HRESULT InitD3D( HWND hWnd )
{
	// Create the D3D object, which is needed to create the D3DDevice.
	if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
		return E_FAIL;

	D3DPRESENT_PARAMETERS d3dpp; 
	ZeroMemory( &d3dpp, sizeof(d3dpp) );
	d3dpp.Windowed = TRUE;
	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
	d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

	// Create device
	if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
		D3DCREATE_SOFTWARE_VERTEXPROCESSING,
		&d3dpp, &g_pd3dDevice ) ) )
	{
		return E_FAIL;
	}

	// Wire frame mode.
	g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME) ;

	// Disable lighting.
	g_pd3dDevice->SetRenderState( D3DRS_LIGHTING , FALSE );   

	// Create geometries.
	D3DXCreateTeapot(g_pd3dDevice, &g_pMeshes[0], NULL) ; // Teapot
	D3DXCreateSphere(g_pd3dDevice, 1.2f, 20, 20, &g_pMeshes[1], NULL) ; // Sphere
	D3DXCreateCylinder(g_pd3dDevice, 1.0f, 1.0f, 2.0f, 20, 5, &g_pMeshes[2], NULL) ; // Cylinder
	D3DXCreateTorus(g_pd3dDevice, 0.5f, 1.0f, 15, 15, &g_pMeshes[3], NULL) ; // Torus

	return S_OK;
}
示例#2
0
Diagnostic::Diagnostic(LPDIRECT3DDEVICE9 d3ddev, std::shared_ptr<Shader> boundsShader) :
    m_d3ddev(d3ddev),
    m_sphere(nullptr),
    m_cylinder(nullptr),
    m_shader(boundsShader),
    m_showText(false),
    m_showDiagnostics(false)
{
    D3DXCreateSphere(d3ddev, 1.0f, MESH_SEGMENTS, MESH_SEGMENTS, &m_sphere, NULL);
    D3DXCreateCylinder(d3ddev, CYLINDER_SIZE, CYLINDER_SIZE, 1.0f, MESH_SEGMENTS, 1, &m_cylinder, NULL);

    m_colourmap.insert(ColorMap::value_type(RED, D3DXVECTOR3(1.0f, 0.0f, 0.0f)));
    m_colourmap.insert(ColorMap::value_type(GREEN, D3DXVECTOR3(0.0f, 1.0f, 0.0f)));
    m_colourmap.insert(ColorMap::value_type(BLUE, D3DXVECTOR3(0.0f, 0.0f, 1.0f)));
    m_colourmap.insert(ColorMap::value_type(WHITE, D3DXVECTOR3(1.0f, 1.0f, 1.0f)));
    m_colourmap.insert(ColorMap::value_type(YELLOW, D3DXVECTOR3(1.0f, 1.0f, 0.0f)));

    const int border = 10;
    m_text.reset(new Text());
    if(!m_text->Load(d3ddev, false, TEXT_WEIGHT, TEXT_SIZE, DT_LEFT, 
        border, border, WINDOW_WIDTH-border, WINDOW_HEIGHT-border))
    {
        m_text = nullptr;
    }
}
示例#3
0
	void Mesh::CreateCylinder(double radius1, double radius2, double length, int slices, int stacks)
	{
		D3DXCreateCylinder(g_engine->getDevice(), (float)radius1, (float)radius2, (float)length, slices, stacks, &mesh, NULL);
		materials = new D3DMATERIAL9[1];
		ZeroMemory(&materials[0], sizeof(D3DMATERIAL9));
		++material_count;
	}
示例#4
0
SphereCylDemo::SphereCylDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP)
: D3DApp(hInstance, winCaption, devType, requestedVP)
{
	if(!checkDeviceCaps())
	{
		MessageBox(0, "checkDeviceCaps() Failed", 0, 0);
		PostQuitMessage(0);
	}

	InitAllVertexDeclarations();

	mGfxStats = new GfxStats();

	mCameraRadius    = 50.0f;
	mCameraRotationY = 1.2 * D3DX_PI;
	mCameraHeight    = 20.0f;

	mAmbientLight   = WHITE;
	mDiffuseLight   = WHITE;
	mSpecLight      = WHITE;
	mLightVecW      = D3DXVECTOR3(0.0, 0.0f, -1.0f);

	mGridMtrl     = Mtrl(WHITE*0.7f, WHITE, WHITE*0.5f, 16.0f);
	mCylinderMtrl = Mtrl(WHITE*0.4f, WHITE, WHITE*0.8f, 8.0f);
	mSphereMtrl   = Mtrl(WHITE*0.4f, WHITE, WHITE*0.8f, 8.0f);

	HR(D3DXCreateCylinder(gd3dDevice, 1.0f, 1.0f, 6.0f, 20, 20, &mCylinder, 0));
	HR(D3DXCreateSphere(gd3dDevice, 1.0f, 20, 20, &mSphere, 0));

	genSphericalTexCoords();
	genCylTexCoords(Z_AXIS);

	HR(D3DXCreateTextureFromFile(gd3dDevice, "marble.bmp", &mSphereTex));
	HR(D3DXCreateTextureFromFile(gd3dDevice, "stone2.dds", &mCylTex));
	HR(D3DXCreateTextureFromFile(gd3dDevice, "ground0.dds", &mGridTex));

	buildGeoBuffers();
	buildFX();

