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tiger3d.cpp

//-----------------------------------------------------------------------------
// Original project ("Meshes" tutorial / "Meshes.cpp")
//  Copyright (c) Microsoft Corporation. All rights reserved.
// 
// Derived project written April 2009 to demonstrate the Ultramouse3D device.
// By students in Cornell University's ECE 4760:
//    Karl Gluck
//    David DeTomaso
//-----------------------------------------------------------------------------
#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
#pragma warning( disable : 4996 ) // disable deprecated warning 
#include <strsafe.h>
#pragma warning( default : 4996 )

#include "ultramouse3d_api.h"




// Change this value to whichever port the Ultramouse is connected to
static const unsigned long ULTRAMOUSE_SERIAL_PORT = 4;




//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9         g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9   g_pd3dDevice = NULL; // Our rendering device

LPD3DXMESH          g_pMesh = NULL; // Our mesh object in sysmem
D3DMATERIAL9*       g_pMeshMaterials = NULL; // Materials for our mesh
LPDIRECT3DTEXTURE9* g_pMeshTextures = NULL; // Textures for our mesh
DWORD               g_dwNumMaterials = 0L;   // Number of mesh materials

Ultramouse3D        g_um3dData;


//-----------------------------------------------------------------------------
// Terrain Components
//-----------------------------------------------------------------------------

struct TerrainVertex
{
     FLOAT x, y, z;
     FLOAT u, v;
};
#define D3DFVF_TERRAINVERTEX (D3DFVF_XYZ|D3DFVF_TEX1)

LPDIRECT3DVERTEXBUFFER9 g_pTerrainVB = NULL;
LPDIRECT3DTEXTURE9 g_pTerrainTexture = NULL;

//-----------------------------------------------------------------------------
// Name: CreateTerrainBuffer()
// Desc: Generates a vertex buffer with an infinitely repeating tiling texture
//-----------------------------------------------------------------------------
LPDIRECT3DVERTEXBUFFER9 CreateTerrainBuffer( LPDIRECT3DDEVICE9 pd3dDevice, FLOAT fScale )
{
     LPDIRECT3DVERTEXBUFFER9 pVB = NULL;

     // Create the buffer
     if( FAILED( pd3dDevice->CreateVertexBuffer( sizeof(TerrainVertex) * 4, D3DUSAGE_WRITEONLY,
                                                 D3DFVF_TERRAINVERTEX, D3DPOOL_DEFAULT, &pVB,
                                                 NULL ) ) )
         return NULL;

     // Use these vertices to create the terrain
     TerrainVertex vertices[] = 
     {
         { -1.0f, -0.7f, -1.0f, -1.0f, -1.0f },
         { -1.0f, -0.7f, +1.0f, -1.0f, +1.0f },
         { +1.0f, -0.7f, -1.0f, +1.0f, -1.0f },
         { +1.0f, -0.7f, +1.0f, +1.0f, +1.0f },
     };

     // Scale all of the planar coordinates
     for( int i = 0; i < sizeof(vertices) / sizeof(TerrainVertex); ++i )
     {
         vertices[i].x *= fScale;
         vertices[i].z *= fScale;
         vertices[i].u *= fScale;
         vertices[i].v *= fScale;
     }

     // Lock the vertex buffer
     LPVOID pVertices = NULL;
     if( SUCCEEDED( pVB->Lock( 0, 0, &pVertices, 0 ) ) )
     {
         // Copy the vertices
         memcpy( pVertices, vertices, sizeof(vertices) );

         // Unlock the buffer
         pVB->Unlock();
     }
     else
     {
         // Free the vertex buffer
         pVB->Release();

         // Return a null reference
         return NULL;
     }

     // Return the new buffer
     return pVB;
}


//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
     // Create the D3D object.
     if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
         return E_FAIL;

     // Set up the structure used to create the D3DDevice. Since we are now
     // using more complex geometry, we will create a device with a zbuffer.
     D3DPRESENT_PARAMETERS d3dpp;
     ZeroMemory( &d3dpp, sizeof( d3dpp ) );
     d3dpp.Windowed = TRUE;
     d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
     d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
     d3dpp.EnableAutoDepthStencil = TRUE;
     d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

     // Create the D3DDevice
     if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                       D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                       &d3dpp, &g_pd3dDevice ) ) )
     {
         return E_FAIL;
     }

