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TUNNEL
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TUNNEL.C
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C/C++ Source or Header
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1996-08-28
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25KB
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718 lines
/*==========================================================================
*
* Copyright (C) 1995, 1996 Microsoft Corporation. All Rights Reserved.
*
* File: tunnel.c
*
***************************************************************************/
#include <math.h>
#include <malloc.h>
#include <d3d.h>
#include "d3ddemo.h"
/*
* External funtions which perform much of the math.
*/
extern LPD3DVECTOR D3DVECTORNormalise(LPD3DVECTOR v);
extern LPD3DVECTOR D3DVECTORCrossProduct(LPD3DVECTOR lpd, LPD3DVECTOR lpa,
LPD3DVECTOR lpb);
extern LPD3DMATRIX D3DMATRIXInvert(LPD3DMATRIX d, LPD3DMATRIX a);
extern LPD3DMATRIX D3DMATRIXSetRotation(LPD3DMATRIX lpM, LPD3DVECTOR lpD,
LPD3DVECTOR lpU);
extern void spline(LPD3DVECTOR p, float t, LPD3DVECTOR p1, LPD3DVECTOR p2,
LPD3DVECTOR p3, LPD3DVECTOR p4);
/*
* Globals to keep track of execute buffer
*/
static D3DEXECUTEDATA d3dExData;
static LPDIRECT3DEXECUTEBUFFER lpD3DExBuf;
static D3DEXECUTEBUFFERDESC debDesc;
/*
* More globals
*/
LPDIRECT3DMATERIAL lpbmat;
LPDIRECT3DMATERIAL lpmat; /* Material object */
/*
* Global projection, view, world and identity matricies
*/
D3DMATRIXHANDLE hProj;
D3DMATRIX proj = {
D3DVAL(2.0), D3DVAL(0.0), D3DVAL(0.0), D3DVAL(0.0),
D3DVAL(0.0), D3DVAL(2.0), D3DVAL(0.0), D3DVAL(0.0),
D3DVAL(0.0), D3DVAL(0.0), D3DVAL(1.0), D3DVAL(1.0),
D3DVAL(0.0), D3DVAL(0.0), D3DVAL(-1.0), D3DVAL(0.0)
};
D3DMATRIXHANDLE hView;
D3DMATRIX view = {
D3DVAL(1.0), D3DVAL(0.0), D3DVAL(0.0), D3DVAL(0.0),
D3DVAL(0.0), D3DVAL(1.0), D3DVAL(0.0), D3DVAL(0.0),
D3DVAL(0.0), D3DVAL(0.0), D3DVAL(1.0), D3DVAL(0.0),
D3DVAL(0.0), D3DVAL(0.0), D3DVAL(10.0), D3DVAL(1.0)
};
D3DMATRIXHANDLE hWorld;
D3DMATRIX world = {
D3DVAL(1.0), D3DVAL(0.0), D3DVAL(0.0), D3DVAL(0.0),
D3DVAL(0.0), D3DVAL(1.0), D3DVAL(0.0), D3DVAL(0.0),
D3DVAL(0.0), D3DVAL(0.0), D3DVAL(1.0), D3DVAL(0.0),
D3DVAL(0.0), D3DVAL(0.0), D3DVAL(0.0), D3DVAL(1.0)
};
D3DMATRIX identity = {
D3DVAL(1.0), D3DVAL(0.0), D3DVAL(0.0), D3DVAL(0.0),
D3DVAL(0.0), D3DVAL(1.0), D3DVAL(0.0), D3DVAL(0.0),
D3DVAL(0.0), D3DVAL(0.0), D3DVAL(1.0), D3DVAL(0.0),
D3DVAL(0.0), D3DVAL(0.0), D3DVAL(0.0), D3DVAL(1.0)
};
#define PI 3.14159265359
/*
* These defines describe the section of the tube in the execute buffer at
* one time. (Note, tube and tunnel are used interchangeably).
*/
#define SEGMENTS 20 /* Number of segments in memory at one time. Each
* segment is made up oftriangles spanning between
* two rings.
*/
#define SIDES 8 /* Number of sides on each ring. */
#define TEX_RINGS 5 /* Number of rings to stretch the texture over. */
#define NUM_V (SIDES*(SEGMENTS+1)) // Number of vertices in memory at once
#define NUM_TRI (SIDES*SEGMENTS*2) // Number of triangles in memory
#define TUBE_R 1.0 /* Radius of the tube. */
#define SPLINE_POINTS 50 /* Number of spline points to initially
* calculate. The section in memory represents
* only a fraction of this.
