Source code of Windows XP (NT5)
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#define D3D_OVERLOADS
#include "StdAfx.h"
#include "D3DApp.h"
#include "D3DTextr.h"
#include "D3DUtil.h"
#include "D3DMath.h"
#include "D3DFile.h"
#include "resource.h"
/*
**-----------------------------------------------------------------------------
** File: fish.cpp
** Purpose: fish demo
** Notes:
** and SetTransform
**
** Copyright (c) 1995 - 1997 by Microsoft, all rights reserved
**-----------------------------------------------------------------------------
*/
//#define FREQUENCY ((rnd()<0.01)||(abs(loc.x-goal.x)< 5.0f)||(abs(loc.y-goal.y)< 5.0f)||(abs(loc.z-goal.z)< 5.0f))
//#define FREQUENCY ((abs(loc.x-goal.x)< 5.0f)||(abs(loc.y-goal.y)< 5.0f)||(abs(loc.z-goal.z)< 5.0f))
#define FREQUENCY 0
#define SPEED 0.001f
/*
**-----------------------------------------------------------------------------
** Include files
**-----------------------------------------------------------------------------
*/
typedef struct xxx_FISH {
D3DVECTOR loc, // current location
goal, // current goal
delta; // current direction
float yaw, pitch, roll;
float dyaw;
} AFISH;
/*
**-----------------------------------------------------------------------------
** Local variables
**-----------------------------------------------------------------------------
*/
const float pi = (float)3.1415;
//#define POINT_LINE_TEST
#define GROUND_GRID
//#define NUM_FISH 42
AFISH FISH[NUM_FISH];
#define FISH_VERTICES 36
#define FISH_INDICES 60
D3DVERTEX vFISH[FISH_VERTICES];
WORD iFISH[FISH_INDICES];
#ifdef GROUND_GRID
#define NUM_GRID 22
#define GRID_WIDTH 800.0f
D3DVERTEX grid[NUM_GRID*NUM_GRID];
#endif
#ifdef POINT_LINE_TEST
#define LOTS_OF_POINTS (222)
D3DVERTEX points[LOTS_OF_POINTS];
#endif
D3DMATRIX g_proj, g_view, g_world; // Matrices
D3DLIGHT7 g_light; // Structure defining the light
D3DMATRIX MatrixMult(D3DMATRIX a, D3DMATRIX b)
{
D3DMATRIX result;
D3DXMatrixMultiply((D3DXMATRIX*)&result,(D3DXMATRIX*)&a,(D3DXMATRIX*)&b);
return result;
}
D3DMATRIX RotateXMatrix(float rot)
{
D3DMATRIX result;
D3DXMatrixRotationX((D3DXMATRIX*)&result,rot);
return result;
}
D3DMATRIX RotateYMatrix(float rot)
{
D3DMATRIX result;
D3DXMatrixRotationY((D3DXMATRIX*)&result,rot);
return result;
}
D3DMATRIX RotateZMatrix(float rot)
{
D3DMATRIX result;
D3DXMatrixRotationZ((D3DXMATRIX*)&result,rot);
return result;
}
D3DMATRIX TranslateMatrix(D3DVECTOR v)
{
D3DMATRIX result;
D3DXMatrixTranslation((D3DXMATRIX*)&result,v.x,v.y,v.z);
