// ================================================================
// Filename: Terrain.cpp
// Description: A terrain engine
// ================================================================
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <d3d8.h>
#include <d3dx8.h>
#include <dxerr8.h>
#include <mmsystem.h>
#include "D3DFuncs.h"
#include "cd3drasterfont.h"
#include "cd3dtimer.h"
#include "TerrainEngine.h"
#include "Skybox.h"
// Function declarations
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow);
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );
HRESULT GameInit();
HRESULT GameLoop();
HRESULT GameShutDown();
HRESULT Render();
// Globals
static char strAppname[]="Simple Terrain demo by 32Bits.co.uk";
LPDIRECT3D8 g_pD3D;
LPDIRECT3DDEVICE8 g_pDevice;
LPDIRECT3DSURFACE8 g_pBackSurface;
HWND g_hWnd;
D3DCURRENTSETTINGS g_D3DSettings;
CD3DRasterFont g_FPSFont;
CD3DRasterFont g_32BitsFont;
CD3DTimer g_TimerGlobal;
// Globals specifically for this source
CTerrainEngine g_Terrain;
CSkyBox g_SkyBox;
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize=sizeof(WNDCLASSEX); // size of the window struct in bytes
wc.style=CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // window styles to use
wc.lpfnWndProc=MsgProc; // function name of event handler
wc.hInstance=hInstance; // handle to this apps instance
wc.hbrBackground=(HBRUSH)GetStockObject(GRAY_BRUSH);// background colour of window
wc.hIcon= LoadIcon(NULL, IDI_APPLICATION); // icon for the app window
wc.hIconSm=LoadIcon(NULL, IDI_APPLICATION); // icon when minimized to taskbar
wc.hCursor=LoadCursor(NULL, IDC_ARROW); // cursor to use for this window
wc.lpszClassName=strAppname; // name for this class
// Register the window class
RegisterClassEx( &wc );
g_D3DSettings.m_nDeviceWidth=800;
g_D3DSettings.m_nDeviceHeight=600;
// Create the application's window
g_hWnd = CreateWindow(strAppname, strAppname, WS_OVERLAPPEDWINDOW, 10, 10,
g_D3DSettings.m_nDeviceWidth, g_D3DSettings.m_nDeviceHeight,
NULL, NULL, wc.hInstance, NULL );
// Show the window
ShowWindow(g_hWnd, nCmdShow);
UpdateWindow(g_hWnd);
if(FAILED(GameInit()))
{
UnregisterClass( strAppname, wc.hInstance );
return -1;
}
// Enter the message loop
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
int count=0;
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
GameLoop();
}
}
GameShutDown();
UnregisterClass( strAppname, wc.hInstance );
return 0;
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
HDC hDC;
PAINTSTRUCT PaintStruct;
switch( msg )
{
case WM_PAINT:
{
hDC=BeginPaint(hWnd, &PaintStruct); // Tell windows we want to update the window
// Do GDI drawing here
EndPaint(hWnd, &PaintStruct);
return 0;
}
case WM_KEYDOWN:
{
switch(wParam)
{
case VK_SPACE:
{
PostQuitMessage( 0 );
return 0;
}
}
}
case WM_DESTROY:
{
PostQuitMessage( 0 );
return 0;
}
default:
return DefWindowProc( hWnd, msg, wParam, lParam );
}
}
// =====================================================================================
// High level functions for initialization, loop and shutdown
// =====================================================================================
HRESULT GameInit()
{
HRESULT rslt=0;
g_pD3D=Direct3DCreate8(D3D_SDK_VERSION);
if(g_pD3D==NULL)
{
return E_FAIL;
}
// Populate our struct with how we want to set up D3D...
g_D3DSettings.m_bWindowed=TRUE;
g_D3DSettings.m_bMultiSampling=FALSE;
g_D3DSettings.m_D3DFormat=D3DFMT_X8R8G8B8;
// ...and pass it to our function to create the device!
