Beispiel #1
0
bool cViewer::OnInit()
{
	DragAcceptFiles(m_hWnd, TRUE);

	ReadModelFile("../media/cube.dat", m_vtxBuff, m_idxBuff, m_texture);

	m_mtrl.InitWhite();

	Vector4 color(1,1,1,1);
	m_light.Init( graphic::cLight::LIGHT_DIRECTIONAL, color * 0.4f, color, color * 0.6f, Vector3(1,0,0));
	m_light.Bind(0);


	Matrix44 V;
	Vector3 dir = Vector3(0,0,0)-Vector3(0,0,-5);
	dir.Normalize();
	V.SetView(Vector3(0,0,-500), dir, Vector3(0,1,0));
	graphic::GetDevice()->SetTransform(D3DTS_VIEW, (D3DXMATRIX*)&V);


	const int WINSIZE_X = 1024;		//초기 윈도우 가로 크기
	const int WINSIZE_Y = 768;	//초기 윈도우 세로 크기
	Matrix44 proj;
	proj.SetProjection(D3DX_PI * 0.5f, (float)WINSIZE_X / (float) WINSIZE_Y, 1.f, 1000.0f) ;
	graphic::GetDevice()->SetTransform(D3DTS_PROJECTION, (D3DXMATRIX*)&proj) ;


	graphic::GetDevice()->LightEnable (
		0, // 활성화/ 비활성화 하려는 광원 리스트 내의 요소
		true); // true = 활성화 , false = 비활성화

	return true;
}
void UpdateCamera()
{
	Vector3 dir = g_lookAtPos - g_camPos;
	dir.Normalize();
	g_matView.SetView(g_camPos, dir, Vector3(0,1,0));
	graphic::GetDevice()->SetTransform(D3DTS_VIEW, (D3DXMATRIX*)&g_matView);
}
Beispiel #3
0
void cViewer::UpdateCamera()
{
	Matrix44 V;
	Vector3 dir = m_lookAtPos - m_camPos;
	dir.Normalize();
	V.SetView(m_camPos, dir, Vector3(0,1,0));
	graphic::GetDevice()->SetTransform(D3DTS_VIEW, (D3DXMATRIX*)&V);
}
Beispiel #4
0
void Init()
{
	ReadModelFile("../../media/model_normal.dat", g_vertices, g_indices, g_normals);

	g_matWorld1.SetTranslate(Vector3(0,0,0));

	Vector3 dir = g_cameraLookat - g_cameraPos;
	dir.Normalize();
	g_matView.SetView(g_cameraPos, dir, Vector3(0,1,0));
	g_matProjection.SetProjection( MATH_PI / 4.f, 1.0f, 1.0f, 100.0f );

	RECT cr;
	::GetClientRect(g_hWnd, &cr);
	const float width = (float)(cr.right-cr.left);
	const float height = (float)(cr.bottom - cr.top);
	g_matViewPort.SetViewport(width, height);
}
bool InitVertexBuffer()
{
	ReadModelFile("../../media/data2.dat", global->vb, global->vtxSize, global->ib, global->faceSize);
	CreateFaceNormalLine(global->vb, global->vtxSize, global->ib, global->faceSize, global->fnvb, global->faceNormalVtxSize);
	CreateVertexNormalLine(global->vb, global->vtxSize, global->ib, global->faceSize, global->vnvb, global->vertexNormalVtxSize);
	D3DXCreateTextureFromFileA(g_pDevice, "../../media/강소라2.jpg", &global->texture);


	ZeroMemory(&global->mtrl, sizeof(global->mtrl));
	global->mtrl.Ambient = D3DXCOLOR(1,1,1,1);
	global->mtrl.Diffuse = D3DXCOLOR(1,1,1,1);
	global->mtrl.Specular = D3DXCOLOR(1,1,1,1);
	global->mtrl.Emissive = D3DXCOLOR(0,0,0,1);
	global->mtrl.Power = 32.f;

	D3DXCOLOR color(1,1,1,1);
	ZeroMemory(&global->light, sizeof(global->light));
	global->light.Type = D3DLIGHT_DIRECTIONAL;
	global->light.Ambient = color * 0.4f;
	global->light.Diffuse = color;
	global->light.Specular = color * 0.6f;
	global->light.Direction = *(D3DXVECTOR3*)&Vector3(0,0,1);
	g_pDevice->SetLight(0, &global->light); // 광원 설정.


