//writtrn by Mohammad Nouraien nouraien_m@yahoo.com
#include
#include
#include
#include
//////////////////////////////////////////////////////////////////////
#ifndef __cameraH__
#define __cameraH__
#include
class Camera
{
public:
enum CameraType { LANDOBJECT, AIRCRAFT };
Camera();
Camera(CameraType cameraType);
~Camera();
void strafe(float units);
void fly(float units);
void walk(float units);
void pitch(float angle);
void yaw(float angle);
void roll(float angle);
void getViewMatrix(D3DXMATRIX* V);
void setCameraType(CameraType cameraType);
void getPosition(D3DXVECTOR3* pos);
void setPosition(D3DXVECTOR3* pos);
void getRight(D3DXVECTOR3* right);
void getUp(D3DXVECTOR3* up);
void getLook(D3DXVECTOR3* look);
private:
CameraType _cameraType;
D3DXVECTOR3 _right;
D3DXVECTOR3 _up;
D3DXVECTOR3 _look;
D3DXVECTOR3 _pos;
};
#endif // __cameraH__
///////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////
Camera::Camera()
{
_cameraType = AIRCRAFT;
_pos = D3DXVECTOR3(0.0f, 0.0f, -6.0f);
_right = D3DXVECTOR3(1.0f, 0.0f, 0.0f);
_up = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
_look = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
}
Camera::Camera(CameraType cameraType)
{
_cameraType = cameraType;
_pos = D3DXVECTOR3(0.0f, 0.0f, -6.0f);
_right = D3DXVECTOR3(1.0f, 0.0f, 0.0f);
_up = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
_look = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
}
Camera::~Camera()
{
}
void Camera::getPosition(D3DXVECTOR3* pos)
{
*pos = _pos;
}
void Camera::setPosition(D3DXVECTOR3* pos)
{
_pos = *pos;
}
void Camera::getRight(D3DXVECTOR3* right)
{
*right = _right;
}
void Camera::getUp(D3DXVECTOR3* up)
{
*up = _up;
}
void Camera::getLook(D3DXVECTOR3* look)
{
*look = _look;
}
void Camera::walk(float units)
{
if( _cameraType == LANDOBJECT )
_pos += D3DXVECTOR3(_look.x, 0.0f, _look.z) * units;
if( _cameraType == AIRCRAFT )
_pos += _look * units;
}
void Camera::strafe(float units)
{
if( _cameraType == LANDOBJECT )
_pos += D3DXVECTOR3(_right.x, 0.0f, _right.z) * units;
if( _cameraType == AIRCRAFT )
_pos += _right * units;
}
void Camera::fly(float units)
{
if( _cameraType == LANDOBJECT )
_pos.y += units;
if( _cameraType == AIRCRAFT )
_pos += _up * units;
}
void Camera::pitch(float angle)
{
D3DXMATRIX T;
D3DXMatrixRotationAxis(&T, &_right, angle);
D3DXVec3TransformCoord(&_up,&_up, &T);
D3DXVec3TransformCoord(&_look,&_look, &T);
}
void Camera::yaw(float angle)
{
D3DXMATRIX T;
if( _cameraType == LANDOBJECT )
D3DXMatrixRotationY(&T, angle);
if( _cameraType == AIRCRAFT )
D3DXMatrixRotationAxis(&T, &_up, angle);
D3DXVec3TransformCoord(&_right,&_right, &T);
D3DXVec3TransformCoord(&_look,&_look, &T);
}
void Camera::roll(float angle)
{
if( _cameraType == AIRCRAFT )
{
D3DXMATRIX T;
D3DXMatrixRotationAxis(&T, &_look, angle);
D3DXVec3TransformCoord(&_right,&_right, &T);