     // Turn on the zbuffer
     g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );

     // Turn on ambient lighting 
     g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );

     return S_OK;
}




//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Load the mesh and build the material and texture arrays
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
     LPD3DXBUFFER pD3DXMtrlBuffer;

     // Load the mesh from the specified file
     if( FAILED( D3DXLoadMeshFromX( L"Tiger.x", D3DXMESH_SYSTEMMEM,
                                    g_pd3dDevice, NULL,
                                    &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials,
                                    &g_pMesh ) ) )
     {
         // If model is not in current folder, try parent folder
         if( FAILED( D3DXLoadMeshFromX( L"..\\Tiger.x", D3DXMESH_SYSTEMMEM,
                                        g_pd3dDevice, NULL,
                                        &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials,
                                        &g_pMesh ) ) )
         {
             MessageBox( NULL, L"Could not find tiger.x", L"Meshes.exe", MB_OK );
             return E_FAIL;
         }
     }

     // We need to extract the material properties and texture names from the 
     // pD3DXMtrlBuffer
     D3DXMATERIAL* d3dxMaterials = ( D3DXMATERIAL* )pD3DXMtrlBuffer->GetBufferPointer();
     g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];
     if( g_pMeshMaterials == NULL )
         return E_OUTOFMEMORY;
     g_pMeshTextures = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];
     if( g_pMeshTextures == NULL )
         return E_OUTOFMEMORY;

     for( DWORD i = 0; i < g_dwNumMaterials; i++ )
     {
         // Copy the material
         g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;

         // Set the ambient color for the material (D3DX does not do this)
         g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse;

         g_pMeshTextures[i] = NULL;
         if( d3dxMaterials[i].pTextureFilename != NULL &&
             lstrlenA( d3dxMaterials[i].pTextureFilename ) > 0 )
         {
             // Create the texture
             if( FAILED( D3DXCreateTextureFromFileA( g_pd3dDevice,
                                                     d3dxMaterials[i].pTextureFilename,
                                                     &g_pMeshTextures[i] ) ) )
             {
                 // If texture is not in current folder, try parent folder
                 const CHAR* strPrefix = "..\\";
                 CHAR strTexture[MAX_PATH];
                 StringCchCopyA( strTexture, MAX_PATH, strPrefix );
                 StringCchCatA( strTexture, MAX_PATH, d3dxMaterials[i].pTextureFilename );
                 // If texture is not in current folder, try parent folder
                 if( FAILED( D3DXCreateTextureFromFileA( g_pd3dDevice,
                                                         strTexture,
                                                         &g_pMeshTextures[i] ) ) )
                 {
                     MessageBox( NULL, L"Could not find texture map", L"Meshes.exe", MB_OK );
                 }
             }
         }
     }

     // Done with the material buffer
     pD3DXMtrlBuffer->Release();

     if( FAILED( D3DXCreateTextureFromFileA( g_pd3dDevice,
                                             "grass.jpg",
                                             &g_pTerrainTexture ) ) )
     {
         return E_FAIL;
     }

     g_pTerrainVB = CreateTerrainBuffer( g_pd3dDevice, 100.0f );

     return S_OK;
}




//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
     if( g_pTerrainTexture != NULL )
         g_pTerrainTexture->Release();

     if( g_pTerrainVB != NULL )
         g_pTerrainVB->Release();

     if( g_pMeshMaterials != NULL )
         delete[] g_pMeshMaterials;

     if( g_pMeshTextures )
     {
         for( DWORD i = 0; i < g_dwNumMaterials; i++ )
         {
             if( g_pMeshTextures[i] )
                 g_pMeshTextures[i]->Release();
         }
         delete[] g_pMeshTextures;
     }
     if( g_pMesh != NULL )
         g_pMesh->Release();

     if( g_pd3dDevice != NULL )
         g_pd3dDevice->Release();

     if( g_pD3D != NULL )
         g_pD3D->Release();
}



//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
     // Set up world matrix
     D3DXMATRIXA16 matWorld;
     D3DXMatrixRotationY( &matWorld, g_um3dData.position.x / 5.0 );
     g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