*/
/*
* Movement and track scalars given in terms of position along the spline
* curve.
*/
#define SEGMENT_LENGTH 0.05 /* Length of each segment along curve. */
#define SPEED 0.02 /* Amount to increment camera position along
* curve for each frame.
*/
#define DEPTH 0.8 /* How close the camera can get to the end of
* track before new segments are added.
*/
#define PATH_LENGTH (SPLINE_POINTS - 1) /*Total length of the tunnel.*/
/*
* A global structure holding the tube data.
*/
static struct {
LPD3DVERTEX lpV; /* Points to the vertices. */
LPD3DTRIANGLE lpTri; /* Points to the triangles which make up the
* segments.
*/
int TriOffset; /* Offset into the execute buffer were the
* triangle list is found.
*/
LPD3DVECTOR lpPoints; /* Points to the points defining the spline
* curve.
*/
D3DMATERIALHANDLE hMat; /* Handle for the material on the tube. */
D3DTEXTUREHANDLE hTex; /* Handle for the texture on the material.*/
D3DLIGHT light; /* Structure defining the light. */
LPDIRECT3DLIGHT lpD3DLight; /* Object pointer for the light. */
D3DVECTOR cameraP, cameraD, cameraN; /* Vectors defining the camera
* position, direction and up.
*/
float cameraPos; /* Camera position along the
* spline curve.
*/
D3DVECTOR endP, endD, endN; /* Vectors defining the position,
* direction and up at the foremost end of
* the section in memory.
*/
float endPos; /* Position along the spline curve of the end. */
int currentRing, currentSegment; /* Numbers of the ring and tube at
* the back end of the section.
*/
} tube;
/*
* Creates a matrix which is equivalent to having the camera at a
* specified position. This matrix can be used to convert vertices to
* camera coordinates. lpP Position of the camera. lpD Direction of
* view. lpN Up vector. lpM Matrix to update.
*/
void
PositionCamera(LPD3DVECTOR lpP, LPD3DVECTOR lpD, LPD3DVECTOR lpN,
LPD3DMATRIX lpM)
{
D3DMATRIX tmp;
/*
* Set the rotation part of the matrix and invert it. Vertices must be
* inverse rotated to achieve the same result of a corresponding
* camera rotation.
*/
tmp._14 = tmp._24 = tmp._34 = tmp._41 = tmp._42 = tmp._43 = (float)0.0;
tmp._44 = (float)1.0;
D3DMATRIXSetRotation(&tmp, lpD, lpN);
D3DMATRIXInvert(lpM, &tmp);
/*
* Multiply the rotation matrix by a translation transform. The
* translation matrix must be applied first (left of rotation).
*/
lpM->_41=-(lpM->_11 * lpP->x + lpM->_21 * lpP->y + lpM->_31 * lpP->z);
lpM->_42=-(lpM->_12 * lpP->x + lpM->_22 * lpP->y + lpM->_32 * lpP->z);
lpM->_43=-(lpM->_13 * lpP->x + lpM->_23 * lpP->y + lpM->_33 * lpP->z);
}
/*
* Updates the given position, direction and normal vectors to a given
* position on the spline curve. The given up vector is used to determine
* the new up vector.
*/
void
MoveToPosition(float position, LPD3DVECTOR lpP, LPD3DVECTOR lpD,
LPD3DVECTOR lpN)
{
LPD3DVECTOR lpSplinePoint[4];
D3DVECTOR pp, x;
int i, j;
float t;
/*
* Find the four points along the curve which are around the position.
*/
i = 0;
t = position;
while (t > 1.0) {
i++;
if (i == SPLINE_POINTS)
i = 0;
t -= (float)1.0;
}
for (j = 0; j < 4; j++) {
lpSplinePoint[j] = &tube.lpPoints[i];
i++;
if (i == SPLINE_POINTS)
i = 0;
}
/*
* Get the point at the given position and one just before it.