return result;
}
D3DMATRIX TranslateMatrix(float x, float y , float z)
{
D3DMATRIX result;
D3DXMatrixTranslation((D3DXMATRIX*)&result,x,y,z);
return result;
}
/*
float rnd(void)
{
return float(rand())/RAND_MAX;
}
*/
/*
**-----------------------------------------------------------------------------
** Name: DrawFISH
** Purpose: Draws a single Paper FISH
**-----------------------------------------------------------------------------
*/
HRESULT DrawFISH (LPDIRECT3DDEVICE7 lpDev)
{
HRESULT hResult;
lpDev->SetTexture(0,NULL);
hResult =lpDev->DrawIndexedPrimitive (D3DPT_TRIANGLELIST, D3DVT_VERTEX, (LPVOID)vFISH, FISH_VERTICES, iFISH, FISH_INDICES, D3DDP_WAIT);
return hResult;
}
/*
**-----------------------------------------------------------------------------
** Name: D3DWindow::Init
** Purpose: Initialize scene objects
**-----------------------------------------------------------------------------
*/
HRESULT InitGeometry()
{
//
// generate the paper FISH data
//
// right wing top
vFISH[ 0] = D3DVERTEX(D3DVECTOR(0.125f, 0.03125f, 3.5f), Normalize(D3DVECTOR(-0.25f, 1.0f, 0.0f)), rnd(), rnd());
vFISH[ 1] = D3DVERTEX(D3DVECTOR(0.75f, 0.1875f, 3.25f), Normalize(D3DVECTOR(-0.25f, 1.0f, 0.0f)), rnd(), rnd());
vFISH[ 2] = D3DVERTEX(D3DVECTOR(2.75f, 0.6875f, -2.0f), Normalize(D3DVECTOR(-0.25f, 1.0f, 0.0f)), rnd(), rnd());
vFISH[ 3] = D3DVERTEX(D3DVECTOR(2.0f, 0.5f, -4.25f), Normalize(D3DVECTOR(-0.25f, 1.0f, 0.0f)), rnd(), rnd());
vFISH[ 4] = D3DVERTEX(D3DVECTOR(0.5f, 0.125f, -3.5f), Normalize(D3DVECTOR(-0.25f, 1.0f, 0.0f)), rnd(), rnd());
// right wing bottom
vFISH[ 5] = D3DVERTEX(D3DVECTOR(0.125f, 0.03125f, 3.5f), Normalize(D3DVECTOR(0.25f, -1.0f, 0.0f)), rnd(), rnd());
vFISH[ 6] = D3DVERTEX(D3DVECTOR(0.75f, 0.1875f, 3.25f), Normalize(D3DVECTOR(0.25f, -1.0f, 0.0f)), rnd(), rnd());
vFISH[ 7] = D3DVERTEX(D3DVECTOR(2.75f, 0.6875f, -2.0f), Normalize(D3DVECTOR(0.25f, -1.0f, 0.0f)), rnd(), rnd());
vFISH[ 8] = D3DVERTEX(D3DVECTOR(2.0f, 0.5f, -4.25f), Normalize(D3DVECTOR(0.25f, -1.0f, 0.0f)), rnd(), rnd());
vFISH[ 9] = D3DVERTEX(D3DVECTOR(0.5f, 0.125f, -3.5f), Normalize(D3DVECTOR(0.25f, -1.0f, 0.0f)), rnd(), rnd());
// left wing bottom
vFISH[10] = D3DVERTEX(D3DVECTOR(-0.125f, 0.03125f, 3.5f), Normalize(D3DVECTOR(-0.25f, -1.0f, 0.0f)), rnd(), rnd());
vFISH[11] = D3DVERTEX(D3DVECTOR(-0.75f, 0.1875f, 3.25f), Normalize(D3DVECTOR(-0.25f, -1.0f, 0.0f)), rnd(), rnd());
vFISH[12] = D3DVERTEX(D3DVECTOR(-2.75f, 0.6875f, -2.0f), Normalize(D3DVECTOR(-0.25f, -1.0f, 0.0f)), rnd(), rnd());
