// ================================================================
// Filename: Lighting.cpp
// Description: Demonstrating use of Lighting and materials
//
// This source corresponds to 32Bits.co.uk DirectX
// Basics Series 3 part 5.
// ================================================================
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <d3d8.h>
#include <d3dx8.h>
#include <dxerr8.h>
#include <mmsystem.h>
#include "D3DFuncs.h"
#include "D3DCube.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[]="32Bits Tutorial - Lighting";
LPDIRECT3D8 g_pD3D;
LPDIRECT3DDEVICE8 g_pDevice;
LPDIRECT3DSURFACE8 g_pBackSurface;
HWND g_hWnd;
D3DCURRENTSETTINGS g_D3DSettings;
// Globals specifically for this source
CD3DCube g_Cube;
//-----------------------------------------------------------------------------
// 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 )
{
switch( msg )
{
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 D3DError(E_FAIL, __LINE__, __FILE__, "Failed to create a D3D8 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, -6.0f),
&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
rslt=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
rslt=g_pDevice->SetTransform(D3DTS_WORLD, &matWorld);
if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Failed to set World Transform."); }
// ===================================================================================
// Set up our scene states
// ===================================================================================
// Set our culling & lighting renderstates
g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
g_pDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
// Set up the level of ambient light in the scene
g_pDevice->SetRenderState( D3DRS_AMBIENT, D3DCOLOR_XRGB(100,100,100));
// Uncomment this for specular highlights
// g_pDevice->SetRenderState( D3DRS_SPECULARENABLE, TRUE);
// Set up our light
D3DLIGHT8 Light;
ZeroMemory(&Light, sizeof(D3DLIGHT8));
// Create a white, single direction light
Light.Type=D3DLIGHT_DIRECTIONAL;
Light.Diffuse.r=1.0f;
Light.Diffuse.g=1.0f;
Light.Diffuse.b=1.0f;
Light.Position=D3DXVECTOR3( 3.0f, 2.0f, -3.0f);
Light.Direction=D3DXVECTOR3(-0.5f,-1.0f, 1.0f);
/*
// Uncomment this for specular highlights
Light.Specular.r = 1.0f;
Light.Specular.g = 1.0f;
Light.Specular.b = 1.0f;
Light.Specular.a = 1.0f;
*/
// Tell D3D to copy our light properties into the T&L pipeline...
rslt=g_pDevice->SetLight(0, &Light);
if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Could not set light."); }
// ...and enable the light
rslt=g_pDevice->LightEnable(0, TRUE);
if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Could not enable light."); }
// Now set up our material
D3DMATERIAL8 Material;
ZeroMemory(&Material, sizeof(D3DMATERIAL8));
// The ambient and diffuse colours for the material directly set the apparent colour of
// any primitives rendered with this material. They specify what colours this material reflects
// when light falls on them. For example, a blue light (0.0, 0.0, 1.0) shining on a material with
// diffuse (0.0, 0.0, 1.0) will make the primitives appear blue, because a blue material will
// reflect a blue light. However a red light (1.0, 0.0, 0.0) shining on the same material will
// make the primitive appear black, because there are no blue components in a red light, therefore
// nothing to reflect.
// It is normal for your material diffuse and ambient colours to be the same
// Set the RGBA for diffuse reflection. This colour affects the colour of any faces that DO have
// light fall on them
Material.Diffuse.r = 0.0f;
Material.Diffuse.g = 0.5f;
Material.Diffuse.b = 1.0f;
Material.Diffuse.a = 1.0f;
// Set the RGBA for Ambient reflection. This colour affects the colour of any faces that do NOT
// have any light fall on them.
Material.Ambient.r = 0.0f;
Material.Ambient.g = 0.5f;
Material.Ambient.b = 1.0f;
Material.Ambient.a = 1.0f;
/*
// Uncomment this for specular highlights
Material.Specular.r = 1.0f;
Material.Specular.g = 1.0f;
Material.Specular.b = 1.0f;
Material.Specular.a = 1.0f;
Material.Power=100.0f;
*/
// Tell D3D to use our material
rslt=g_pDevice->SetMaterial(&Material);
if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Could not set material."); }
// Initialise our cube
g_Cube.Initialise(2.0f, 2.0f, 2.0f, -1.0f, -1.0f, -1.0f, g_pDevice);
g_Cube.SetTexture("roof.bmp", g_pDevice);
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 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
// ====================================================================================
// Create a matrix to rotate the cube nicely.
D3DXMATRIX matWorld;
// timeGetTime() requires #include <mmsystem.h>, and winmm.lib to be linked
D3DXMatrixRotationYawPitchRoll(&matWorld, timeGetTime()/1700.0f, timeGetTime()/1500.0f,
timeGetTime()/1600.0f);
g_pDevice->SetTransform(D3DTS_WORLD, &matWorld);
g_Cube.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);
return S_OK;
}