Init
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//-----------------------------------------------------------------------------
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// File: Matrices.cpp
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||||
//
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||||
// Desc: Now that we know how to create a device and render some 2D vertices,
|
||||
// this tutorial goes the next step and renders 3D geometry. To deal with
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||||
// 3D geometry we need to introduce the use of 4x4 Matrices to transform
|
||||
// the geometry with translations, rotations, scaling, and setting up our
|
||||
// camera.
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||||
//
|
||||
// Geometry is defined in model space. We can move it (translation),
|
||||
// rotate it (rotation), or stretch it (scaling) using a world transform.
|
||||
// The geometry is then said to be in world space. Next, we need to
|
||||
// position the camera, or eye point, somewhere to look at the geometry.
|
||||
// Another transform, via the view matrix, is used, to position and
|
||||
// rotate our view. With the geometry then in view space, our last
|
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// transform is the projection transform, which "projects" the 3D scene
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||||
// into our 2D viewport.
|
||||
//
|
||||
// Note that in this tutorial, we are introducing the use of D3DX, which
|
||||
// is a set of helper utilities for D3D. In this case, we are using some
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||||
// of D3DX's useful matrix initialization functions. To use D3DX, simply
|
||||
// include <d3dx9.h> and link with d3dx9.lib.
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||||
//
|
||||
// Copyright (c) Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
/*
|
||||
* This file was taken from RakNet 4.082.
|
||||
* Please see licenses/RakNet license.txt for the underlying license and related copyright.
|
||||
*
|
||||
* Modified work: Copyright (c) 2017-2020, SLikeSoft UG (haftungsbeschränkt)
|
||||
*
|
||||
* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
|
||||
* license found in the license.txt file in the root directory of this source tree.
|
||||
*/
|
||||
|
||||
// RakNet: Logger includes. Include before Windows.h
|
||||
#include "SQLiteClientLoggerPlugin.h"
|
||||
#include "slikenet/PacketizedTCP.h"
|
||||
#include "DX9_BackbufferGrabber.h"
|
||||
|
||||
#include <Windows.h>
|
||||
#include <mmsystem.h>
|
||||
#include <d3dx9.h>
|
||||
#include <tchar.h> // used for _T-macro
|
||||
#pragma warning( disable : 4996 ) // disable deprecated warning
|
||||
#include <strsafe.h>
|
||||
#pragma warning( default : 4996 )
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Global variables
|
||||
//-----------------------------------------------------------------------------
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||||
LPDIRECT3D9 g_pD3D = nullptr; // Used to create the D3DDevice
|
||||
LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr; // Our rendering device
|
||||
LPDIRECT3DVERTEXBUFFER9 g_pVB = nullptr; // Buffer to hold vertices
|
||||
|
||||
// A structure for our custom vertex type
|
||||
struct CUSTOMVERTEX
|
||||
{
|
||||
FLOAT x, y, z; // The untransformed, 3D position for the vertex
|
||||
DWORD color; // The vertex color
|
||||
};
|
||||
|
||||
// Our custom FVF, which describes our custom vertex structure
|
||||
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InitD3D()
|
||||
// Desc: Initializes Direct3D
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT InitD3D( HWND hWnd )
|
||||
{
|
||||
// Create the D3D object.
|
||||
if(nullptr == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
|
||||
return E_FAIL;
|
||||
|
||||
// Set up the structure used to create the D3DDevice
|
||||
D3DPRESENT_PARAMETERS d3dpp;
|
||||
ZeroMemory( &d3dpp, sizeof( d3dpp ) );
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||||
d3dpp.Windowed = TRUE;
|
||||
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
||||
// KevinJ: Used known backbuffer format of 4 bytes per pixel, and let us lock the backbuffer
|
||||
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; // D3DFMT_UNKNOWN;
|
||||
d3dpp.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;
|
||||
|
||||
// Create the D3DDevice
|
||||
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
|
||||
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
|
||||
&d3dpp, &g_pd3dDevice ) ) )
|
||||
{
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
// Turn off culling, so we see the front and back of the triangle
|
||||
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
|
||||
|
||||
// Turn off D3D lighting, since we are providing our own vertex colors
|
||||
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: InitGeometry()
|
||||
// Desc: Creates the scene geometry
|
||||
//-----------------------------------------------------------------------------
|
||||
HRESULT InitGeometry()
|
||||
{
|
||||
// Initialize three vertices for rendering a triangle
|
||||
// ARGB
|
||||
CUSTOMVERTEX g_Vertices[] =
|
||||
{
|
||||
{ -1.0f,-1.0f, 0.0f, 0xffff0000, },
|
||||
{ 1.0f,-1.0f, 0.0f, 0xff0000ff, },
|
||||
{ 0.0f, 1.0f, 0.0f, 0xffffffff, },
|
||||
// { -1.0f,-1.0f, 0.0f, 0xffff0000, },
|
||||
// { 1.0f,-1.0f, 0.0f, 0xffff0000, },
|
||||
// { 0.0f, 1.0f, 0.0f, 0xffff0000, },
|
||||
};
|
||||
|
||||
|
||||
// Create the vertex buffer.