vFISH[13] = D3DVERTEX(D3DVECTOR(-2.0f, 0.5f, -4.25f), Normalize(D3DVECTOR(-0.25f, -1.0f, 0.0f)), rnd(), rnd());
vFISH[14] = D3DVERTEX(D3DVECTOR(-0.5f, 0.125f, -3.5f), Normalize(D3DVECTOR(-0.25f, -1.0f, 0.0f)), rnd(), rnd());
// left wing top
vFISH[15] = D3DVERTEX(D3DVECTOR(-0.125f, 0.03125f, 3.5f), Normalize(D3DVECTOR(0.25f, 1.0f, 0.0f)), rnd(), rnd());
vFISH[16] = D3DVERTEX(D3DVECTOR(-0.75f, 0.1875f, 3.25f), Normalize(D3DVECTOR(0.25f, 1.0f, 0.0f)), rnd(), rnd());
vFISH[17] = D3DVERTEX(D3DVECTOR(-2.75f, 0.6875f, -2.0f), Normalize(D3DVECTOR(0.25f, 1.0f, 0.0f)), rnd(), rnd());
vFISH[18] = D3DVERTEX(D3DVECTOR(-2.0f, 0.5f, -4.25f), Normalize(D3DVECTOR(0.25f, 1.0f, 0.0f)), rnd(), rnd());
vFISH[19] = D3DVERTEX(D3DVECTOR(-0.5f, 0.125f, -3.5f), Normalize(D3DVECTOR(0.25f, 1.0f, 0.0f)), rnd(), rnd());
// right body outside
vFISH[20] = D3DVERTEX(D3DVECTOR(0.125f, 0.03125f, 3.5f), Normalize(D3DVECTOR(1.0f, -0.1f, 0.0f)), rnd(), rnd());
vFISH[21] = D3DVERTEX(D3DVECTOR(0.5f, 0.125f, -3.5f), Normalize(D3DVECTOR(1.0f, -0.1f, 0.0f)), rnd(), rnd());
vFISH[22] = D3DVERTEX(D3DVECTOR(0.0f, -2.25f, -2.75f), Normalize(D3DVECTOR(1.0f, -0.1f, 0.0f)), rnd(), rnd());
vFISH[23] = D3DVERTEX(D3DVECTOR(0.0f, -0.5f, 3.625f), Normalize(D3DVECTOR(1.0f, -0.1f, 0.0f)), rnd(), rnd());
// right body inside
vFISH[24] = D3DVERTEX(D3DVECTOR(0.125f, 0.03125f, 3.5f), Normalize(D3DVECTOR(-1.0f, 0.1f, 0.0f)), rnd(), rnd());
vFISH[25] = D3DVERTEX(D3DVECTOR(0.5f, 0.125f, -3.5f), Normalize(D3DVECTOR(-1.0f, 0.1f, 0.0f)), rnd(), rnd());
vFISH[26] = D3DVERTEX(D3DVECTOR(0.0f, -2.25f, -2.75f), Normalize(D3DVECTOR(-1.0f, 0.1f, 0.0f)), rnd(), rnd());
vFISH[27] = D3DVERTEX(D3DVECTOR(0.0f, -0.5f, 3.625f), Normalize(D3DVECTOR(-1.0f, 0.1f, 0.0f)), rnd(), rnd());
// left body outside
vFISH[28] = D3DVERTEX(D3DVECTOR(-0.125f, 0.03125f, 3.5f), Normalize(D3DVECTOR(-1.0f, -0.1f, 0.0f)), rnd(), rnd());
vFISH[29] = D3DVERTEX(D3DVECTOR(-0.5f, 0.125f, -3.5f), Normalize(D3DVECTOR(-1.0f, -0.1f, 0.0f)), rnd(), rnd());
vFISH[30] = D3DVERTEX(D3DVECTOR(0.0f, -2.25f, -2.75f), Normalize(D3DVECTOR(-1.0f, -0.1f, 0.0f)), rnd(), rnd());
vFISH[31] = D3DVERTEX(D3DVECTOR(0.0f, -0.5f, 3.625f), Normalize(D3DVECTOR(-1.0f, -0.1f, 0.0f)), rnd(), rnd());
// left body inside
vFISH[32] = D3DVERTEX(D3DVECTOR(-0.125f, 0.03125f, 3.5f), Normalize(D3DVECTOR(1.0f, 0.1f, 0.0f)), rnd(), rnd());
vFISH[33] = D3DVERTEX(D3DVECTOR(-0.5f, 0.125f, -3.5f), Normalize(D3DVECTOR(1.0f, 0.1f, 0.0f)), rnd(), rnd());