rslt=InitDirect3DDevice(g_hWnd, g_D3DSettings, g_pD3D, &g_pDevice);
if(FAILED(rslt))
{
return rslt;
}
// Set our culling renderstate, turn off lighting, and enable ZBuffering
g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
g_pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
g_pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
// Use bilinear filtering to smooth out the texture
g_pDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
g_pDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
g_pDevice->SetTextureStageState( 0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
// Set the viewport
D3DVIEWPORT8 ViewPort;
ZeroMemory(&ViewPort, sizeof(D3DVIEWPORT8));
ViewPort.Height=g_D3DSettings.m_nDeviceHeight;
ViewPort.Width=g_D3DSettings.m_nDeviceWidth;
ViewPort.MaxZ=1.0f;
g_pDevice->SetViewport(&ViewPort);
// Set the projection matrix
D3DXMATRIX ProjectionMatrix;
ZeroMemory(&ProjectionMatrix, sizeof(ProjectionMatrix));
float ScreenAspect=(float)g_D3DSettings.m_nDeviceWidth / (float)g_D3DSettings.m_nDeviceHeight;
float FOV = D3DX_PI / 4;
D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, FOV, ScreenAspect, 1.0f, 330.0f);
g_pDevice->SetTransform(D3DTS_PROJECTION, &ProjectionMatrix);
D3DXMATRIX ViewMatrix;
D3DXMatrixLookAtLH(&ViewMatrix, &D3DXVECTOR3(0.0f, 70.0f, -100.0f), &D3DXVECTOR3(0.0f, 45.0f,-30.0f), &D3DXVECTOR3(0.0f,1.0f,0.0f));
g_pDevice->SetTransform(D3DTS_VIEW, &ViewMatrix);
D3DXMATRIX WorldMatrix;
D3DXMatrixIdentity(&WorldMatrix);
g_pDevice->SetTransform(D3DTS_WORLD, &WorldMatrix);
// =====================================================================================
// Set up the terrain engine
// =====================================================================================
g_Terrain.Initialise(g_pDevice, "island.bmp");
g_SkyBox.Initialise(g_pDevice);
// =====================================================================================
// Font for FPS
// =====================================================================================
g_FPSFont.SetColourKey(g_pDevice, D3DCOLOR_XRGB(0,0,0));
g_FPSFont.SetText("32BITS.CO.UK");
g_FPSFont.SetCharsPerLine(10);
g_FPSFont.SetLetterWidth(32);
g_FPSFont.SetLetterHeight(32);
g_FPSFont.SetTranslation(D3DXVECTOR2(290.0f, 550.0f));
rslt=g_FPSFont.Load(g_pDevice, "font1.bmp");
if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Failed to load raster font."); }
g_32BitsFont.SetColourKey(g_pDevice, D3DCOLOR_XRGB(0,0,0));
g_32BitsFont.SetText("32BITS.CO.UK");
g_32BitsFont.SetCharsPerLine(10);
g_32BitsFont.SetLetterWidth(32);
g_32BitsFont.SetLetterHeight(32);
g_32BitsFont.SetTranslation(D3DXVECTOR2(5.0f, 15.0f));
rslt=g_32BitsFont.Load(g_pDevice, "font1.bmp");
if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Failed to load raster font."); }
rslt=g_TimerGlobal.Initialise();
if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Failed to initialise timer."); }
return S_OK;
}
HRESULT GameLoop()
{
return Render();
}
HRESULT GameShutDown()
{
if(g_pBackSurface)
g_pBackSurface->Release();
if(g_pDevice)
g_pDevice->Release();
if(g_pD3D)
g_pD3D->Release();
return S_OK;
}
// =====================================================================================
// Main render function to perform D3D drawing
// =====================================================================================
HRESULT Render()
{
HRESULT rslt=NULL;
// ====================================================================================
// - Do all the usual checks to make sure we have the right pointers, etc...
// ====================================================================================
// Make sure we have a valid D3D Device
if(!g_pDevice) { return E_FAIL; }
// Return if the device is not ready
rslt=ValidateDevice(g_pDevice, g_pBackSurface, g_D3DSettings);
if(FAILED(rslt)) { return rslt; }
// Clear the back buffer
g_pDevice->Clear(0,0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,55), 1.0f, 0);
// Get a pointer to the back buffer (remember, page flipping has taken place)
rslt=g_pDevice->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &g_pBackSurface);
if(FAILED(rslt)) { return E_FAIL; }
rslt=g_pDevice->BeginScene();
if(FAILED(rslt)) { return E_FAIL; }
// ====================================================================================
// - Do our drawing operations
// ====================================================================================
D3DXMATRIX WorldMatrix;
D3DXMatrixRotationY(&WorldMatrix, (timeGetTime()/1500.0f));
g_pDevice->SetTransform(D3DTS_WORLD, &WorldMatrix);
//g_pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_SkyBox.Render(g_pDevice, g_pBackSurface);
g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
g_Terrain.Render(g_pDevice, g_pBackSurface);
char frate[15];
wsprintf(frate, "FRAMERATE: %d", g_TimerGlobal.GetFrameRate());
g_FPSFont.SetText(frate);
g_FPSFont.Render(g_pDevice, g_pBackSurface);
g_32BitsFont.Render(g_pDevice, g_pBackSurface);
// ====================================================================================
// - Clean up and present the back buffer to be page flipped
// ====================================================================================
g_pDevice->EndScene();
g_pBackSurface->Release();
// Present the back buffer to the display adapter to be drawn
g_pDevice->Present(NULL, NULL, NULL, NULL);
g_TimerGlobal.Frame();
return S_OK;
}