D3DXVec3TransformCoord(&_up,&_up, &T);
}
}
void Camera::getViewMatrix(D3DXMATRIX* V)
{
D3DXVec3Normalize(&_look, &_look);
D3DXVec3Cross(&_up, &_look, &_right);
D3DXVec3Normalize(&_up, &_up);
D3DXVec3Cross(&_right, &_up, &_look);
D3DXVec3Normalize(&_right, &_right);
float x = -D3DXVec3Dot(&_right, &_pos);
float y = -D3DXVec3Dot(&_up, &_pos);
float z = -D3DXVec3Dot(&_look, &_pos);
(*V)(0,0) = _right.x; (*V)(0, 1) = _up.x; (*V)(0, 2) = _look.x; (*V)(0, 3) = 0.0f;
(*V)(1,0) = _right.y; (*V)(1, 1) = _up.y; (*V)(1, 2) = _look.y; (*V)(1, 3) = 0.0f;
(*V)(2,0) = _right.z; (*V)(2, 1) = _up.z; (*V)(2, 2) = _look.z; (*V)(2, 3) = 0.0f;
(*V)(3,0) = x; (*V)(3, 1) = y; (*V)(3, 2) = z; (*V)(3, 3) = 1.0f;
}
void Camera::setCameraType(CameraType cameraType)
{
_cameraType = cameraType;
}
////////////////////////////////////////////////////////////////////////////////////////
#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"D3dx9.lib")
#pragma comment(lib,"Winmm.lib")
#define WIDTH 640
#define HEIGHT 480
#define CUSTOMFVF ( D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX1 )
IDirect3D9* d3d;
IDirect3DDevice9* d3ddev;
ID3DXMesh *mesh=0;
D3DMATERIAL9 mat;
Camera TheCamera(Camera::LANDOBJECT);
LRESULT CALLBACK mywndProc(HWND hwnd,UINT msg,WPARAM wPram,LPARAM lParam);
void initd3d(HWND hwnd);
void render_frame(float);
void cleanD3D(void);
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd){
WNDCLASS wc;
HWND mainwindow;
ZeroMemory(&wc,sizeof(WNDCLASS));
wc.cbClsExtra=0;
wc.cbWndExtra=0;
wc.style=CS_HREDRAW | CS_VREDRAW ;
wc.lpfnWndProc=(WNDPROC)mywndProc;
wc.hInstance=hInstance;
wc.hCursor=LoadCursor(0,IDC_ARROW);
wc.hIcon=LoadIcon(0,IDI_APPLICATION);
wc.hbrBackground=(HBRUSH)COLOR_WINDOW ;
wc.lpszMenuName=0;
wc.lpszClassName="DirectX";
if (!RegisterClass(&wc))
return 0;
mainwindow=CreateWindow("DirectX","My DirectX",WS_OVERLAPPEDWINDOW,0,0,WIDTH ,HEIGHT ,0,0,hInstance,0);
ShowWindow(mainwindow,nShowCmd);
initd3d(mainwindow);
MSG msg;
ZeroMemory(&msg,sizeof(MSG ));
float lasttime=(float)timeGetTime();
while (true){
if (::PeekMessage(&msg,0,0,0,PM_REMOVE ))
{
if (msg.message==WM_QUIT)
break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
float curtime=(float)timeGetTime();
float timedelta=(curtime-lasttime)*0.001f;
render_frame(timedelta);
lasttime=curtime;
}
}
cleanD3D();
return msg.wParam ;
}
LRESULT CALLBACK mywndProc(HWND hwnd,UINT msg,WPARAM wParam,LPARAM lParam){
switch(msg){
case WM_DESTROY :
::PostQuitMessage(WM_QUIT );
return 0;
case WM_KEYDOWN :
if (wParam==VK_ESCAPE)
::DestroyWindow(hwnd);
return 0;
}
return ::DefWindowProc(hwnd,msg,wParam,lParam);
}
void initd3d(HWND hwnd){
d3d=Direct3DCreate9(D3D_SDK_VERSION );
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp,sizeof(D3DPRESENT_PARAMETERS));
d3dpp.Windowed=true;
d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD ;
