728 lines
22 KiB
C++
728 lines
22 KiB
C++
/*==========================================================================
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*
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* Copyright (C) 1995 Microsoft Corporation. All Rights Reserved.
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*
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* File: pixtest.c
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*
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***************************************************************************/
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#include "pch.cpp"
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#pragma hdrstop
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#include "rend.h"
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#include "globals.h"
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#include "pixtest.h"
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#include "util.h"
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#include "d3dmath.h"
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#define DSPIN 0.05
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#define MAX_OVERDRAW 100
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/*
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* Globals to keep track of execute buffer
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*/
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static RendExecuteBuffer *lpExBuf;
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static RendExecuteBuffer *lpSpinBuffer;
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/*
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* More globals
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*/
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static RendMaterial *lpmat; /* Material object */
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/*
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* Global projection, view, world and spin matrices
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*/
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static RendMatrix *pProj;
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static RendMatrix *pView;
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static D3DMATRIX proj = {
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D3DVAL(4.25), D3DVAL(0.0), D3DVAL(0.0), D3DVAL(0.0),
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D3DVAL(0.0), D3DVAL(4.25), D3DVAL(0.0), D3DVAL(0.0),
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D3DVAL(0.0), D3DVAL(0.0), D3DVAL(3.0), D3DVAL(3.0),
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D3DVAL(0.0), D3DVAL(0.0), D3DVAL(-3.0), D3DVAL(0.0)
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};
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static D3DMATRIX view = {
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D3DVAL(1.0), D3DVAL(0.0), D3DVAL(0.0), D3DVAL(0.0),
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D3DVAL(0.0), D3DVAL(1.0), D3DVAL(0.0), D3DVAL(0.0),
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D3DVAL(0.0), D3DVAL(0.0), D3DVAL(1.0), D3DVAL(0.0),
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D3DVAL(0.0), D3DVAL(0.0), D3DVAL(10.0), D3DVAL(1.0)
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};
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static RendMatrix *pWorld;
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static RendMatrix *pDSpin;
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static RendMatrix *pSpin;
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/*
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* These defines describe the section of the tube in the execute buffer at
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* one time. (Note, tube and tunnel are used interchangeably).
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*/
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#define SEGMENTS 20 /* Number of segments in memory at one time. Each
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* segment is made up oftriangles spanning between
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* two rings.
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*/
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#define SIDES 4 /* Number of sides on each ring. */
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#define TEX_RINGS 5 /* Number of rings to stretch the texture over. */
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#define NUM_V (SIDES*(SEGMENTS+1)) // Number of vertices in memory at once
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#define NUM_TRI (SIDES*SEGMENTS*2) // Number of triangles in memory
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#define TUBE_R 1.4 /* Radius of the tube. */
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#define SPLINE_POINTS 50 /* Number of spline points to initially
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* calculate. The section in memory represents
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* only a fraction of this.
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*/
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/*
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* Movement and track scalars given in terms of position along the spline
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* curve.
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*/
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#define SEGMENT_LENGTH 0.05 /* Length of each segment along curve. */
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#define SPEED 0.02 /* Amount to increment camera position along
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* curve for each frame.
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*/
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#define DEPTH 0.8 /* How close the camera can get to the end of
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* track before new segments are added.
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*/
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#define PATH_LENGTH (SPLINE_POINTS - 1) /*Total length of the tunnel.*/
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/*
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* A global structure holding the tube data.
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*/
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static struct {
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LPD3DVERTEX lpV; /* Points to the vertices. */
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LPD3DTRIANGLE lpTri; /* Points to the triangles which make up the
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* segments.
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*/
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int TriOffset; /* Offset into the execute buffer were the
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* triangle list is found.
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*/
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LPD3DVECTOR lpPoints; /* Points to the points defining the spline
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* curve.
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*/
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RendMaterial *pMat; /* Handle for the material on the tube. */
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RendTexture *pTex; /* Handle for the texture on the material.*/
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RendLight *prlight; /* Light object */
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D3DVECTOR cameraP, cameraD, cameraN; /* Vectors defining the camera
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* position, direction and up.
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*/
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float cameraPos; /* Camera position along the
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* spline curve.