|
||||
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3 * sizeof( CUSTOMVERTEX ),
|
||||
0, D3DFVF_CUSTOMVERTEX,
|
||||
D3DPOOL_DEFAULT, &g_pVB, nullptr) ) )
|
||||
{
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
// Fill the vertex buffer.
|
||||
VOID* pVertices;
|
||||
if( FAILED( g_pVB->Lock( 0, sizeof( g_Vertices ), ( void** )&pVertices, 0 ) ) )
|
||||
return E_FAIL;
|
||||
memcpy( pVertices, g_Vertices, sizeof( g_Vertices ) );
|
||||
g_pVB->Unlock();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Cleanup()
|
||||
// Desc: Releases all previously initialized objects
|
||||
//-----------------------------------------------------------------------------
|
||||
VOID Cleanup()
|
||||
{
|
||||
if( g_pVB != nullptr)
|
||||
g_pVB->Release();
|
||||
|
||||
if( g_pd3dDevice != nullptr)
|
||||
g_pd3dDevice->Release();
|
||||
|
||||
if( g_pD3D != nullptr)
|
||||
g_pD3D->Release();
|
||||
}
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: SetupMatrices()
|
||||
// Desc: Sets up the world, view, and projection transform Matrices.
|
||||
//-----------------------------------------------------------------------------
|
||||
VOID SetupMatrices()
|
||||
{
|
||||
// For our world matrix, we will just rotate the object about the y-axis.
|
||||
D3DXMATRIXA16 matWorld;
|
||||
|
||||
// Set up the rotation matrix to generate 1 full rotation (2*PI radians)
|
||||
// every 1000 ms. To avoid the loss of precision inherent in very high
|
||||
// floating point numbers, the system time is modulated by the rotation
|
||||
// period before conversion to a radian angle.
|
||||
// UINT iTime = timeGetTime() % 1000;
|
||||
// FLOAT fAngle = iTime * ( 2.0f * D3DX_PI ) / 1000.0f;
|
||||
// D3DXMatrixRotationY( &matWorld, fAngle );
|
||||
// g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
|
||||
|
||||
// Set up our view matrix. A view matrix can be defined given an eye point,
|
||||
// a point to lookat, and a direction for which way is up. Here, we set the
|
||||
// eye five units back along the z-axis and up three units, look at the
|
||||
// origin, and define "up" to be in the y-direction.
|
||||
D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
|
||||
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
|
||||
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
|
||||
D3DXMATRIXA16 matView;
|
||||
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
|
||||
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
|
||||
|
||||
// For the projection matrix, we set up a perspective transform (which
|
||||
// transforms geometry from 3D view space to 2D viewport space, with
|
||||
// a perspective divide making objects smaller in the distance). To build
|
||||
// a perpsective transform, we need the field of view (1/4 pi is common),
|
||||
// the aspect ratio, and the near and far clipping planes (which define at
|
||||
// what distances geometry should be no longer be rendered).