*/
spline(lpP, t, lpSplinePoint[0], lpSplinePoint[1], lpSplinePoint[2],
lpSplinePoint[3]);
spline(&pp, t - (float)0.01, lpSplinePoint[0], lpSplinePoint[1],
lpSplinePoint[2], lpSplinePoint[3]);
/*
* Calculate the direction.
*/
lpD->x = lpP->x - pp.x;
lpD->y = lpP->y - pp.y;
lpD->z = lpP->z - pp.z;
D3DVECTORNormalise(lpD);
/*
* Find the new normal. This method will work provided the change in
* the normal is not very large.
*/
D3DVECTORNormalise(lpN);
D3DVECTORCrossProduct(&x, lpN, lpD);
D3DVECTORCrossProduct(lpN, &x, lpD);
lpN->x = -lpN->x;
lpN->y = -lpN->y;
lpN->z = -lpN->z;
D3DVECTORNormalise(lpN);
}
/*
* Generates a ring of vertices in a plane defined by n and the cross
* product of n and p. On exit, joint contains the vertices. Join must
* be pre-allocated. Normals are generated pointing in. Texture
* coordinates are generated along tu axis and are given along tv.
*/
static void
MakeRing(LPD3DVECTOR p, LPD3DVECTOR d, LPD3DVECTOR n, float tv,
LPD3DVERTEX joint)
{
int spoke;
float theta, u, v, x, y, z;
D3DVECTOR nxd;
D3DVECTORCrossProduct(&nxd, n, d);
for (spoke = 0; spoke < SIDES; spoke++) {
theta = (float)(2.0 * PI) * spoke / SIDES;
/*
* v, u defines a unit vector in the plane define by vectors nxd
* and n.
*/
v = (float)sin(theta);
u = (float)cos(theta);
/*
* x, y, z define a unit vector in standard coordiante space
*/
x = u * nxd.x + v * n->x;
y = u * nxd.y + v * n->y;
z = u * nxd.z + v * n->z;
/*
* Position, normals and texture coordiantes.
*/
joint[spoke].x = (float)TUBE_R * x + p->x;
joint[spoke].y = (float)TUBE_R * y + p->y;
joint[spoke].z = (float)TUBE_R * z + p->z;
joint[spoke].nx = -x;
joint[spoke].ny = -y;
joint[spoke].nz = -z;
joint[spoke].tu = (float)1.0 - theta / (float)(2.0 * PI);
joint[spoke].tv = tv;
}
}
/*
* Defines the triangles which form a segment between ring1 and ring2 and
* stores them at lpTri. lpTri must be pre-allocated.
*/
void
MakeSegment(int ring1, int ring2, LPD3DTRIANGLE lpTri)
{
int side, triangle = 0;
for (side = 0; side < SIDES; side++) {
/*
* Each side consists of two triangles.
*/
lpTri[triangle].v1 = ring1 * SIDES + side;
lpTri[triangle].v2 = ring2 * SIDES + side;
lpTri[triangle].v3 = ring2 * SIDES + ((side + 1) % SIDES);
/*
* for wireframe only need first two edges.
* Start a two triangle flat fan for each tunnel face.
*/
lpTri[triangle].wFlags = D3DTRIFLAG_STARTFLAT(1);
lpTri[triangle].wFlags |= D3DTRIFLAG_EDGEENABLE1 |
D3DTRIFLAG_EDGEENABLE2;
triangle++;
lpTri[triangle].v2 = ring2 * SIDES + ((side + 1) % SIDES);
lpTri[triangle].v3 = ring1 * SIDES + ((side + 1) % SIDES);
lpTri[triangle].v1 = ring1 * SIDES + side;
/*
* Dont need any edges for wireframe.
*/
lpTri[triangle].wFlags = D3DTRIFLAG_EVEN;
triangle++;
}
}
/*
* Creates a new segment of the tunnel at the current end position.
* Creates a new ring and segment.
*/
void
UpdateTubeInMemory(void)
{
static int texRing = 0; /* Static counter defining the position of
* this ring on the texture.
*/
int endRing; /* The ring at the end of the tube in memory. */
int RingOffset, SegmentOffset; /* Offsets into the vertex and triangle
* lists for the new data.
*/
/*
* Replace the back ring with a new ring at the front of the tube
* in memory.