	Matrix44 V;
	Vector3 dir = Vector3(0,0,0)-Vector3(0,0,-500);
	dir.Normalize();
	V.SetView(Vector3(0,0,-500), dir, Vector3(0,1,0));
	g_pDevice->SetTransform(D3DTS_VIEW, (D3DXMATRIX*)&V);

	Matrix44 proj;
	proj.SetProjection(D3DX_PI * 0.5f, (float)WINSIZE_X / (float) WINSIZE_Y, 1.f, 1000.0f) ;
	g_pDevice->SetTransform(D3DTS_PROJECTION, (D3DXMATRIX*)&proj) ;

	g_pDevice->LightEnable(0, true);

	//g_pDevice->SetRenderState(D3DRS_SPECULARENABLE, true);
	//g_pDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true) ;

	return true;
}
Beispiel #6
0
bool InitVertexBuffer()
{
	HRESULT hr = D3DXCreateFont( g_pDevice, // D3D device
		0,               // Height
		0,                     // Width
		FW_BOLD,               // Weight
		1,                     // MipLevels, 0 = autogen mipmaps
		FALSE,                 // Italic
		DEFAULT_CHARSET,       // 그냥 디폴트
		OUT_DEFAULT_PRECIS,    // 정밀도
		DEFAULT_QUALITY,       // 그냥 디폴트
		DEFAULT_PITCH | FF_DONTCARE, // 디폴트
		L"굴림",              // pFaceName
		&global->font );              // ppFont
	if (FAILED(hr))
		return false;

	if (FAILED(hr = D3DXCreateSprite(g_pDevice, &global->textSprite)))
		return false;

	CreateD3DXTextMesh(g_pDevice, &global->mesh3DText, "굴림", 0, FALSE, FALSE);



	Matrix44 V;
	Vector3 dir = Vector3(0,0,0)-Vector3(0,0,-500);
	dir.Normalize();
	V.SetView(Vector3(0,0,-500), dir, Vector3(0,1,0));
	g_pDevice->SetTransform(D3DTS_VIEW, (D3DXMATRIX*)&V);

	Matrix44 proj;
	proj.SetProjection(D3DX_PI * 0.5f, (float)WINSIZE_X / (float) WINSIZE_Y, 1.f, 1000.0f) ;
	g_pDevice->SetTransform(D3DTS_PROJECTION, (D3DXMATRIX*)&proj) ;

	g_pDevice->LightEnable(0, true);

	//g_pDevice->SetRenderState(D3DRS_SPECULARENABLE, true);
	//g_pDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true) ;

	return true;
}
Beispiel #7
0
bool InitVertexBuffer()
{
	ReadModelFile("../../media/cube.dat", g_pVB, g_VtxSize, g_pIB, g_FaceSize);
	D3DXCreateTextureFromFileA(g_pDevice, "../../media/강소라2.jpg", &g_Texture);

	ZeroMemory(&g_Mtrl, sizeof(g_Mtrl));
	g_Mtrl.Ambient = D3DXCOLOR(1,1,1,1);
	g_Mtrl.Diffuse = D3DXCOLOR(1,1,1,1);
	g_Mtrl.Specular = D3DXCOLOR(1,1,1,1);
	g_Mtrl.Emissive = D3DXCOLOR(0,0,0,1);
	g_Mtrl.Power = 0.f;


	D3DXCOLOR color(1,1,1,1);
	ZeroMemory(&g_Light, sizeof(g_Light));
	g_Light.Type = D3DLIGHT_DIRECTIONAL;
	g_Light.Ambient = color * 0.4f;
	g_Light.Diffuse = color;
	g_Light.Specular = color * 0.6f;
	g_Light.Direction = *(D3DXVECTOR3*)&Vector3(0,0,1);	

	Matrix44 V;
	Vector3 dir = Vector3(0,0,0)-Vector3(0,0,-5);
	dir.Normalize();
	V.SetView(Vector3(0,0,-500), dir, Vector3(0,1,0));
	g_pDevice->SetTransform(D3DTS_VIEW, (D3DXMATRIX*)&V);

	Matrix44 proj;
	proj.SetProjection(D3DX_PI * 0.5f, (float)WINSIZE_X / (float) WINSIZE_Y, 1.f, 1000.0f) ;
	g_pDevice->SetTransform(D3DTS_PROJECTION, (D3DXMATRIX*)&proj) ;

