##include "d3dApp.h"
#include "PeaksAndValleys.h"
class PeaksAndValleysApp : public D3DApp
{
public:
PeaksAndValleysApp(HINSTANCE hInstance);
~PeaksAndValleysApp();
void initApp();
void onResize();
void updateScene(float dt);
void drawScene();
private:
void buildFX();
void buildVertexLayouts();
private:
PeaksAndValleys mLand;
ID3D10Effect* mFX;
ID3D10EffectTechnique* mTech;
ID3D10InputLayout* mVertexLayout;
ID3D10Buffer* mVertexBuffer;
ID3D10Buffer* mIndexBuffer;
ID3D10EffectMatrixVariable* mfxWVPVar;
D3DXMATRIX mView;
D3DXMATRIX mProj;
D3DXMATRIX mWVP;
float mRadius;
float mForward;
float mSide;
};
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
PeaksAndValleysApp theApp(hInstance);
theApp.initApp();
return theApp.run();
}
PeaksAndValleysApp::PeaksAndValleysApp(HINSTANCE hInstance)
: D3DApp(hInstance), mFX(0), mTech(0), mVertexLayout(0),
mVertexBuffer(0), mIndexBuffer(0), mfxWVPVar(0),
mRadius(0.0f), mForward(0.0f), mSide(0.0f)
{
D3DXMatrixIdentity(&mView);
D3DXMatrixIdentity(&mProj);
D3DXMatrixIdentity(&mWVP);
}
PeaksAndValleysApp::~PeaksAndValleysApp()
{
if( md3dDevice )
md3dDevice->ClearState();
ReleaseCOM(mFX);
ReleaseCOM(mVertexLayout);
ReleaseCOM(mVertexBuffer);
ReleaseCOM(mIndexBuffer);
}
void PeaksAndValleysApp::initApp()
{
D3DApp::initApp();
mLand.init(md3dDevice, 200, 200, 1.0f);
buildFX();
buildVertexLayouts();
}
void PeaksAndValleysApp::onResize()
{
D3DApp::onResize();
float aspect = float(mClientWidth)/mClientHeight;
D3DXMatrixPerspectiveFovLH(&mProj, 0.25f*PI, aspect, 1.0f, 1000.0f);
}
void PeaksAndValleysApp::updateScene(float dt)
{
D3DApp::updateScene(dt);
if(GetAsyncKeyState('A') & 0x8000) mSide -= 0.50f;
if(GetAsyncKeyState('D') & 0x8000) mSide += 0.50f;
if(GetAsyncKeyState('W') & 0x8000) mForward -= 0.50f;
if(GetAsyncKeyState('S') & 0x8000) mForward += 0.50f;
// Convert Spherical to Cartesian coordinates: mPhi measured from +y
// and mTheta measured counterclockwise from -z.
float x = 75.0f + mForward;
float z = 5.0f + mSide;
float y = 50.0f;
// Build the view matrix.
D3DXVECTOR3 pos(x, y, z);
D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
D3DXMatrixLookAtLH(&mView, &pos, &target, &up);
}
void PeaksAndValleysApp::drawScene()
{
D3DApp::drawScene();
if(mRender == true)
{
// Restore default states, input layout and primitive topology
// because mFont->DrawText changes them. Note that we can
// restore the default states by passing null.
md3dDevice->OMSetDepthStencilState(0, 0);
float blendFactors[] = {0.0f, 0.0f, 0.0f, 0.0f};
md3dDevice->OMSetBlendState(0, blendFactors, 0xffffffff);
md3dDevice->IASetInputLayout(mVertexLayout);
md3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D10_TECHNIQUE_DESC techDesc;
mTech->GetDesc( &techDesc );
for(UINT p = 0; p < techDesc.Passes; ++p)
{
mWVP = mView*mProj;
mfxWVPVar->SetMatrix((float*)&mWVP);
mTech->GetPassByIndex( p )->Apply(0);
mLand.draw();
}
}
if(mRenderInfo == true)
{
// We specify DT_NOCLIP, so we do not care about width/height of the rect.
RECT R = {5, 5, 0, 0};
mFont->DrawText(0, mFrameStats.c_str(), -1, &R, DT_NOCLIP, BLACK);
}
RECT R2 = {600, 5, 0, 0};
mFont->DrawText(0, mAppControls.c_str(), -1, &R2, DT_NOCLIP, BLACK);
mSwapChain->Present(0, 0);
}
void PeaksAndValleysApp::buildFX()
{
DWORD shaderFlags = D3D10_SHADER_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
shaderFlags |= D3D10_SHADER_DEBUG;
shaderFlags |= D3D10_SHADER_SKIP_OPTIMIZATION;
#endif
ID3D10Blob* compilationErrors = 0;
HRESULT hr = 0;
hr = D3DX10CreateEffectFromFile(L"color.fx", 0, 0,
"fx_4_0", shaderFlags, 0, md3dDevice, 0, 0, &mFX, &compilationErrors, 0);
if(FAILED(hr))
{
if( compilationErrors )
{
MessageBoxA(0, (char*)compilationErrors->GetBufferPointer(), 0, 0);
ReleaseCOM(compilationErrors);
}
DXTrace(__FILE__, (DWORD)__LINE__, hr, L"D3DX10CreateEffectFromFile", true);
}
mTech = mFX->GetTechniqueByName("ColorTech");
mfxWVPVar = mFX->GetVariableByName("gWVP")->AsMatrix();
}
void PeaksAndValleysApp::buildVertexLayouts()
{
// Create the vertex input layout.
D3D10_INPUT_ELEMENT_DESC vertexDesc[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0}
};
// Create the input layout
D3D10_PASS_DESC PassDesc;
mTech->GetPassByIndex(0)->GetDesc(&PassDesc);
HR(md3dDevice->CreateInputLayout(vertexDesc, 2, PassDesc.pIAInputSignature,
PassDesc.IAInputSignatureSize, &mVertexLayout));
}
camera problems
hi guys i have created an app which renders very simple hillsides and i was trying to move the camera so i could go forward and backwards and left to right can u please help me?
right now it goes towards the centre of the map and when i press a button to make it go left or right it goes in that direction then starts zooming out.
heres the code
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