*/
memcpy(&tube.lpV[SIDES], &tube.lpV[0], sizeof(tube.lpV[0]) * (NUM_V - SIDES));
MakeRing(&tube.endP, &tube.endD, &tube.endN, texRing/(float)TEX_RINGS,
&tube.lpV[0]);
/*
* Replace the back segment with a new segment at the front of the
* tube in memory. Update the current end position of the tube in
* memory.
*/
endRing = (tube.currentRing + SEGMENTS) % (SEGMENTS + 1);
MoveToPosition(tube.endPos, &tube.endP, &tube.endD, &tube.endN);
/*
* Update the execute buffer with the new vertices and triangles.
*/
RingOffset = sizeof(D3DVERTEX) * tube.currentRing * SIDES;
SegmentOffset = sizeof(D3DTRIANGLE) * tube.currentSegment * SIDES * 2;
memset(&debDesc, 0, sizeof(D3DEXECUTEBUFFERDESC));
debDesc.dwSize = sizeof(D3DEXECUTEBUFFERDESC);
if (lpD3DExBuf->lpVtbl->Lock(lpD3DExBuf, &debDesc) != D3D_OK)
return;
memcpy((char *) debDesc.lpData,
&tube.lpV[0], sizeof(D3DVERTEX) * NUM_V);
lpD3DExBuf->lpVtbl->Unlock(lpD3DExBuf);
/*
* Update the position of the back of the tube in memory and texture
* counter.
*/
tube.currentRing = (tube.currentRing + 1) % (SEGMENTS + 1);
tube.currentSegment = (tube.currentSegment + 1) % SEGMENTS;
texRing = (texRing + 1) % TEX_RINGS;
}
/*
* Move the camera through the tunnel. Create new segments of the tunnel
* when the camera gets close to the end of the section in memory.
*/
void
MoveCamera(LPDIRECT3DDEVICE lpDev, LPDIRECT3DVIEWPORT lpView)
{
/*
* Update the position on curve and camera vectors.
*/
tube.cameraPos += (float)SPEED;
if (tube.cameraPos > PATH_LENGTH)
tube.cameraPos -= PATH_LENGTH;
MoveToPosition(tube.cameraPos, &tube.cameraP, &tube.cameraD,
&tube.cameraN);
/*
* If the camera is close to the end, add a new segment.
*/
if (tube.endPos - tube.cameraPos < DEPTH) {
tube.endPos = tube.endPos + (float)SEGMENT_LENGTH;
if (tube.endPos > PATH_LENGTH)
tube.endPos -= PATH_LENGTH;
UpdateTubeInMemory();
}
}
/*
* Modify the buffer between rendering frames
*/
static void
TickScene(LPDIRECT3DDEVICE lpDev, LPDIRECT3DVIEWPORT lpView)
{
MoveCamera(lpDev, lpView);
}
/*
* Each frame, renders the scene and calls TickScene to modify the object
* for the next frame.
*/
BOOL
RenderScene(LPDIRECT3DDEVICE lpDev, LPDIRECT3DVIEWPORT lpView,
LPD3DRECT lpExtent)
{
HRESULT ddrval;
/*
* Move the camera by updating the view matrix and move the light.
*/
PositionCamera(&tube.cameraP, &tube.cameraD, &tube.cameraN, &view);
ddrval = lpDev->lpVtbl->SetMatrix(lpDev, hView, &view);
if (ddrval != D3D_OK)
return FALSE;
tube.light.dvPosition.x = tube.cameraP.x;
tube.light.dvPosition.y = tube.cameraP.y;
tube.light.dvPosition.z = tube.cameraP.z;
ddrval = tube.lpD3DLight->lpVtbl->SetLight(tube.lpD3DLight, &tube.light);
if (ddrval != D3D_OK)
return FALSE;
/*
* Execute the instruction buffer and update the view
*/
ddrval = lpDev->lpVtbl->BeginScene(lpDev);
if (ddrval != D3D_OK)
return FALSE;
ddrval = lpDev->lpVtbl->Execute(lpDev, lpD3DExBuf, lpView, D3DEXECUTE_CLIPPED);
if (ddrval != D3D_OK)
return FALSE;
ddrval = lpDev->lpVtbl->EndScene(lpDev);
if (ddrval != D3D_OK)
return FALSE;
ddrval = lpD3DExBuf->lpVtbl->GetExecuteData(lpD3DExBuf, &d3dExData);
if (ddrval != D3D_OK)
return FALSE;
*lpExtent = d3dExData.dsStatus.drExtent;
/*
* Modify for the next time around
*/
TickScene(lpDev, lpView);
return TRUE;
}
void
OverrideDefaults(Defaults* defaults)
{
defaults->rs.bZBufferOn = FALSE;
defaults->rs.bPerspCorrect = TRUE;
defaults->bClearsOn = FALSE;
lstrcpy(defaults->Name, "Tunnel D3D Example");
}
BOOL
InitScene(void)
{
float position; /* Curve position counter. */
int i; /* counter */
/*
* Reserved memory for vertices, triangles and spline points.