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*/
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D3DVECTOR endP, endD, endN; /* Vectors defining the position,
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* direction and up at the foremost end of
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* the section in memory.
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*/
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float endPos; /* Position along the spline curve of the end. */
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int currentRing, currentSegment; /* Numbers of the ring and tube at
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* the back end of the section.
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*/
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} tube;
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static RendExecuteBuffer *lpSetWorldExeBuf[MAX_OVERDRAW];
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static RendMatrix *pPos[MAX_OVERDRAW];
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static UINT OVERDRAW, ORDER;
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/*
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* Creates a matrix which is equivalent to having the camera at a
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* specified position. This matrix can be used to convert vertices to
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* camera coordinates. lpP Position of the camera. lpD Direction of
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* view. lpN Up vector. lpM Matrix to update.
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*/
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void
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PositionCamera(LPD3DVECTOR lpP, LPD3DVECTOR lpD, LPD3DVECTOR lpN,
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LPD3DMATRIX lpM)
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{
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D3DMATRIX tmp;
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/*
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* Set the rotation part of the matrix and invert it. Vertices must be
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* inverse rotated to achieve the same result of a corresponding
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* camera rotation.
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*/
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tmp._14 = tmp._24 = tmp._34 = tmp._41 = tmp._42 = tmp._43 = (float)0.0;
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tmp._44 = (float)1.0;
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D3DMATRIXSetRotation(&tmp, lpD, lpN);
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D3DMATRIXInvert(lpM, &tmp);
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/*
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* Multiply the rotation matrix by a translation transform. The
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* translation matrix must be applied first (left of rotation).
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*/
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lpM->_41=-(lpM->_11 * lpP->x + lpM->_21 * lpP->y + lpM->_31 * lpP->z);
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lpM->_42=-(lpM->_12 * lpP->x + lpM->_22 * lpP->y + lpM->_32 * lpP->z);
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lpM->_43=-(lpM->_13 * lpP->x + lpM->_23 * lpP->y + lpM->_33 * lpP->z);
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}
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/*
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* Updates the given position, direction and normal vectors to a given
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* position on the spline curve. The given up vector is used to determine
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* the new up vector.
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*/
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void
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MoveToPosition(float position, LPD3DVECTOR lpP, LPD3DVECTOR lpD,
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LPD3DVECTOR lpN)
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{
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LPD3DVECTOR lpSplinePoint[4];
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D3DVECTOR pp, x;
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int i, j;
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float t;
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/*
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* Find the four points along the curve which are around the position.
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*/
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i = 0;
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t = position;
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while (t > 1.0) {
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i++;
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if (i == SPLINE_POINTS)
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i = 0;
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t -= (float)1.0;
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}
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for (j = 0; j < 4; j++) {
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lpSplinePoint[j] = &tube.lpPoints[i];
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i++;
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if (i == SPLINE_POINTS)
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i = 0;
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}
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/*
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* Get the point at the given position and one just before it.
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*/
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spline(lpP, t, lpSplinePoint[0], lpSplinePoint[1], lpSplinePoint[2],
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lpSplinePoint[3]);
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spline(&pp, t - (float)0.01, lpSplinePoint[0], lpSplinePoint[1],
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lpSplinePoint[2], lpSplinePoint[3]);
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/*
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* Calculate the direction.
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*/
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lpD->x = lpP->x - pp.x;
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lpD->y = lpP->y - pp.y;
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lpD->z = lpP->z - pp.z;
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D3DVECTORNormalise(lpD);
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/*
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* Find the new normal. This method will work provided the change in
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* the normal is not very large.
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*/
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D3DVECTORNormalise(lpN);
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D3DVECTORCrossProduct(&x, lpN, lpD);
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D3DVECTORCrossProduct(lpN, &x, lpD);
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lpN->x = -lpN->x;
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lpN->y = -lpN->y;
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lpN->z = -lpN->z;
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D3DVECTORNormalise(lpN);
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}
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/*
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* Generates a ring of vertices in a plane defined by n and the cross
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* product of n and p. On exit, joint contains the vertices. Join must
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* be pre-allocated. Normals are generated pointing in. Texture
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* coordinates are generated along tu axis and are given along tv.
