v1, v2,
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&fDist, &fBary1, &fBary2 ) )
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{
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if( !m_bClosestOnly || m_dwNumIntersections == 0 || fDist < m_IntersectionArray[0].fDist )
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{
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if( m_bClosestOnly )
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m_dwNumIntersections = 0;
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m_IntersectionArray[m_dwNumIntersections].dwFace = i;
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m_IntersectionArray[m_dwNumIntersections].fBary1 = fBary1;
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m_IntersectionArray[m_dwNumIntersections].fBary2 = fBary2;
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m_IntersectionArray[m_dwNumIntersections].fDist = fDist;
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m_dwNumIntersections++;
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if( m_dwNumIntersections == MAX_INTERSECTIONS )
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break;
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}
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}
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}
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}
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// Now, for each intersection, add a triangle to m_pVB and compute texture coordinates
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if( m_dwNumIntersections > 0 )
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{
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D3DVERTEX* v;
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D3DVERTEX* vThisTri;
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WORD* iThisTri;
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D3DVERTEX v1, v2, v3;
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INTERSECTION* pIntersection;
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m_pVB->Lock( 0, 0, (BYTE**)&v, 0 );
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for( DWORD iIntersection = 0; iIntersection < m_dwNumIntersections; iIntersection++ )
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{
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pIntersection = &m_IntersectionArray[iIntersection];
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vThisTri = &v[iIntersection * 3];
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iThisTri = &pIndices[3*pIntersection->dwFace];
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// get vertices hit
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vThisTri[0] = pVertices[iThisTri[0]];
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vThisTri[1] = pVertices[iThisTri[1]];
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vThisTri[2] = pVertices[iThisTri[2]];
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// If all you want is the vertices hit, then you are done. In this sample, we
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// want to show how to infer texture coordinates as well, using the BaryCentric
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// coordinates supplied by D3DXIntersect
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FLOAT dtu1 = vThisTri[1].tu - vThisTri[0].tu;
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FLOAT dtu2 = vThisTri[2].tu - vThisTri[0].tu;
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FLOAT dtv1 = vThisTri[1].tv - vThisTri[0].tv;
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FLOAT dtv2 = vThisTri[2].tv - vThisTri[0].tv;
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pIntersection->tu = vThisTri[0].tu + pIntersection->fBary1 * dtu1 + pIntersection->fBary2 * dtu2;
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pIntersection->tv = vThisTri[0].tv + pIntersection->fBary1 * dtv1 + pIntersection->fBary2 * dtv2;
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}
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m_pVB->Unlock();
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}
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pVB->Unlock();
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pIB->Unlock();
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pVB->Release();
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pIB->Release();
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FrameMove()
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// Desc: Called once per frame, the call is the entry point for animating
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// the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::FrameMove()
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{
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// Rotate the camera about the y-axis
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D3DXVECTOR3 vFromPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
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vFromPt.x = -cosf(m_fTime/3.0f) * 4.0f;
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vFromPt.y = 1.0f;
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vFromPt.z = sinf(m_fTime/3.0f) * 4.0f;
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D3DXMATRIX matView;
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D3DXMatrixLookAtLH( &matView, &vFromPt, &vLookatPt, &vUpVec );
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m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: Render()
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// Desc: Called once per frame, the call is the entry point for 3d
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// rendering. This function sets up render states, clears the
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// viewport, and renders the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::Render()
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{
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// Set up the cursor
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POINT ptCursor;
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GetCursorPos( &ptCursor );
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ScreenToClient( m_hWnd, &ptCursor );
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m_pd3dDevice->SetCursorPosition( ptCursor.x, ptCursor.y, 0L );
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// Check for picked triangles
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Pick();
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// Clear the viewport
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m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
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0x000000ff, 1.0f, 0L );
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// Begin the scene
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if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
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{
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// Set render mode to lit, solid triangles
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m_pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
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m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
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// If a triangle is picked, draw it
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if( m_dwNumIntersections > 0 )
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{
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// Draw the picked triangle
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m_pd3dDevice->SetVertexShader( D3DFVF_VERTEX );
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m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(D3DVERTEX) );
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_dwNumIntersections );
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// Set render mode to unlit, wireframe triangles
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m_pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
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m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
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}
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// Render the mesh
