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- //-----------------------------------------------------------------------------
- // File: CubeMap.cpp
- //
- // Desc: Example code showing how to do environment mapping
- //
- // Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <tchar.h>
- #include <math.h>
- #include <stdio.h>
- #include <D3DX8.h>
- #include "D3DApp.h"
- #include "D3DFile.h"
- #include "D3DFont.h"
- #include "D3DUtil.h"
- #include "DXUtil.h"
-
-
- //-----------------------------------------------------------------------------
- // Name: g_szEffect
- // Desc: String containing effect used to render shiny teapot. Two techniques
- // are shown.. one which simply uses cubemaps, and a fallback which uses
- // a vertex shader to do a sphere-map lookup.
- //-----------------------------------------------------------------------------
-
- const char g_szEffect[] =
-
- "texture texCubeMap;\n"
- "texture texSphereMap;\n"
-
- "matrix matWorld;\n"
- "matrix matView;\n"
- "matrix matProject;\n"
- "matrix matWorldView;\n"
-
-
- "technique Cube\n"
- "{\n"
- "pass P0\n"
- "{\n"
- // Vertex shate
- "VertexShader = xyz | normal;\n"
- "WorldTransform[0] = <matWorld>;\n"
- "ViewTransform = <matView>;\n"
- "ProjectionTransform = <matProject>;\n"
-
- // Pixel state
- "Texture[0] = <texCubeMap>;\n"
-
- "MinFilter[0] = Linear;\n"
- "MagFilter[0] = Linear;\n"
-
- "AddressU[0] = Clamp;\n"
- "AddressV[0] = Clamp;\n"
- "AddressW[0] = Clamp;\n"
-
- "ColorOp[0] = SelectArg1;\n"
- "ColorArg1[0] = Texture;\n"
-
- "TexCoordIndex[0] = CameraSpaceReflectionVector;\n"
- "TextureTransformFlags[0] = Count3;\n"
- "}\n"
- "}\n"
-
-
- "technique Sphere\n"
- "{\n"
- "pass P0\n"
- "{\n"
-
- // Vertex state
- "VertexShader =\n"
- "decl\n"
- "{\n"
- "float v0[3];\n" // position
- "float v1[3];\n" // normal
- "}\n"
- "asm\n"
- "{\n"
- "vs.1.0\n"
- "def c64, 0.25f, 0.5f, 1.0f, -1.0f\n"
-
- // r0: camera-space position
- // r1: camera-space normal
- // r2: camera-space vertex-eye vector
- // r3: camera-space reflection vector
- // r4: texture coordinates
-
- // Transform position and normal into camera-space
- "m4x4 r0, v0, c0\n"
- "m3x3 r1, v1, c0\n"
-
- // Compute normalized view vector
- "mov r2, -r0\n"
- "dp3 r3, r2, r2\n"
- "rsq r3, r3\n"
- "mul r2, r2, r3\n"
-
- // Compute camera-space reflection vector
- "dp3 r3, r1, r2\n"
- "mul r1, r1, r3\n"
- "add r1, r1, r1\n"
- "add r3, r1, -r2\n"
-
- // Compute sphere-map texture coords
- "mad r4.w, -r3.z, c64.y, c64.y\n"
- "rsq r4, r4\n"
- "mul r4, r3, r4\n"
- "mad r4, r4, c64.x, c64.y\n"
-
- // Project position
- "m4x4 oPos, r0, c4\n"
- "mul oT0.xy, r4.xy, c64.zw\n"
- "mov oT0.zw, c64.z\n"
- "};\n"
-
- "VertexShaderConstant4[0] = <matWorldView>;\n"
- "VertexShaderConstant4[4] = <matProject>;\n"
-
- // Pixel state
- "Texture[0] = <texSphereMap>;\n"
- "AddressU[0] = Wrap;\n"
- "AddressV[0] = Wrap;\n"
- "MinFilter[0] = Linear;\n"
- "MagFilter[0] = Linear;\n"
- "ColorOp[0] = SelectArg1;\n"
- "ColorArg1[0] = Texture;\n"
- "}\n"
- "}\n";
-
- const UINT g_cchEffect = sizeof(g_szEffect) - 1;
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: struct ENVMAPPEDVERTEX
- // Desc: D3D vertex type for environment-mapped objects
- //-----------------------------------------------------------------------------
- struct ENVMAPPEDVERTEX
- {
- D3DXVECTOR3 p; // Position
- D3DXVECTOR3 n; // Normal
- };
-
- #define D3DFVF_ENVMAPVERTEX ( D3DFVF_XYZ | D3DFVF_NORMAL )
-
- // CUBEMAP_RESOLUTION indicates how big to make the cubemap texture. Larger
- // textures will generate a better-looking reflection.