	//g_pDevice->SetRenderState(D3DRS_CULLMODE, false);
	//g_pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
	g_pDevice->SetLight(0, &g_Light); // 광원 설정.
	g_pDevice->LightEnable(
		0, // 활성화/ 비활성화 하려는 광원 리스트 내의 요소
		true); // true = 활성화 , false = 비활성화

	return true;
}
Beispiel #8
0
bool InitVertexBuffer()
{
	//D3DXCreateBox(g_pDevice, 2, 2, 2, &g_pMesh, 0);
	//D3DXCreateSphere(g_pDevice, 1, 10, 10, &g_pMesh, 0);
	//D3DXCreateCylinder(g_pDevice, 1, 1, 2, 10, 10, &g_pMesh, 0);
	D3DXCreateTeapot( g_pDevice, &g_pMesh, 0) ;
	//D3DXCreateTorus(g_pDevice, 0.5f, 2.f, 20, 20, &g_pMesh, 0) ;

	Matrix44 V;
	Vector3 dir = Vector3(0,0,0)-Vector3(0,0,-5);
	dir.Normalize();
	V.SetView(Vector3(0,0,-5), dir, Vector3(0,1,0));
	g_pDevice->SetTransform(D3DTS_VIEW, (D3DXMATRIX*)&V);

	Matrix44 proj;
	proj.SetProjection(D3DX_PI * 0.5f, (float)WINSIZE_X / (float) WINSIZE_Y, 1.f, 1000.0f) ;
	g_pDevice->SetTransform(D3DTS_PROJECTION, (D3DXMATRIX*)&proj) ;

	g_pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);

	return true;
}
Beispiel #9
0
bool InitVertexBuffer()
{
	ReadModelFile("../../media/vase.dat", global->vb, global->vtxSize, global->ib, global->faceSize);

	//재질2
	ZeroMemory(&global->mtrl, sizeof(global->mtrl));
	global->mtrl.Ambient = D3DXCOLOR(1,0,0,1);
	global->mtrl.Diffuse = D3DXCOLOR(1,0,0,1);
	global->mtrl.Specular = D3DXCOLOR(1,0,0,1);
	global->mtrl.Emissive = D3DXCOLOR(0,0,0,1);
	global->mtrl.Power = 0.f;

	//광원2 (스나이프에서 3으로 되어있다!)
	D3DXCOLOR color(1,1,1,1);  //광원이니깐 일반적으로 흰색
	ZeroMemory(&global->light, sizeof(global->light));
	global->light.Type = D3DLIGHT_DIRECTIONAL;
	global->light.Ambient = color * 0.4f;
	global->light.Diffuse = color;
	global->light.Specular = color * 0.6f;
	global->light.Direction = *(D3DXVECTOR3*)&Vector3(1,0,0);
	//광원4
	g_pDevice->SetLight(0, &global->light); // 광원 설정.
	
	Matrix44 V;
	Vector3 dir = Vector3(0,0,0)-Vector3(0,0,-500);
	dir.Normalize();
	V.SetView(Vector3(0,0,-500), dir, Vector3(0,1,0));
	g_pDevice->SetTransform(D3DTS_VIEW, (D3DXMATRIX*)&V);

	Matrix44 proj;
	proj.SetProjection(D3DX_PI * 0.5f, (float)WINSIZE_X / (float) WINSIZE_Y, 1.f, 1000.0f) ;
	g_pDevice->SetTransform(D3DTS_PROJECTION, (D3DXMATRIX*)&proj) ;

	g_pDevice->LightEnable (
		0, // 활성화/ 비활성화 하려는 광원 리스트 내의 요소
		true); // true = 활성화 , false = 비활성화

	return true;
}
Beispiel #10
0
bool InitVertexBuffer()
{
	ZeroMemory(&g_Mtrl, sizeof(g_Mtrl));
	g_Mtrl.Ambient = D3DXCOLOR(1,1,1,1);
	g_Mtrl.Diffuse = D3DXCOLOR(1,1,1,1);
	g_Mtrl.Specular = D3DXCOLOR(1,1,1,1);
	g_Mtrl.Emissive = D3DXCOLOR(0,0,0,1);
	g_Mtrl.Power = 0.f;