	// If you look at the drawCylinders and drawSpheres functions, you see
	// that we draw 14 cylinders and 14 spheres.
	int numCylVerts    = mCylinder->GetNumVertices() * 14;
	int numSphereVerts = mSphere->GetNumVertices()   * 14;
	int numCylTris     = mCylinder->GetNumFaces()    * 14;
	int numSphereTris  = mSphere->GetNumFaces()      * 14;

	mGfxStats->addVertices(mNumGridVertices);
	mGfxStats->addVertices(numCylVerts);
	mGfxStats->addVertices(numSphereVerts);
	mGfxStats->addTriangles(mNumGridTriangles);
	mGfxStats->addTriangles(numCylTris);
	mGfxStats->addTriangles(numSphereTris);

	onResetDevice();
}
示例#5
0
void Cylinder3D::Create(IDirect3DDevice9* gd3dDevice)
{
	HR(D3DXCreateCylinder(gd3dDevice, mRadiusBottom, mRadiusTop, mLength, mSliceCount, mStackCount, &mpMesh, NULL));
	GenerateTBNData();
	mNumVertices = mpMesh->GetNumVertices();
	mNumTriangles = mpMesh->GetNumFaces();

	mpMesh->GetVertexBuffer(&m_VertexBuffer);
	mpMesh->GetIndexBuffer(&m_IndexBuffer);
	buildTexCoords(gd3dDevice);
}
示例#6
0
bool Setup()
{
    //create objects
    D3DXCreateTeapot(Device, &Objects[0], 0);
    D3DXCreateSphere(Device, 1.0f, 20, 20, &Objects[1], 0);
    D3DXCreateTorus(Device, 0.5f, 1.0f, 20, 20, &Objects[2], 0);
    D3DXCreateCylinder(Device, 0.5f, 0.5f, 2.0f, 20, 20, &Objects[3], 0);

    //build world martices - position the objects in world space.
    D3DXMatrixTranslation(&Worlds[0], 0.0f, 2.0f, 0.0f);
    D3DXMatrixTranslation(&Worlds[1], 0.0f, 2.0f, -3.0f);
    D3DXMatrixTranslation(&Worlds[2], -3.0f, 0.0f, 0.0f);
    D3DXMatrixTranslation(&Worlds[3], 3.0f, 0.0f, 0.0f);

    //setup the object's materials
    Mtrls[0] = d3d::RED_MTRL;
    Mtrls[1] = d3d::BLUE_MTRL;
    Mtrls[2] = d3d::GREEN_MTRL;
    Mtrls[3] = d3d::YELLOW_MTRL;

    // Setup a directional light.
    /*D3DXVECTOR3 dir(1.0f, -0.0f, 0.25f);
    D3DXCOLOR   c = d3d::WHITE;
    D3DLIGHT9 dirLight = d3d::InitDirectionalLight(&dir, &c);*/
    D3DXVECTOR3 pos(5.0f, 50.0f, 50.0f);
    D3DXCOLOR   c = d3d::WHITE;
    D3DLIGHT9 point = d3d::InitPointLight(&pos, &c);

    //D3DXVECTOR3 pos(0.0f, 0.0f, -8.0f);
    //D3DXVECTOR3 dir(0.0f, 0.0f, 1.0f);
    //D3DXCOLOR   c = d3d::WHITE;
    //D3DLIGHT9 Spot = d3d::InitSpotLight(&pos, &dir, &c);

    // Set and Enable the light.
    Device->SetLight(0, &point);
    Device->LightEnable(0, true);

    // Set lighting related render states.
    Device->SetRenderState(D3DRS_NORMALIZENORMALS, true);
    Device->SetRenderState(D3DRS_SPECULARENABLE, false);

    // Set the projection matrix.
    D3DXMATRIX proj;
    D3DXMatrixPerspectiveFovLH(
        &proj,
        D3DX_PI * 0.25f, // 45 - degree
        (float)Width / (float)Height,
        1.0f,
        1000.0f);
    Device->SetTransform(D3DTS_PROJECTION, &proj);

    return true;
}
void CRenderPrimitive::SetGraphicCylinder(float radius, float length)
{
	ID3DXMesh *pMesh;

	D3DXCreateCylinder( g_pD3dDevice, radius, radius, length,
		8, 1, &pMesh, NULL);

	mMesh.Create(g_pD3dDevice, pMesh, &mMaterial, 1);

	pMesh->Release();

	mIsCylinder = 1;
}
示例#8
0
SpotlightDemo::SpotlightDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP)
: D3DApp(hInstance, winCaption, devType, requestedVP)
{
	if(!checkDeviceCaps())
	{
		MessageBox(0, "checkDeviceCaps() Failed", 0, 0);
		PostQuitMessage(0);
	}

	mGfxStats = new GfxStats();

	mCameraRadius    = 50.0f;
	mCameraRotationY = 1.2 * D3DX_PI;
	mCameraHeight    = 20.0f;

	mAmbientLight   = 0.4f*WHITE;
	mDiffuseLight   = WHITE;
	mSpecLight      = WHITE;
	mAttenuation012 = D3DXVECTOR3(1.0f, 0.0f, 0.0f);
	mSpotPower      = 16.0f;

	mGridMtrl     = Mtrl(BLUE, BLUE, WHITE, 16.0f);
	mCylinderMtrl = Mtrl(RED, RED, WHITE, 8.0f);
	mSphereMtrl   = Mtrl(GREEN, GREEN, WHITE, 8.0f);

	HR(D3DXCreateCylinder(gd3dDevice, 1.0f, 1.0f, 6.0f, 20, 20, &mCylinder, 0));
	HR(D3DXCreateSphere(gd3dDevice, 1.0f, 20, 20, &mSphere, 0));

	buildGeoBuffers();
	buildFX();

	// If you look at the drawCylinders and drawSpheres functions, you see
	// that we draw 14 cylinders and 14 spheres.
	int numCylVerts    = mCylinder->GetNumVertices() * 14;
	int numSphereVerts = mSphere->GetNumVertices()   * 14;
	int numCylTris     = mCylinder->GetNumFaces()    * 14;
	int numSphereTris  = mSphere->GetNumFaces()      * 14;

	mGfxStats->addVertices(mNumGridVertices);
	mGfxStats->addVertices(numCylVerts);
	mGfxStats->addVertices(numSphereVerts);
	mGfxStats->addTriangles(mNumGridTriangles);
	mGfxStats->addTriangles(numCylTris);
	mGfxStats->addTriangles(numSphereTris);

	onResetDevice();