     // Set up our view matrix. A view matrix can be defined given an eye point,
     // a point to lookat, and a direction for which way is up. Here, we set the
     // eye five units back along the z-axis and up three units, look at the 
     // origin, and define "up" to be in the y-direction.
     float dist = 20.0f * g_um3dData.position.z;
     D3DXVECTOR3 vEyePt( 0.0f, dist*sinf(-g_um3dData.position.y/10.0), -dist*cosf(-g_um3dData.position.y/10.0));
     D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
     D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
     D3DXMATRIXA16 matView;
     D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
     g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

     // For the projection matrix, we set up a perspective transform (which
     // transforms geometry from 3D view space to 2D viewport space, with
     // a perspective divide making objects smaller in the distance). To build
     // a perpsective transform, we need the field of view (1/4 pi is common),
     // the aspect ratio, and the near and far clipping planes (which define at
     // what distances geometry should be no longer be rendered).
     D3DXMATRIXA16 matProj;
     D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f );
     g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}




//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
     // Clear the backbuffer and the zbuffer
     g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
                          D3DCOLOR_XRGB( 0, 0, 255 ), 1.0f, 0 );

     // Begin the scene
     if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
     {
         // Setup the world, view, and projection matrices
         SetupMatrices();

         // Meshes are divided into subsets, one for each material. Render them in
         // a loop
         for( DWORD i = 0; i < g_dwNumMaterials; i++ )
         {
             // Set the material and texture for this subset
             g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
             g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );

             // Draw the mesh subset
             g_pMesh->DrawSubset( i );
         }

         //// Draw terrain
         g_pd3dDevice->SetTexture( 0, g_pTerrainTexture );

         // Render the vertex buffer
         g_pd3dDevice->SetStreamSource( 0, g_pTerrainVB, 0, sizeof(TerrainVertex) );
         g_pd3dDevice->SetFVF( D3DFVF_TERRAINVERTEX );
         g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );

         // End the scene
         g_pd3dDevice->EndScene();
     }

     // Present the backbuffer contents to the display
     g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}




//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
     switch( msg )
     {
         case WM_DESTROY:
             Cleanup();
             PostQuitMessage( 0 );
             return 0;
     }

     return DefWindowProc( hWnd, msg, wParam, lParam );
}




//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI wWinMain( HINSTANCE hInst, HINSTANCE, LPWSTR, INT )
{

///////////////////////////////////////////////////////////////////////////////
   if (!UM3DAPI_Create(ULTRAMOUSE_SERIAL_PORT, &g_um3dData)) {
     MessageBox(NULL, L"Unable to open Ultramouse serial port",
                L"Failed to initialize",
                MB_OK);
     return E_FAIL;
   }

///////////////////////////////////////////////////////////////////////////////

     

     // Register the window class
     WNDCLASSEX wc =
     {
         sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0L, 0L,
         GetModuleHandle( NULL ), NULL, NULL, NULL, NULL,
         L"D3D Tutorial", NULL
     };
     RegisterClassEx( &wc );

     // Create the application's window
     HWND hWnd = CreateWindow( L"D3D Tutorial", L"D3D Tutorial 06: Meshes & Ultramouse3D Demo",
                               WS_OVERLAPPEDWINDOW, 100, 100, 800, 800,
                               NULL, NULL, wc.hInstance, NULL );

     // Initialize Direct3D
     if( SUCCEEDED( InitD3D( hWnd ) ) )
     {
         // Create the scene geometry
         if( SUCCEEDED( InitGeometry() ) )
         {
             // Show the window
             ShowWindow( hWnd, SW_SHOWDEFAULT );
             UpdateWindow( hWnd );

             // Enter the message loop
             MSG msg;
             ZeroMemory( &msg, sizeof( msg ) );
             while( msg.message != WM_QUIT )
             {

///////////////////////////////////////////////////////////////////////////////
                 UM3DAPI_Update(&g_um3dData);
///////////////////////////////////////////////////////////////////////////////

                 if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
                 {
                     TranslateMessage( &msg );
                     DispatchMessage( &msg );
                 }
                 else
                     Render();
             }
         }
     }

///////////////////////////////////////////////////////////////////////////////
   UM3DAPI_Destroy(&g_um3dData);
///////////////////////////////////////////////////////////////////////////////



     UnregisterClass( L"D3D Tutorial", wc.hInstance );
     return 0;
}




More Information

This file creates a 3D environment with a tiger standing on grass where the user can move the camera in 3D by moving the UltraMouse in front of the screen.