// ================================================================
 // Filename: Texturemap.cpp
 // Description: Drawing a quad in world space and texturemapping it
 //
 //              This source corresponds to 32Bits.co.uk DirectX
 //              Basics Series 3 part 4, DirectX 9 Edition.
 // ================================================================


 #define WIN32_LEAN_AND_MEAN
 #include <windows.h>
 #include <d3d9.h>
 #include <d3dx9.h>
 #include <dxerr9.h>

 #include "D3DFuncs.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[]="Direct3D Texturemapping";
 LPDIRECT3D9 g_pD3D;
 LPDIRECT3DDEVICE9 g_pDevice;
 LPDIRECT3DSURFACE9 g_pBackSurface;
 HWND g_hWnd;

 D3DCURRENTSETTINGS g_D3DSettings;

 // Globals specifically for this source

 LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer;
 LPDIRECT3DTEXTURE9      g_pTexture;

 // Change our normal vertex struct to include members for texturemapping...
 typedef struct _tagSimpleTexMapVertex
 {
     float       x,y,z;
     D3DCOLOR    dwDiffuse;
     float       tu,tv;
 } SIMPLETEXMAPVERTEX;

 // ...and update our FVF define to match.
 #define FVF_SIMPLETEXMAPVERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(1))


 //-----------------------------------------------------------------------------
 // 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;
     g_D3DSettings.m_fScreenAspect=(float)g_D3DSettings.m_nDeviceWidth / (float)g_D3DSettings.m_nDeviceHeight;

     // 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:
             case VK_ESCAPE:
                 {
                     PostQuitMessage( 0 );
                     return 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=Direct3DCreate9(D3D_SDK_VERSION);
     if(g_pD3D==NULL)
     {
         return D3DError(E_FAIL, __LINE__, __FILE__, "Failed to create a D3D9 object.");
     }


     // 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 E_FAIL;
     }



     // ===================================================================================
     // Set up our Projection, View and World transformations
     // ===================================================================================

     // Create a matrix to store our Projection transform. Null all the fields.
     D3DXMATRIX matProjection;
     ZeroMemory(&matProjection, sizeof(matProjection));

     // Use D3DX to create a left handed cartesian Field Of View transform
     D3DXMatrixPerspectiveFovLH(&matProjection, D3DX_PI/4, g_D3DSettings.m_fScreenAspect,
                                1.0f, 100.0f);

     // Tell D3D to use our Projection matrix for the projection transformation stage
     rslt=g_pDevice->SetTransform(D3DTS_PROJECTION, &matProjection);
     if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Failed to set Projection Transform."); }



     // Create a matrix to store our View transform. Null all the fields.
     D3DXMATRIX matView;
     ZeroMemory(&matView, sizeof(matView));

     // Use D3DX to create a Look At matrix from eye, lookat and up vectors.
     D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(0.0f, 0.0f, -5.0f),
                                  &D3DXVECTOR3(0.0f, 0.0f,  0.0f),
                                  &D3DXVECTOR3(0.0f, 1.0f,  0.0f));

     // Tell D3D to use our View matrix for the view transformation stage
     g_pDevice->SetTransform(D3DTS_VIEW, &matView);
     if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Failed to set View Transform."); }




     // Create a matrix to store our World transform
     D3DXMATRIX matWorld;
     // Set the matrix to an identity matrix (one that makes no change)
     D3DXMatrixIdentity(&matWorld);

     // Tell D3D to use our World matrix for the world transformation stage
     g_pDevice->SetTransform(D3DTS_WORLD, &matWorld);
     if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Failed to set World Transform."); }



     // ===================================================================================
     // Set up our primitive and vertex buffer
     // ===================================================================================

     // Set our culling & lighting renderstates
     g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
     g_pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);


     // Create a quad for texturemapping, and assign each vertex a texcoord:

     SIMPLETEXMAPVERTEX Quad[4];
     Quad[0].x=-1.0f; Quad[0].y=-1.7f; Quad[0].z=0.0f;
     Quad[0].tu=0.0f;
     Quad[0].tv=1.0f;
     Quad[0].dwDiffuse=D3DCOLOR_XRGB(255,255,255);

     Quad[1].x=-1.0f; Quad[1].y=1.0f; Quad[1].z=0.0f;
     Quad[1].tu=0.0f;
     Quad[1].tv=0.0f;
     Quad[1].dwDiffuse=D3DCOLOR_XRGB(255,255,255);

     Quad[2].x=1.0f; Quad[2].y=-1.7f; Quad[2].z=0.0f;
     Quad[2].tu=1.0f;
     Quad[2].tv=1.0f;
     Quad[2].dwDiffuse=D3DCOLOR_XRGB(255,255,255);

     Quad[3].x=1.0f; Quad[3].y=1.0f; Quad[3].z=0.0f;
     Quad[3].tu=1.0f;
     Quad[3].tv=0.0f;
     Quad[3].dwDiffuse=D3DCOLOR_XRGB(255,255,255);



     // Next, create our vertex buffer using the properties of our custom struct and FVF
     rslt=g_pDevice->CreateVertexBuffer(sizeof(Quad), 0, FVF_SIMPLETEXMAPVERTEX, D3DPOOL_DEFAULT,
                                        &g_pVertexBuffer, NULL);
     if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "CreateVertexBuffer() failed."); }

     // Now lock the vertex buffer...
     BYTE* pVerticeLock=0;
     rslt=g_pVertexBuffer->Lock(0, sizeof(Quad), (void**)&pVerticeLock, 0);
     if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Failed to lock Vertex Buffer."); }

     // ...and copy our array of vertices straight into it
     CopyMemory(pVerticeLock, &Quad, sizeof(Quad));

     // Remember to unlock the vertex buffer once we're done.
     g_pVertexBuffer->Unlock();


     // ===================================================================================
     // Create our texture surface for texturemapping
     // ===================================================================================

     // Create the texture surface from the file
     rslt=D3DXCreateTextureFromFileEx(g_pDevice, "jessica.jpg", D3DX_DEFAULT, D3DX_DEFAULT,
                                      D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED,
                                      D3DX_DEFAULT, D3DX_DEFAULT, 0, NULL, NULL, &g_pTexture);
     if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Could not create texture."); }


     return S_OK;
 }

 HRESULT GameLoop()
 {
     return Render();
 }

 HRESULT GameShutDown()
 {
     // Don't forget to release the vertex buffer - it's a COM interface!
     if(g_pVertexBuffer)
         g_pVertexBuffer->Release();

     if(g_pTexture)
         g_pTexture->Release();

     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, 0, D3DBACKBUFFER_TYPE_MONO, &g_pBackSurface);
     if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Failed to get the back buffer."); }



     rslt=g_pDevice->BeginScene();
     if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "BeginScene() failed."); }

     // ====================================================================================
     // - Do our drawing operations
     // ====================================================================================


     // Tell D3D we want to use our vertex buffer as the "source stream"
     g_pDevice->SetStreamSource(0, g_pVertexBuffer, 0, sizeof(SIMPLETEXMAPVERTEX));

     // Tell D3D we want to use our custom FVF define
     g_pDevice->SetFVF(FVF_SIMPLETEXMAPVERTEX);

     // Tell D3D to use the following texture for texturemapping the next set of primitives
     g_pDevice->SetTexture(0, g_pTexture);

     // And finally tell D3D to draw our triangle!
     g_pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);


     // ====================================================================================
     // - 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);


     return S_OK;
 }