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*/
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static void
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MakeRing(LPD3DVECTOR p, LPD3DVECTOR d, LPD3DVECTOR n, float tv,
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LPD3DVERTEX joint)
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{
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int spoke;
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float theta, u, v, x, y, z;
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D3DVECTOR nxd;
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D3DVECTORCrossProduct(&nxd, n, d);
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for (spoke = 0; spoke < SIDES; spoke++) {
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theta = (float)(2.0 * PI) * spoke / SIDES;
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/*
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* v, u defines a unit vector in the plane define by vectors nxd
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* and n.
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*/
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v = (float)sin(theta);
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u = (float)cos(theta);
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/*
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* x, y, z define a unit vector in standard coordiante space
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*/
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x = u * nxd.x + v * n->x;
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y = u * nxd.y + v * n->y;
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z = u * nxd.z + v * n->z;
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/*
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* Position, normals and texture coordiantes.
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*/
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joint[spoke].x = (float)TUBE_R * x + p->x;
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joint[spoke].y = (float)TUBE_R * y + p->y;
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joint[spoke].z = (float)TUBE_R * z + p->z;
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joint[spoke].nx = -x;
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joint[spoke].ny = -y;
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joint[spoke].nz = -z;
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joint[spoke].tu = (float)1.0 - theta / (float)(2.0 * PI);
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joint[spoke].tv = tv;
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}
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}
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/*
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* Defines the triangles which form a segment between ring1 and ring2 and
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* stores them at lpTri. lpTri must be pre-allocated.
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*/
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void
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MakeSegment(int ring1, int ring2, LPD3DTRIANGLE lpTri)
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{
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int side, triangle = 0;
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for (side = 0; side < SIDES; side++) {
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/*
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* Each side consists of two triangles.
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*/
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lpTri[triangle].v1 = ring1 * SIDES + side;
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lpTri[triangle].v2 = ring2 * SIDES + side;
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lpTri[triangle].v3 = ring2 * SIDES + ((side + 1) % SIDES);
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lpTri[triangle].wFlags = D3DTRIFLAG_EDGEENABLETRIANGLE;
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triangle++;
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lpTri[triangle].v2 = ring2 * SIDES + ((side + 1) % SIDES);
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lpTri[triangle].v3 = ring1 * SIDES + ((side + 1) % SIDES);
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lpTri[triangle].v1 = ring1 * SIDES + side;
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lpTri[triangle].wFlags = D3DTRIFLAG_EDGEENABLETRIANGLE;
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triangle++;
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}
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}
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/*
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* Creates a new segment of the tunnel at the current end position.
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* Creates a new ring and segment.
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*/
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void
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UpdateTubeInMemory(void)
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{
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static int texRing = 0; /* Static counter defining the position of
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* this ring on the texture.
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*/
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int endRing; /* The ring at the end of the tube in memory. */
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int RingOffset, SegmentOffset; /* Offsets into the vertex and triangle
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* lists for the new data.
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*/
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void *pvBuf;
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/*
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* Replace the back ring with a new ring at the front of the tube
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* in memory.
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*/
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memmove(&tube.lpV[SIDES], &tube.lpV[0], sizeof(tube.lpV[0]) * (NUM_V - SIDES));
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MakeRing(&tube.endP, &tube.endD, &tube.endN, texRing/(float)TEX_RINGS,
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&tube.lpV[0]);
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/*
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* Replace the back segment with a new segment at the front of the
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* tube in memory. Update the current end position of the tube in
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* memory.
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*/
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endRing = (tube.currentRing + SEGMENTS) % (SEGMENTS + 1);
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MoveToPosition(tube.endPos, &tube.endP, &tube.endD, &tube.endN);
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/*
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* Update the execute buffer with the new vertices and triangles.
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*/
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RingOffset = sizeof(D3DVERTEX) * tube.currentRing * SIDES;
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SegmentOffset = sizeof(D3DTRIANGLE) * tube.currentSegment * SIDES * 2;
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pvBuf = lpExBuf->Lock();
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if (pvBuf == NULL)
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return;
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memcpy(pvBuf, &tube.lpV[0], sizeof(D3DVERTEX) * NUM_V);
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lpExBuf->Unlock();
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if (!lpExBuf->Process())
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{
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// Nothing can be done
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}
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/*
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* Update the position of the back of the tube in memory and texture
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* counter.