|
||||
D3DXMATRIXA16 matProj;
|
||||
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f );
|
||||
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
|
||||
}
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: Render()
|
||||
// Desc: Draws the scene
|
||||
//-----------------------------------------------------------------------------
|
||||
VOID Render()
|
||||
{
|
||||
// Clear the backbuffer to a black color
|
||||
g_pd3dDevice->Clear( 0, nullptr, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0, 0, 0 ), 1.0f, 0 );
|
||||
|
||||
// Begin the scene
|
||||
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
|
||||
{
|
||||
// Setup the world, view, and projection Matrices
|
||||
SetupMatrices();
|
||||
|
||||
// Render the vertex buffer contents
|
||||
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
|
||||
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
|
||||
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 1 );
|
||||
|
||||
// End the scene
|
||||
g_pd3dDevice->EndScene();
|
||||
}
|
||||
|
||||
// Present the backbuffer contents to the display
|
||||
g_pd3dDevice->Present(nullptr, nullptr, nullptr, nullptr);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: MsgProc()
|
||||
// Desc: The window's message handler
|
||||
//-----------------------------------------------------------------------------
|
||||
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
|
||||
{
|
||||
switch( msg )
|
||||
{
|
||||
case WM_DESTROY:
|
||||
Cleanup();
|
||||
PostQuitMessage( 0 );
|
||||
return 0;
|
||||
}
|
||||
|
||||
return DefWindowProc( hWnd, msg, wParam, lParam );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: WinMain()
|
||||
// Desc: The application's entry point
|
||||
//-----------------------------------------------------------------------------
|
||||
INT WINAPI wWinMain( HINSTANCE hInst, HINSTANCE, LPWSTR, INT )
|
||||
{
|
||||
// Register the window class
|
||||
WNDCLASSEX wc =
|
||||
{
|
||||
sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0L, 0L,
|
||||
GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr,
|
||||
_T("D3D Tutorial"), nullptr
|
||||
};
|
||||
RegisterClassEx( &wc );
|
||||
|
||||
// Connect to the server if it is running, to store screenshots
|
||||
SLNet::PacketizedTCP packetizedTCP;
|
||||
SLNet::SQLiteClientLoggerPlugin loggerPlugin;
|
||||
packetizedTCP.AttachPlugin(&loggerPlugin);
|
||||
packetizedTCP.Start(0,0);
|
||||
loggerPlugin.SetServerParameters(packetizedTCP.Connect("127.0.0.1", 38123, true), "d3dvideo.sqlite");
|
||||
loggerPlugin.SetMemoryConstraint(8000000);
|
||||
DX9_BackbufferGrabber backbufferGrabber;
|
||||
|
||||
// Create the application's window
|
||||
HWND hWnd = CreateWindow(_T("D3D Tutorial"), _T("D3D Tutorial 03: Matrices"),
|
||||
WS_OVERLAPPEDWINDOW, 100, 100, 512, 512,
|
||||
nullptr, nullptr, hInst, nullptr);
|
||||
|
||||
DWORD timeSinceLastLog, timeSinceLastTick, lastLogTime=0;
|
||||
float lastFps = 0.f; // unnecessary assignment - added to workaround false-positive of C4701
|
||||
timeSinceLastTick=0;
|
||||
|
||||
// Initialize Direct3D
|
||||
if( SUCCEEDED( InitD3D( hWnd ) ) )
|
||||
{
|
||||
// Create the scene geometry
|
||||
if( SUCCEEDED( InitGeometry() ) )
|
||||
{
|
||||
// Show the window
|
||||
ShowWindow( hWnd, SW_SHOWDEFAULT );
|
||||
UpdateWindow( hWnd );
|
||||
|
||||
// Start backbuffer grabber
|
||||
backbufferGrabber.InitBackbufferGrabber(g_pd3dDevice, 256, 256);
|
||||
|
||||
// Enter the message loop
|
||||
MSG msg;
|
||||
ZeroMemory( &msg, sizeof( msg ) );
|
||||
while( msg.message != WM_QUIT )
|
||||
{
|
||||
if( PeekMessage( &msg, nullptr, 0U, 0U, PM_REMOVE ) )
|
||||
{
|
||||
TranslateMessage( &msg );
|
||||
DispatchMessage( &msg );
|
||||
}
|
||||
else
|
||||
{
|
||||
Render();
|
||||
|
||||
timeSinceLastLog=timeGetTime()-lastLogTime;
|
||||
if (packetizedTCP.GetConnectionCount()>0 && timeSinceLastLog>30)
|
||||
{
|
||||
SLNet::RGBImageBlob blob;
|
||||
backbufferGrabber.LockBackbufferCopy(&blob);
|
||||