- #define CUBEMAP_RESOLUTION 256
-
-
-
- //-----------------------------------------------------------------------------
- // Name: class CMyD3DApplication
- // Desc: Application class. The base class (CD3DApplication) provides the
- // generic functionality needed in all Direct3D samples. CMyD3DApplication
- // adds functionality specific to this sample program.
- //-----------------------------------------------------------------------------
- class CMyD3DApplication : public CD3DApplication
- {
- BOOL m_bCapture;
-
- D3DXMATRIX m_matProject;
- D3DXMATRIX m_matView;
- D3DXMATRIX m_matWorld;
- D3DXMATRIX m_matAirplane;
- D3DXMATRIX m_matTrackBall;
-
- CD3DFont* m_pFont;
- CD3DMesh* m_pShinyTeapot;
- CD3DMesh* m_pSkyBox;
- CD3DMesh* m_pAirplane;
-
- ID3DXEffect* m_pEffect;
- ID3DXRenderToEnvMap* m_pRenderToEnvMap;
-
- IDirect3DCubeTexture8* m_pCubeMap;
- IDirect3DTexture8* m_pSphereMap;
-
- protected:
- HRESULT RenderSceneIntoEnvMap();
- HRESULT RenderScene( CONST D3DXMATRIX* pView, CONST D3DXMATRIX* pProject, BOOL bRenderTeapot );
-
- HRESULT ConfirmDevice( D3DCAPS8*, DWORD, D3DFORMAT );
- HRESULT OneTimeSceneInit();
- HRESULT InitDeviceObjects();
- HRESULT RestoreDeviceObjects();
- HRESULT InvalidateDeviceObjects();
- HRESULT DeleteDeviceObjects();
- HRESULT Render();
- HRESULT FrameMove();
- HRESULT FinalCleanup();
-
- public:
- LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
-
- CMyD3DApplication();
- };
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: WinMain()
- // Desc: Entry point to the program. Initializes everything, and goes into a
- // message-processing loop. Idle time is used to render the scene.
- //-----------------------------------------------------------------------------
- INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
- {
- CMyD3DApplication d3dApp;
-
- if( FAILED( d3dApp.Create( hInst ) ) )
- return 0;
-
- return d3dApp.Run();
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: CMyD3DApplication()
- // Desc: Application constructor. Sets attributes for the app.
- //-----------------------------------------------------------------------------
- CMyD3DApplication::CMyD3DApplication()
- {
- m_strWindowTitle = _T("CubeMap");
- m_bUseDepthBuffer = TRUE;
- m_bCapture = FALSE;
-
- m_pFont = NULL;
- m_pShinyTeapot = NULL;
- m_pSkyBox = NULL;
- m_pAirplane = NULL;
-
- m_pEffect = NULL;
- m_pRenderToEnvMap = NULL;
-
- m_pCubeMap = NULL;
- m_pSphereMap = NULL;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: OneTimeSceneInit()
- // Desc: Called during initial app startup, this function performs all the
- // permanent initialization.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::OneTimeSceneInit()
- {
- D3DXMatrixIdentity( &m_matWorld );
-
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
- m_pShinyTeapot = new CD3DMesh();
- m_pSkyBox = new CD3DMesh();
- m_pAirplane = new CD3DMesh();
-
- if( !m_pFont || !m_pShinyTeapot || !m_pSkyBox || !m_pAirplane )
- return E_OUTOFMEMORY;
-
- D3DXMatrixIdentity( &m_matTrackBall );
- D3DXMatrixTranslation( &m_matView, 0.0f, 0.0f, 3.0f );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: FrameMove()
- // Desc: Called once per frame, the call is the entry point for animating
- // the scene.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::FrameMove()
- {
- // Animate file object
- D3DXMATRIX mat;
- D3DXMatrixScaling( &m_matAirplane, 0.2f, 0.2f, 0.2f );
- D3DXMatrixTranslation( &mat, 0.0f, 2.0f, 0.0f );
- D3DXMatrixMultiply( &m_matAirplane, &m_matAirplane, &mat );
- D3DXMatrixRotationX( &mat, -2.9f * m_fTime );
- D3DXMatrixMultiply( &m_matAirplane, &m_matAirplane, &mat );
- D3DXMatrixRotationY( &mat, 1.055f * m_fTime );
- D3DXMatrixMultiply( &m_matAirplane, &m_matAirplane, &mat );
-
- // When the window has focus, let the mouse adjust the camera view
- if( m_bCapture )
- {
- D3DXMATRIX matCursor;
- D3DXQUATERNION qCursor = D3DUtil_GetRotationFromCursor( m_hWnd );
- D3DXMatrixRotationQuaternion( &matCursor, &qCursor );
- D3DXMatrixMultiply( &m_matView, &m_matTrackBall, &matCursor );
-
- D3DXMATRIX matTrans;
- D3DXMatrixTranslation( &matTrans, 0.0f, 0.0f, 3.0f );
- D3DXMatrixMultiply( &m_matView, &m_matView, &matTrans );
- }
-
-
- // Render the scene into the surfaces of the cubemap
- if( FAILED( RenderSceneIntoEnvMap() ) )
- return E_FAIL;
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RenderSceneIntoEnvMap()
