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336 lines
9.9 KiB
C++
336 lines
9.9 KiB
C++
//-----------------------------------------------------------------------------
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//
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// ImageLib GL Test Source
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// Copyright (C) 2000-2002 by Denton Woods
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// Last modified: 04/28/2001 <--Y2K Compliant! =]
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//
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// Filename: testil/d3dtest/d3dtest.cpp
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//
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// Description: Sample implementation of a Direct3D 8.0a image viewer.
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//
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//
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// 20040801 XIX: DX9 update, hopefully :)
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//
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <stdio.h>
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#include <math.h>
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#include <D3DX9.h>
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//#include "dxstdafx.h"
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//#include "D3DApp.h"
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//#include "D3DFile.h"
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//#include "D3DFont.h"
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//#include "D3DUtil.h"
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#ifdef _DEBUG
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#define IL_DEBUG
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#endif//_DEBUG
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#include <il/ilut.h>
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#pragma comment(lib, "d3d9.lib")
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#pragma comment(lib, "d3dx9.lib")
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#pragma comment(lib, "winmm.lib")
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//
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//
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// Taken from the D3D 8.0a SDK Volumetric Texture Sample.
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//
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//
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//-----------------------------------------------------------------------------
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// Defines, constants, and global variables
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//-----------------------------------------------------------------------------
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struct VERTEX
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{
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FLOAT x, y, z;
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DWORD color;
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FLOAT tu, tv;
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};
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#define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1|D3DFVF_TEXCOORDSIZE2(0))
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VERTEX g_vVertices[4] =
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{
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{ 1.0f,-1.0f, 0.0f, 0xffffffff, 1.0f, 1.0f },
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{-1.0f,-1.0f, 0.0f, 0xffffffff, 0.0f, 1.0f },
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{ 1.0f, 1.0f, 0.0f, 0xffffffff, 1.0f, 0.0f },
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{-1.0f, 1.0f, 0.0f, 0xffffffff, 0.0f, 0.0f }
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};
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//-----------------------------------------------------------------------------
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// Name: class CMyD3DApplication
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// Desc: Application class. The base class (CD3DApplication) provides the
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// generic functionality needed in all Direct3D samples. CMyD3DApplication
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// adds functionality specific to this sample program.
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//-----------------------------------------------------------------------------
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class CMyD3DApplication : public CD3DApplication
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{
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CD3DFont* m_pFont;
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LPDIRECT3DTEXTURE9 m_pTexture;
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LPDIRECT3DVERTEXBUFFER9 m_pVB;
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HRESULT ConfirmDevice( D3DCAPS9*, DWORD, D3DFORMAT );
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protected:
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HRESULT OneTimeSceneInit();
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HRESULT InitDeviceObjects();
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HRESULT RestoreDeviceObjects();
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HRESULT InvalidateDeviceObjects();
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HRESULT DeleteDeviceObjects();
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HRESULT FinalCleanup();
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HRESULT Render();
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HRESULT FrameMove();
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public:
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CMyD3DApplication();
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};
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: Entry point to the program. Initializes everything, and goes into a
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// message-processing loop. Idle time is used to render the scene.
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//-----------------------------------------------------------------------------
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INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
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{
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CMyD3DApplication d3dApp;
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if (__argc <= 1)
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return 1;
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if( FAILED( d3dApp.Create( hInst ) ) )
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return 0;
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return d3dApp.Run();
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}
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//-----------------------------------------------------------------------------
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// Name: CMyD3DApplication()
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// Desc: Application constructor. Sets attributes for the app.
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//-----------------------------------------------------------------------------
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CMyD3DApplication::CMyD3DApplication()
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{
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m_strWindowTitle = _T("DevIL Direct3D Test");
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// m_bUseDepthBuffer = TRUE;
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m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
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m_pTexture = NULL;
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m_pVB = NULL;
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}
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//-----------------------------------------------------------------------------
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// Name: OneTimeSceneInit()
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// Desc: Called during initial app startup, this function performs all the
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// permanent initialization.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::OneTimeSceneInit()
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{
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FrameMove()
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// Desc: Called once per frame, the call is the entry point for animating
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// the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::FrameMove()
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{
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: Render()
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// Desc: Called once per frame, the call is the entry point for 3d
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// rendering. This function sets up render states, clears the
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// viewport, and renders the scene.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::Render()
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{
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// Clear the viewport
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m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
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0x00000000, 1.0f, 0L );
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// Begin the scene
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if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
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{
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// Draw the quad, with the volume texture
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m_pd3dDevice->SetTexture( 0, m_pTexture );
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// m_pd3dDevice->SetVertexShader( D3DFVF_VERTEX );
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m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(VERTEX) );
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m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2);
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// Output statistics
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m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
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m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
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// End the scene.
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m_pd3dDevice->EndScene();
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InitDeviceObjects()
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// Desc: Initialize scene objects.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::InitDeviceObjects()
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{
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HRESULT hr;
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m_pFont->InitDeviceObjects( m_pd3dDevice );
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ilInit();
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iluInit();
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ilutInit();
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ilutD3D8TexFromFile(m_pd3dDevice, __argv[1], &m_pTexture);
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//D3DXCreateTextureFromFile(m_pd3dDevice, __argv[1], &m_pTexture);
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// Create a vertex buffer
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{
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if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( 4*sizeof(VERTEX),
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D3DUSAGE_WRITEONLY,
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D3DFVF_VERTEX,
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D3DPOOL_MANAGED, &m_pVB ) ) )
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return hr;
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VERTEX* pVertices;
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m_pVB->Lock( 0, 4*sizeof(VERTEX), (BYTE**)&pVertices, 0 );
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memcpy( pVertices, g_vVertices, sizeof(VERTEX)*4 );
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m_pVB->Unlock();
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: RestoreDeviceObjects()
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// Desc: Initialize scene objects.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::RestoreDeviceObjects()
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{
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m_pFont->RestoreDeviceObjects();
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// Set the matrices
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D3DXVECTOR3 vEye( 0.0f, 0.0f,-3.0f );
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D3DXVECTOR3 vAt( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 vUp( 0.0f, 1.0f, 0.0f );
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D3DXMATRIX matWorld, matView, matProj;
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D3DXMatrixIdentity( &matWorld );
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D3DXMatrixLookAtLH( &matView, &vEye,&vAt, &vUp );
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FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
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D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
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m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
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// Set state
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m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_CLIPPING, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
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m_pd3dDevice->SetRenderState( D3DRS_CLIPPING, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
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m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InvalidateDeviceObjects()
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::InvalidateDeviceObjects()
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{
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m_pFont->InvalidateDeviceObjects();
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: DeleteDeviceObjects()
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// Desc: Called when the app is exiting, or the device is being changed,
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// this function deletes any device dependent objects.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::DeleteDeviceObjects()
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{
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m_pFont->DeleteDeviceObjects();
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SAFE_RELEASE( m_pTexture );
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SAFE_RELEASE( m_pVB );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FinalCleanup()
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// Desc: Called before the app exits, this function gives the app the chance
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// to cleanup after itself.
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::FinalCleanup()
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{
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SAFE_DELETE( m_pFont );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: ConfirmDevice()
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// Desc: Called during device intialization, this code checks the device
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// for some minimum set of capabilities
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//-----------------------------------------------------------------------------
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HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
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D3DFORMAT Format )
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{
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return S_OK;
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}
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