	InitAllVertexDeclarations();
}
示例#9
0
BOOL BasicScene::Init() {
    IDirect3DVertexBuffer9* floor;
    m_D3DDev->CreateVertexBuffer(6 * sizeof(Vertex), 0, Vertex::FVF, D3DPOOL_MANAGED, &floor, NULL);
    m_Floor.Attach(floor);

    Vertex* v = 0;
    floor->Lock(0, 0, (void**) &v, 0);

    v[0] = Vertex(-20.0f, -2.5f, -20.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f);
    v[1] = Vertex(-20.0f, -2.5f,  20.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f);
    v[2] = Vertex( 20.0f, -2.5f,  20.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f);

    v[3] = Vertex(-20.0f, -2.5f, -20.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f);
    v[4] = Vertex( 20.0f, -2.5f,  20.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f);
    v[5] = Vertex( 20.0f, -2.5f, -20.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f);

    floor->Unlock();

    ID3DXMesh* pillar;
    D3DXCreateCylinder(m_D3DDev, 0.5f, 0.5f, 5.0f, 20, 20, &pillar, NULL);
    m_Pillar.Attach(pillar);

    IDirect3DTexture9* tex;
    HRESULT hr = D3DXCreateTextureFromFile(m_D3DDev, TextureFile, &tex);
    SGL_FAILED_DO(hr, MYTRACE_DX("D3DXCreateTextureFromFile", hr); return FALSE);
    m_FloorTex.Attach(tex);

    // Pre-Render Setup
    m_D3DDev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
    m_D3DDev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
    m_D3DDev->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);

    D3DXVECTOR3 dir(0.707f, -0.707f, 0.707f);
    D3DXCOLOR clr(1.0f, 1.0f, 1.0f, 1.0f);
    D3DLIGHT9 light;
    SGL::InitDirLight(&light, dir, clr);

    m_D3DDev->SetLight(0, &light);
    m_D3DDev->LightEnable(0, TRUE);
    m_D3DDev->SetRenderState(D3DRS_NORMALIZENORMALS, TRUE);
    m_D3DDev->SetRenderState(D3DRS_SPECULARENABLE, TRUE);

    return TRUE;
}
示例#10
0
	virtual bool Setup(HINSTANCE hInstance, int width, int height, bool windowed, D3DDEVTYPE deviceType)
	{
		CallBaseSetup;
		// create objects
		D3DXCreateTeapot(pDevice_, &objects_[0], 0);
		D3DXCreateSphere(pDevice_, 1.f, 20, 20, &objects_[1], 0);
		D3DXCreateTorus(pDevice_, .5f, 1.f, 20, 20, &objects_[2], 0);
		D3DXCreateCylinder(pDevice_, .5f, .5f, 2.f, 20, 20, &objects_[3], 0);

		// build world matrices --position the objects in the world space
		D3DXMatrixTranslation(&worlds_[0], 0.f, 2.f, 0.f);
		D3DXMatrixTranslation(&worlds_[1], 0.f, -2.f, -0.f);
		D3DXMatrixTranslation(&worlds_[2], -3.f, 0.f, 0.f);
		D3DXMatrixTranslation(&worlds_[3], 3.f, 0.f, 0.f);

		// setup the object's materials
		mtrls_[0] = RED_MTRL;
		mtrls_[1] = BLUE_MTRL;
		mtrls_[2] = GREEN_MTRL;
		mtrls_[3] = YELLOW_MTRL;

		// setup a directional light
		D3DXVECTOR3 dir(1.f, -0.f, 0.25f);
		D3DXCOLOR c = WHITE;
		D3DLIGHT9 dirLight = InitDirectionalLight(&dir, &c);
		
		// set and enable the light
		pDevice_->SetLight(0, &dirLight);
		pDevice_->LightEnable(0, true);

		// set lighting related render states
		pDevice_->SetRenderState(D3DRS_NORMALIZENORMALS, true);
		pDevice_->SetRenderState(D3DRS_SPECULARENABLE, false);

		// set the projection matrix

		D3DXMATRIX proj;
		D3DXMatrixPerspectiveFovLH(
			&proj, D3DX_PI * 0.25f, (float)width / (float)height,
			1.f, 1000.f);
		pDevice_->SetTransform(D3DTS_PROJECTION, &proj);

		return true;
	}
示例#11
0
bool Setup()
{
	//与网格关联的设备,接收网格指针,LPD3DXBUFFER*
	D3DXCreateTeapot(Device, &Objects[0], 0);
	//设备,半径,切片,堆叠,接收,LPD3DXBUFFER*
	D3DXCreateSphere(Device, 1.0f, 20, 20, &Objects[1], 0);
	//设备,内半径,外半径,边,吊环,接收,LPD3DXBUFFER*
	D3DXCreateTorus(Device, 0.5f, 1.0f, 20, 20, &Objects[2], 0);
	//设备,radius at negative z end,radius at positive z end,
	//length of cylinder, slices, stacks,接收,LPD3DXBUFFER*
	D3DXCreateCylinder(Device, 0.5f, 0.5f, 2.0f, 20, 20, &Objects[3], 0);

	D3DXMatrixTranslation(&Worlds[0], 0.0f, 2.0f, 0.0f);
	D3DXMatrixTranslation(&Worlds[1], 0.0f, -2.0f, 0.0f);
	D3DXMatrixTranslation(&Worlds[2], -3.0f, 0.0f, 0.0f);
	D3DXMatrixTranslation(&Worlds[3], 3.0f, 0.0f, 0.0f);

	Mtrls[0] = d3d::RED_MTRL;
	Mtrls[1] = d3d::BLUE_MTRL;
	Mtrls[2] = d3d::GREEN_MTRL;
	Mtrls[3] = d3d::YELLOW_MTRL;