- // Desc: Renders the scene to each of the 6 faces of the cube map
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RenderSceneIntoEnvMap()
- {
- HRESULT hr;
-
- // Set the projection matrix for a field of view of 90 degrees
- D3DXMATRIX matProj;
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI * 0.5f, 1.0f, 0.5f, 1000.0f );
-
-
- // Get the current view matrix, to concat it with the cubemap view vectors
- D3DXMATRIX matViewDir( m_matView );
- matViewDir._41 = 0.0f; matViewDir._42 = 0.0f; matViewDir._43 = 0.0f;
-
-
-
- // Render the six cube faces into the environment map
- if( m_pCubeMap )
- hr = m_pRenderToEnvMap->BeginCube( m_pCubeMap );
- else
- hr = m_pRenderToEnvMap->BeginSphere( m_pSphereMap );
-
- if(FAILED(hr))
- return hr;
-
- for( UINT i = 0; i < 6; i++ )
- {
- m_pRenderToEnvMap->Face( (D3DCUBEMAP_FACES) i );
-
- // Set the view transform for this cubemap surface
- D3DXMATRIX matView;
- matView = D3DUtil_GetCubeMapViewMatrix( (D3DCUBEMAP_FACES) i );
- D3DXMatrixMultiply( &matView, &matViewDir, &matView );
-
- // Render the scene (except for the teapot)
- RenderScene( &matView, &matProj, FALSE );
- }
-
- m_pRenderToEnvMap->End();
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RenderScene()
- // Desc: Renders all visual elements in the scene. This is called by the main
- // Render() function, and also by the RenderIntoCubeMap() function.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RenderScene( CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pProject,
- BOOL bRenderTeapot )
- {
- // Render the Skybox
- {
- D3DXMATRIX matWorld;
- D3DXMatrixScaling( &matWorld, 10.0f, 10.0f, 10.0f );
-
- D3DXMATRIX matView(*pView);
- matView._41 = matView._42 = matView._43 = 0.0f;
-
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, pProject );
-
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_MIRROR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_MIRROR );
-
- // Always pass Z-test, so we can avoid clearing color and depth buffers
- m_pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_ALWAYS );
- m_pSkyBox->Render( m_pd3dDevice );
- m_pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESSEQUAL );
- }
-
-
- // Render the Airplane
- {
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matAirplane );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, pView );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, pProject );
-
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
-
- m_pAirplane->Render( m_pd3dDevice );
-
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matWorld);
- }
-
-
- // Render the environment-mapped ShinyTeapot
- if( bRenderTeapot )
- {
- // Set transform state
- if( m_pCubeMap )
- {
- m_pEffect->SetMatrix( "matWorld", &m_matWorld );
- m_pEffect->SetMatrix( "matView", (D3DXMATRIX*) pView );
- }
- else
- {
- D3DXMATRIX matWorldView;
- D3DXMatrixMultiply( &matWorldView, &m_matWorld, pView );
- m_pEffect->SetMatrix( "matWorldView", &matWorldView );
- }
-
- m_pEffect->SetMatrix( "matProject", (D3DXMATRIX*) pProject );
-
-
- // Draw teapot
- LPDIRECT3DVERTEXBUFFER8 pVB;
- LPDIRECT3DINDEXBUFFER8 pIB;
-
- m_pShinyTeapot->m_pLocalMesh->GetVertexBuffer(&pVB);
- m_pShinyTeapot->m_pLocalMesh->GetIndexBuffer(&pIB);
-
- m_pd3dDevice->SetStreamSource(0, pVB, sizeof(ENVMAPPEDVERTEX));
- m_pd3dDevice->SetIndices(pIB, 0);
-
- UINT uPasses;
- m_pEffect->Begin( &uPasses, 0 );
-
- for( UINT iPass = 0; iPass < uPasses; iPass++ )
- {
- m_pEffect->Pass( iPass );
-
- m_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
- 0, m_pShinyTeapot->m_pLocalMesh->GetNumVertices(),
- 0, m_pShinyTeapot->m_pLocalMesh->GetNumFaces());
-
- }
-
- m_pEffect->End();
-
- SAFE_RELEASE(pVB);
- SAFE_RELEASE(pIB);
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: Render()
- // Desc: Called once per frame, the call is the entry point for 3d
- // rendering. This function sets up render states, clears the
- // viewport, and renders the scene.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::Render()
- {
- // Begin the scene
- if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
- {
- // Render the scene, including the teapot
- RenderScene( &m_matView, &m_matProject, TRUE );
-
- // Output statistics
- m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
- m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
-
- // End the scene.