	D3DXCOLOR color(1,1,1,1);
	ZeroMemory(&g_Light, sizeof(g_Light));
	g_Light.Type = D3DLIGHT_DIRECTIONAL;
	g_Light.Ambient = color * 0.4f;
	g_Light.Diffuse = color;
	g_Light.Specular = color * 0.6f;
	g_Light.Direction = *(D3DXVECTOR3*)&Vector3(0,-1,0);	

	Matrix44 V;
	Vector3 camPos(0,200,-500);
	Vector3 lookAt(0, 0, 0);
	Vector3 dir = lookAt - camPos;
	dir.Normalize();
	V.SetView(camPos, dir, Vector3(0,1,0));
	g_pDevice->SetTransform(D3DTS_VIEW, (D3DXMATRIX*)&V);

	Matrix44 proj;
	proj.SetProjection(D3DX_PI * 0.5f, (float)WINSIZE_X / (float) WINSIZE_Y, 1.f, 1000.0f) ;
	g_pDevice->SetTransform(D3DTS_PROJECTION, (D3DXMATRIX*)&proj) ;

	g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
	g_pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);

	g_pDevice->SetLight(0, &g_Light); // 광원 설정.
	g_pDevice->LightEnable(
		0, // 활성화/ 비활성화 하려는 광원 리스트 내의 요소
		true); // true = 활성화 , false = 비활성화

	return true;
}
Beispiel #11
0
void cGameApp::OnUpdate(const float elapseT)
{
	_z += 3;

	Matrix44 V;
	Vector3 dir = Vector3(0,0,0)-Vector3(0,0,-5);
	dir.Normalize();
	V.SetView(Vector3(0,0,-100 +_z ), dir, Vector3(0,1,0));
	graphic::GetDevice()->SetTransform(D3DTS_VIEW, (D3DMATRIX*)&V);

	for(int i = 0; i < 5; i++)
	{

		if(_groundLocal[i]._43 + 130 < _local._43)
		{
			_groundLocal[i]._43 = _groundLocal[i]._43 + 1500;
		}
	}

	for(int i = 0; i < CONEMAX; i++)
	{
		if(_coneLocal[i]._43 + 50 < _local._43)
		{
			_coneLocal[i].SetTranslate(Vector3( (rand() % 300) - 150 , -70 , _coneLocal[i]._43 + (rand() % 200) + 800));
		}
	}

	if(_jumpFlag == true)
	{
		_jumpY -= 0.5f;
		if(_jumpY == -8)
		{
			_jumpFlag = false;
			_jumpY = 8;
		}
	}

}
Beispiel #12
0
bool InitVertexBuffer()
{
	HRESULT hr;
	ID3DXBuffer *adjBuff = NULL;
	ID3DXBuffer *mtrlBuff = NULL;
	DWORD numMtrls = 0;

	// 메쉬 정보 로드
	hr = D3DXLoadMeshFromXA( "../../media/bigship1.x", D3DXMESH_MANAGED, 
		g_pDevice, &adjBuff, &mtrlBuff, 0, &numMtrls, &g_pMesh );
	if (FAILED(hr))
		return false;

	/////////////////////////////////////////////////////////////////////////////
	// 매터리얼 설정
	if( mtrlBuff && numMtrls > 0 )
	{
		D3DXMATERIAL *mtrls = (D3DXMATERIAL*)mtrlBuff->GetBufferPointer();

		for( int i=0; i < (int)numMtrls; ++i )
		{
			mtrls[ i].MatD3D.Ambient = mtrls[ i].MatD3D.Diffuse;
			g_Mtrls.push_back( mtrls[ i].MatD3D );

			if( mtrls[ i].pTextureFilename )
			{
				IDirect3DTexture9 *tex = NULL;
				string filePath = "../../media/";
				filePath += mtrls[ i].pTextureFilename;
				D3DXCreateTextureFromFileA( g_pDevice, filePath.c_str(), &tex );
				g_Texture.push_back( tex );
			}
			else
			{
				g_Texture.push_back( 0 );
			}
		}
	}
	mtrlBuff->Release();

	// 메쉬 최적화
	hr = g_pMesh->OptimizeInplace( 
		D3DXMESHOPT_COMPACT | D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_VERTEXCACHE, 
		(DWORD*)adjBuff->GetBufferPointer(), (DWORD*)adjBuff->GetBufferPointer(), 0, 0 );

	if (FAILED(hr))
		return false;

