364 lines
13 KiB
C++
364 lines
13 KiB
C++
//-----------------------------------------------------------------------------
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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,
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// 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
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// the geometry with translations, rotations, scaling, and setting up our
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// camera.
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//
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// Geometry is defined in model space. We can move it (translation),
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// rotate it (rotation), or stretch it (scaling) using a world transform.
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// The geometry is then said to be in world space. Next, we need to
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// position the camera, or eye point, somewhere to look at the geometry.
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// Another transform, via the view matrix, is used, to position and
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// 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.
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//
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// Note that in this tutorial, we are introducing the use of D3DX, which
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// 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
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// include <d3dx9.h> and link with d3dx9.lib.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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/*
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* This file was taken from RakNet 4.082.
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* Please see licenses/RakNet license.txt for the underlying license and related copyright.
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*
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* Modified work: Copyright (c) 2017-2020, SLikeSoft UG (haftungsbeschränkt)
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*
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* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
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* license found in the license.txt file in the root directory of this source tree.
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*/
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// RakNet: Logger includes. Include before Windows.h
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#include "SQLiteClientLoggerPlugin.h"
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#include "slikenet/PacketizedTCP.h"
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#include "DX9_BackbufferGrabber.h"
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#include <Windows.h>
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#include <mmsystem.h>
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#include <d3dx9.h>
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#include <tchar.h> // used for _T-macro
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#pragma warning( disable : 4996 ) // disable deprecated warning
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#include <strsafe.h>
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#pragma warning( default : 4996 )
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//-----------------------------------------------------------------------------
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// Global variables
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//-----------------------------------------------------------------------------
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LPDIRECT3D9 g_pD3D = nullptr; // Used to create the D3DDevice
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LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr; // Our rendering device
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LPDIRECT3DVERTEXBUFFER9 g_pVB = nullptr; // Buffer to hold vertices
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// A structure for our custom vertex type
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struct CUSTOMVERTEX
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{
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FLOAT x, y, z; // The untransformed, 3D position for the vertex
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DWORD color; // The vertex color
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};
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// Our custom FVF, which describes our custom vertex structure
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
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//-----------------------------------------------------------------------------
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// Name: InitD3D()
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// Desc: Initializes Direct3D
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//-----------------------------------------------------------------------------
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HRESULT InitD3D( HWND hWnd )
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{
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// Create the D3D object.
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if(nullptr == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
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return E_FAIL;
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// Set up the structure used to create the D3DDevice
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D3DPRESENT_PARAMETERS d3dpp;
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ZeroMemory( &d3dpp, sizeof( d3dpp ) );
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d3dpp.Windowed = TRUE;
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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// KevinJ: Used known backbuffer format of 4 bytes per pixel, and let us lock the backbuffer
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d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; // D3DFMT_UNKNOWN;
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d3dpp.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;
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// Create the D3DDevice
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if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING,
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&d3dpp, &g_pd3dDevice ) ) )
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{
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return E_FAIL;
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}
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// Turn off culling, so we see the front and back of the triangle
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g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
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// Turn off D3D lighting, since we are providing our own vertex colors
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g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InitGeometry()
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// Desc: Creates the scene geometry
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//-----------------------------------------------------------------------------
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HRESULT InitGeometry()
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{
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// Initialize three vertices for rendering a triangle
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// ARGB
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CUSTOMVERTEX g_Vertices[] =
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{
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{ -1.0f,-1.0f, 0.0f, 0xffff0000, },
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{ 1.0f,-1.0f, 0.0f, 0xff0000ff, },
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{ 0.0f, 1.0f, 0.0f, 0xffffffff, },
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// { -1.0f,-1.0f, 0.0f, 0xffff0000, },
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// { 1.0f,-1.0f, 0.0f, 0xffff0000, },
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// { 0.0f, 1.0f, 0.0f, 0xffff0000, },
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};
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// Create the vertex buffer.
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if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3 * sizeof( CUSTOMVERTEX ),
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0, D3DFVF_CUSTOMVERTEX,
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D3DPOOL_DEFAULT, &g_pVB, nullptr) ) )
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{
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return E_FAIL;
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}
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// Fill the vertex buffer.
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VOID* pVertices;
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if( FAILED( g_pVB->Lock( 0, sizeof( g_Vertices ), ( void** )&pVertices, 0 ) ) )
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return E_FAIL;
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memcpy( pVertices, g_Vertices, sizeof( g_Vertices ) );
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g_pVB->Unlock();
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: Cleanup()
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// Desc: Releases all previously initialized objects
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//-----------------------------------------------------------------------------
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VOID Cleanup()
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{
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if( g_pVB != nullptr)
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g_pVB->Release();
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if( g_pd3dDevice != nullptr)
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g_pd3dDevice->Release();
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if( g_pD3D != nullptr)
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g_pD3D->Release();
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}
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//-----------------------------------------------------------------------------
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// Name: SetupMatrices()
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// Desc: Sets up the world, view, and projection transform Matrices.
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//-----------------------------------------------------------------------------
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VOID SetupMatrices()
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{
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// For our world matrix, we will just rotate the object about the y-axis.
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D3DXMATRIXA16 matWorld;
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// Set up the rotation matrix to generate 1 full rotation (2*PI radians)
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// every 1000 ms. To avoid the loss of precision inherent in very high
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// floating point numbers, the system time is modulated by the rotation
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// period before conversion to a radian angle.