- m_pd3dDevice->EndScene();
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitDeviceObjects()
- // Desc: Initialize scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InitDeviceObjects()
- {
- // Load the file objects
- if( FAILED( m_pShinyTeapot->Create( m_pd3dDevice, _T("teapot.x") ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
- if( FAILED( m_pSkyBox->Create( m_pd3dDevice, _T("lobby_skybox.x") ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
- if( FAILED( m_pAirplane->Create( m_pd3dDevice, _T("airplane 2.x") ) ) )
- return D3DAPPERR_MEDIANOTFOUND;
-
- // Set mesh properties
- m_pAirplane->SetFVF( m_pd3dDevice, D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1 );
- m_pShinyTeapot->SetFVF( m_pd3dDevice, D3DFVF_ENVMAPVERTEX );
-
- // Restore the device-dependent objects
- m_pFont->InitDeviceObjects( m_pd3dDevice );
-
- // Create Effect object
- if( FAILED( D3DXCreateEffect( m_pd3dDevice, g_szEffect, g_cchEffect, &m_pEffect, NULL ) ) )
- return E_FAIL;
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RestoreDeviceObjects()
- // Desc: Restore device-memory objects and state after a device is created or
- // resized.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RestoreDeviceObjects()
- {
- // InitDeviceObjects for file objects (build textures and vertex buffers)
- m_pShinyTeapot->RestoreDeviceObjects( m_pd3dDevice );
- m_pSkyBox->RestoreDeviceObjects( m_pd3dDevice );
- m_pAirplane->RestoreDeviceObjects( m_pd3dDevice );
- m_pFont->RestoreDeviceObjects();
- m_pEffect->OnResetDevice();
-
-
-
- // Create RenderToEnvMap object
- if( FAILED( D3DXCreateRenderToEnvMap( m_pd3dDevice, CUBEMAP_RESOLUTION,
- m_d3dsdBackBuffer.Format, TRUE, D3DFMT_D16, &m_pRenderToEnvMap ) ) )
- {
- return E_FAIL;
- }
-
-
- // Create the cubemap, with a format that matches the backbuffer
- if( m_d3dCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP )
- {
- if( FAILED( D3DXCreateCubeTexture( m_pd3dDevice, CUBEMAP_RESOLUTION, 1,
- D3DUSAGE_RENDERTARGET, m_d3dsdBackBuffer.Format, D3DPOOL_DEFAULT, &m_pCubeMap ) ) )
- {
- if( FAILED( D3DXCreateCubeTexture( m_pd3dDevice, CUBEMAP_RESOLUTION, 1,
- 0, m_d3dsdBackBuffer.Format, D3DPOOL_DEFAULT, &m_pCubeMap ) ) )
- {
- m_pCubeMap = NULL;
- }
- }
- }
-
-
- // Create the spheremap, with a format that matches the backbuffer
- if( !m_pCubeMap )
- {
- if( FAILED( D3DXCreateTexture( m_pd3dDevice, CUBEMAP_RESOLUTION, CUBEMAP_RESOLUTION,
- 1, D3DUSAGE_RENDERTARGET, m_d3dsdBackBuffer.Format, D3DPOOL_DEFAULT, &m_pSphereMap ) ) )
- {
- if( FAILED( D3DXCreateTexture( m_pd3dDevice, CUBEMAP_RESOLUTION, CUBEMAP_RESOLUTION,
- 1, 0, m_d3dsdBackBuffer.Format, D3DPOOL_DEFAULT, &m_pSphereMap ) ) )
- {
- return E_FAIL;
- }
- }
- }
-
-
- // Initialize effect
- m_pEffect->SetTexture( "texCubeMap", m_pCubeMap );
- m_pEffect->SetTexture( "texSphereMap", m_pSphereMap );
-
- if( m_pCubeMap )
- {
- m_pEffect->SetTechnique( "Cube" );
- SetWindowText( m_hWnd, _T("CubeMap: Environment cube-mapping") );
- }
- else
- {
- m_pEffect->SetTechnique( "Sphere" );
- SetWindowText( m_hWnd, _T("CubeMap: Environment cube-mapping (using dynamic spheremap)") );
- }
-
-
- // Set the transform matrices