	// 프로그레시브 메쉬 생성.
	hr = D3DXGeneratePMesh(g_pMesh, (DWORD*)adjBuff->GetBufferPointer(), 0, 0, 1, 
		D3DXMESHSIMP_FACE, &g_pPMesh );
	g_pMesh->Release();
	g_pMesh = NULL;
	adjBuff->Release();
	if (FAILED(hr))
		return false;

	//DWORD maxFaces = g_pPMesh->GetMaxFaces();
	//g_pPMesh->SetNumFaces( maxFaces );




	D3DXCOLOR color(1,1,1,1);
	ZeroMemory(&g_Light, sizeof(g_Light));
	g_Light.Type = D3DLIGHT_DIRECTIONAL;
	g_Light.Ambient = color * 0.4f;
	g_Light.Diffuse = color;
	g_Light.Specular = color * 0.6f;
	g_Light.Direction = *(D3DXVECTOR3*)&Vector3(0,-1,0);	



	Matrix44 V;
	Vector3 camPos(0,0,-20);
	Vector3 lookAtPos(0,0,0);
	Vector3 dir = lookAtPos - camPos;
	dir.Normalize();
	V.SetView(camPos, dir, Vector3(0,1,0));
	g_pDevice->SetTransform(D3DTS_VIEW, (D3DXMATRIX*)&V);

	Matrix44 proj;
	proj.SetProjection(D3DX_PI * 0.5f, (float)WINSIZE_X / (float) WINSIZE_Y, 1.f, 1000.0f) ;
	g_pDevice->SetTransform(D3DTS_PROJECTION, (D3DXMATRIX*)&proj) ;

	g_pDevice->SetLight(0, &g_Light); // 광원 설정.
	g_pDevice->LightEnable(
		0, // 활성화/ 비활성화 하려는 광원 리스트 내의 요소
		true); // true = 활성화 , false = 비활성화

	g_pDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);
	g_pDevice->SetRenderState(D3DRS_SPECULARENABLE, true);

	return true;
}
Beispiel #13
0
bool cGameApp::OnInit()
{

	srand(time(NULL));

	ReadModelFile("box.dat" , _VB , _vSize , _IB , _vSizeFace , 0 , 255 , 0);
	ReadModelFile("ground.dat" , _groundVB , _groundSize , _groundIB, _groundSizeFace ,255 , 0 , 0); 
	ReadModelFile("cone.dat" , _coneVB , _coneSize , _coneIB, _coneSizeFace , 100 , 20 ,255); 

	_material.InitBlue();
	
	Vector4 color(1 , 1 ,1 ,1);

	_light.Init(graphic::light::LIGHT_DIRECTIONAL,
		color * 0.4f, color , color * 0.6f , Vector3(1,0,0));


	//// 버텍스 버퍼 생성.
	//if (FAILED(graphic::GetDevice()->CreateVertexBuffer( 8 * sizeof(Vertex),
	//	D3DUSAGE_WRITEONLY, Vertex::FVF,
	//	D3DPOOL_MANAGED, &_VB, NULL)))
	//{
	//	return false;
	//}

//	_VB.Create(8 , sizeof(Vertex) , Vertex::FVF);

	//if (FAILED(_VB->Lock( 0, sizeof(Vertex), (void**)&_vertex, 0)))
	//	return false;

	/*_VB.Lock();

	float width = 10.0f;

	_vertex[ 0] = Vertex(-width, -width, -width , D3DCOLOR_ARGB(0 , 255 , 255 , 0));
	_vertex[ 1] = Vertex(-width, width, -width , D3DCOLOR_ARGB(0 , 255 , 255 , 0));
	_vertex[ 2] = Vertex(width, width, -width , D3DCOLOR_ARGB(0 , 255 , 255 , 0));
	_vertex[ 3] = Vertex(width, -width, -width , D3DCOLOR_ARGB(0 , 255 , 255 , 0));

	_vertex[ 4] = Vertex(-width, -width, width , D3DCOLOR_ARGB(0 , 0 , 255 , 0));
	_vertex[ 5] = Vertex(-width, width, width , D3DCOLOR_ARGB(0 , 0 , 255 , 0));
	_vertex[ 6] = Vertex(width, width, width , D3DCOLOR_ARGB(0 , 0 , 255 , 0));
	_vertex[ 7] = Vertex(width, -width, width , D3DCOLOR_ARGB(0 , 0 , 255 , 0));

