topical media & game development
graphic-directx-game-07-CubeDemo-CubeDemo.cpp / cpp
//=============================================================================
// 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 <crtdbg.h>
include <GfxStats.h>
include <list>
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);
}
(C) Æliens
20/2/2008
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