//////////////////////////////////////////////////////////////////////////////////////////////////
//
// File: d3dUtility.cpp
//
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0
//
// Desc: Provides utility functions for simplifying common tasks.
//
//////////////////////////////////////////////////////////////////////////////////////////////////
#include "d3dUtility.h"
bool d3d::InitD3D(
HINSTANCE hInstance,
int width, int height,
bool windowed,
D3DDEVTYPE deviceType,
IDirect3DDevice9** device)
{
//
// Create the main application window.
//
WNDCLASS wc;
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)d3d::WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(0, IDI_APPLICATION);
wc.hCursor = LoadCursor(0, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wc.lpszMenuName = 0;
wc.lpszClassName = "Direct3D9App";
if( !RegisterClass(&wc) )
{
::MessageBox(0, "RegisterClass() - FAILED", 0, 0);
return false;
}
HWND hwnd = 0;
hwnd = ::CreateWindow("Direct3D9App", "Direct3D9App",
WS_EX_TOPMOST,
0, 0, width, height,
0 /*parent hwnd*/, 0 /* menu */, hInstance, 0 /*extra*/);
if( !hwnd )
{
::MessageBox(0, "CreateWindow() - FAILED", 0, 0);
return false;
}
::ShowWindow(hwnd, SW_SHOW);
::UpdateWindow(hwnd);
//
// Init D3D:
//
HRESULT hr = 0;
// Step 1: Create the IDirect3D9 object.
IDirect3D9* d3d9 = 0;
d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
if( !d3d9 )
{
::MessageBox(0, "Direct3DCreate9() - FAILED", 0, 0);
return false;
}
// Step 2: Check for hardware vp.
D3DCAPS9 caps;
d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT, deviceType, &caps);
int vp = 0;
if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
// Step 3: Fill out the D3DPRESENT_PARAMETERS structure.
D3DPRESENT_PARAMETERS d3dpp;
d3dpp.BackBufferWidth = width;
d3dpp.BackBufferHeight = height;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
d3dpp.BackBufferCount = 1;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp.MultiSampleQuality = 0;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hwnd;
d3dpp.Windowed = windowed;
d3dpp.EnableAutoDepthStencil = true;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.Flags = 0;
d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
// Step 4: Create the device.
hr = d3d9->CreateDevice(
D3DADAPTER_DEFAULT, // primary adapter
deviceType, // device type
hwnd, // window associated with device
vp, // vertex processing
&d3dpp, // present parameters
device); // return created device
if( FAILED(hr) )
{
// try again using a 16-bit depth buffer
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
hr = d3d9->CreateDevice(
D3DADAPTER_DEFAULT,
deviceType,
hwnd,
vp,
&d3dpp,
device);
if( FAILED(hr) )
{
d3d9->Release(); // done with d3d9 object
::MessageBox(0, "CreateDevice() - FAILED", 0, 0);
return false;
}
}
d3d9->Release(); // done with d3d9 object
return true;
}
int d3d::EnterMsgLoop( bool (*ptr_display)(float timeDelta) )
{
MSG msg;
::ZeroMemory(&msg, sizeof(MSG));
static float lastTime = (float)timeGetTime();
while(msg.message != WM_QUIT)
{
if(::PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
::TranslateMessage(&msg);
::DispatchMessage(&msg);
}
else
{
float currTime = (float)timeGetTime();
float timeDelta = (currTime - lastTime)*0.001f;
ptr_display(timeDelta);
lastTime = currTime;
}
}
return msg.wParam;
}
D3DLIGHT9 d3d::InitDirectionalLight(D3DXVECTOR3* direction, D3DXCOLOR* color)
{
D3DLIGHT9 light;
::ZeroMemory(&light, sizeof(light));
light.Type = D3DLIGHT_DIRECTIONAL;
light.Ambient = *color * 0.6f;
light.Diffuse = *color;
light.Specular = *color * 0.6f;
light.Direction = *direction;
return light;
}
D3DLIGHT9 d3d::InitPointLight(D3DXVECTOR3* position, D3DXCOLOR* color)
{
D3DLIGHT9 light;
::ZeroMemory(&light, sizeof(light));
light.Type = D3DLIGHT_POINT;
light.Ambient = *color * 0.6f;
light.Diffuse = *color;
light.Specular = *color * 0.6f;
light.Position = *position;
light.Range = 1000.0f;
light.Falloff = 1.0f;
light.Attenuation0 = 1.0f;
light.Attenuation1 = 0.0f;
light.Attenuation2 = 0.0f;
return light;
}
D3DLIGHT9 d3d::InitSpotLight(D3DXVECTOR3* position, D3DXVECTOR3* direction, D3DXCOLOR* color)
{
D3DLIGHT9 light;
::ZeroMemory(&light, sizeof(light));
light.Type = D3DLIGHT_SPOT;
light.Ambient = *color * 0.0f;
light.Diffuse = *color;
light.Specular = *color * 0.6f;
light.Position = *position;
light.Direction = *direction;
light.Range = 1000.0f;
light.Falloff = 1.0f;
light.Attenuation0 = 1.0f;
light.Attenuation1 = 0.0f;
light.Attenuation2 = 0.0f;
light.Theta = 0.4f;
light.Phi = 0.9f;
return light;
}
D3DMATERIAL9 d3d::InitMtrl(D3DXCOLOR a, D3DXCOLOR d, D3DXCOLOR s, D3DXCOLOR e, float p)
{
D3DMATERIAL9 mtrl;
mtrl.Ambient = a;
mtrl.Diffuse = d;
mtrl.Specular = s;
mtrl.Emissive = e;
mtrl.Power = p;
return mtrl;
}
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