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// VIbuffer mit Nebel und Licht.cpp
// author : Simon Klausner
// version : 0.1
// purpose : use vertex and index buffer for DrawPrimitive
// integrate fog and light
#define D3D_DEBUG_INFO
#include <windows.h>
#include <TriBase.h>
#include <d3dx9.h>
#include <I:\\Spiele Programmierung\\Beispiele\\Allgemeines\\InitWindow.h>
#include <I:\\Spiele Programmierung\\Beispiele\\Allgemeines\\Direct3DEnum.h>
#include <I:\\Spiele Programmierung\\Beispiele\\Allgemeines\\InitDirect3D.h>
#include <I:\\Spiele Programmierung\\Beispiele\\Allgemeines\\Allgemeines.h>
// Globals
struct SVertex // structure for Vertex
{
tbVector3 vPosition; // Position
tbVector3 vNormal; // Normalvector
tbVector2 vTexture; // Texturecoordinates
static const DWORD dwFVF; // Vertexformat
};
const DWORD SVertex::dwFVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;
const int g_iNumCubes = 2048; // Number of Cubes
float g_fTime = 0.0f; // Timecounter
SDirect3DParameters g_Direct3DParameters; // D3D Parameters
PDIRECT3DTEXTURE9 g_pTexture = NULL; // Texture
PDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL; // Vertex-Buffer
PDIRECT3DINDEXBUFFER9 g_pIndexBuffer = NULL; // Index-Buffer
tbVector3 g_vCameraPosition; // Position of Cam
float g_fCameraAngle = 0.0f; // Angle of Cam
float g_fFOV = TB_DEG_TO_RAD(90.0f); // Field of View
tbColor g_FogColor = (0.0f, 0.0f, 0.3f); // TriBase Fogcolor
DWORD g_dwFogColor = (DWORD)(g_FogColor); // Fogcolor
float g_fColorchange = 0.3f;
D3DLIGHT9 Light; // SpotLight
// function : Render
tbResult Render(float fNumSecsPassed)
{
// Variables
HRESULT hResult;
float fAspect;
tbMatrix mCamera;
tbMatrix mProjection;
// Clear Picture and Z-Buffer
if(FAILED(hResult = g_pD3DDevice->Clear(0,
NULL,
D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
g_dwFogColor,
1.0f,
0)))
{
// Error
TB_ERROR_DIRECTX("g_pD3DDevice->Clear", hResult, TB_STOP);
}
// Begin Scene
g_pD3DDevice->BeginScene();
// Fog on
g_pD3DDevice->SetRenderState(D3DRS_FOGENABLE, TRUE);
// Vertexfog
g_pD3DDevice->SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
g_pD3DDevice->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_NONE);
// Fogcolor
g_pD3DDevice->SetRenderState(D3DRS_FOGCOLOR, g_dwFogColor);
// Fogstart and end
float fFogStart = 60.0f;
g_pD3DDevice->SetRenderState(D3DRS_FOGSTART, *((DWORD*)(&fFogStart)));
float fFogEnd = 200.0f;
g_pD3DDevice->SetRenderState(D3DRS_FOGEND, *((DWORD*)(&fFogEnd)));
// use real distance of vertex for fog calculating
g_pD3DDevice->SetRenderState(D3DRS_RANGEFOGENABLE, TRUE);
// Light on
ZeroMemory(&Light, sizeof(D3DLIGHT9));
Light.Type = D3DLIGHT_SPOT;
Light.Diffuse = tbColor(1.0f, 1.0f, 1.0f);
Light.Ambient = tbColor(1.0f, 1.0f, 1.0f);
Light.Specular = tbColor(0.75f, 0.75f, 0.75f);
Light.Position = tbVector3(0.0f, 0.0f, 0.0f);
Light.Direction = tbVector3(sinf(g_fTime), 0.0f, cosf(g_fTime));
Light.Range = 1000.0f;
Light.Attenuation0 = 0.0f;
Light.Attenuation1 = 0.03f;