	D3DXVECTOR3 pos(0.0f, 0.0f, 0.0f);
	D3DXCOLOR c = d3d::WHITE;
	D3DLIGHT9 point = d3d::InitPointLight(&pos, &c);

	Device->SetLight(0, &point);
	Device->LightEnable(0, true);

	Device->SetRenderState(D3DRS_NORMALIZENORMALS, true);
	Device->SetRenderState(D3DRS_SPECULARENABLE, false);

	D3DXMATRIX proj;
	D3DXMatrixPerspectiveFovLH(
		&proj,
		D3DX_PI * 0.25f, // 45 - degree
		(float)Width / (float)Height,
		1.0f,
		1000.0f);
	Device->SetTransform(D3DTS_PROJECTION, &proj);

	return true;
}
示例#12
0
Geometry::Geometry(LPDIRECT3DDEVICE9 device, 
                   LPD3DXEFFECT shader,
                   Shape shape, 
                   int divisions) :
    m_shape(shape),
    m_mesh(nullptr),
    m_texture(nullptr),
    m_shader(shader)
{
    switch(shape)
    {
    case SPHERE:
        D3DXCreateSphere(device, 1.0f, divisions, divisions, &m_mesh, nullptr);
        break;
    case BOX:
        D3DXCreateBox(device, 1.0f, 1.0f, 1.0f, &m_mesh, nullptr);
        break;
    case CYLINDER:
        D3DXCreateCylinder(device, 1.0f, 1.0f, 1.0f, divisions, 1, &m_mesh, nullptr);
        break;
    }
    CreateMeshData<D3DXVertex, WORD>(true);
}
bool Setup()
{
	D3DXCreateTeapot(Device, &Objects[0], 0);
	D3DXCreateSphere(Device, 1.0f, 20, 20, &Objects[1], 0);
	D3DXCreateTorus(Device, 0.5f, 1.0f, 20, 20, &Objects[2], 0);
	D3DXCreateCylinder(Device, 0.5f, 0.5f, 2.0f, 20, 20, &Objects[3], 0);

	D3DXMatrixTranslation(&Worlds[0],  0.0f,  2.0f, 0.0f);
	D3DXMatrixTranslation(&Worlds[1],  0.0f, -2.0f, 0.0f);
	D3DXMatrixTranslation(&Worlds[2], -3.0f,  0.0f, 0.0f);
	D3DXMatrixTranslation(&Worlds[3],  3.0f,  0.0f, 0.0f);

	Mtrls[0] = byhj::RED_MTRL;
	Mtrls[1] = byhj::BLUE_MTRL;
	Mtrls[2] = byhj::GREEN_MTRL;
	Mtrls[3] = byhj::YELLOW_MTRL;

	D3DXVECTOR3 dir(1.0f, -0.0f, 0.25f);
	D3DXCOLOR color = byhj::WHITE;
	D3DLIGHT9 dirLight = byhj::InitDirectionalLight(&dir, &color);
	Device->SetLight(0, &dirLight);
	Device->LightEnable(0, true);
	Device->SetRenderState(D3DRS_NORMALIZENORMALS, true);
	Device->SetRenderState(D3DRS_SPECULARENABLE, false);

	//set the projection matrix
	D3DXMATRIX proj;
	D3DXMatrixPerspectiveFovLH(
		&proj,
		D3DX_PI * 0.5f,
		(float)Width / (float)Height,
		1.0f,
		1000.0f);
	Device->SetTransform(D3DTS_PROJECTION, &proj);

	return true;
}
示例#14
0
//----------------------------------
//機能:メッシュを作成する関数
//引数:なし
//戻値:成功or失敗
//----------------------------------
HRESULT BasicMesh::Create(DWORD type)
{
	/*------立方体のメッシュを作成する----------
	if (FAILED(D3DXCreateBox(g_pDevice, 1, 1, 1, &pMesh, NULL)))
	------------------------------------------*/


	/*------------スフィア(○)を作る----------
	第二引数は半径、正面から見た面の数、上から見た分割数、となる。
	これらを設定して球体の滑らかさを作る
	if (FAILED(D3DXCreateSphere(g_pDevice, 1, 24, 24, &pMesh, NULL)))
	------------------------------------------*/

	/*---------------円柱を作る-----------------
	if (FAILED(D3DXCreateCylinder(g_pDevice, 1, 1, 3, 24, 2, &pMesh, NULL)))
	------------------------------------------*/


	/*--------トーラス(ドーナツ型)を作る------
	第二引数はドーナツの太さ、円の大きさ、横から見た分割数、正面から見た分割数
	if (FAILED(D3DXCreateTorus(g_pDevice, 0.5, 1, 12, 24, &pMesh, NULL)))
	------------------------------------------*/
	
	//オマケ。DirectXには光の当たり具合、角度、影等を試せる関数が存在する
	//それがティーポットである。
	//if (FAILED(D3DXCreateTeapot(g_pDevice, &pMesh, NULL)))
	//{
	//	MessageBox(0, "メッシュの作成に失敗しました", "BasicMesh", MB_OK);
	//	return E_FAIL;
	//}

	//エラー処理用、一つにまとめる事で余計な手間を省ける
	HRESULT hr;


	//各モデルを詰め合わせたスイッチ文
	switch (type)
	{
	case BMESH_BOX:
		hr = D3DXCreateBox(g_pDevice, 1, 1, 1, &pMesh, NULL);
		break;

	case BMESH_SPHERE:
		hr = D3DXCreateSphere(g_pDevice, 1, 24, 24, &pMesh, NULL);
		break;

	case BMESH_CYLINDER:
		hr = D3DXCreateCylinder(g_pDevice, 1, 1, 3, 24, 2, &pMesh, NULL);
		break;

	case BMESH_TORUS:
		hr = D3DXCreateTorus(g_pDevice, 0.5, 1, 12, 24, &pMesh, NULL);
		break;

	case BMESH_TEAPOT:
		hr = D3DXCreateTeapot(g_pDevice, &pMesh, NULL);
		break;
	}

	//どれが失敗してもhrにまとまっているので確認が楽
	if (FAILED(hr))
	{
		MessageBox(0, "メッシュの作成に失敗しました", "BasicMesh", MB_OK);
		return E_FAIL;
	}