*/
tube.lpV = (LPD3DVERTEX) malloc(sizeof(D3DVERTEX) * NUM_V);
tube.lpTri = (LPD3DTRIANGLE) malloc(sizeof(D3DTRIANGLE) * NUM_TRI);
tube.lpPoints = (LPD3DVECTOR) malloc(sizeof(D3DVECTOR)*SPLINE_POINTS);
/*
* Generate spline points
*/
for (i = 0; i < SPLINE_POINTS; i++) {
#if 1
tube.lpPoints[i].x = (float)(cos(i * 4.0) * 20.0);
tube.lpPoints[i].y = (float)(sin(i * 4.0) * 20.0);
tube.lpPoints[i].z = i * (float)20.0;
#else
tube.lpPoints[i].x = (float)0.0;
tube.lpPoints[i].y = (float)0.0;
tube.lpPoints[i].z = i * (float)20.0;
#endif
}
/*
* Create the initial tube section in memory.
*/
tube.endN.x = (float)0.0;
tube.endN.y = (float)1.0;
tube.endN.z = (float)0.0;
position = (float)0.0;
for (i = 0; i < SEGMENTS + 1; i++) {
MoveToPosition(position, &tube.endP, &tube.endD, &tube.endN);
position += (float)SEGMENT_LENGTH;
MakeRing(&tube.endP, &tube.endD, &tube.endN,
(float)(i % TEX_RINGS) / TEX_RINGS,
&tube.lpV[(SEGMENTS - i) * SIDES]);
}
for (i = 0; i < SEGMENTS; i++)
MakeSegment(i + 1, i, &tube.lpTri[i * SIDES * 2]);
/*
* Move the camera to the begining and set some globals
*/
tube.cameraN.x = (float)0.0;
tube.cameraN.y = (float)1.0;
tube.cameraN.z = (float)0.0;
MoveToPosition((float)0.0, &tube.cameraP, &tube.cameraD, &tube.cameraN);
tube.currentRing = 0;
tube.currentSegment = 0;
tube.cameraPos = (float)0.0;
tube.endPos = position;
return TRUE;
}
void
ReleaseScene(void)
{
if (tube.lpPoints)
free(tube.lpPoints);
if (tube.lpTri)
free(tube.lpTri);
if (tube.lpV)
free(tube.lpV);
}
void
ReleaseView(LPDIRECT3DVIEWPORT lpView)
{
if (lpView)
lpView->lpVtbl->DeleteLight(lpView, tube.lpD3DLight);
RELEASE(lpD3DExBuf);
RELEASE(tube.lpD3DLight);
RELEASE(lpmat);
RELEASE(lpbmat);
}
/*
* Builds the scene and initializes the execute buffer for rendering.
* Returns 0 on failure.
