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d3dtest.cpp
Package: devil-1.7.99.tar.gz [view]
Upload User: wmy0603
Upload Date: 2022-05-02
Package Size: 1808k
Code Size: 10k
Category:
Compress-Decompress algrithms
Development Platform:
Visual C++
- //-----------------------------------------------------------------------------
- //
- // ImageLib GL Test Source
- // Copyright (C) 2000-2002 by Denton Woods
- // Last modified: 04/28/2001 <--Y2K Compliant! =]
- //
- // Filename: testil/d3dtest/d3dtest.cpp
- //
- // Description: Sample implementation of a Direct3D 8.0a image viewer.
- //
- //
- // 20040801 XIX: DX9 update, hopefully :)
- //
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <stdio.h>
- #include <math.h>
- #include <D3DX9.h>
- //#include "dxstdafx.h"
- //#include "D3DApp.h"
- //#include "D3DFile.h"
- //#include "D3DFont.h"
- //#include "D3DUtil.h"
- #ifdef _DEBUG
- #define IL_DEBUG
- #endif//_DEBUG
- #include <il/ilut.h>
- #pragma comment(lib, "d3d9.lib")
- #pragma comment(lib, "d3dx9.lib")
- #pragma comment(lib, "winmm.lib")
- //
- //
- // Taken from the D3D 8.0a SDK Volumetric Texture Sample.
- //
- //
- //-----------------------------------------------------------------------------
- // Defines, constants, and global variables
- //-----------------------------------------------------------------------------
- struct VERTEX
- {
- FLOAT x, y, z;
- DWORD color;
- FLOAT tu, tv;
- };
- #define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1|D3DFVF_TEXCOORDSIZE2(0))
- VERTEX g_vVertices[4] =
- {
- { 1.0f,-1.0f, 0.0f, 0xffffffff, 1.0f, 1.0f },
- {-1.0f,-1.0f, 0.0f, 0xffffffff, 0.0f, 1.0f },
- { 1.0f, 1.0f, 0.0f, 0xffffffff, 1.0f, 0.0f },
- {-1.0f, 1.0f, 0.0f, 0xffffffff, 0.0f, 0.0f }
- };
- //-----------------------------------------------------------------------------
- // 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
- {
- CD3DFont* m_pFont;
- LPDIRECT3DTEXTURE9 m_pTexture;
- LPDIRECT3DVERTEXBUFFER9 m_pVB;
- HRESULT ConfirmDevice( D3DCAPS9*, DWORD, D3DFORMAT );
- protected:
- HRESULT OneTimeSceneInit();
- HRESULT InitDeviceObjects();
- HRESULT RestoreDeviceObjects();
- HRESULT InvalidateDeviceObjects();
- HRESULT DeleteDeviceObjects();
- HRESULT FinalCleanup();
- HRESULT Render();
- HRESULT FrameMove();
- public:
- 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 (__argc <= 1)
- return 1;
- 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("DevIL Direct3D Test");
- // m_bUseDepthBuffer = TRUE;
- m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
- m_pTexture = NULL;
- m_pVB = NULL;
- }
- //-----------------------------------------------------------------------------
- // Name: OneTimeSceneInit()
- // Desc: Called during initial app startup, this function performs all the
- // permanent initialization.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::OneTimeSceneInit()
- {
- return S_OK;
- }
- //-----------------------------------------------------------------------------
- // Name: FrameMove()
- // Desc: Called once per frame, the call is the entry point for animating
- // the scene.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::FrameMove()
- {
- 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()
- {
- // Clear the viewport
- m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
- 0x00000000, 1.0f, 0L );
- // Begin the scene
- if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
- {
- // Draw the quad, with the volume texture
- m_pd3dDevice->SetTexture( 0, m_pTexture );
- // m_pd3dDevice->SetVertexShader( D3DFVF_VERTEX );
- m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(VERTEX) );
- m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2);
- // 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()
- {
- HRESULT hr;
- m_pFont->InitDeviceObjects( m_pd3dDevice );
- ilInit();
- iluInit();
- ilutInit();
- ilutD3D8TexFromFile(m_pd3dDevice, __argv[1], &m_pTexture);
- //D3DXCreateTextureFromFile(m_pd3dDevice, __argv[1], &m_pTexture);
- // Create a vertex buffer
- {
- if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( 4*sizeof(VERTEX),
- D3DUSAGE_WRITEONLY,
- D3DFVF_VERTEX,
- D3DPOOL_MANAGED, &m_pVB ) ) )
- return hr;
- VERTEX* pVertices;
- m_pVB->Lock( 0, 4*sizeof(VERTEX), (BYTE**)&pVertices, 0 );
- memcpy( pVertices, g_vVertices, sizeof(VERTEX)*4 );
- m_pVB->Unlock();
- }
- return S_OK;
- }
- //-----------------------------------------------------------------------------
- // Name: RestoreDeviceObjects()
- // Desc: Initialize scene objects.
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::RestoreDeviceObjects()
- {
- m_pFont->RestoreDeviceObjects();
- // Set the matrices
- D3DXVECTOR3 vEye( 0.0f, 0.0f,-3.0f );
- D3DXVECTOR3 vAt( 0.0f, 0.0f, 0.0f );
- D3DXVECTOR3 vUp( 0.0f, 1.0f, 0.0f );
- D3DXMATRIX matWorld, matView, matProj;
- D3DXMatrixIdentity( &matWorld );
- D3DXMatrixLookAtLH( &matView, &vEye,&vAt, &vUp );
- FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );
- m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
- m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
- m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
- // Set state
- m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, FALSE );
- m_pd3dDevice->SetRenderState( D3DRS_CLIPPING, FALSE );
- m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
- m_pd3dDevice->SetRenderState( D3DRS_CLIPPING, FALSE );
- m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
- m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
- m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
- m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
- return S_OK;
- }
- //-----------------------------------------------------------------------------
- // Name: InvalidateDeviceObjects()
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMyD3DApplication::InvalidateDeviceObjects()
- {
- m_pFont->InvalidateDeviceObjects();
- 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();
- SAFE_RELEASE( m_pTexture );
- SAFE_RELEASE( m_pVB );
- 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 );
- 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 )
- {
- return S_OK;
- }