	//下のほうで作ったInitMaterialを呼び出す。(呼び忘れ防止)
	InitMaterial();

	return S_OK;
}
示例#15
0
bool d3d::DrawBasicScene(IDirect3DDevice9* device, float scale)
{
    static IDirect3DVertexBuffer9* floor  = 0;
    static IDirect3DTexture9*      tex    = 0;
    static ID3DXMesh*              pillar = 0;

    HRESULT hr = 0;

    if( device == 0 )
    {
        if( floor && tex && pillar )
        {
            // they already exist, destroy them
            d3d::Release<IDirect3DVertexBuffer9*>(floor);
            d3d::Release<IDirect3DTexture9*>(tex);
            d3d::Release<ID3DXMesh*>(pillar);
        }
    }
    else if( !floor && !tex && !pillar )
    {
        // they don't exist, create them
        device->CreateVertexBuffer(
            6 * sizeof(d3d::Vertex),
            0,
            d3d::Vertex::FVF,
            D3DPOOL_MANAGED,
            &floor,
            0);

        Vertex* v = 0;
        floor->Lock(0, 0, (void**)&v, 0);

        v[0] = Vertex(-20.0f, -2.5f, -20.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f);
        v[1] = Vertex(-20.0f, -2.5f,  20.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f);
        v[2] = Vertex( 20.0f, -2.5f,  20.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f);

        v[3] = Vertex(-20.0f, -2.5f, -20.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f);
        v[4] = Vertex( 20.0f, -2.5f,  20.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f);
        v[5] = Vertex( 20.0f, -2.5f, -20.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f);

        floor->Unlock();

        D3DXCreateCylinder(device, 0.5f, 0.5f, 5.0f, 20, 20, &pillar, 0);

        D3DXCreateTextureFromFile(
            device,
            "desert.bmp",
            &tex);
    }
    else
    {
        //
        // Pre-Render Setup
        //
        device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
        device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
        device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);

        D3DXVECTOR3 dir(0.707f, -0.707f, 0.707f);
        D3DXCOLOR col(1.0f, 1.0f, 1.0f, 1.0f);
        D3DLIGHT9 light = d3d::InitDirectionalLight(&dir, &col);

        device->SetLight(0, &light);
        device->LightEnable(0, true);
        device->SetRenderState(D3DRS_NORMALIZENORMALS, true);
        device->SetRenderState(D3DRS_SPECULARENABLE, true);

        //
        // Render
        //

        D3DXMATRIX T, R, P, S;

        D3DXMatrixScaling(&S, scale, scale, scale);

        // used to rotate cylinders to be parallel with world's y-axis
        D3DXMatrixRotationX(&R, -D3DX_PI * 0.5f);

        // draw floor
        D3DXMatrixIdentity(&T);
        T = T * S;
        device->SetTransform(D3DTS_WORLD, &T);
        device->SetMaterial(&d3d::WHITE_MTRL);
        device->SetTexture(0, tex);
        device->SetStreamSource(0, floor, 0, sizeof(Vertex));
        device->SetFVF(Vertex::FVF);
        device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);

        // draw pillars
        device->SetMaterial(&d3d::BLUE_MTRL);
        device->SetTexture(0, 0);
        for(int i = 0; i < 5; i++)
        {
            D3DXMatrixTranslation(&T, -5.0f, 0.0f, -15.0f + (i * 7.5f));
            P = R * T * S;
            device->SetTransform(D3DTS_WORLD, &P);
            pillar->DrawSubset(0);

            D3DXMatrixTranslation(&T, 5.0f, 0.0f, -15.0f + (i * 7.5f));
            P = R * T * S;
            device->SetTransform(D3DTS_WORLD, &P);
            pillar->DrawSubset(0);
        }
    }
    return true;
}
示例#16
0
// 进入循环之前的设置
bool SetUp()
{
	HRESULT hr = 0;

	hr = D3DXCreateTeapot(g_pDevice, &g_ppMesh[0], NULL);
	if (FAILED(hr))
		return false;
	hr = D3DXCreateSphere(g_pDevice, 1.0f, 20, 20, &g_ppMesh[1], NULL);
	if (FAILED(hr))
		return false;
	hr = D3DXCreateTorus(g_pDevice, 0.5f, 1.0f, 20, 20, &g_ppMesh[2], NULL);
	if (FAILED(hr))
		return false;
	hr = D3DXCreateCylinder(g_pDevice, 0.5f, 1.0f, 2.0f, 20, 20, &g_ppMesh[3], NULL);
	if (FAILED(hr))
		return false;

	D3DXMatrixTranslation(&g_WorldMatrix[0], 0.0f, 2.0f, 0.0f);
	D3DXMatrixTranslation(&g_WorldMatrix[1], 0.0f, -2.0f, 0.0f);
	D3DXMatrixTranslation(&g_WorldMatrix[2], -3.0f, 0.0f, 0.0f);
	D3DXMatrixTranslation(&g_WorldMatrix[3], 3.0f, 0.0f, 0.0f);

	g_Color[0] = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 1.0f);
	g_Color[1] = D3DXVECTOR4(0.0f, 1.0f, 0.0f, 1.0f);
	g_Color[2] = D3DXVECTOR4(0.0f, 0.0f, 1.0f, 1.0f);
	g_Color[3] = D3DXVECTOR4(1.0f, 1.0f, 0.0f, 1.0f);


	if (!d3d9::CheckShaderVersion(g_pDevice))
	{
		MessageBox(0, "Shader version can not support!", 0, 0);
		return false;
	}
	