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m_pObject->Render( m_pd3dDevice );
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// Output statistics
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m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
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m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
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// Output help
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FLOAT yText = 40.0f;
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if( m_bShowHelp )
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{
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m_pFontSmall->DrawText( 2, yText, D3DCOLOR_ARGB(255,255,255,255), _T("F1: Toggle Help") );
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yText += 20.0f;
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m_pFontSmall->DrawText( 2, yText, D3DCOLOR_ARGB(255,255,255,255), _T("F2: Change Device") );
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yText += 20.0f;
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m_pFontSmall->DrawText( 2, yText, D3DCOLOR_ARGB(255,255,255,255), _T("F3: Toggle D3DX Usage") );
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yText += 20.0f;
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m_pFontSmall->DrawText( 2, yText, D3DCOLOR_ARGB(255,255,255,255), _T("F4: Toggle All Hits") );
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yText += 20.0f;
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}
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else
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{
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m_pFontSmall->DrawText( 2, yText, D3DCOLOR_ARGB(255,255,255,255), _T("Press F1 for Help") );
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yText += 20.0f;
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}
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// Output info
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m_pFontSmall->DrawText( 2, yText, D3DCOLOR_ARGB(255,255,255,255), m_bUseD3DX ? _T("Using D3DX") : _T("Not Using D3DX") );
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yText += 20.0f;
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m_pFontSmall->DrawText( 2, yText, D3DCOLOR_ARGB(255,255,255,255), m_bClosestOnly ? _T("Showing First Hit") : _T("Showing All Hits") );
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yText += 20.0f;
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CHAR strBuffer[90];
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if( m_dwNumIntersections > 0 )
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{
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for( DWORD iIntersection = 0; iIntersection < m_dwNumIntersections; iIntersection++ )
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{
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INTERSECTION* pIntersection = &m_IntersectionArray[iIntersection];
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sprintf( strBuffer, _T("Face=%d, tu=%3.02f, tv=%3.02f"), pIntersection->dwFace, pIntersection->tu, pIntersection->tv );
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m_pFontSmall->DrawText( 2, yText, D3DCOLOR_ARGB(255,0,255,255), strBuffer );
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yText += 20;
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}
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}
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else
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{
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sprintf( strBuffer, _T("Use mouse to pick a polygon") );
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m_pFontSmall->DrawText( 2, yText, D3DCOLOR_ARGB(255,0,255,255), strBuffer );
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}
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// End the scene.
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m_pd3dDevice->EndScene();
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InitDeviceObjects()
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// Desc: Initialize scene objects.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::InitDeviceObjects()
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{
|
|
// Restore the font
|
|
m_pFont->InitDeviceObjects( m_pd3dDevice );
|
|
m_pFontSmall->InitDeviceObjects( m_pd3dDevice );
|
|
|
|
if( FAILED( m_pObject->Create( m_pd3dDevice, _T("Tiger.x") ) ) )
|
|
return D3DAPPERR_MEDIANOTFOUND;
|
|
m_pObject->SetFVF( m_pd3dDevice, D3DFVF_VERTEX );
|
|
|
|
// Create the vertex buffer
|
|
DWORD dwNumVertices = MAX_INTERSECTIONS * 3;
|
|
if( FAILED( m_pd3dDevice->CreateVertexBuffer( dwNumVertices*sizeof(D3DVERTEX),
|
|
D3DUSAGE_WRITEONLY, D3DFVF_VERTEX,
|
|
D3DPOOL_MANAGED, &m_pVB ) ) )
|
|
{
|
|
return E_FAIL;
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: RestoreDeviceObjects()
|
|
// Desc: Initialize scene objects.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::RestoreDeviceObjects()
|
|
{
|
|
m_pFont->RestoreDeviceObjects();
|
|
m_pFontSmall->RestoreDeviceObjects();
|
|
|
|
// Restore device-memory objects for the mesh
|
|
m_pObject->RestoreDeviceObjects( m_pd3dDevice );
|
|
|
|
// Set up the textures
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
|
|
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
|
|
|
|
// Set miscellaneous render states
|
|
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, FALSE );
|
|
m_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
|
|
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
|
|
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00444444 );
|
|
|
|
// Set the world matrix
|
|
D3DXMATRIX matIdentity;
|
|
D3DXMatrixIdentity( &matIdentity );
|
|
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matIdentity );
|
|
|
|
// Set the projection matrix
|
|
D3DXMATRIX matProj;
|
|
FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
|
|
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
|
|
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
|
|
|
|
// Setup a material
|
|
D3DMATERIAL8 mtrl;
|
|
D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f, 1.0f );
|
|
m_pd3dDevice->SetMaterial( &mtrl );
|
|
|
|
// Set up lighting states
|
|
D3DLIGHT8 light;
|
|
D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, 0.1f, -1.0f, 0.1f );
|
|
m_pd3dDevice->SetLight( 0, &light );
|
|
m_pd3dDevice->LightEnable( 0, TRUE );
|
|
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: InvalidateDeviceObjects()
|
|
// Desc:
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
|
|
{
|
|
m_pFont->InvalidateDeviceObjects();
|
|
m_pFontSmall->InvalidateDeviceObjects();
|
|
m_pObject->InvalidateDeviceObjects();
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: DeleteDeviceObjects()
|
|
// Desc: Called when the app is exiting, or the device is being changed,
|
|
// this function deletes any device dependent objects.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::DeleteDeviceObjects()
|
|
{
|
|
m_pFont->DeleteDeviceObjects();
|
|
m_pFontSmall->DeleteDeviceObjects();
|
|
m_pObject->Destroy();
|
|
|
|
SAFE_RELEASE( m_pVB );
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: FinalCleanup()
|
|
// Desc: Called before the app exits, this function gives the app the chance
|
|
// to cleanup after itself.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::FinalCleanup()
|
|
{
|
|
SAFE_DELETE( m_pFont );
|
|
SAFE_DELETE( m_pFontSmall );
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: ConfirmDevice()
|
|
// Desc: Called during device intialization, this code checks the device
|
|
// for some minimum set of capabilities
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
|
|
D3DFORMAT Format )
|
|
{
|
|
if( dwBehavior & D3DCREATE_PUREDEVICE )
|
|
return E_FAIL; // GetTransform doesn't work on PUREDEVICE
|
|
|
|
// If this is a TnL device, make sure it supports directional lights
|
|
if( (dwBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ) ||
|
|
(dwBehavior & D3DCREATE_MIXED_VERTEXPROCESSING ) )
|
|
{
|
|
if( !(pCaps->VertexProcessingCaps & D3DVTXPCAPS_DIRECTIONALLIGHTS ) )
|
|
return E_FAIL;
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: MsgProc()
|
|
// Desc: Overrrides the main WndProc, so the sample can do custom message
|
|
// handling (e.g. processing mouse, keyboard, or menu commands).