RakAssert(blob.data!=0);
|
||||
rakSqlLog("Screenshots", "screenshot", ( &blob ));
|
||||
static bool saveToDiskOnce=true;
|
||||
if (saveToDiskOnce)
|
||||
{
|
||||
blob.SaveToTGA("MatricesDemoFirstFrame.tga");
|
||||
saveToDiskOnce=false;
|
||||
}
|
||||
backbufferGrabber.ReleaseBackbufferCopy();
|
||||
}
|
||||
|
||||
float fps;
|
||||
if (timeSinceLastTick!=0)
|
||||
{
|
||||
DWORD elapsedTime = timeGetTime()-timeSinceLastTick;
|
||||
if (elapsedTime==0)
|
||||
fps=lastFps;
|
||||
else
|
||||
fps = 1000.0f / (float) elapsedTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
fps=0;
|
||||
}
|
||||
|
||||
lastFps = fps;
|
||||
timeSinceLastTick=timeGetTime();
|
||||
rakSqlLog("FPS", "FPS", ( fps ));
|
||||
loggerPlugin.IncrementAutoTickCount();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
UnregisterClass(_T("D3D Tutorial"), wc.hInstance );
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@ -0,0 +1,32 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0">
|
||||
<assemblyIdentity
|
||||
version="1.0.0.0"
|
||||
processorArchitecture="*"
|
||||
name="Microsoft.DirectX SDK.Matrices"
|
||||
type="win32"
|
||||
/>
|
||||
<description>DirectX SDK Sample Program.</description>
|
||||
|
||||
<ms_asmv2:trustInfo xmlns:ms_asmv2="urn:schemas-microsoft-com:asm.v2">
|
||||
<ms_asmv2:security>
|
||||
<ms_asmv2:requestedPrivileges>
|
||||
<ms_asmv2:requestedExecutionLevel level="asInvoker">
|
||||
</ms_asmv2:requestedExecutionLevel>
|
||||
</ms_asmv2:requestedPrivileges>
|
||||
</ms_asmv2:security>
|
||||
</ms_asmv2:trustInfo>
|
||||
|
||||
<dependency>
|
||||
<dependentAssembly>
|
||||
<assemblyIdentity
|
||||
type="win32"
|
||||
name="Microsoft.Windows.Common-Controls"
|
||||
version="6.0.0.0"
|
||||
processorArchitecture="*"
|
||||
publicKeyToken="6595b64144ccf1df"
|
||||
language="*"
|
||||
/>
|
||||
</dependentAssembly>
|
||||
</dependency>
|
||||
</assembly>
|
||||
@ -0,0 +1,85 @@
|
||||
// Microsoft Visual C++ generated resource script.
|
||||
//
|
||||
#include "resource.h"
|
||||
|
||||
#define APSTUDIO_READONLY_SYMBOLS
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Generated from the TEXTINCLUDE 2 resource.
|
||||
//
|
||||
#define IDC_STATIC -1
|
||||
#include <winresrc.h>
|
||||
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
#undef APSTUDIO_READONLY_SYMBOLS
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
// English (U.S.) resources
|
||||
|
||||
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
|
||||
#ifdef _WIN32
|
||||
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
|
||||
#pragma code_page(1252)
|
||||
#endif //_WIN32
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// RT_MANIFEST
|
||||
//
|
||||
|
||||
1 RT_MANIFEST "Matrices.manifest"
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Icon
|
||||
//
|
||||
|
||||
// Icon with lowest ID value placed first to ensure application icon
|
||||
// remains consistent on all systems.
|
||||
IDI_MAIN_ICON ICON "DXUT\Optional\\directx.ico"
|
||||
|
||||
#ifdef APSTUDIO_INVOKED
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// TEXTINCLUDE
|
||||
//
|
||||
|
||||
1 TEXTINCLUDE
|
||||
BEGIN
|
||||
"resource.h\0"
|
||||
END
|
||||
|
||||
2 TEXTINCLUDE
|
||||
BEGIN
|
||||
"#define IDC_STATIC -1\r\n"
|
||||
"#include <winresrc.h>\r\n"
|
||||
"\r\n"
|
||||
"\r\n"
|
||||
"\0"
|
||||
END
|
||||
|
||||
3 TEXTINCLUDE
|
||||
BEGIN
|
||||
"\r\n"
|
||||
"\0"
|
||||
END
|
||||
|
||||
#endif // APSTUDIO_INVOKED
|
||||
|
||||
#endif // English (U.S.) resources
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
|
||||
#ifndef APSTUDIO_INVOKED
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Generated from the TEXTINCLUDE 3 resource.
|
||||
//
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
#endif // not APSTUDIO_INVOKED
|
||||
|
||||
@ -0,0 +1,25 @@
|
||||
Microsoft Visual Studio Solution File, Format Version 11.00
|
||||
# Visual Studio 2010
|
||||
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Reference in New Issue
Block a user