	ID3DXBuffer *pShaderCache;
	ID3DXBuffer *pErrorMsg;
	hr = D3DXCompileShaderFromFile(
		"Toon.txt",
		NULL,
		NULL,
		"Main",
		"vs_1_1",
		D3DXSHADER_DEBUG,
		&pShaderCache,
		&pErrorMsg,
		&g_pConstTable
		);
	if (pErrorMsg)
	{
		MessageBox(0, (char*)pErrorMsg->GetBufferPointer(), 0, 0);
		d3d9::Release(pErrorMsg);
		return false;
	}
	d3d9::Release(pErrorMsg);

	if (!g_pConstTable)
	{
		MessageBox(0, "Const table is NULL!", 0, 0);
		return false;
	}

	if (FAILED(hr))
	{
		MessageBox(0, "Failed to compile shader from file!", 0, 0);
		return false;
	}

	hr = g_pDevice->CreateVertexShader((DWORD*)pShaderCache->GetBufferPointer(), &g_pVertexShader);

	if (FAILED(hr))
	{
		MessageBox(0, "Failed to create vertex shader!", 0, 0);
		d3d9::Release(pShaderCache);
		return false;
	}
	d3d9::Release(pShaderCache);

	hr = D3DXCreateTextureFromFile(g_pDevice, "toonshade.bmp", &g_pShadeTex);
	if (FAILED(hr))
	{
		MessageBox(0, "Failed to create texture from file!", 0, 0);
		return false;
	}

	g_pDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
	g_pDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
	g_pDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);

	g_hWorldViewMatrix = g_pConstTable->GetConstantByName(NULL, "WorldViewMatrix");
	if (!g_hWorldViewMatrix)
	{
		MessageBox(0, "Get WorldViewMatrix failed!", 0, 0);
		return false;
	}

	g_hWorldViewProjMatrix = g_pConstTable->GetConstantByName(NULL, "WorldViewProjMatrix");
	if (!g_hWorldViewProjMatrix)
	{
		MessageBox(0, "Get WorldViewProjMatrix failed!", 0, 0);
		return false;
	}

	g_hColor = g_pConstTable->GetConstantByName(NULL, "Color");
	if (!g_hColor)
	{
		MessageBox(0, "Get Color failed!", 0, 0);
		return false;
	}

	g_hLightDir = g_pConstTable->GetConstantByName(NULL, "DirToLight");
	if (!g_hLightDir)
	{
		MessageBox(0, "Get DirToLight failed!", 0, 0);
		return false;
	}
	g_pConstTable->SetDefaults(g_pDevice);

	D3DXVECTOR4 dirtolight(-0.57f, 0.57f, -0.57f, 0.0f);
	g_pConstTable->SetVector(g_pDevice, g_hLightDir, &dirtolight);


	// 竖直视角,宽/高比,近裁剪面,远裁剪面
	D3DXMatrixPerspectiveFovLH(&g_ProjMatrix, D3DX_PI*0.25f, (float)Width / (float)Height, 1.0f, 100.0f);

	return true;
}
示例#17
0
bool draw_basic_scene(IDirect3DDevice9* device, float scale)
{
	static IDirect3DVertexBuffer9*  floor_vb	= NULL;
	static IDirect3DTexture9*		texture		= NULL;
	static ID3DXMesh*				pillar_mesh = NULL;

	if(device == NULL)
	{
		if(floor_vb && texture && pillar_mesh)
		{
			// they already exist, destroy them.
			safe_release<IDirect3DVertexBuffer9*>(floor_vb);
			safe_release<IDirect3DTexture9*>(texture);
			safe_release<ID3DXMesh*>(pillar_mesh);
		}
	}
	else if(floor_vb == NULL && texture == NULL && pillar_mesh == NULL)
	{
		// they don't exist, create them.

		device->CreateVertexBuffer(6 * sizeof(cTextureVertex), 0, TEXTURE_VERTEX_FVF, D3DPOOL_MANAGED, &floor_vb, 0);

		cTextureVertex* v;

		floor_vb->Lock(0, 0, (void**)&v, 0);

		v[0] = cTextureVertex(-20.0f, -2.5f, -20.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f);
		v[1] = cTextureVertex(-20.0f, -2.5f,  20.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f);
		v[2] = cTextureVertex( 20.0f, -2.5f,  20.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f);

		v[3] = cTextureVertex(-20.0f, -2.5f, -20.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f);
		v[4] = cTextureVertex( 20.0f, -2.5f,  20.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f);
		v[5] = cTextureVertex( 20.0f, -2.5f, -20.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f);

		floor_vb->Unlock();

		D3DXCreateCylinder(device, 0.5f, 0.5f, 5.0f, 20, 20, &pillar_mesh, NULL);
		D3DXCreateTextureFromFile(device, L"desert.bmp", &texture);
	}
	else
	{
		// pre-render setup

		device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
		device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
		device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);

		D3DXVECTOR3 dir(0.707f, -0.707f, 0.707f);
		D3DXCOLOR	color(1.0f, 1.0f, 1.0f, 1.0f);
		D3DLIGHT9	light = init_directional_light(&dir, &color);

		device->SetLight(0, &light);
		device->LightEnable(0, TRUE);
		device->SetRenderState(D3DRS_NORMALIZENORMALS, TRUE);
		device->SetRenderState(D3DRS_SPECULARENABLE,   TRUE);

		// render

		D3DXMATRIX transform_matrix, rotate_matrix, pillor_matrix, scale_matrix;
		D3DXMatrixScaling(&scale_matrix, scale, scale, scale);

		// used to rotate cylinders to be parallel with world's y-axis
		D3DXMatrixRotationX(&rotate_matrix, -D3DX_PI * 0.5f);