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*/
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tube.currentRing = (tube.currentRing + 1) % (SEGMENTS + 1);
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tube.currentSegment = (tube.currentSegment + 1) % SEGMENTS;
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texRing = (texRing + 1) % TEX_RINGS;
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}
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/*
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* Move the camera through the tunnel. Create new segments of the tunnel
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* when the camera gets close to the end of the section in memory.
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*/
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void
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MoveCamera(void)
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{
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/*
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* Update the position on curve and camera vectors.
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*/
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tube.cameraPos += (float)SPEED;
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if (tube.cameraPos > PATH_LENGTH)
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tube.cameraPos -= PATH_LENGTH;
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MoveToPosition(tube.cameraPos, &tube.cameraP, &tube.cameraD,
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&tube.cameraN);
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/*
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* If the camera is close to the end, add a new segment.
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*/
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if (tube.endPos - tube.cameraPos < DEPTH) {
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tube.endPos = tube.endPos + (float)SEGMENT_LENGTH;
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if (tube.endPos > PATH_LENGTH)
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tube.endPos -= PATH_LENGTH;
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UpdateTubeInMemory();
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}
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}
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/*
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* Modify the buffer between rendering frames
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*/
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static void
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TickScene(void)
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{
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MoveCamera();
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}
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/*
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* Each frame, renders the scene and calls TickScene to modify the object
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* for the next frame.
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*/
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BOOL
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RenderScenePix(RendWindow *prwin, LPD3DRECT lpExtent)
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{
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int i;
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/*
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* Move the camera by updating the view matrix and move the light.
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*/
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PositionCamera(&tube.cameraP, &tube.cameraD, &tube.cameraN, &view);
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pView->Set(&view);
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tube.prlight->SetVector(&tube.cameraP);
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if (!prwin->BeginScene())
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return FALSE;
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if (!prwin->Execute(lpSpinBuffer))
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return FALSE;
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for (i = 0; (unsigned)i < OVERDRAW; i++) {
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if (!prwin->Execute(lpSetWorldExeBuf[i]))
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return FALSE;
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if (!prwin->ExecuteClipped(lpExBuf))
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return FALSE;
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}
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if (!prwin->EndScene(lpExtent))
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return FALSE;
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/*
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* By not chaning the extent, fullscreen in assumed.
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*/
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/*
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* Modify for the next time around
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*/
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TickScene();
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return TRUE;
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}
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BOOL
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InitOtherBuffers(RendWindow *prwin, UINT overdraw, UINT order)
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{
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LPVOID lpBufStart, lpInsStart, lpPointer;
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DWORD size;
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D3DMATRIX temp;
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D3DVALUE scale;
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int i;
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MAKE_REND_MATRIX(prwin, pSpin, dmIdentity);
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MakeRotMatrix(&temp, (float)0, (float)0, (float)DSPIN);
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MAKE_REND_MATRIX(prwin, pDSpin, temp);
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size = 0;
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size += sizeof(D3DINSTRUCTION) * 2;
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size += sizeof(D3DMATRIXMULTIPLY) * 1;
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lpSpinBuffer = prwin->NewExecuteBuffer(size, stat.uiExeBufFlags);
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if (lpSpinBuffer == NULL)