vFISH[34] = D3DVERTEX(D3DVECTOR(0.0f, -2.25f, -2.75f), Normalize(D3DVECTOR(1.0f, 0.1f, 0.0f)), rnd(), rnd());
vFISH[35] = D3DVERTEX(D3DVECTOR(0.0f, -0.5f, 3.625f), Normalize(D3DVECTOR(1.0f, 0.1f, 0.0f)), rnd(), rnd());
// right wing top
iFISH[ 0] = 0;
iFISH[ 1] = 1;
iFISH[ 2] = 4;
iFISH[ 3] = 1;
iFISH[ 4] = 2;
iFISH[ 5] = 4;
iFISH[ 6] = 4;
iFISH[ 7] = 2;
iFISH[ 8] = 3;
// right wing bottom
iFISH[ 9] = 5;
iFISH[10] = 9;
iFISH[11] = 6;
iFISH[12] = 6;
iFISH[13] = 9;
iFISH[14] = 7;
iFISH[15] = 7;
iFISH[16] = 9;
iFISH[17] = 8;
// left wing top
iFISH[18] = 10;
iFISH[19] = 11;
iFISH[20] = 14;
iFISH[21] = 11;
iFISH[22] = 12;
iFISH[23] = 14;
iFISH[24] = 14;
iFISH[25] = 12;
iFISH[26] = 13;
// left wing bottom
iFISH[27] = 15;
iFISH[28] = 19;
iFISH[29] = 16;
iFISH[30] = 16;
iFISH[31] = 19;
iFISH[32] = 17;
iFISH[33] = 17;
iFISH[34] = 19;
iFISH[35] = 18;
// right body outside
iFISH[36] = 20;
iFISH[37] = 23;
iFISH[38] = 21;
iFISH[39] = 21;
iFISH[40] = 23;
iFISH[41] = 22;
// right body inside
iFISH[42] = 24;
iFISH[43] = 25;
iFISH[44] = 27;
iFISH[45] = 25;
iFISH[46] = 26;
iFISH[47] = 27;
// left body outside
iFISH[48] = 28;
iFISH[49] = 29;
iFISH[50] = 31;
iFISH[51] = 29;
iFISH[52] = 30;
iFISH[53] = 31;
// left body inside
iFISH[54] = 32;
iFISH[55] = 35;
iFISH[56] = 33;
iFISH[57] = 33;
iFISH[58] = 35;
iFISH[59] = 34;
// seed the random number generator
srand (time (0));
for (int i=0; i<NUM_FISH; i++)
{
FISH[i].loc = D3DVECTOR(0.0f, 0.0f, 0.0f);
FISH[i].goal = D3DVECTOR(XEXTENT, YEXTENT,ZEXTENT);
FISH[i].delta = D3DVECTOR(0.0f, 0.0f, 1.0f);
FISH[i].yaw = 0.0f;
FISH[i].pitch = 0.0f;
FISH[i].roll = 0.0f;
FISH[i].dyaw = 0.0f;
}
float size = GRID_WIDTH/(NUM_GRID-1.0f);
float offset = GRID_WIDTH/2.0f;
for (i=0; i<NUM_GRID; i++)
{
for (int j=0; j<NUM_GRID; j++)
{
grid[j+i*NUM_GRID] = D3DVERTEX(D3DVECTOR(i*size-offset, 0.0f, j*size-offset), Normalize(D3DVECTOR(0.0f, 1.0f, 0.0f)), 0.0f, 0.0f);
}
}
return S_OK;
}
/*
**-----------------------------------------------------------------------------
** Name: D3DScene::Render
** Purpose: Draws scene
**-----------------------------------------------------------------------------
*/
HRESULT PlayWithFish(LPDIRECT3DDEVICE7 lpDev)
{
HRESULT hResult;
// play with FISH
static float tic = 0.0f;
static float speed=SPEED;
static float angle_tweak = TWEAK;
static D3DVECTOR z_ward(0.0f, 0.0f, 1.0f);
for (int i=0; i<NUM_FISH; i++)
{
D3DVECTOR offset;
// tweek orientation based on last position and goal
offset = FISH[i].goal - FISH[i].loc;
// first, tweak the pitch