Light.Attenuation2 = 0.00f;
Light.Theta = TB_DEG_TO_RAD(60);
Light.Phi = TB_DEG_TO_RAD(150);
Light.Falloff = 0.2f;
// Activate Light
g_pD3DDevice->SetLight(0, &Light);
g_pD3DDevice->LightEnable(0, TRUE);
// Gloabl Light
g_pD3DDevice->SetRenderState(D3DRS_AMBIENT, tbColor(0.15f, 0.15f, 0.15f));
// Set Material
D3DMATERIAL9 Material;
Material.Diffuse = tbColor(0.15f, 0.75f, 0.0f);
Material.Ambient = tbColor(0.1f, 0.5f, 0.1f);
Material.Specular = tbColor(0.0f, 0.0f, 0.8f);
Material.Emissive = tbColor(0.0f, 0.0f, 0.0f);
Material.Power = 10.0f;
g_pD3DDevice->SetMaterial((&Material));
// Create and Set Cameramatrix
mCamera = tbMatrixCamera(g_vCameraPosition,
g_vCameraPosition + tbVector3(sinf(g_fCameraAngle),
0.0f,
cosf(g_fCameraAngle)),
tbVector3(0.0f, 1.0f, 0.0f));
g_pD3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)(&mCamera));
// Picturepropotion
fAspect = (float)(g_Direct3DParameters.VideoMode.Width)
/ (float)(g_Direct3DParameters.VideoMode.Height);
// Create and Set Projectionmatrix
mProjection = tbMatrixProjection(g_fFOV,
fAspect,
0.1f,
250.0f);
g_pD3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)(&mProjection));
// Draw all cubes
// Set Vertex- and Indexbuffer for datasource
g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer, 0, sizeof(SVertex));
g_pD3DDevice->SetIndices(g_pIndexBuffer);
// Draw
hResult = g_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
0,
0,
g_iNumCubes * 8,
0,
g_iNumCubes * 12);
if(FAILED(hResult))
{
// Error
TB_ERROR_DIRECTX("g_pD3DDevice->DrawIndexedPrimitive", hResult, TB_STOP);
}
// End Scene
g_pD3DDevice->EndScene();
// Present Scene
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
return TB_OK;
} // end function : Render
// function : Move
tbResult Move(float fNumSecsPassed)
{
// Variables
tbVector3 vCameraDirection;
// Increase Timecounter
g_fTime += fNumSecsPassed;
g_FogColor = (0.0f, 0.0f, 0.3f+0.1f);
if(GetAsyncKeyState(VK_LEFT))
g_fCameraAngle -= TB_DEG_TO_RAD(70.0f) * fNumSecsPassed;
if(GetAsyncKeyState(VK_RIGHT))
g_fCameraAngle += TB_DEG_TO_RAD(70.0f) * fNumSecsPassed;
vCameraDirection = tbVector3(sinf(g_fCameraAngle), 0.0f, cosf(g_fCameraAngle));
if(GetAsyncKeyState(VK_UP))
g_vCameraPosition += vCameraDirection * 20.0f * fNumSecsPassed;
if(GetAsyncKeyState(VK_DOWN))
g_vCameraPosition -= vCameraDirection * 20.0f * fNumSecsPassed;
if(GetAsyncKeyState(VK_PRIOR))
g_fFOV -= TB_DEG_TO_RAD(15.0f) * fNumSecsPassed;
if(GetAsyncKeyState(VK_NEXT))
g_fFOV += TB_DEG_TO_RAD(15.0f) * fNumSecsPassed;
// Field of View != 180° %% 0°
if(g_fFOV >= TB_DEG_TO_RAD(180.0f))
g_fFOV = TB_DEG_TO_RAD(179.9f);
else if(g_fFOV <= TB_DEG_TO_RAD(0.0f))
g_fFOV = TB_DEG_TO_RAD(0.1f);
return TB_OK;
} // end function : Move
// function : Exit Scene
tbResult ExitScene()
{
// Remove Texture
g_pD3DDevice->SetTexture(0, NULL);
TB_SAFE_RELEASE(g_pTexture);
// Remove Vertex- and Indexbuffer
g_pD3DDevice->SetStreamSource(0, NULL, 0, 0);
g_pD3DDevice->SetIndices(NULL);
TB_SAFE_RELEASE(g_pVertexBuffer);
