//============================================================================= // CubeDemo.cpp by Frank Luna (C) 2005 All Rights Reserved. // // Demonstrates how to create the geometry of a cube and draw it. // // Controls: Use mouse to orbit and zoom; use the 'W' and 'S' keys to // alter the height of the camera. //============================================================================= #include "d3dApp.h" #include "DirectInput.h" #include #include "GfxStats.h" #include #include "Vertex.h" class CubeDemo : public D3DApp { public: CubeDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP); ~CubeDemo(); bool checkDeviceCaps(); void onLostDevice(); void onResetDevice(); void updateScene(float dt); void drawScene(); // Helper methods void buildVertexBuffer(); void buildIndexBuffer(); void buildViewMtx(); void buildProjMtx(); private: GfxStats* mGfxStats; IDirect3DVertexBuffer9* mVB; IDirect3DIndexBuffer9* mIB; float mCameraRotationY; float mCameraRadius; float mCameraHeight; D3DXMATRIX mView; D3DXMATRIX mProj; }; int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance, PSTR cmdLine, int showCmd) { // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif CubeDemo app(hInstance, "Cube Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING); gd3dApp = &app; DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND); gDInput = &di; return gd3dApp->run(); } CubeDemo::CubeDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP) : D3DApp(hInstance, winCaption, devType, requestedVP) { if(!checkDeviceCaps()) { MessageBox(0, "checkDeviceCaps() Failed", 0, 0); PostQuitMessage(0); } mGfxStats = new GfxStats(); mCameraRadius = 10.0f; mCameraRotationY = 1.2 * D3DX_PI; mCameraHeight = 5.0f; buildVertexBuffer(); buildIndexBuffer(); onResetDevice(); InitAllVertexDeclarations(); } CubeDemo::~CubeDemo() { delete mGfxStats; ReleaseCOM(mVB); ReleaseCOM(mIB); DestroyAllVertexDeclarations(); } bool CubeDemo::checkDeviceCaps() { return true; } void CubeDemo::onLostDevice() { mGfxStats->onLostDevice(); } void CubeDemo::onResetDevice() { mGfxStats->onResetDevice(); // The aspect ratio depends on the backbuffer dimensions, which can // possibly change after a reset. So rebuild the projection matrix. buildProjMtx(); } void CubeDemo::updateScene(float dt) { // One cube has 8 vertice and 12 triangles. mGfxStats->setVertexCount(8); mGfxStats->setTriCount(12); mGfxStats->update(dt); // Get snapshot of input devices. gDInput->poll(); // Check input. if( gDInput->keyDown(DIK_W) ) mCameraHeight += 25.0f * dt; if( gDInput->keyDown(DIK_S) ) mCameraHeight -= 25.0f * dt; // Divide by 50 to make mouse less sensitive. mCameraRotationY += gDInput->mouseDX() / 100.0f; mCameraRadius += gDInput->mouseDY() / 25.0f; // If we rotate over 360 degrees, just roll back to 0 if( fabsf(mCameraRotationY) >= 2.0f * D3DX_PI ) mCameraRotationY = 0.0f; // Don't let radius get too small. if( mCameraRadius < 5.0f ) mCameraRadius = 5.0f; // The camera position/orientation relative to world space can // change every frame based on input, so we need to rebuild the // view matrix every frame with the latest changes. buildViewMtx(); } void CubeDemo::drawScene() { // Clear the backbuffer and depth buffer. HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0)); HR(gd3dDevice->BeginScene()); // Let Direct3D know the vertex buffer, index buffer and vertex // declaration we are using. HR(gd3dDevice->SetStreamSource(0, mVB, 0, sizeof(VertexPos))); HR(gd3dDevice->SetIndices(mIB)); HR(gd3dDevice->SetVertexDeclaration(VertexPos::Decl)); // World matrix is identity. D3DXMATRIX W; D3DXMatrixIdentity(&W); HR(gd3dDevice->SetTransform(D3DTS_WORLD, &W)); HR(gd3dDevice->SetTransform(D3DTS_VIEW, &mView)); HR(gd3dDevice->SetTransform(D3DTS_PROJECTION, &mProj)); HR(gd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME)); HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 8, 0, 12)); mGfxStats->display(); HR(gd3dDevice->EndScene()); // Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); } void CubeDemo::buildVertexBuffer() { // Obtain a pointer to a new vertex buffer. HR(gd3dDevice->CreateVertexBuffer(8 * sizeof(VertexPos), D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &mVB, 0)); // Now lock it to obtain a pointer to its internal data, and write the // cube's vertex data. VertexPos* v = 0; HR(mVB->Lock(0, 0, (void**)&v, 0)); v[0] = VertexPos(-1.0f, -1.0f, -1.0f); v[1] = VertexPos(-1.0f, 1.0f, -1.0f); v[2] = VertexPos( 1.0f, 1.0f, -1.0f); v[3] = VertexPos( 1.0f, -1.0f, -1.0f); v[4] = VertexPos(-1.0f, -1.0f, 1.0f); v[5] = VertexPos(-1.0f, 1.0f, 1.0f); v[6] = VertexPos( 1.0f, 1.0f, 1.0f); v[7] = VertexPos( 1.0f, -1.0f, 1.0f); HR(mVB->Unlock()); } void CubeDemo::buildIndexBuffer() { // Obtain a pointer to a new index buffer. HR(gd3dDevice->CreateIndexBuffer(36 * sizeof(WORD), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &mIB, 0)); // Now lock it to obtain a pointer to its internal data, and write the // cube's index data. WORD* k = 0; HR(mIB->Lock(0, 0, (void**)&k, 0)); // Front face. k[0] = 0; k[1] = 1; k[2] = 2; k[3] = 0; k[4] = 2; k[5] = 3; // Back face. k[6] = 4; k[7] = 6; k[8] = 5; k[9] = 4; k[10] = 7; k[11] = 6; // Left face. k[12] = 4; k[13] = 5; k[14] = 1; k[15] = 4; k[16] = 1; k[17] = 0; // Right face. k[18] = 3; k[19] = 2; k[20] = 6; k[21] = 3; k[22] = 6; k[23] = 7; // Top face. k[24] = 1; k[25] = 5; k[26] = 6; k[27] = 1; k[28] = 6; k[29] = 2; // Bottom face. k[30] = 4; k[31] = 0; k[32] = 3; k[33] = 4; k[34] = 3; k[35] = 7; HR(mIB->Unlock()); } void CubeDemo::buildViewMtx() { float x = mCameraRadius * cosf(mCameraRotationY); float z = mCameraRadius * sinf(mCameraRotationY); D3DXVECTOR3 pos(x, mCameraHeight, z); D3DXVECTOR3 target(0.0f, 0.0f, 0.0f); D3DXVECTOR3 up(0.0f, 1.0f, 0.0f); D3DXMatrixLookAtLH(&mView, &pos, &target, &up); } void CubeDemo::buildProjMtx() { float w = (float)md3dPP.BackBufferWidth; float h = (float)md3dPP.BackBufferHeight; D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.25f, w/h, 1.0f, 5000.0f); }