topical media & game development
graphic-directx-game-05-PageFlipDemo-PageFlipDemo.cpp / cpp
//=============================================================================
// PageFlipDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.
//
// Demonstrates a page flipping animation technique.
//=============================================================================
include <d3dApp.h>
include <DirectInput.h>
include <crtdbg.h>
include <GfxStats.h>
class PageFlipDemo : public D3DApp
{
public:
PageFlipDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);
~PageFlipDemo();
bool checkDeviceCaps();
void onLostDevice();
void onResetDevice();
void updateScene(float dt);
void drawScene();
private:
GfxStats* mGfxStats;
ID3DXSprite* mSprite;
IDirect3DTexture9* mFrames;
D3DXVECTOR3 mSpriteCenter;
int mCurrFrame;
};
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
PageFlipDemo app(hInstance, "Page Flip Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING);
gd3dApp = &app;
DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
gDInput = &di;
return gd3dApp->run();
}
PageFlipDemo::PageFlipDemo(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();
HR(D3DXCreateSprite(gd3dDevice, &mSprite));
HR(D3DXCreateTextureFromFile(gd3dDevice, "fireatlas.bmp", &mFrames));
mSpriteCenter = D3DXVECTOR3(32.0f, 32.0f, 0.0f);
// The current frame of animation to render.
mCurrFrame = 0;
onResetDevice();
}
PageFlipDemo::~PageFlipDemo()
{
delete mGfxStats;
ReleaseCOM(mSprite);
ReleaseCOM(mFrames);
}
bool PageFlipDemo::checkDeviceCaps()
{
// Nothing to check.
return true;
}
void PageFlipDemo::onLostDevice()
{
mGfxStats->onLostDevice();
HR(mSprite->OnLostDevice());
}
void PageFlipDemo::onResetDevice()
{
// Call the onResetDevice of other objects.
mGfxStats->onResetDevice();
HR(mSprite->OnResetDevice());
// Sets up the camera 1000 units back looking at the origin.
D3DXMATRIX V;
D3DXVECTOR3 pos(0.0f, 0.0f, -100.0f);
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
D3DXMatrixLookAtLH(&V, &pos, &target, &up);
HR(gd3dDevice->SetTransform(D3DTS_VIEW, &V));
// The following code defines the volume of space the camera sees.
D3DXMATRIX P;
RECT R;
GetClientRect(mhMainWnd, &R);
float width = (float)R.right;
float height = (float)R.bottom;
D3DXMatrixPerspectiveFovLH(&P, D3DX_PI*0.25f, width/height, 1.0f, 5000.0f);
HR(gd3dDevice->SetTransform(D3DTS_PROJECTION, &P));
// This code sets texture filters, which helps to smooth out distortions
// when you scale a texture.
HR(gd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR));
HR(gd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR));
HR(gd3dDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR));
// This line of code disables Direct3D lighting.
HR(gd3dDevice->SetRenderState(D3DRS_LIGHTING, false));
// The following code is used to setup alpha blending.
HR(gd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE));
HR(gd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1));
HR(gd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA));
HR(gd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA));
}
void PageFlipDemo::updateScene(float dt)
{
// Just Drawing 1 sprite at a time.
mGfxStats->setTriCount(2);
mGfxStats->setVertexCount(4);
mGfxStats->update(dt);
// Get snapshot of input devices.
gDInput->poll();
// Keep track of how much time has accumulated.
static float timeAccum = 0.0f;
timeAccum += dt;
// Play animation at 30 frames per second.
if( timeAccum >= 1.0f / 30.0f )
{
// After 1/30 seconds has passed, move on to the next frame.
++mCurrFrame;
timeAccum = 0.0f;
// This animation has have 30 frames indexed from 0, 1, ..., 29,
// so start back at the beginning if we go over.
if(mCurrFrame > 29)
mCurrFrame = 0;
}
}
void PageFlipDemo::drawScene()
{
// Clear the backbuffer and depth buffer.
HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0));
HR(gd3dDevice->BeginScene());
HR(mSprite->Begin(D3DXSPRITE_OBJECTSPACE|D3DXSPRITE_DONOTMODIFY_RENDERSTATE));
// Compute rectangle on texture atlas of the current frame
// we want to use.
int i = mCurrFrame / 6; // Row
int j = mCurrFrame % 6; // Column
RECT R = {j*64, i*64, (j+1)*64, (i+1)*64};
// Turn on alpha blending.
HR(gd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true));
// Don't move explosion--set identity matrix.
D3DXMATRIX M;
D3DXMatrixIdentity(&M);
HR(mSprite->SetTransform(&M));
HR(mSprite->Draw(mFrames, &R, &mSpriteCenter, 0, D3DCOLOR_XRGB(255, 255, 255)));
HR(mSprite->End());
// Turn off alpha blending.
HR(gd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false));
mGfxStats->display();
HR(gd3dDevice->EndScene());
// Present the backbuffer.
HR(gd3dDevice->Present(0, 0, 0, 0));
}
(C) Æliens
20/2/2008
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