topical media & game development
graphic-directx-game-18-Culling-CullingDemo.cpp / cpp
//=============================================================================
// CullingDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.
//
// Demonstrates how to view frustum cull axis aligned bounding boxes.
//
// Controls: Use mouse to look and 'W', 'S', 'A', and 'D' keys to move.
//=============================================================================
include <d3dApp.h>
include <DirectInput.h>
include <crtdbg.h>
include <GfxStats.h>
include <list>
include <Terrain.h>
include <Camera.h>
class CullingDemo : public D3DApp
{
public:
CullingDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);
~CullingDemo();
bool checkDeviceCaps();
void onLostDevice();
void onResetDevice();
void updateScene(float dt);
void drawScene();
private:
GfxStats* mGfxStats;
Terrain* mTerrain;
};
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance,
PSTR cmdLine, int showCmd)
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
// Construct camera before application, since the application uses the camera.
Camera camera;
gCamera = &camera;
CullingDemo app(hInstance, "Culling Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING);
gd3dApp = &app;
DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);
gDInput = &di;
return gd3dApp->run();
}
CullingDemo::CullingDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP)
: D3DApp(hInstance, winCaption, devType, requestedVP)
{
if(!checkDeviceCaps())
{
MessageBox(0, "checkDeviceCaps() Failed", 0, 0);
PostQuitMessage(0);
}
InitAllVertexDeclarations();
mGfxStats = new GfxStats();
mTerrain = new Terrain(513, 513, 4.0f, 4.0f,
"coastMountain513.raw",
"grass.dds",
"dirt.dds",
"rock.dds",
"blend_coastal.dds",
1.5f, 0.0f);
D3DXVECTOR3 toSun(1.0f, 1.0f, 1.0f);
D3DXVec3Normalize(&toSun, &toSun);
mTerrain->setDirToSunW(toSun);
// Initialize camera.
gCamera->pos().y = 250.0f;
gCamera->setSpeed(50.0f);
mGfxStats->addVertices(mTerrain->getNumVertices());
mGfxStats->addTriangles(mTerrain->getNumTriangles());
onResetDevice();
}
CullingDemo::~CullingDemo()
{
delete mGfxStats;
delete mTerrain;
DestroyAllVertexDeclarations();
}
bool CullingDemo::checkDeviceCaps()
{
D3DCAPS9 caps;
HR(gd3dDevice->GetDeviceCaps(&caps));
// Check for vertex shader version 2.0 support.
if( caps.VertexShaderVersion < D3DVS_VERSION(2, 0) )
return false;
// Check for pixel shader version 2.0 support.
if( caps.PixelShaderVersion < D3DPS_VERSION(2, 0) )
return false;
return true;
}
void CullingDemo::onLostDevice()
{
mGfxStats->onLostDevice();
mTerrain->onLostDevice();
}
void CullingDemo::onResetDevice()
{
mGfxStats->onResetDevice();
mTerrain->onResetDevice();
// The aspect ratio depends on the backbuffer dimensions, which can
// possibly change after a reset. So rebuild the projection matrix.
float w = (float)md3dPP.BackBufferWidth;
float h = (float)md3dPP.BackBufferHeight;
gCamera->setLens(D3DX_PI * 0.25f, w/h, 1.0f, 2000.0f);
}
void CullingDemo::updateScene(float dt)
{
mGfxStats->update(dt);
gDInput->poll();
gCamera->update(dt, mTerrain, 2.5f);
}
void CullingDemo::drawScene()
{
// Clear the backbuffer and depth buffer.
HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffeeeeee, 1.0f, 0));
HR(gd3dDevice->BeginScene());
mTerrain->draw();
mGfxStats->display();
HR(gd3dDevice->EndScene());
// Present the backbuffer.
HR(gd3dDevice->Present(0, 0, 0, 0));
}
(C) Æliens
20/2/2008
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