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#include "Direct3D.h"
DefineSingleton(Direct3D);
Direct3D::Direct3D(void)
{
m_Rotate = 0.0f;
}
Direct3D::~Direct3D(void)
{
m_vbuffer->Release(); // close and release the vertex buffer
m_D3Ddev->Release(); // close and release the 3D device
m_D3D->Release(); // close and release Direct3D
}
int
Direct3D::CreateDevice(HWND hWindow,int ScreenWidth, int ScreenHeight,bool Windowed)
{
HRESULT hRes; //Variable for error checking
m_screenWidth = ScreenWidth;
m_screenHeight = ScreenHeight;
m_Windowed = Windowed;
m_D3D = Direct3DCreate9(D3D_SDK_VERSION); // create the Direct3D interface
D3DPRESENT_PARAMETERS d3dpp; // create a struct to hold various device information
ZeroMemory(&d3dpp, sizeof(d3dpp)); // clear out the struct for use
if(Windowed)
{
d3dpp.Windowed = TRUE; // program windowed
}
else
{
d3dpp.Windowed = FALSE; // program fullscreen
}
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
d3dpp.hDeviceWindow = hWindow; // set the window to be used by Direct3D
//This sets the bit channels to 8 per channel
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; // set the back buffer format to 32-bit
d3dpp.BackBufferWidth = ScreenWidth; // set the width of the buffer
d3dpp.BackBufferHeight = ScreenHeight; // set the height of the buffer
// create a device class using this information and information from the d3dpp stuct
hRes = m_D3D->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWindow,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&m_D3Ddev);
if (hRes != S_OK)
{
return 0;
}
//Set the light
m_D3Ddev->SetRenderState(D3DRS_LIGHTING, FALSE); // turn off the 3D lighting
return 1;
}
void
Direct3D::RestoreSurfaces()
{
}
void
Direct3D::ClearSurface(HWND hWindow)
{
}
void
Direct3D::PresentBackBuffer(HWND hWindow)
{
}
void
Direct3D::RenderFrame()
{
//As an example clear window to blue
m_D3Ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
m_D3Ddev->BeginScene(); // begins the 3D scene
//Any 3D rendering onto the back buffer to be done here
// select which vertex format we are using
m_D3Ddev->SetFVF(CUSTOMFVF);
/************************************************************************************************************************/
//SET UP PIPELINE
/*************************************************************************************************************************/
//WORLD TRANSFORMATION
/*************************************************************************************************************************/
D3DXMATRIX matrixRotateY; // a matrix to store the rotation information on X axis
m_Rotate += 0.5f;
// build a matrix to rotate the model by Rotate
D3DXMatrixRotationX(&matrixRotateY, m_Rotate);
// tell Direct3D about our matrix
m_D3Ddev->SetTransform(D3DTS_WORLD, &matrixRotateY);
/*****************************************************************************************************************************/
//VIEW TRANSFORMATION
/******************************************************************************************************************************/
D3DXMATRIX matrixView; // the view transform matrix
D3DXMatrixLookAtLH(&matrixView,
&D3DXVECTOR3 (100.0f, 100.0f, 100.0f), // the camera position
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction
m_D3Ddev->SetTransform(D3DTS_VIEW, &matrixView); // set the view transform to matrixView
/***********************************************************************************************************************/
//PROJECTION TRANSFORMATION
/***********************************************************************************************************************/
D3DXMATRIX matrixProjection; // the projection transform matrix
D3DXMatrixPerspectiveFovLH(&matrixProjection,
D3DXToRadian(45), // the horizontal field of view
(FLOAT)m_screenWidth / (FLOAT)m_screenHeight, // aspect ratio
1.0f, // the near view-plane
100.0f); // the far view-plane
m_D3Ddev->SetTransform(D3DTS_PROJECTION, &matrixProjection); // set the projection transform
/***************************************************************************************************************************/
// select the vertex buffer to display
m_D3Ddev->SetStreamSource(0, m_vbuffer, 0, sizeof(CustomVertex));
// copy the vertex buffer to the back buffer
m_D3Ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
m_D3Ddev->EndScene(); // ends the 3D scene
m_D3Ddev->Present(NULL, NULL, NULL, NULL); // displays the created frame
}
void
Direct3D::InitialiseGraphics(Triangle* tri)
{
// create the vertex and store the pointer into v_buffer
m_D3Ddev->CreateVertexBuffer(tri->NumVertices*sizeof(CustomVertex),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&m_vbuffer,
NULL);
VOID* pVoid; // the void pointer
m_vbuffer->Lock(0, 0, (void**)&pVoid, 0); // lock the vertex buffer
memcpy(pVoid, tri->m_Vertex, sizeof(tri->m_Vertex)); // copy the vertices to the locked buffer
m_vbuffer->Unlock(); // unlock the vertex buffer
}
LPDIRECT3DDEVICE9
Direct3D::GetDirect3DObject()
{
return m_D3Ddev;
}
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