Files
game-physics/AntTweakBar/examples/TwSimpleDX9.cpp
2017-10-11 15:01:05 +02:00

262 lines
8.9 KiB
C++

// ---------------------------------------------------------------------------
//
// @file TwSimpleDX9.cpp
// @brief A simple example that uses AntTweakBar with DirectX9
//
// AntTweakBar: http://anttweakbar.sourceforge.net/doc
// DirectX: http://msdn.microsoft.com/directx
//
// @author Philippe Decaudin
// @date 2006/05/20
//
// ---------------------------------------------------------------------------
#include <AntTweakBar.h>
#include <d3d9.h>
//#include <dxerr9.h>
#include <math.h>
// Direct3D structures
IDirect3D9 * g_D3D = NULL;
IDirect3DDevice9 * g_D3DDev = NULL;
D3DPRESENT_PARAMETERS g_D3Dpp;
// D3D states initialization function
void InitD3D()
{
// Set viewport
D3DVIEWPORT9 vp = {0,0, g_D3Dpp.BackBufferWidth,g_D3Dpp.BackBufferHeight, 0,1};
g_D3DDev->SetViewport(&vp);
// Set D3D matrices
D3DMATRIX matId = { 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
g_D3DDev->SetTransform(D3DTS_WORLD, &matId);
g_D3DDev->SetTransform(D3DTS_VIEW, &matId);
D3DMATRIX matProj = { (float)g_D3Dpp.BackBufferHeight/g_D3Dpp.BackBufferWidth,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
g_D3DDev->SetTransform(D3DTS_PROJECTION, &matProj);
// Disable lighting and culling
g_D3DDev->SetRenderState( D3DRS_LIGHTING, FALSE );
g_D3DDev->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
g_D3DDev->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );
}
// Win32 MessageProc callback
LRESULT CALLBACK MessageProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
// Send event message to AntTweakBar
if( TwEventWin(wnd, msg, wParam, lParam) )
return 0; // Event has been handled by AntTweakBar
switch( msg )
{
case WM_CHAR:
if( wParam==VK_ESCAPE )
PostQuitMessage(0);
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
case WM_SIZE: // Window size has been changed
// Reset D3D device
if( g_D3DDev )
{
g_D3Dpp.BackBufferWidth = LOWORD(lParam);
g_D3Dpp.BackBufferHeight = HIWORD(lParam);
if( g_D3Dpp.BackBufferWidth>0 && g_D3Dpp.BackBufferHeight>0 )
{
g_D3DDev->Reset(&g_D3Dpp);
InitD3D(); // re-initialize D3D states
}
// TwWindowSize has been called by TwEventWin32,
// so it is not necessary to call it again here.
}
return 0;
default:
return DefWindowProc(wnd, msg, wParam, lParam);
}
}
// Main
int WINAPI WinMain(HINSTANCE instance, HINSTANCE, LPSTR, int cmdShow)
{
// Register our window class
WNDCLASSEX wcex = { sizeof(WNDCLASSEX), CS_CLASSDC|CS_DBLCLKS, MessageProc, 0L, 0L,
instance, NULL, NULL, NULL, NULL, "TwDX9", NULL };
RegisterClassEx(&wcex);
// Create a window
const int W = 640;
const int H = 480;
BOOL fullscreen = FALSE; // Set to TRUE to run in fullscreen
RECT rect = { 0, 0, W, H };
DWORD style = fullscreen ? WS_POPUP : WS_OVERLAPPEDWINDOW;
AdjustWindowRect(&rect, style, FALSE);
HWND wnd = CreateWindow("TwDX9", "AntTweakBar simple example using DirectX9",
style, CW_USEDEFAULT, CW_USEDEFAULT,
rect.right-rect.left, rect.bottom-rect.top, NULL, NULL, instance, NULL);
if( !wnd )
{
MessageBox(NULL, "Cannot create window", "Error", MB_OK|MB_ICONERROR);
return FALSE;
}
ShowWindow(wnd, cmdShow);
UpdateWindow(wnd);
// Initialize Direct3D
g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
if( !g_D3D )
{
MessageBox(wnd, "Cannot initialize DirectX", "Error", MB_OK|MB_ICONERROR);
return FALSE;
}
// Create a Direct3D device
ZeroMemory( &g_D3Dpp, sizeof(D3DPRESENT_PARAMETERS) );
g_D3Dpp.Windowed = !fullscreen;
if( fullscreen )
{
g_D3Dpp.BackBufferWidth = W;
g_D3Dpp.BackBufferHeight = H;
}
g_D3Dpp.BackBufferCount = 1;
g_D3Dpp.SwapEffect = D3DSWAPEFFECT_FLIP;
if( fullscreen )
g_D3Dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
else
g_D3Dpp.BackBufferFormat = D3DFMT_UNKNOWN;
g_D3Dpp.hDeviceWindow = wnd;
g_D3Dpp.EnableAutoDepthStencil = TRUE;