if (offset.y > 1.0) { // we're too low
FISH[i].pitch += angle_tweak;
if (FISH[i].pitch > 0.8f)
FISH[i].pitch = 0.8f;
} else if (offset.y < -1.0) { // we're too high
FISH[i].pitch -= angle_tweak;
if (FISH[i].pitch < -0.8f)
FISH[i].pitch = -0.8f;
} else {
// add damping
FISH[i].pitch *= 0.95f;
}
// now figure out yaw changes
offset.y = 0.0f; FISH[i].delta.y = 0.0f;
FISH[i].delta = Normalize (FISH[i].delta);
offset = Normalize (offset);
float dot = DotProduct (offset, FISH[i].delta);
offset = CrossProduct (offset, FISH[i].delta);
dot = (1.0f-dot)/2.0f * angle_tweak * 10.0f;
if (offset.y > 0.01) {
FISH[i].dyaw = (FISH[i].dyaw*9.0f + dot) * 0.1f;
} else if (offset.y < 0.01) {
FISH[i].dyaw = (FISH[i].dyaw*9.0f - dot) * 0.1f;
}
FISH[i].yaw += FISH[i].dyaw;
FISH[i].roll = -FISH[i].dyaw * 9.0f;
D3DVECTOR loc=FISH[i].loc;
D3DVECTOR goal=FISH[i].goal;
if (FREQUENCY)
{
FISH[i].goal = D3DVECTOR(XEXTENT,YEXTENT,ZEXTENT);
}
g_world =
MatrixMult(
MatrixMult (
RotateYMatrix (FISH[i].yaw),
RotateXMatrix (FISH[i].pitch)
),
RotateZMatrix (FISH[i].roll)
);
// get delta buy grabbing the z axis out of the transform
FISH[i].delta[0] = g_world(2, 0);
FISH[i].delta[1] = g_world(2, 1);
FISH[i].delta[2] = g_world(2, 2);
// update position
FISH[i].loc += speed * FISH[i].delta;
D3DMATRIX scaleMatrix;
D3DXMatrixScaling((D3DXMATRIX*)&scaleMatrix,0.1f,0.1f,0.1f);
// first scale then translate into place, then set orientation, then scale
g_world = MatrixMult(scaleMatrix,TranslateMatrix (FISH[i].loc));
g_world = MatrixMult (g_world, MatrixMult (MatrixMult (RotateYMatrix (FISH[i].yaw), RotateXMatrix (FISH[i].pitch)), RotateZMatrix (FISH[i].roll)));
// apply the world matrix
hResult = lpDev->SetTransform (D3DTRANSFORMSTATE_WORLD, &g_world);
if (FAILED (hResult))
return hResult;
// display the vFISH
DrawFISH (lpDev);
} // end of loop for each vFISH
tic += 0.01f;
return DD_OK;
}
HRESULT PlayWithGeometry(LPDIRECT3DDEVICE7 lpDev,CD3DFile* pFileObject)
{
HRESULT hResult;
// play with FISH
static float tic = 0.0f;
static float speed=2.0f;
static float angle_tweak = 0.02f;
static D3DVECTOR z_ward(0.0f, 0.0f, 1.0f);
for (int i=0; i<NUM_FISH; i++)
{
D3DVECTOR offset;
// tweek orientation based on last position and goal
offset = FISH[i].goal - FISH[i].loc;
// first, tweak the pitch
if (offset.y > 1.0) { // we're too low
FISH[i].pitch += angle_tweak;
if (FISH[i].pitch > 0.8f)
FISH[i].pitch = 0.8f;
} else if (offset.y < -1.0) { // we're too high
FISH[i].pitch -= angle_tweak;
if (FISH[i].pitch < -0.8f)