	_VB.Unlock();*/

	//if (FAILED(graphic::GetDevice()->CreateIndexBuffer(36*sizeof(WORD), 
	//	D3DUSAGE_WRITEONLY,
	//	D3DFMT_INDEX16,
	//	D3DPOOL_MANAGED,
	//	&_IB, NULL)))
	//{
	//	return false;
	//}

	//WORD *indices = NULL;
	//_IB->Lock(0, 0, (void**)&indices, 0);

	//int index = 0;
	//// front
	//indices[ index++] = 0; indices[ index++] = 1; indices[ index++] = 2;
	//indices[ index++] = 0; indices[ index++] = 2; indices[ index++] = 3;

	//// back
	//indices[ index++] = 4; indices[ index++] = 6; indices[ index++] = 5;
	//indices[ index++] = 4; indices[ index++] = 7; indices[ index++] = 6;

	//// left
	//indices[ index++] = 4; indices[ index++] = 5; indices[ index++] = 1;
	//indices[ index++] = 4; indices[ index++] = 1; indices[ index++] = 0;

	//// right
	//indices[ index++] = 3; indices[ index++] = 2; indices[ index++] = 6;
	//indices[ index++] = 3; indices[ index++] = 6; indices[ index++] = 7;

	//// top
	//indices[ index++] = 1; indices[ index++] = 5; indices[ index++] = 6;
	//indices[ index++] = 1; indices[ index++] = 6; indices[ index++] = 2;

	//// bottom
	//indices[ index++] = 4; indices[ index++] = 0; indices[ index++] = 3;
	//indices[ index++] = 4; indices[ index++] = 3; indices[ index++] = 7;
	//_IB->Unlock();

	Matrix44 V;
	Vector3 dir = Vector3(0,0,0)-Vector3(0,0,-5);
	dir.Normalize();
	V.SetView(Vector3(0,0,-100), dir, Vector3(0,1,0));
	graphic::GetDevice()->SetTransform(D3DTS_VIEW, (D3DMATRIX*)&V);

	Matrix44 proj;
	proj.SetProjection(MATH_PI * 0.5f, (float)800 / (float) 600, 1.f, 1000.0f) ;
	graphic::GetDevice()->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)&proj) ;

	graphic::GetDevice()->SetRenderState(D3DRS_LIGHTING, true);
	//graphic::GetDevice() ->SetRenderState(D3DRS_FILLMODE , D3DFILL_WIREFRAME);
	_move = _z = 0;

	for(int i = 0; i < 5; i ++)
	{
		Matrix44 down , rota , groMat;

		down.SetTranslate(Vector3(0 , -70 , 300 * i ));
		rota.SetRotationX(3.1f);

		_groundLocal[i] = rota* down;
	}

	for(int i = 0 ; i < CONEMAX ; i++)
	{
		_coneLocal[i].SetTranslate(Vector3( (rand() % 250) - 150 , -70 , (rand() % 200) + 300));
	}

	_jumpFlag = false;
	_jumpY = 8;


	_light.Bind(0);

	graphic::GetDevice() ->LightEnable( 0, true);

	return true;
}
Beispiel #14
0
int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow)
{
	UNREFERENCED_PARAMETER(hPrevInstance);
	UNREFERENCED_PARAMETER(lpCmdLine);

	LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
	LoadString(hInstance, IDC_SOFTWARERENDERER, szWindowClass, MAX_LOADSTRING);
	MyRegisterClass(hInstance);

	//                   Y    Z
	//                   |   /
	//                   | /
	//    -----------------------> X
	const float axisLineLength = 300.f;
	g_axises.reserve(8);
	g_axises.push_back( Vector3(0,0,0) );
	g_axises.push_back( Vector3(axisLineLength,0,0) ); // x-axis
	g_axises.push_back( Vector3(0,0,0) );
	g_axises.push_back( Vector3(0,axisLineLength,0) ); // y-axis
	g_axises.push_back( Vector3(0,0,0) );
	g_axises.push_back( Vector3(0,0,axisLineLength) ); // z-axis