g_D3Dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_D3Dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
HRESULT hr = g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, wnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &g_D3Dpp, &g_D3DDev);
if( FAILED(hr) )
{
//DXTRACE_ERR_MSGBOX("Cannot create DirectX device", hr);
MessageBox(wnd, "Cannot create DirectX device", "Error", MB_OK|MB_ICONERROR);
g_D3D->Release();
g_D3D = NULL;
return FALSE;
}
// This example draws a moving strip;
// create a buffer of vertices for the strip
struct Vertex
{
float x, y, z;
DWORD color;
};
Vertex vertices[2002];
int numSec = 100; // number of strip sections
float color[] = { 1, 0, 0 }; // strip color
unsigned int bgColor = D3DCOLOR_ARGB(255, 128, 196, 196); // background color
// Init some D3D states
InitD3D();
// Initialize AntTweakBar
// (note that the Direct3D device pointer must be passed to TwInit)
if( !TwInit(TW_DIRECT3D9, g_D3DDev) )
{
MessageBox(wnd, TwGetLastError(), "Cannot initialize AntTweakBar", MB_OK|MB_ICONERROR);
g_D3DDev->Release();
g_D3DDev = NULL;
g_D3D->Release();
g_D3D = NULL;
return FALSE;
}
// Create a tweak bar
TwBar *bar = TwNewBar("TweakBar");
TwDefine(" GLOBAL help='This example shows how to integrate AntTweakBar in a DirectX9 application.' "); // Message added to the help bar.
TwDefine(" TweakBar color='128 224 160' text=dark "); // Change TweakBar color and use dark text
// Add 'numSec' to 'bar': it is a modifiable (RW) variable of type TW_TYPE_INT32. Its shortcuts are [s] and [S].
TwAddVarRW(bar, "NumSec", TW_TYPE_INT32, &numSec,
" label='Strip length' min=1 max=1000 keyIncr=s keyDecr=S help='Number of segments of the strip.' ");
// Add 'color' to 'bar': it is a modifiable variable of type TW_TYPE_COLOR3F (3 floats color)
TwAddVarRW(bar, "Color", TW_TYPE_COLOR3F, &color, " label='Strip color' ");
// Add 'bgColor' to 'bar': it is a modifiable variable of type TW_TYPE_COLOR32 (32 bits color)
TwAddVarRW(bar, "BgColor", TW_TYPE_COLOR32, &bgColor, " label='Background color' ");
// Add 'width' and 'height' to 'bar': they are read-only (RO) variables of type TW_TYPE_INT32.
TwAddVarRO(bar, "Width", TW_TYPE_INT32, &g_D3Dpp.BackBufferWidth,
" label='wnd width' help='Current graphics window width.' ");
TwAddVarRO(bar, "Height", TW_TYPE_INT32, &g_D3Dpp.BackBufferHeight,
" label='wnd height' help='Current graphics window height.' ");
// Main loop
bool quit = false;
DWORD t0 = GetTickCount();
while( !quit )
{
// Clear screen and begin draw
g_D3DDev->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, bgColor, 1.0f, 0);
g_D3DDev->BeginScene();
// Draw scene
float s, t = (float)(GetTickCount() - t0)/1000.0f;
for( int i=0; i<=numSec; ++i ) // update vertices
{
s = (float)i/100;
vertices[2*i+0].x = 0.05f+0.7f*cosf(2.0f*s+5.0f*t);
vertices[2*i+1].x = vertices[2*i+0].x + (0.25f+0.1f*cosf(s+t));
vertices[2*i+0].y = vertices[2*i+1].y = 0.7f*(0.7f+0.3f*sinf(s+t))*sinf(1.5f*s+3.0f*t);
vertices[2*i+0].z = vertices[2*i+1].z = 0;
s = (float)i/numSec;
vertices[2*i+0].color = vertices[2*i+1].color =
D3DCOLOR_XRGB((int)(255*color[0]*s), (int)(255*color[1]*s), (int)(255*color[2]*s));
}
g_D3DDev->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE);
g_D3DDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2*numSec, vertices, sizeof(Vertex)); // draw strip
// Draw tweak bars
TwDraw();
// End draw
g_D3DDev->EndScene();
// Present frame buffer
g_D3DDev->Present(NULL, NULL, NULL, NULL);
// Process windows messages
MSG msg;
while( PeekMessage(&msg, NULL, 0, 0, PM_REMOVE) )
{
if( msg.message==WM_QUIT )
quit = true;
else if( !TranslateAccelerator(msg.hwnd, NULL, &msg) )
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
} // End of main loop
// Terminate AntTweakBar
TwTerminate();
// Release Direct3D
g_D3DDev->Release();
g_D3DDev = NULL;
g_D3D->Release();
g_D3D = NULL;
return 0;
}