TB_SAFE_RELEASE(g_pIndexBuffer);
return TB_OK;
} // end function : Exit Scene
// function : Exit Application
tbResult ExitApplication()
{
// Exit Scene
ExitScene();
// Exit D3D and close window
ExitDirect3D();
ExitWindow();
// Exit Engine
tbExit();
return TB_OK;
} // end function : Exit Application
// function : Init Scene
tbResult InitScene()
{
// Variables
HRESULT hResult;
SVertex* pVertices;
unsigned short* pusIndices;
tbVector3 vCubePosition;
int iStartVertex;
int iStartIndex;
// Set Vertexformat
if(FAILED(hResult = g_pD3DDevice->SetFVF(SVertex::dwFVF)))
{
// Error
TB_ERROR_DIRECTX("g_pD3DDevice->SetFVF", hResult, TB_ERROR);
}
// Lightning on, Culling off
g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
// Dithering on
g_pD3DDevice->SetRenderState(D3DRS_DITHERENABLE, TRUE);
// linear Texturefilter with linear MIP-mapping
g_pD3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
g_pD3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
g_pD3DDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
// Load Texture
if(FAILED(hResult = D3DXCreateTextureFromFileEx(g_pD3DDevice,
"Texture.bmp",
D3DX_DEFAULT,
D3DX_DEFAULT,
D3DX_DEFAULT,
0,
D3DFMT_UNKNOWN,
D3DPOOL_MANAGED,
D3DX_FILTER_NONE,
D3DX_DEFAULT,
0,
NULL,
NULL,
&g_pTexture)))
{
// Error
TB_ERROR_DIRECTX("D3DXCreateTextureFromFileEx", hResult, TB_ERROR);
}
// Set Texture
g_pD3DDevice->SetTexture(0, g_pTexture);
// Create Vertexbuffer
if(FAILED(hResult = g_pD3DDevice->CreateVertexBuffer(g_iNumCubes * 8 * sizeof(SVertex),
0,
SVertex::dwFVF,
D3DPOOL_MANAGED,
&g_pVertexBuffer,
NULL)))
{
// Error
TB_ERROR_DIRECTX("g_pD3DDevice->CreateVertexBuffer", hResult, TB_ERROR);
}
// Create Indexbuffer 16bit
if(FAILED(hResult = g_pD3DDevice->CreateIndexBuffer(g_iNumCubes * 36 * 2,
0,
D3DFMT_INDEX16,
D3DPOOL_MANAGED,
&g_pIndexBuffer,
NULL)))
{
// Error
TB_ERROR_DIRECTX("g_pD3DDevice->CreateIndexBuffer", hResult, TB_ERROR);
}
// Lock Vertex and Indexbuffer
g_pVertexBuffer->Lock(0, 0, (void**)(&pVertices), D3DLOCK_NOSYSLOCK);
g_pIndexBuffer->Lock(0, 0, (void**)(&pusIndices), D3DLOCK_NOSYSLOCK);
// Create Cubes
for(int iCube = 0; iCube < g_iNumCubes; iCube++)
{
// Position = random
vCubePosition = tbVector3Random() * tbFloatRandom(20.0f, 250.0f);
// Set Startvertex and Startindex
iStartVertex = iCube * 8;
iStartIndex = iCube * 36;
// Vertexposition
pVertices[iStartVertex + 0].vPosition = vCubePosition + tbVector3(-1.0f, 1.0f, -1.0f);
pVertices[iStartVertex + 1].vPosition = vCubePosition + tbVector3(-1.0f, 1.0f, 1.0f);
pVertices[iStartVertex + 2].vPosition = vCubePosition + tbVector3( 1.0f, 1.0f, 1.0f);
pVertices[iStartVertex + 3].vPosition = vCubePosition + tbVector3( 1.0f, 1.0f, -1.0f);
pVertices[iStartVertex + 4].vPosition = vCubePosition + tbVector3(-1.0f, -1.0f, -1.0f);
pVertices[iStartVertex + 5].vPosition = vCubePosition + tbVector3(-1.0f, -1.0f, 1.0f);
pVertices[iStartVertex + 6].vPosition = vCubePosition + tbVector3( 1.0f, -1.0f, 1.0f);