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return FALSE;
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lpBufStart = lpSpinBuffer->Lock();
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if (lpBufStart == NULL)
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return FALSE;
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memset(lpBufStart, 0, size);
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lpPointer = lpBufStart;
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lpInsStart = lpPointer;
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OP_MATRIX_MULTIPLY(1, lpPointer);
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MATRIX_MULTIPLY_REND_DATA(pDSpin, pSpin, pSpin, lpPointer);
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OP_EXIT(lpPointer);
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/*
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* Setup the execute data describing the buffer
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*/
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lpSpinBuffer->Unlock();
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if (!lpSpinBuffer->Process())
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{
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return FALSE;
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}
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MAKE_REND_MATRIX(prwin, pWorld, dmIdentity);
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for (i = 0; (unsigned)i < overdraw; i++) {
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if (order == FRONT_TO_BACK) {
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/*
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* Each tunnel is slightly wider and further back
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*/
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MakePosMatrix(&temp, 0.0f, 0.0f, (float)i / 5.0f);
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scale = 1.0f + (float)i / 20.0f;
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temp._11 = scale;
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temp._22 = scale;
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} else if (order == BACK_TO_FRONT) {
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/*
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* Each tunnel is slightly thinner and closer
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*/
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MakePosMatrix(&temp, 0.0f, 0.0f, (float)(overdraw - 1 - i) / 5.0f);
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scale = 1.0f + (float)(overdraw - 1 - i) / 20.0f;
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temp._11 = scale;
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temp._22 = scale;
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} else {
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MakePosMatrix(&temp, 0.0f, 0.0f, 0.0f);
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}
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MAKE_REND_MATRIX(prwin, pPos[i], temp);
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size = 0;
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size += sizeof(D3DINSTRUCTION) * 3;
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size += sizeof(D3DMATRIXMULTIPLY) * 1;
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size += sizeof(D3DSTATE) * 1;
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lpSetWorldExeBuf[i] = prwin->NewExecuteBuffer(size,
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stat.uiExeBufFlags);
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if (lpSetWorldExeBuf[i] == NULL)
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return FALSE;
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lpBufStart = lpSetWorldExeBuf[i]->Lock();
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if (lpBufStart == NULL)
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return FALSE;
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memset(lpBufStart, 0, size);
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lpPointer = lpBufStart;
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lpInsStart = lpPointer;
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OP_MATRIX_MULTIPLY(1, lpPointer);
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MATRIX_MULTIPLY_REND_DATA(pSpin, pPos[i], pWorld, lpPointer);
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OP_STATE_TRANSFORM(1, lpPointer);
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STATE_DATA(D3DTRANSFORMSTATE_WORLD, pWorld->Handle(), lpPointer);
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OP_EXIT(lpPointer);
|
|
/*
|
|
* Setup the execute data describing the buffer
|
|
*/
|
|
lpSetWorldExeBuf[i]->Unlock();
|
|
if (!lpSetWorldExeBuf[i]->Process())
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
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 0
|
|
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
|
|
ReleaseViewPix(void)
|
|
{
|
|
RELEASE(lpExBuf);
|
|
RELEASE(tube.prlight);
|
|
RELEASE(lpmat);
|
|
ReleaseScene();
|
|
}
|
|
|
|
/*
|
|
* Builds the scene and initializes the execute buffer for rendering.
|
|
* Returns 0 on failure.
|
|
*/
|
|
unsigned long
|
|
InitViewPix(RendWindow *prwin, int NumTextures,
|
|
RendTexture **pprtex, UINT w, UINT h, UINT overdraw, UINT order)
|
|
{
|
|
/* Variables for exectue buffer generation */
|
|
LPVOID lpBufStart, lpInsStart, lpPointer;
|
|
RendExecuteBuffer *lpExCmdBuf;
|
|
DWORD size;
|
|
D3DCOLORVALUE dcol;
|
|
|
|
if (!InitScene())
|
|
return 0L;
|
|
OVERDRAW = overdraw;
|
|
ORDER = order;
|
|
|
|
if (!InitOtherBuffers(prwin, overdraw, order))
|
|
return FALSE;
|
|
|
|
/*
|
|
* Set the view, projection and world matricies in an execute buffer
|
|
*/
|
|
MAKE_REND_MATRIX(prwin, pView, view);
|
|
MAKE_REND_MATRIX(prwin, pProj, proj);
|
|
/*
|
|
* Create an execute buffer
|
|
*/
|
|
size = 0;
|
|
size += sizeof(D3DINSTRUCTION) * 3;
|
|
size += sizeof(D3DSTATE) * 3;
|
|
lpExCmdBuf = prwin->NewExecuteBuffer(size, stat.uiExeBufFlags);
|
|
if (lpExCmdBuf == NULL)
|
|
return 0L;
|
|
lpBufStart = lpExCmdBuf->Lock();
|
|
if (lpBufStart == NULL)
|
|
return 0L;
|
|
memset(lpBufStart, 0, size);
|
|
lpPointer = lpBufStart;
|
|
/*
|
|
* Fill the execute buffer with instructions
|
|
*/
|
|
lpInsStart = lpPointer;
|
|
OP_STATE_TRANSFORM(2, lpPointer);
|
|
STATE_DATA(D3DTRANSFORMSTATE_VIEW, pView->Handle(), lpPointer);
|
|
STATE_DATA(D3DTRANSFORMSTATE_PROJECTION, pProj->Handle(), 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
|
|
*/
|
|
lpExCmdBuf->Unlock();
|
|
if (!lpExCmdBuf->Process())
|
|
{
|
|
return 0L;
|
|
}
|
|
prwin->BeginScene();
|
|
prwin->Execute(lpExCmdBuf);
|
|
prwin->EndScene(NULL);
|
|
/*
|
|
* We are done with the command buffer.
