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SLikeNet/DependentExtensions/SQLite3Plugin/Logger/ClientOnly/Samples/D3D9/Matrices.cpp
2025-11-24 14:19:51 +05:30

364 lines
13 KiB
C++

//-----------------------------------------------------------------------------
// File: Matrices.cpp
//
// 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
// 3D geometry we need to introduce the use of 4x4 Matrices to transform
// the geometry with translations, rotations, scaling, and setting up our
// camera.
//
// 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
// transform is the projection transform, which "projects" the 3D scene
// 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
// of D3DX's useful matrix initialization functions. To use D3DX, simply
// include <d3dx9.h> and link with d3dx9.lib.
//
// 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
//-----------------------------------------------------------------------------
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 ) );
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;
}