|
|
//-----------------------------------------------------------------------------
|
|
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT msg, WPARAM wParam,
|
|
LPARAM lParam )
|
|
{
|
|
switch( msg )
|
|
{
|
|
case WM_LBUTTONDOWN:
|
|
// User pressed left mouse button
|
|
SetCapture( hWnd );
|
|
break;
|
|
|
|
case WM_LBUTTONUP:
|
|
// The user released the left mouse button
|
|
ReleaseCapture();
|
|
break;
|
|
|
|
case WM_COMMAND:
|
|
if( LOWORD(wParam) == IDM_HELP )
|
|
m_bShowHelp = !m_bShowHelp;
|
|
if( LOWORD(wParam) == IDM_TOGGLED3DX )
|
|
m_bUseD3DX = !m_bUseD3DX;
|
|
else if( LOWORD(wParam) == IDM_TOGGLEALLHITS )
|
|
m_bClosestOnly = !m_bClosestOnly;
|
|
break;
|
|
}
|
|
|
|
return CD3DApplication::MsgProc( hWnd, msg, wParam, lParam );
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: IntersectTriangle()
|
|
// Desc: Given a ray origin (orig) and direction (dir), and three vertices of
|
|
// of a triangle, this function returns TRUE and the interpolated texture
|
|
// coordinates if the ray intersects the triangle
|
|
//-----------------------------------------------------------------------------
|
|
BOOL CMyD3DApplication::IntersectTriangle( const D3DXVECTOR3& orig,
|
|
const D3DXVECTOR3& dir, D3DXVECTOR3& v0,
|
|
D3DXVECTOR3& v1, D3DXVECTOR3& v2,
|
|
FLOAT* t, FLOAT* u, FLOAT* v )
|
|
{
|
|
// Find vectors for two edges sharing vert0
|
|
D3DXVECTOR3 edge1 = v1 - v0;
|
|
D3DXVECTOR3 edge2 = v2 - v0;
|
|
|
|
// Begin calculating determinant - also used to calculate U parameter
|
|
D3DXVECTOR3 pvec;
|
|
D3DXVec3Cross( &pvec, &dir, &edge2 );
|
|
|
|
// If determinant is near zero, ray lies in plane of triangle
|
|
FLOAT det = D3DXVec3Dot( &edge1, &pvec );
|
|
|
|
D3DXVECTOR3 tvec;
|
|
if( det > 0 )
|
|
{
|
|
tvec = orig - v0;
|
|
}
|
|
else
|
|
{
|
|
tvec = v0 - orig;
|
|
det = -det;
|
|
}
|
|
|
|
if( det < 0.0001f )
|
|
return FALSE;
|
|
|
|
// Calculate U parameter and test bounds
|
|
*u = D3DXVec3Dot( &tvec, &pvec );
|
|
if( *u < 0.0f || *u > det )
|
|
return FALSE;
|
|
|
|
// Prepare to test V parameter
|
|
D3DXVECTOR3 qvec;
|
|
D3DXVec3Cross( &qvec, &tvec, &edge1 );
|
|
|
|
// Calculate V parameter and test bounds
|
|
*v = D3DXVec3Dot( &dir, &qvec );
|
|
if( *v < 0.0f || *u + *v > det )
|
|
return FALSE;
|
|
|
|
// Calculate t, scale parameters, ray intersects triangle
|
|
*t = D3DXVec3Dot( &edge2, &qvec );
|
|
FLOAT fInvDet = 1.0f / det;
|
|
*t *= fInvDet;
|
|
*u *= fInvDet;
|
|
*v *= fInvDet;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
|