		// draw floor

		D3DXMatrixIdentity(&transform_matrix);
		transform_matrix *= scale_matrix;
		device->SetTransform(D3DTS_WORLD, &transform_matrix);

		device->SetMaterial(&WHITE_MATERIAL);
		device->SetTexture(0, texture);
		device->SetStreamSource(0, floor_vb, 0, sizeof(cTextureVertex));
		device->SetFVF(TEXTURE_VERTEX_FVF);

		device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);

		// draw pillars

		device->SetMaterial(&BLUE_MATERIAL);
		device->SetTexture(0, NULL);

		for(int i = 0; i < 5; i++)
		{
			// left pillar
			D3DXMatrixTranslation(&transform_matrix, -5.0f, 0.0f, -15.0f + (i * 7.5f));
			pillor_matrix = rotate_matrix * transform_matrix * scale_matrix;
			device->SetTransform(D3DTS_WORLD, &pillor_matrix);

			pillar_mesh->DrawSubset(0);

			// right pillar
			D3DXMatrixTranslation(&transform_matrix, 5.0f, 0.0f, -15.0f + (i * 7.5f));
			pillor_matrix = rotate_matrix * transform_matrix * scale_matrix;
			device->SetTransform(D3DTS_WORLD, &pillor_matrix);

			pillar_mesh->DrawSubset(0);
		}
	}

	return true;
}
示例#18
0
//
// Framework Functions
//
bool Setup()
{
	//
	// Create the objects.
	//

	D3DXCreateTeapot(
		Device,
		&Objects[0],
		0);

	D3DXCreateBox(
		Device,
		2.0f, // width
		2.0f, // height
		2.0f, // depth
		&Objects[1],
		0);

	// cylinder is built aligned on z-axis
	D3DXCreateCylinder(
		Device,
		1.0f, // radius at negative z end
		1.0f, // radius at positive z end
		3.0f, // length of cylinder
		10,   // slices
		10,   // stacks
		&Objects[2],
		0);

	D3DXCreateTorus(
		Device,
		1.0f, // inner radius
		3.0f, // outer radius
		10,   // sides
		10,   // rings
		&Objects[3],
		0);

	D3DXCreateSphere(
		Device,
		1.0f, // radius
		10,   // slices
		10,   // stacks
		&Objects[4],
		0);

	//
	// Build world matrices - position the objects in world space.
	// For example, ObjWorldMatrices[1] will position Objects[1] at
	// (-5, 0, 5).  Likewise, ObjWorldMatrices[2] will position
	// Objects[2] at (5, 0, 5).
	//

	D3DXMatrixTranslation(&ObjWorldMatrices[0],  0.0f, 0.0f,  0.0f);
	D3DXMatrixTranslation(&ObjWorldMatrices[1], -5.0f, 0.0f,  5.0f);
	D3DXMatrixTranslation(&ObjWorldMatrices[2],  5.0f, 0.0f,  5.0f);
	D3DXMatrixTranslation(&ObjWorldMatrices[3], -5.0f, 0.0f, -5.0f);
	D3DXMatrixTranslation(&ObjWorldMatrices[4],  5.0f, 0.0f, -5.0f);

	//
	// Set the projection matrix.
	//

	D3DXMATRIX proj;
	D3DXMatrixPerspectiveFovLH(
			&proj,
			D3DX_PI * 0.5f, // 90 - degree
			(float)Width / (float)Height,
			1.0f,
			1000.0f);
	Device->SetTransform(D3DTS_PROJECTION, &proj);

	//
	// Switch to wireframe mode.
	//

	Device->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);

	return true;
}
//-----------------------------------【Object_Init( )函数】--------------------------------------
//	描述:渲染资源初始化函数,在此函数中进行要被渲染的物体的资源的初始化
//--------------------------------------------------------------------------------------------------
HRESULT Objects_Init(HWND hwnd)
{
	//创建字体
	if(FAILED(D3DXCreateFont(g_pd3dDevice, 36, 0, 0, 1000, false, DEFAULT_CHARSET, 
		OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, _T("Calibri"), &g_pTextFPS)))
		return E_FAIL;
	if (FAILED(D3DXCreateFont(g_pd3dDevice, 20, 0, 1000, 0, false, DEFAULT_CHARSET,
		OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, _T("华文中宋"), &g_pTextAdaperName)))
		return E_FAIL;
	if (FAILED(D3DXCreateFont(g_pd3dDevice, 23, 0, 1000, 0, false, DEFAULT_CHARSET,
		OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, _T("微软雅黑"), &g_pTextHelper)))
		return E_FAIL;
	if (FAILED(D3DXCreateFont(g_pd3dDevice, 26, 0, 1000, 0, false, DEFAULT_CHARSET,
		OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, _T("黑体"), &g_pTextInfo)))
		return E_FAIL;

	LPD3DXBUFFER pAdjBuffer = NULL;
	LPD3DXBUFFER pMtrlBuffer = NULL;

	if (FAILED(D3DXLoadMeshFromX(L"Warden.X", D3DXMESH_MANAGED, g_pd3dDevice, &pAdjBuffer, &pMtrlBuffer, NULL, &g_dwNumMtrls, &g_pMesh)))
	//if (FAILED(D3DXLoadMeshFromX(L"WYJ.X", D3DXMESH_MANAGED, g_pd3dDevice, &pAdjBuffer, &pMtrlBuffer, NULL, &g_dwNumMtrls, &g_pMesh)))
		return E_FAIL;

	D3DXMATERIAL *pMtrls = (D3DXMATERIAL *)pMtrlBuffer->GetBufferPointer();
	g_pMaterials = new D3DMATERIAL9[g_dwNumMtrls];
	g_pTextures = new LPDIRECT3DTEXTURE9[g_dwNumMtrls];

	for (DWORD i = 0; i < g_dwNumMtrls; i++)
	{
		g_pMaterials[i] = pMtrls[i].MatD3D;
		g_pMaterials[i].Ambient = g_pMaterials[i].Diffuse;

		g_pTextures[i] = NULL;
		D3DXCreateTextureFromFileA(g_pd3dDevice, pMtrls[i].pTextureFilename, &g_pTextures[i]);
	}