pVertices[iStartVertex + 7].vPosition = vCubePosition + tbVector3( 1.0f, -1.0f, -1.0f);
// Normalvector
pVertices[iCube*8].vNormal = tbVector3Normalize(
(tbVector3Cross(pVertices[iCube*8].vPosition, pVertices[(iCube*8)+2].vPosition)+
tbVector3Cross(pVertices[iCube*8].vPosition, pVertices[(iCube*8)+2].vPosition)+
tbVector3Cross(pVertices[iCube*8].vPosition, pVertices[(iCube*8)+5].vPosition)+
tbVector3Cross(pVertices[iCube*8].vPosition, pVertices[(iCube*8)+5].vPosition)+
tbVector3Cross(pVertices[iCube*8].vPosition, pVertices[(iCube*8)+7].vPosition)+
tbVector3Cross(pVertices[iCube*8].vPosition, pVertices[(iCube*8)+7].vPosition)) / 6);
for(int iVertex = iStartVertex; iVertex < iStartVertex + 8; iVertex++)
{
// // Texturecoordinates = random
pVertices[iVertex].vTexture = tbVector2Random();
}
// Set Index
int aiIndex[36] = {0, 3, 7, 0, 7, 4, // Front
2, 1, 5, 2, 5, 6, // Back
1, 0, 4, 1, 4, 5, // Left
3, 2, 6, 3, 6, 7, // Right
0, 1, 2, 0, 2, 3, // Top
6, 5, 4, 6, 4, 7}; // Bottom
// Assign Index to Index Buffer
for(int iIndex = 0; iIndex < 36; iIndex++)
{
pusIndices[iStartIndex + iIndex] = aiIndex[iIndex] + iStartVertex;
}
}
// Unlock Vertex- and Indexbuffer
g_pVertexBuffer->Unlock();
g_pIndexBuffer->Unlock();
return TB_OK;
} // end function : Init Scene
// function : Init Application
tbResult InitApplication()
{
// Variables
tbResult Result;
// Init Engine
tbInit();
// Get Direct3D Options
Result = GetDirect3DParameters(&g_Direct3DParameters);
if(Result == TB_ERROR)
{
// Error
MessageBox(NULL, "Fehler beim Abzählen!", "Fehler",
MB_OK | MB_ICONEXCLAMATION);
return TB_ERROR;
}
else if(Result == TB_CANCELED)
{
// Error
return TB_CANCELED;
}
// Create Window
if(InitWindow(g_Direct3DParameters.VideoMode.Width,
g_Direct3DParameters.VideoMode.Height,
"Vertex- und Index-Buffer",
LoadIcon(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_ICON1))))
{
// Error
MessageBox(NULL, "Fehler beim Erstellen des Fensters!",
"Fehler", MB_OK | MB_ICONEXCLAMATION);
return TB_ERROR;
}
// Initiate Direct3D
if(InitDirect3D(&g_Direct3DParameters,
g_hWindow))
{
// Error
MessageBox(g_hWindow, "Fehler beim Initialisieren von Direct3D!",
"Fehler", MB_OK | MB_ICONEXCLAMATION);
ExitApplication();
return TB_ERROR;
}
// Initiate Scene
if(InitScene())
{
// Error
MessageBox(g_hWindow, "Fehler beim Initialisieren der Szene!",
"Fehler", MB_OK | MB_ICONINFORMATION);
ExitApplication();
return TB_ERROR;
}
return TB_OK;
} // end function : Init Application
// function : main
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, char* pcCmdLine, int iShowCmd)
{
// Variables
tbResult Result;
// Initiate Application
Result = InitApplication();
if(Result == TB_CANCELED) return 0;
else if(Result == TB_ERROR)
{
MessageBox(NULL, "Fehler beim Initialisieren der Anwendung!",
"Fehler", MB_OK | MB_ICONEXCLAMATION);
return 1;
}
// Messageloop
tbDoMessageLoop(Render, Move);
// Exit Application
ExitApplication();
return 0;
} // end function : main
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