FISH[i].pitch = -0.8f;
} else {
// add damping
FISH[i].pitch *= 0.95f;
}
// now figure out yaw changes
offset.y = 0.0f; FISH[i].delta.y = 0.0f;
FISH[i].delta = Normalize (FISH[i].delta);
offset = Normalize (offset);
float dot = DotProduct (offset, FISH[i].delta);
offset = CrossProduct (offset, FISH[i].delta);
dot = (1.0f-dot)/2.0f * angle_tweak * 10.0f;
if (offset.y > 0.01) {
FISH[i].dyaw = (FISH[i].dyaw*9.0f + dot) * 0.1f;
} else if (offset.y < 0.01) {
FISH[i].dyaw = (FISH[i].dyaw*9.0f - dot) * 0.1f;
}
FISH[i].yaw += FISH[i].dyaw;
FISH[i].roll = -FISH[i].dyaw * 9.0f;
if (rnd() < 0.03)
{
FISH[i].goal = D3DVECTOR(10.0f*(rnd()-rnd()), 10.0f*(rnd()-rnd()), rnd()*20.0f - 10.0f);
}
D3DMATRIX scaleMatrix;
D3DXMatrixScaling((D3DXMATRIX*)&scaleMatrix,0.1f,0.1f,0.1f);
// build the world matrix for the vFISH
g_world = MatrixMult(
MatrixMult (RotateYMatrix (FISH[i].yaw),
RotateXMatrix (FISH[i].pitch)), RotateZMatrix (FISH[i].roll)
);
// get delta buy grabbing the z axis out of the transform
FISH[i].delta[0] = g_world(2, 0);
FISH[i].delta[1] = g_world(2, 1);
FISH[i].delta[2] = g_world(2, 2);
// update position
FISH[i].loc += speed * FISH[i].delta;
// first translate into place, then set orientation, then scale
g_world = MatrixMult (g_world, MatrixMult (MatrixMult (RotateYMatrix (FISH[i].yaw), RotateXMatrix (FISH[i].pitch)), RotateZMatrix (FISH[i].roll)));
g_world = MatrixMult(scaleMatrix,g_world);
//g_world = MatrixMult (g_world, MatrixMult (MatrixMult (RotateYMatrix (FISH[i].yaw), RotateXMatrix (FISH[i].pitch)), RotateZMatrix (FISH[i].roll)));
//g_world = MatrixMult (g_world, Scale(5.0f));
// apply the world matrix
hResult = lpDev->SetTransform (D3DTRANSFORMSTATE_WORLD, &g_world);
if (FAILED (hResult))
return hResult;
pFileObject->Render(lpDev);
// display the vFISH
//DrawFISH (lpDev);
} // end of loop for each vFISH
/*
g_world = TranslateMatrix (0.0f, -60.0f, 0.0f);
hResult = lpDev->SetTransform (D3DTRANSFORMSTATE_WORLD, &g_world);
if (FAILED (hResult))
return hResult;
hResult = lpDev->DrawPrimitive (D3DPT_LINELIST, D3DVT_VERTEX, (LPVOID)grid, NUM_GRID*NUM_GRID, D3DDP_WAIT);
if (FAILED (hResult))
return hResult;
g_world = MatrixMult (g_world, RotateYMatrix (pi/2.0f));
hResult = lpDev->SetTransform (D3DTRANSFORMSTATE_WORLD, &g_world);
if (FAILED (hResult))
return hResult;
hResult = lpDev->DrawPrimitive (D3DPT_LINELIST, D3DVT_VERTEX, (LPVOID)grid, NUM_GRID*NUM_GRID, D3DDP_WAIT);
if (FAILED (hResult))
return hResult;
*/
tic += 0.01f;
return DD_OK;
}