*/
BOOL
InitView(LPDIRECTDRAW lpDD, LPDIRECT3D lpD3D, LPDIRECT3DDEVICE lpDev,
LPDIRECT3DVIEWPORT lpView, int NumTextures,
LPD3DTEXTUREHANDLE TextureHandle)
{
/* Variables for exectue buffer generation */
LPVOID lpBufStart, lpInsStart, lpPointer;
LPDIRECT3DEXECUTEBUFFER lpD3DExCmdBuf;
DWORD size;
/* Background material variables */
D3DMATERIAL bmat;
D3DMATERIALHANDLE hbmat;
D3DMATERIAL mat;
/*
* Set background to black material
*/
if (lpD3D->lpVtbl->CreateMaterial(lpD3D, &lpbmat, NULL) != D3D_OK)
return FALSE;
memset(&bmat, 0, sizeof(D3DMATERIAL));
bmat.dwSize = sizeof(D3DMATERIAL);
bmat.dwRampSize = 1;
lpbmat->lpVtbl->SetMaterial(lpbmat, &bmat);
lpbmat->lpVtbl->GetHandle(lpbmat, lpDev, &hbmat);
lpView->lpVtbl->SetBackground(lpView, hbmat);
/*
* Set the view, projection and world matricies in an execute buffer
*/
MAKE_MATRIX(lpDev, hView, view);
MAKE_MATRIX(lpDev, hProj, proj);
MAKE_MATRIX(lpDev, hWorld, world);
/*
* Create an execute buffer
*/
size = 0;
size += sizeof(D3DINSTRUCTION) * 3;
size += sizeof(D3DSTATE) * 4;
memset(&debDesc, 0, sizeof(D3DEXECUTEBUFFERDESC));
debDesc.dwSize = sizeof(D3DEXECUTEBUFFERDESC);
debDesc.dwFlags = D3DDEB_BUFSIZE;
debDesc.dwBufferSize = size;
if (lpDev->lpVtbl->CreateExecuteBuffer(lpDev, &debDesc, &lpD3DExCmdBuf,
NULL) != D3D_OK)
return FALSE;
if (lpD3DExCmdBuf->lpVtbl->Lock(lpD3DExCmdBuf, &debDesc) != D3D_OK)
return FALSE;
lpBufStart = debDesc.lpData;
memset(lpBufStart, 0, size);
lpPointer = lpBufStart;
/*
* Fill the execute buffer with instructions
*/
lpInsStart = lpPointer;
OP_STATE_TRANSFORM(3, lpPointer);
STATE_DATA(D3DTRANSFORMSTATE_WORLD, hWorld, lpPointer);
STATE_DATA(D3DTRANSFORMSTATE_VIEW, hView, lpPointer);
STATE_DATA(D3DTRANSFORMSTATE_PROJECTION, hProj, lpPointer);
OP_STATE_LIGHT(1, lpPointer);
STATE_DATA(D3DLIGHTSTATE_AMBIENT, RGBA_MAKE(40, 40, 40, 40), lpPointer);
OP_EXIT(lpPointer);
/*
* Setup the execute data describing the buffer
*/
lpD3DExCmdBuf->lpVtbl->Unlock(lpD3DExCmdBuf);
memset(&d3dExData, 0, sizeof(D3DEXECUTEDATA));
d3dExData.dwSize = sizeof(D3DEXECUTEDATA);
d3dExData.dwInstructionOffset = (ULONG) 0;
d3dExData.dwInstructionLength = (ULONG) ((char *)lpPointer - (char*)lpInsStart);
lpD3DExCmdBuf->lpVtbl->SetExecuteData(lpD3DExCmdBuf, &d3dExData);
lpDev->lpVtbl->BeginScene(lpDev);
lpDev->lpVtbl->Execute(lpDev, lpD3DExCmdBuf, lpView, D3DEXECUTE_UNCLIPPED);
lpDev->lpVtbl->EndScene(lpDev);
/*
* We are done with the command buffer.
*/
lpD3DExCmdBuf->lpVtbl->Release(lpD3DExCmdBuf);
/*
* Setup materials and lights
*/
tube.hTex = TextureHandle[1];
if (lpD3D->lpVtbl->CreateMaterial(lpD3D, &lpmat, NULL) != D3D_OK)
return FALSE;
memset(&mat, 0, sizeof(D3DMATERIAL));
mat.dwSize = sizeof(D3DMATERIAL);
mat.diffuse.r = (D3DVALUE)1.0;
mat.diffuse.g = (D3DVALUE)1.0;
mat.diffuse.b = (D3DVALUE)1.0;
mat.diffuse.a = (D3DVALUE)1.0;
mat.ambient.r = (D3DVALUE)1.0;
mat.ambient.g = (D3DVALUE)1.0;
mat.ambient.b = (D3DVALUE)1.0;
mat.specular.r = (D3DVALUE)1.0;