- FLOAT fAspect = (FLOAT) m_d3dsdBackBuffer.Width / (FLOAT) m_d3dsdBackBuffer.Height;
- D3DXMatrixPerspectiveFovLH( &m_matProject, D3DX_PI * 0.4f, fAspect, 0.5f, 100.0f );
-
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InvalidateDeviceObjects()
- // Desc: Called when the device-dependent objects are about to be lost.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InvalidateDeviceObjects()
- {
- m_pShinyTeapot->InvalidateDeviceObjects();
- m_pSkyBox->InvalidateDeviceObjects();
- m_pAirplane->InvalidateDeviceObjects();
- m_pFont->InvalidateDeviceObjects();
-
- if(m_pEffect)
- m_pEffect->OnLostDevice();
-
- SAFE_RELEASE( m_pRenderToEnvMap );
- SAFE_RELEASE( m_pCubeMap );
- SAFE_RELEASE( m_pSphereMap );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: DeleteDeviceObjects()
- // Desc: Called when the app is exiting, or the device is being changed,
- // this function deletes any device dependent objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::DeleteDeviceObjects()
- {
- m_pFont->DeleteDeviceObjects();
- m_pShinyTeapot->Destroy();
- m_pSkyBox->Destroy();
- m_pAirplane->Destroy();
-
- SAFE_RELEASE( m_pEffect );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: FinalCleanup()
- // Desc: Called before the app exits, this function gives the app the chance
- // to cleanup after itself.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::FinalCleanup()
- {
- SAFE_DELETE( m_pFont );
- SAFE_DELETE( m_pShinyTeapot );
- SAFE_DELETE( m_pSkyBox );
- SAFE_DELETE( m_pAirplane );
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: ConfirmDevice()
- // Desc: Called during device intialization, this code checks the device
- // for some minimum set of capabilities
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
- D3DFORMAT Format )
- {
- if( dwBehavior & D3DCREATE_PUREDEVICE )
- return E_FAIL;
-
- if( !(pCaps->TextureCaps & D3DPTEXTURECAPS_CUBEMAP) &&
- !(dwBehavior & D3DCREATE_SOFTWARE_VERTEXPROCESSING) &&
- !(pCaps->VertexShaderVersion >= D3DVS_VERSION(1, 0)) )
- {
- return E_FAIL;
- }
-
- return S_OK;
- }
-
-
- //-----------------------------------------------------------------------------
- // Name: MsgProc()
- // Desc: Message proc function to handle key and menu input
- //-----------------------------------------------------------------------------
- LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
- LPARAM lParam )
- {
- // Capture mouse when clicked
- if( WM_LBUTTONDOWN == uMsg )
- {
- D3DXMATRIX matCursor;
- D3DXQUATERNION qCursor = D3DUtil_GetRotationFromCursor( m_hWnd );
- D3DXMatrixRotationQuaternion( &matCursor, &qCursor );
- D3DXMatrixTranspose( &matCursor, &matCursor );
- D3DXMatrixMultiply( &m_matTrackBall, &m_matTrackBall, &matCursor );
-
- SetCapture( m_hWnd );
- m_bCapture = TRUE;
- return 0;
- }
-
- if( WM_LBUTTONUP == uMsg )
- {
- D3DXMATRIX matCursor;
- D3DXQUATERNION qCursor = D3DUtil_GetRotationFromCursor( m_hWnd );
- D3DXMatrixRotationQuaternion( &matCursor, &qCursor );
- D3DXMatrixMultiply( &m_matTrackBall, &m_matTrackBall, &matCursor );
-
- ReleaseCapture();
- m_bCapture = FALSE;
- return 0;
- }
-
- // Pass remaining messages to default handler
- return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
- }
-