	SAFE_RELEASE(pAdjBuffer);
	SAFE_RELEASE(pMtrlBuffer);

	g_pd3dDevice->CreateVertexBuffer(4 * sizeof(CUSTOMVERTEX), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &g_pVertexBuffer, 0);
	CUSTOMVERTEX *pVertices = NULL;
	g_pVertexBuffer->Lock(0, 0, (void **)&pVertices, 0);
	pVertices[0] = CUSTOMVERTEX(-500.0f, 0.0f, -500.0f, 0.0f, 1.0f, 0.0f, 0.0f, 50.0f);
	pVertices[1] = CUSTOMVERTEX(-500.0f, 0.0f, 500.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f);
	pVertices[2] = CUSTOMVERTEX(500.0f, 0.0f, -500.0f, 0.0f, 1.0f, 0.0f, 50.0f, 50.0f);
	pVertices[3] = CUSTOMVERTEX(500.0f, 0.0f, 500.0f, 0.0f, 1.0f, 0.0f, 50.0f, 0.0f);
	g_pVertexBuffer->Unlock();

	D3DXCreateTextureFromFile(g_pd3dDevice, L"grass.jpg", &g_pTexture);

	D3DXCreateCylinder(g_pd3dDevice, 10.0f, 10.0f, 500.0f, 60, 60, &g_cylinder, 0);

	g_MaterialCylinder.Ambient = D3DXCOLOR(0.9f, 0.0f, 0.8f, 1.0f);
	g_MaterialCylinder.Diffuse = D3DXCOLOR(0.9f, 0.0f, 0.8f, 1.0f);
	g_MaterialCylinder.Specular = D3DXCOLOR(0.9f, 0.2f, 0.9f, 0.9f);
	g_MaterialCylinder.Emissive = D3DXCOLOR(0.0f, 0.0f, 0.9f, 1.0f);

	D3DLIGHT9 light;
	ZeroMemory(&light, sizeof(light));
	light.Type = D3DLIGHT_DIRECTIONAL;
	light.Ambient = D3DXCOLOR(0.7f, 0.7f, 0.7f, 1.0f);
	light.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
	light.Specular = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
	light.Direction = D3DXVECTOR3(1.0f, 0.0f, 0.0f);
	g_pd3dDevice->SetLight(0, &light);
	g_pd3dDevice->LightEnable(0, true);
	g_pd3dDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);
	g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, true);

	g_pCamera = new CameraClass(g_pd3dDevice);
	g_pCamera->SetCameraPosition(&D3DXVECTOR3(0.0f, 200.0f, -300.0f));
	g_pCamera->SetTargetPosition(&D3DXVECTOR3(0.0f, 300.0f, 0.0f));
	g_pCamera->SetViewMatrix();
	g_pCamera->SetProjMatrix();

	g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	g_pd3dDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);


	//g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);

	return S_OK;
}
示例#20
0
//
// Framework Functions
//
bool Setup()
{
	//
	// Create objects.
	//

	D3DXCreateTeapot(Device, &Objects[0], 0);
	D3DXCreateSphere(Device, 1.0f, 20, 20, &Objects[1], 0);
	D3DXCreateTorus(Device, 0.5f, 1.0f, 20, 20, &Objects[2], 0);
	D3DXCreateCylinder(Device, 0.5f, 0.5f, 2.0f, 20, 20, &Objects[3], 0);

	//
	// Build world matrices - position the objects in world space.
	//

	D3DXMatrixTranslation(&Worlds[0],  0.0f,  2.0f, 0.0f);
	D3DXMatrixTranslation(&Worlds[1],  0.0f, -2.0f, 0.0f);
	D3DXMatrixTranslation(&Worlds[2], -3.0f,  0.0f, 0.0f);
	D3DXMatrixTranslation(&Worlds[3],  3.0f,  0.0f, 0.0f);
	D3DXMATRIX Rx;
	D3DXMatrixRotationX(&Rx, D3DX_PI * 0.5f);
	Worlds[3] = Rx * Worlds[3];

	//
	// Setup the object's materials.
	//

	Mtrls[0] = d3d::RED_MTRL;
	Mtrls[1] = d3d::BLUE_MTRL;
	Mtrls[2] = d3d::GREEN_MTRL;
	Mtrls[3] = d3d::YELLOW_MTRL;

	for(int i = 0; i < 4; i++)
		Mtrls[i].Power = 20.0f;

	//
	// Setup a spot light
	//

	D3DXVECTOR3 pos(0.0f, 0.0f, -5.0f);
	D3DXVECTOR3 dir(0.0f, 0.0f,  1.0f);
	D3DXCOLOR   c = d3d::WHITE;
	Spot = d3d::InitSpotLight(&pos, &dir, &c);

	//
	// Set and Enable spotlight.
	//

	Device->SetLight(0, &Spot);
	Device->LightEnable(0, true);

	//
	// Set light related render states.
	//

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

	//
	// Position and aim the camera.
	//
	D3DXVECTOR3 position( 0.0f, 0.0f, -5.0f );
	D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
	D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
	D3DXMATRIX V;
	D3DXMatrixLookAtLH(&V, &position, &target, &up);
	Device->SetTransform(D3DTS_VIEW, &V);

	//
	// Set the projection matrix.
	//

	D3DXMATRIX proj;
	D3DXMatrixPerspectiveFovLH(
			&proj,
			D3DX_PI * 0.5f, // 90 - degree
			(float)Width / (float)Height,
			1.0f,
			1000.0f);
	Device->SetTransform(D3DTS_PROJECTION, &proj);

	return true;
}