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// UINT iTime = timeGetTime() % 1000;
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// FLOAT fAngle = iTime * ( 2.0f * D3DX_PI ) / 1000.0f;
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// D3DXMatrixRotationY( &matWorld, fAngle );
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// g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
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// Set up our view matrix. A view matrix can be defined given an eye point,
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// a point to lookat, and a direction for which way is up. Here, we set the
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// eye five units back along the z-axis and up three units, look at the
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// origin, and define "up" to be in the y-direction.
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D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
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D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
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D3DXMATRIXA16 matView;
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D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
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g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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// For the projection matrix, we set up a perspective transform (which
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// transforms geometry from 3D view space to 2D viewport space, with
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// a perspective divide making objects smaller in the distance). To build
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// a perpsective transform, we need the field of view (1/4 pi is common),
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// the aspect ratio, and the near and far clipping planes (which define at
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// what distances geometry should be no longer be rendered).
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D3DXMATRIXA16 matProj;
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D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f );
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g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
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}
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//-----------------------------------------------------------------------------
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// Name: Render()
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// Desc: Draws the scene
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//-----------------------------------------------------------------------------
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VOID Render()
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{
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// Clear the backbuffer to a black color
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g_pd3dDevice->Clear( 0, nullptr, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0, 0, 0 ), 1.0f, 0 );
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// Begin the scene
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if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
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{
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// Setup the world, view, and projection Matrices
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SetupMatrices();
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// Render the vertex buffer contents
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g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
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g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
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g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 1 );
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// End the scene
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g_pd3dDevice->EndScene();
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}
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// Present the backbuffer contents to the display
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g_pd3dDevice->Present(nullptr, nullptr, nullptr, nullptr);
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}
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//-----------------------------------------------------------------------------
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// Name: MsgProc()
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// Desc: The window's message handler
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//-----------------------------------------------------------------------------
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LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
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{
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switch( msg )
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{
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case WM_DESTROY:
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Cleanup();
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PostQuitMessage( 0 );
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return 0;
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}
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return DefWindowProc( hWnd, msg, wParam, lParam );
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}
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: The application's entry point
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//-----------------------------------------------------------------------------
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INT WINAPI wWinMain( HINSTANCE hInst, HINSTANCE, LPWSTR, INT )
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{
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// Register the window class
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WNDCLASSEX wc =
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{
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sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0L, 0L,
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GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr,
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_T("D3D Tutorial"), nullptr
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};
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RegisterClassEx( &wc );
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// Connect to the server if it is running, to store screenshots
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SLNet::PacketizedTCP packetizedTCP;
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SLNet::SQLiteClientLoggerPlugin loggerPlugin;
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packetizedTCP.AttachPlugin(&loggerPlugin);
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packetizedTCP.Start(0,0);
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loggerPlugin.SetServerParameters(packetizedTCP.Connect("127.0.0.1", 38123, true), "d3dvideo.sqlite");
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loggerPlugin.SetMemoryConstraint(8000000);
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DX9_BackbufferGrabber backbufferGrabber;
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// Create the application's window
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HWND hWnd = CreateWindow(_T("D3D Tutorial"), _T("D3D Tutorial 03: Matrices"),
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WS_OVERLAPPEDWINDOW, 100, 100, 512, 512,
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nullptr, nullptr, hInst, nullptr);
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DWORD timeSinceLastLog, timeSinceLastTick, lastLogTime=0;
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float lastFps = 0.f; // unnecessary assignment - added to workaround false-positive of C4701
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timeSinceLastTick=0;
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// Initialize Direct3D
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if( SUCCEEDED( InitD3D( hWnd ) ) )
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{
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// Create the scene geometry
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if( SUCCEEDED( InitGeometry() ) )
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{
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// Show the window
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ShowWindow( hWnd, SW_SHOWDEFAULT );
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UpdateWindow( hWnd );
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// Start backbuffer grabber
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backbufferGrabber.InitBackbufferGrabber(g_pd3dDevice, 256, 256);
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// Enter the message loop
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MSG msg;
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ZeroMemory( &msg, sizeof( msg ) );
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while( msg.message != WM_QUIT )
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{
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if( PeekMessage( &msg, nullptr, 0U, 0U, PM_REMOVE ) )
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{
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TranslateMessage( &msg );
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DispatchMessage( &msg );
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}
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else
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{
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Render();
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timeSinceLastLog=timeGetTime()-lastLogTime;
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if (packetizedTCP.GetConnectionCount()>0 && timeSinceLastLog>30)
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{
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SLNet::RGBImageBlob blob;
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backbufferGrabber.LockBackbufferCopy(&blob);
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RakAssert(blob.data!=0);
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rakSqlLog("Screenshots", "screenshot", ( &blob ));
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static bool saveToDiskOnce=true;
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if (saveToDiskOnce)
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{
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blob.SaveToTGA("MatricesDemoFirstFrame.tga");
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saveToDiskOnce=false;
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}
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backbufferGrabber.ReleaseBackbufferCopy();
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}
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float fps;
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if (timeSinceLastTick!=0)
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{
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DWORD elapsedTime = timeGetTime()-timeSinceLastTick;
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if (elapsedTime==0)
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fps=lastFps;
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else
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fps = 1000.0f / (float) elapsedTime;
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}
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else
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{
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fps=0;
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}
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lastFps = fps;
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timeSinceLastTick=timeGetTime();
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rakSqlLog("FPS", "FPS", ( fps ));
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loggerPlugin.IncrementAutoTickCount();
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}
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}
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}
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}
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UnregisterClass(_T("D3D Tutorial"), wc.hInstance );
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return 0;
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}
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