	// vertices1
	//       (-50,+50, +50)  ----------------- (+50, +50, +50)
	//       |                                                       |
	//       |                         +                           |
	//       |                                                       |
	//       (-50,+50, -50)  ----------------- (+50, +50, -50)
	//
	//       (-50,-50, +50)  ----------------- (+50, -50, +50)
	//       |                                                       |
	//       |                         +                           |
	//       |                                                       |
	//       (-50,-50, -50)  ----------------- (+50, -50, -50)

	const float w = 30.f;
	g_vertices.reserve(128);
	g_vertices.push_back( Vector3(-w,w,w) );
	g_vertices.push_back( Vector3(w,w,w) );
	g_vertices.push_back( Vector3(w,w,-w) );
	g_vertices.push_back( Vector3(-w,w,-w) );
	g_vertices.push_back( Vector3(-w,-w,w) );
	g_vertices.push_back( Vector3(w,-w,w) );
	g_vertices.push_back( Vector3(w,-w,-w) );
	g_vertices.push_back( Vector3(-w,-w,-w) );

	g_indices.reserve(128);
	// top
	g_indices.push_back(0);
	g_indices.push_back(2);
	g_indices.push_back(3);
	g_indices.push_back(0);
	g_indices.push_back(1);
	g_indices.push_back(2);
	// front
	g_indices.push_back(3);
	g_indices.push_back(2);
	g_indices.push_back(7);
	g_indices.push_back(2);
	g_indices.push_back(6);
	g_indices.push_back(7);
	// back
	g_indices.push_back(1);
	g_indices.push_back(4);
	g_indices.push_back(5);
	g_indices.push_back(1);
	g_indices.push_back(0);
	g_indices.push_back(4);
	// left
	g_indices.push_back(3);
	g_indices.push_back(4);
	g_indices.push_back(0);
	g_indices.push_back(7);
	g_indices.push_back(4);
	g_indices.push_back(3);
	// right
	g_indices.push_back(2);
	g_indices.push_back(5);
	g_indices.push_back(6);
	g_indices.push_back(2);
	g_indices.push_back(1);
	g_indices.push_back(5);
	// bottom
	g_indices.push_back(4);
	g_indices.push_back(7);
	g_indices.push_back(6);
	g_indices.push_back(4);
	g_indices.push_back(6);
	g_indices.push_back(5);


	g_matWorld.SetIdentity();
	g_matWorld.Translate(Vector3(0,0,0));
	g_matLocal.SetIdentity();

	g_matView.SetIdentity();
	Vector3 dir = g_cameraLookat - g_cameraPos;
	dir.Normalize();
	g_matView.SetView(g_cameraPos, dir, Vector3(0,1,0));
	g_matProjection.SetProjection( MATH_PI / 4.f, 1.0f, 1.0f, 100.0f );

	const float width = 800.f;
	const float height = 600.f;
	g_matViewPort.SetIdentity();
	g_matViewPort._11 = width/2;
	g_matViewPort._22 = -height/2;
	g_matViewPort._33 = 0;
	g_matViewPort._41 = width/2;
	g_matViewPort._42 = height/2;
	g_matViewPort._43 = 0;

	if (!InitInstance (hInstance, nCmdShow))
	{
		return FALSE;
	}

	MSG msg;
	HACCEL hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_SOFTWARERENDERER));
	int oldT = GetTickCount();
	while (1)
	{
		if (PeekMessageA(&msg, NULL, 0, 0, PM_REMOVE))
		{
			if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
			{
				TranslateMessage(&msg);
				DispatchMessage(&msg);
			}
			if(msg.message == WM_QUIT)
				break;
		}

		const int curT = GetTickCount();
		const int elapseT = curT - oldT;
		if (elapseT > 15)
		{
			oldT = curT;
			MainLoop(elapseT);	
		}
	}

	return (int) msg.wParam;
}
Beispiel #15
0
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	int wmId, wmEvent;
	PAINTSTRUCT ps;
	HDC hdc;

	switch (message)
	{
	case WM_COMMAND:
		wmId    = LOWORD(wParam);
		wmEvent = HIWORD(wParam);
		switch (wmId)
		{
		case IDM_ABOUT:
			break;
		case IDM_EXIT:
			DestroyWindow(hWnd);
			break;
		default:
			return DefWindowProc(hWnd, message, wParam, lParam);
		}
		break;
	case WM_PAINT:
		hdc = BeginPaint(hWnd, &ps);
		Paint(hWnd, hdc);
		EndPaint(hWnd, &ps);
		break;
	case WM_ERASEBKGND:
		return 1;

	case WM_KEYDOWN:
		switch (wParam)
		{
		case VK_TAB:
			g_WireFrame = !g_WireFrame;
			break;