mat.specular.g = (D3DVALUE)1.0;
mat.specular.b = (D3DVALUE)1.0;
mat.power = (float)20.0;
mat.dwRampSize = 16;
mat.hTexture = tube.hTex;
lpmat->lpVtbl->SetMaterial(lpmat, &mat);
lpmat->lpVtbl->GetHandle(lpmat, lpDev, &tube.hMat);
memset(&tube.light, 0, sizeof(D3DLIGHT));
tube.light.dwSize = sizeof(D3DLIGHT);
tube.light.dltType = D3DLIGHT_POINT;
tube.light.dvPosition.x = tube.cameraP.x;
tube.light.dvPosition.y = tube.cameraP.y;
tube.light.dvPosition.z = tube.cameraP.z;
tube.light.dcvColor.r = D3DVAL(0.9);
tube.light.dcvColor.g = D3DVAL(0.9);
tube.light.dcvColor.b = D3DVAL(0.9);
tube.light.dvAttenuation0 = (float)0.0;
tube.light.dvAttenuation1 = (float)0.0;
tube.light.dvAttenuation2 = (float)0.05;
if (lpD3D->lpVtbl->CreateLight(lpD3D, &tube.lpD3DLight, NULL)!=D3D_OK)
return FALSE;
if (tube.lpD3DLight->lpVtbl->SetLight(tube.lpD3DLight, &tube.light)
!=D3D_OK)
return FALSE;
if (lpView->lpVtbl->AddLight(lpView, tube.lpD3DLight) != D3D_OK)
return FALSE;
/*
* Create an execute buffer
*/
size = sizeof(D3DVERTEX) * NUM_V;
size += sizeof(D3DPROCESSVERTICES);
size += sizeof(D3DINSTRUCTION) * 6;
size += sizeof(D3DSTATE) * 4;
size += sizeof(D3DTRIANGLE) * NUM_TRI;
memset(&debDesc, 0, sizeof(D3DEXECUTEBUFFERDESC));
debDesc.dwSize = sizeof(D3DEXECUTEBUFFERDESC);
debDesc.dwFlags = D3DDEB_BUFSIZE;
debDesc.dwBufferSize = size;
if (lpDev->lpVtbl->CreateExecuteBuffer(lpDev, &debDesc, &lpD3DExBuf,
NULL) != D3D_OK)
return FALSE;
/*
* lock it so it can be filled
*/
if (lpD3DExBuf->lpVtbl->Lock(lpD3DExBuf, &debDesc) != D3D_OK)
return FALSE;
lpBufStart = debDesc.lpData;
memset(lpBufStart, 0, size);
lpPointer = lpBufStart;
VERTEX_DATA(tube.lpV, NUM_V, lpPointer);
/*
* Save the location of the first instruction and add instructions to
* execute buffer.
*/
lpInsStart = lpPointer;
OP_STATE_LIGHT(1, lpPointer);
STATE_DATA(D3DLIGHTSTATE_MATERIAL, tube.hMat, lpPointer);
OP_PROCESS_VERTICES(1, lpPointer);
PROCESSVERTICES_DATA(D3DPROCESSVERTICES_TRANSFORMLIGHT, 0, NUM_V, lpPointer);
OP_STATE_RENDER(3, lpPointer);
STATE_DATA(D3DRENDERSTATE_TEXTUREHANDLE, tube.hTex, lpPointer);
STATE_DATA(D3DRENDERSTATE_WRAPU, TRUE, lpPointer);
STATE_DATA(D3DRENDERSTATE_WRAPV, TRUE, lpPointer);
/*
* Make sure that the triangle data (not OP) will be QWORD aligned
*/
if (QWORD_ALIGNED(lpPointer)) {
OP_NOP(lpPointer);
}
OP_TRIANGLE_LIST(NUM_TRI, lpPointer);
tube.TriOffset = (char *)lpPointer - (char *)lpBufStart;
TRIANGLE_LIST_DATA(tube.lpTri, NUM_TRI, lpPointer);
OP_EXIT(lpPointer);
/*
* Setup the execute data describing the buffer
*/
lpD3DExBuf->lpVtbl->Unlock(lpD3DExBuf);
memset(&d3dExData, 0, sizeof(D3DEXECUTEDATA));
d3dExData.dwSize = sizeof(D3DEXECUTEDATA);
d3dExData.dwVertexCount = NUM_V;
d3dExData.dwInstructionOffset = (ULONG) ((char *)lpInsStart - (char *)lpBufStart);
d3dExData.dwInstructionLength = (ULONG) ((char *)lpPointer - (char *)lpInsStart);
lpD3DExBuf->lpVtbl->SetExecuteData(lpD3DExBuf, &d3dExData);
return TRUE;
}