topical media & game development
graphic-directx-game-09-ColoredCubeDemo-ColoredCubeDemo.cpp / cpp
//=============================================================================
// ColoredCubeDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.
//
// Demonstrates how to color triangles.
//
// 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>
const D3DCOLOR WHITE = D3DCOLOR_XRGB(255, 255, 255); // 0xffffffff
const D3DCOLOR BLACK = D3DCOLOR_XRGB(0, 0, 0); // 0xff000000
const D3DCOLOR RED = D3DCOLOR_XRGB(255, 0, 0); // 0xffff0000
const D3DCOLOR GREEN = D3DCOLOR_XRGB(0, 255, 0); // 0xff00ff00
const D3DCOLOR BLUE = D3DCOLOR_XRGB(0, 0, 255); // 0xff0000ff
const D3DCOLOR YELLOW = D3DCOLOR_XRGB(255, 255, 0); // 0xffffff00
const D3DCOLOR CYAN = D3DCOLOR_XRGB(0, 255, 255); // 0xff00ffff
const D3DCOLOR MAGENTA = D3DCOLOR_XRGB(255, 0, 255); // 0xffff00ff
class ColoredCubeDemo : public D3DApp
{
public:
ColoredCubeDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);
~ColoredCubeDemo();
bool checkDeviceCaps();
void onLostDevice();
void onResetDevice();
void updateScene(float dt);
void drawScene();
// Helper methods
void buildVertexBuffer();
void buildIndexBuffer();
void buildFX();
void buildViewMtx();
void buildProjMtx();
private:
GfxStats* mGfxStats;
IDirect3DVertexBuffer9* mVB;
IDirect3DIndexBuffer9* mIB;
ID3DXEffect* mFX;
D3DXHANDLE mhTech;
D3DXHANDLE mhWVP;
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
ColoredCubeDemo app(hInstance, "Colored Cube Demo", D3DDEVTYPE_HAL, D3DCREATE_SOFTWARE_VERTEXPROCESSING);
gd3dApp = &app;
DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
gDInput = &di;
return gd3dApp->run();
}
ColoredCubeDemo::ColoredCubeDemo(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();
buildFX();
onResetDevice();
InitAllVertexDeclarations();
}
ColoredCubeDemo::~ColoredCubeDemo()
{
delete mGfxStats;
ReleaseCOM(mVB);
ReleaseCOM(mIB);
ReleaseCOM(mFX);
DestroyAllVertexDeclarations();
}
bool ColoredCubeDemo::checkDeviceCaps()
{
D3DCAPS9 caps;
HR(gd3dDevice->GetDeviceCaps(&caps));
// Check for vertex shader version 2.0 support.
if( caps.VertexShaderVersion < D3DVS_VERSION(2, 0) )
return false;
// Check for pixel shader version 2.0 support.
if( caps.PixelShaderVersion < D3DPS_VERSION(2, 0) )
return false;
return true;
}
void ColoredCubeDemo::onLostDevice()
{
mGfxStats->onLostDevice();
HR(mFX->OnLostDevice());
}
void ColoredCubeDemo::onResetDevice()
{
mGfxStats->onResetDevice();
HR(mFX->OnResetDevice());
// The aspect ratio depends on the backbuffer dimensions, which can
// possibly change after a reset. So rebuild the projection matrix.
buildProjMtx();
}
void ColoredCubeDemo::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 ColoredCubeDemo::drawScene()
{
// Clear the backbuffer and depth buffer.
HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffeeeeee, 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(VertexCol)));
HR(gd3dDevice->SetIndices(mIB));
HR(gd3dDevice->SetVertexDeclaration(VertexCol::Decl));
// Setup the rendering FX
HR(mFX->SetTechnique(mhTech));
HR(mFX->SetMatrix(mhWVP, &(mView*mProj)));
// Begin passes.
UINT numPasses = 0;
HR(mFX->Begin(&numPasses, 0));
for(UINT i = 0; i < numPasses; ++i)
{
HR(mFX->BeginPass(i));
HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 8, 0, 12));
HR(mFX->EndPass());
}
HR(mFX->End());
mGfxStats->display();
HR(gd3dDevice->EndScene());
// Present the backbuffer.
HR(gd3dDevice->Present(0, 0, 0, 0));
}
void ColoredCubeDemo::buildVertexBuffer()
{
// Obtain a pointer to a new vertex buffer.
HR(gd3dDevice->CreateVertexBuffer(8 * sizeof(VertexCol), 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.
VertexCol* v = 0;
HR(mVB->Lock(0, 0, (void**)&v, 0));
v[0] = VertexCol(-1.0f, -1.0f, -1.0f, WHITE);
v[1] = VertexCol(-1.0f, 1.0f, -1.0f, BLACK);
v[2] = VertexCol( 1.0f, 1.0f, -1.0f, RED);
v[3] = VertexCol( 1.0f, -1.0f, -1.0f, GREEN);
v[4] = VertexCol(-1.0f, -1.0f, 1.0f, BLUE);
v[5] = VertexCol(-1.0f, 1.0f, 1.0f, YELLOW);
v[6] = VertexCol( 1.0f, 1.0f, 1.0f, CYAN);
v[7] = VertexCol( 1.0f, -1.0f, 1.0f, MAGENTA);
HR(mVB->Unlock());
}
void ColoredCubeDemo::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 ColoredCubeDemo::buildFX()
{
// Create the FX from a .fx file.
ID3DXBuffer* errors = 0;
HR(D3DXCreateEffectFromFile(gd3dDevice, "color.fx",
0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors));
if( errors )
MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);
// Obtain handles.
mhTech = mFX->GetTechniqueByName("ColorTech");
mhWVP = mFX->GetParameterByName(0, "gWVP");
}
void ColoredCubeDemo::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 ColoredCubeDemo::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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