		case VK_UP:
		case VK_DOWN:
			{
				Matrix44 mat;
				mat.SetRotationX((wParam==VK_UP)? 0.1f : -0.1f);
				g_matLocal *= mat;
			}
			break;

		case VK_LEFT:
		case VK_RIGHT:
			{
				Matrix44 mat;
				mat.SetRotationY((wParam==VK_LEFT)? 0.1f : -0.1f);
				g_matLocal *= mat;
			}
			break;

		case 'W':
		case 'S':
			{
				Vector3 dir = g_cameraLookat - g_cameraPos;
				dir.Normalize();
				const bool isForward = 'W' == wParam;
				g_cameraPos += dir * (isForward? 10.f : -10.f);
				g_cameraLookat += dir * (isForward? 10.f : -10.f);

				Vector3 dir2 = g_cameraLookat - g_cameraPos;
				dir2.Normalize();
				g_matView.SetView(g_cameraPos, dir2, Vector3(0,1,0));
			}
			break;

		case 'A':
		case 'D':
			{
				Vector3 dir = g_cameraLookat - g_cameraPos;
				dir.Normalize();
				Vector3 right = Vector3(0,1,0).CrossProduct(dir);
				right.Normalize();
				const bool isRight = 'A' == wParam;
				g_cameraPos += right * (isRight? 10.f : -10.f);
				g_cameraLookat += right * (isRight? 10.f : -10.f);

				Vector3 dir2 = g_cameraLookat - g_cameraPos;
				dir2.Normalize();
				g_matView.SetView(g_cameraPos, dir2, Vector3(0,1,0));
			}
			break;

		case 'E':
		case 'C':
			{
				Matrix44 mat;
				mat.SetRotationY((wParam=='E')? 0.1f : -0.1f);
				g_cameraPos = g_cameraPos * mat;

				Vector3 dir2 = g_cameraLookat - g_cameraPos;
				dir2.Normalize();
				g_matView.SetView(g_cameraPos, dir2, Vector3(0,1,0));
			}
			break;

		case VK_ESCAPE:
			DestroyWindow(hWnd);
		}
		break;

	case WM_DESTROY:
		PostQuitMessage(0);
		break;
	default:
		return DefWindowProc(hWnd, message, wParam, lParam);
	}
	return 0;
}
Beispiel #16
0
//
// 윈도우 프로시져 함수 ( 메시지 큐에서 받아온 메시지를 처리한다 )
//
LRESULT CALLBACK WndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
	PAINTSTRUCT ps;
	HDC hdc;

	switch (msg)
	{
	case WM_ERASEBKGND:
		return 0;
	case WM_PAINT:
		hdc = BeginPaint(hWnd, &ps);
		Paint(hWnd, hdc);
		EndPaint(hWnd, &ps);
		break;

	case WM_KEYDOWN:
		switch (wParam)
		{
		case VK_ESCAPE:
			::DestroyWindow(hWnd);
			break;

		case 'D':
		case 'A':
			{
				g_cameraPos.x += (wParam=='D')? 100.f : -100.f;
				Vector3 dir = g_cameraLookat - g_cameraPos;
				dir.Normalize();
				g_matView.SetView(g_cameraPos, dir, Vector3(0,1,0));
			}
			break;

		case 'W':
		case 'S':
			{
				g_cameraPos.z += (wParam=='W')? 100.f : -100.f;
				Vector3 dir = g_cameraLookat - g_cameraPos;
				dir.Normalize();
				g_matView.SetView(g_cameraPos, dir, Vector3(0,1,0));
			}
			break;

		case VK_UP:
		case VK_DOWN:
			{
				Matrix44 mat;
				mat.SetRotationX((wParam==VK_UP)? 0.1f : -0.1f);
				g_matLocal1 *= mat;
			}
			break;

		case VK_LEFT:
		case VK_RIGHT:
			{
				Matrix44 mat;
				mat.SetRotationY((wParam==VK_LEFT)? 0.1f : -0.1f);
				g_matLocal1 *= mat;
			}
			break;
		}
		break;
	case WM_DESTROY: //윈도우가 파괴된다면..
		PostQuitMessage(0);	//프로그램 종료 요청 ( 메시지 루프를 빠져나가게 된다 )
		break;
	}
	return DefWindowProc( hWnd, msg, wParam, lParam );
}