|
|
*/
|
|
lpExCmdBuf->Release();
|
|
/*
|
|
* Setup materials and lights
|
|
*/
|
|
tube.pTex = pprtex[1];
|
|
lpmat = prwin->NewMaterial(16);
|
|
if (lpmat == NULL)
|
|
return 0L;
|
|
dcol.r = D3DVAL(1);
|
|
dcol.g = D3DVAL(1);
|
|
dcol.b = D3DVAL(1);
|
|
dcol.a = D3DVAL(1);
|
|
lpmat->SetDiffuse(&dcol);
|
|
lpmat->SetSpecular(&dcol, 20.0f);
|
|
lpmat->SetTexture(tube.pTex);
|
|
tube.pMat = lpmat;
|
|
tube.prlight = prwin->NewLight(REND_LIGHT_POINT);
|
|
if (tube.prlight == NULL)
|
|
return 0L;
|
|
dcol.r = D3DVAL(0.9);
|
|
dcol.g = D3DVAL(0.9);
|
|
dcol.b = D3DVAL(0.9);
|
|
dcol.a = D3DVAL(1.0);
|
|
tube.prlight->SetColor(&dcol);
|
|
tube.prlight->SetVector(&tube.cameraP);
|
|
tube.prlight->SetAttenuation(0.0f, 0.0f, 0.05f);
|
|
|
|
/*
|
|
* Create an execute buffer
|
|
*/
|
|
size = sizeof(D3DVERTEX) * NUM_V;
|
|
size += sizeof(D3DPROCESSVERTICES);
|
|
size += sizeof(D3DINSTRUCTION) * 40;
|
|
size += sizeof(D3DSTATE) * 7;
|
|
size += sizeof(D3DTRIANGLE) * NUM_TRI;
|
|
lpExBuf = prwin->NewExecuteBuffer(size, stat.uiExeBufFlags);
|
|
if (lpExBuf == NULL)
|
|
return 0L;
|
|
/*
|
|
* lock it so it can be filled
|
|
*/
|
|
lpBufStart = lpExBuf->Lock();
|
|
if (lpBufStart == NULL)
|
|
return FALSE;
|
|
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.pMat->Handle(), lpPointer);
|
|
OP_PROCESS_VERTICES(1, lpPointer);
|
|
PROCESSVERTICES_DATA(D3DPROCESSVERTICES_TRANSFORMLIGHT,
|
|
0, NUM_V, lpPointer);
|
|
OP_STATE_RENDER(3, lpPointer);
|
|
STATE_DATA(D3DRENDERSTATE_TEXTUREHANDLE,
|
|
(tube.pTex != NULL ? tube.pTex->Handle() : 0),
|
|
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
|
|
*/
|
|
lpExBuf->Unlock();
|
|
lpExBuf->SetData(NUM_V,
|
|
(ULONG) ((char *)lpInsStart - (char *)lpBufStart),
|
|
(ULONG) ((char *)lpPointer - (char *)lpInsStart));
|
|
if (!lpExBuf->Process())
|
|
{
|
|
return 0L;
|
|
}
|
|
|
|
return w * h * overdraw;
|
|
}
|