d3dpp.hDeviceWindow=hwnd;
d3d->CreateDevice(D3DADAPTER_DEFAULT ,D3DDEVTYPE_HAL,hwnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING ,&d3dpp,&d3ddev);
D3DXVECTOR3 position(0.0f,0.0f,-3.5f);
D3DXVECTOR3 target(0.0f,0.0f,0.0f);
D3DXVECTOR3 up(0.0f,1.0f,0.0f);
D3DXMATRIX V;
mat.Ambient=D3DXCOLOR(0.3f,0.3,0.3f,1.0f);
mat.Diffuse=D3DXCOLOR(0.0f,1.0f,1.0f,1.0f);
mat.Power=0.5f;
mat.Specular=D3DXCOLOR(1.0f,1.0f,1.0f,1.0f);
d3ddev->SetMaterial(&mat);
D3DXCreateSphere (d3ddev,1.0f,16,15,&mesh,0);
D3DLIGHT9 light;
light.Ambient=D3DXCOLOR(1.0f,1.0f,1.0f,1.0f);
light.Diffuse=D3DXCOLOR(1.0f,1.0f,1.0f,1.0f);
light.Direction=D3DXVECTOR3(-1.0,-1.0,1.0);
light.Specular=D3DXCOLOR(1.0f,1.0f,1.0f,1.0f);
light.Position =D3DXVECTOR3(2.0f,2.0f,-2.0);
light.Type=D3DLIGHT_POINT ;
light.Theta=D3DX_PI /4.0f;
light.Phi=D3DX_PI /3.0f;
light.Range=20.0f;
light.Attenuation0=1.0f;
light.Attenuation1=0.0f;
light.Attenuation2=0.0f;
d3ddev->SetLight(0,&light);
d3ddev->LightEnable(0,true);
d3ddev->SetMaterial(&mat);
D3DXMatrixLookAtLH(&V,&position,&target,&up);
d3ddev->SetTransform(D3DTS_VIEW,&V);
D3DXMATRIX proj;
D3DXMatrixPerspectiveFovLH(&proj,D3DX_PI * 0.2f,(float)WIDTH/(float)HEIGHT ,0.2f,1000.0f);
d3ddev->SetTransform(D3DTS_PROJECTION ,&proj);
d3ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME);
d3ddev->SetRenderState(D3DRS_LIGHTING ,true);
d3ddev->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE );
return;
}
void cleanD3D(void){
d3d->Release();
d3ddev->Release();
mesh->Release();
return;
}
void render_frame(float timedelta){
D3DXMATRIX Ry,Rx;
static float y=0.0f;
D3DXMatrixRotationX(&Rx,y);//3.14f/4.0f);
D3DXMatrixRotationY(&Ry,y);
y+=timedelta;
if (y>=6.28)
y=0.0f;
D3DXMATRIX p=Rx * Ry;
d3ddev->SetTransform(D3DTS_WORLD,&p);
if( ::GetAsyncKeyState('W') & 0x8000f )
TheCamera.walk(4.0f * timedelta);
if( ::GetAsyncKeyState('S') & 0x8000f )
TheCamera.walk(-4.0f * timedelta);
if( ::GetAsyncKeyState('A') & 0x8000f )
TheCamera.strafe(-4.0f * timedelta);
if( ::GetAsyncKeyState('D') & 0x8000f )
TheCamera.strafe(4.0f * timedelta);
if( ::GetAsyncKeyState('R') & 0x8000f )
TheCamera.fly(4.0f * timedelta);
if( ::GetAsyncKeyState('F') & 0x8000f )
TheCamera.fly(-4.0f * timedelta);
if( ::GetAsyncKeyState(VK_UP) & 0x8000f )
TheCamera.pitch(1.0f * timedelta);
if( ::GetAsyncKeyState(VK_DOWN) & 0x8000f )
TheCamera.pitch(-1.0f * timedelta);
if( ::GetAsyncKeyState(VK_LEFT) & 0x8000f )
TheCamera.yaw(-1.0f * timedelta);
if( ::GetAsyncKeyState(VK_RIGHT) & 0x8000f )
TheCamera.yaw(1.0f * timedelta);
D3DXMATRIX V;
TheCamera.getViewMatrix(&V);
d3ddev->SetTransform(D3DTS_VIEW, &V);
//
d3ddev->Clear(0,NULL ,D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,0),1.0f,0);
d3ddev->BeginScene();
d3ddev->SetFVF(CUSTOMFVF);
mesh->DrawSubset(0);
d3ddev->EndScene();
d3ddev->Present(0,0,0,0);
return;
}