Cutting-Edge Direct 3D Programming by Stan Trujillo

By Stan Trujillo

A person who desires to grasp Direct3D as quick and painlessly as attainable.

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Additional info for Cutting-Edge Direct 3D Programming

Example text

Multiple texture, 171 TextureDrift demo, 171–178 Texture mapping, 127–186 adding a decal to a scene, 156–61 Decal demo, 156–61 applying a flat texture to a mesh Jade demo, 131–145 applying a non-flat texture to a mesh Wraps demo, 146–156 creating a transparent texture, 161 defined, 37–38 OrbStar demo, 162–170 storage tip, 272 Texture scaling, 39 defined, 39 Texture wrapping, 40–41 cylindrical, 40 defined, 40 experimenting with Xpose, 129–131 flat, 40 spherical, 41 TextureDrift demo, 171–178 CreateScene function creating the frame, 176 creating the interface, 176 creating the mesh, 175 creating the texture, 175–176 illustrated, 172 overview, 171–172 techniques demonstrated, 171 TextureDriftWin class, 172–173 CreateScene function, 173–176 creating the frame, 176 35 36 creating the interface, 176 creating the mesh, 175 creating the texture, 175–176 source code, 173–174 class definition, 173 using callbacks to animate the texture, 176–178 TRACE macro defined, 97 Translations defined, 32 rotate, 32–37 scale, 32–36 defined, 34 translate, 32 translate (move), 33–34 defined, 33 U Unlit rendering defined, 46 illustrated, 46–47 Utilities CONV3DS, 84–85 V Values specifying absolute values, 140 Vector defined, 25–26 vs.

Multiple texture, 171 TextureDrift demo, 171–178 Texture mapping, 127–186 adding a decal to a scene, 156–61 Decal demo, 156–61 applying a flat texture to a mesh Jade demo, 131–145 applying a non-flat texture to a mesh Wraps demo, 146–156 creating a transparent texture, 161 defined, 37–38 OrbStar demo, 162–170 storage tip, 272 Texture scaling, 39 defined, 39 Texture wrapping, 40–41 cylindrical, 40 defined, 40 experimenting with Xpose, 129–131 flat, 40 spherical, 41 TextureDrift demo, 171–178 CreateScene function creating the frame, 176 creating the interface, 176 creating the mesh, 175 creating the texture, 175–176 illustrated, 172 overview, 171–172 techniques demonstrated, 171 TextureDriftWin class, 172–173 CreateScene function, 173–176 creating the frame, 176 35 36 creating the interface, 176 creating the mesh, 175 creating the texture, 175–176 source code, 173–174 class definition, 173 using callbacks to animate the texture, 176–178 TRACE macro defined, 97 Translations defined, 32 rotate, 32–37 scale, 32–36 defined, 34 translate, 32 translate (move), 33–34 defined, 33 U Unlit rendering defined, 46 illustrated, 46–47 Utilities CONV3DS, 84–85 V Values specifying absolute values, 140 Vector defined, 25–26 vs.

DOS, 5 main() function, 5 WinMain() function, 5 R Ray-tracing defined, 48 illustrated, 48–49 Rendering methods, 46 flat, 46–47 Gouraud, 47–48 how they affect light sources, 190 Phong, 48 ray-tracing, 48 unlit, 46 wireframe, 46 Retained Mode defined, 56 RMWin class background, 93–94 constructing scenes, 108–115 30 31 helper functions 124–125 maintaining scenes, 115–123 object creation functions, 98–108 shutting down, 123–124 RMWin class (modified for full-screen apps) adding display mode support, 406 class definition, 404, 405 member functions, 407–429 palette support, 407 removing obsolete functions, 405–406 surface support, 407 RMWin class (modified for multiple views), 384–386 class definition, 384–385 ConfigViewport function, 390–391 CreateDevice function, 386–389 CreateViewport function, 391 OnSize function, 393–394 Render function, 391–393 viewport functions, 394–395 Rocket demo, 267–278 illustrated, 267 overview, 267 techniques demonstrated, 268 updating the scene, 276 RocketWin class, 268–278 animation functions, 276–278 CreateScene function, 269–270 creating a frame for the rocket mesh, 275 creating the animation sequence, 272–275 creating the rocket mesh, 27–272 source code, 269–270 class definition, 268 speed functions, 278 UpdateScene callback function, 276 Rotating objects, 36–37 S Scaling objects, 34–36 textures, 39 Scenes constructing, 108–115 creating a mesh, 111–112 creating a spotlight, 112–114 creating a viewport, 114, 115 functions involved, 108–115 maintaining, 115–23 functions involved, 115–23 shutting down, 123–124 using the OnDestroy function, 123–124 SetVertices function, 83 31 32 Shading methods, 46 flat, 46–47 Gouraud, 47–48 Phong, 48 ray-tracing, 48 unlit, 46 wireframe, 46 Shadow demo, 238–249 CreateScene function creating a frame for the floor mesh, 245 creating a frame for the fork mesh, 245–246 creating a point light source, 246–247 creating an ambient light source, 246 creating and applying the floor mesh texture wrap, 244–245 creating the floor mesh texture, 244 creating the fork mesh, 245 creating the mesh to represent the floor, 243–244 creating the shadow object, 247 creating the viewport, 247–248 illustrated, 239 overview, 238–239 ShadowWin class, 239–240 AdjustSpin callback function, 248 class definition, 239–240 CreateScene function, 240–248 render functions, 248–249 techniques demonstrated, 239 Shadows, 238–249 adding to scenes, 77 limitations, 77 creating, 77 Shadow demo, 238–249 ShadowWin class, 239–240 AdjustSpin callback function, 248 class definition, 239–240 CreateScene function, 240–248 creating a frame for the floor mesh, 245 creating a frame for the fork mesh, 245–246 creating a point light source, 246–247 creating an ambient light source, 246 creating and applying the floor mesh texture wrap, 244–245 creating the floor mesh texture, 244 creating the fork mesh, 245 creating the mesh to represent the floor, 243–244 creating the shadow object, 247 creating the viewport, 247–248 source code, 240–243 render functions, 248–249 ShowRoom demo, 178–186 CreateScene function creating and applying the texture wrap, 184–185 creating and loading the cube mesh, 184 creating the frame, 185 creating the interface, 185 32 33 creating the textures, 184 illustrated, 179 overview, 178–179 techniques demonstrated, 179 using callbacks to install a new texture, 185–186 ShowRoomWin class, 179–180 class definition, 180 CreateScene function, 180–185 creating and applying the texture wrap, 184–185 creating and loading the cube mesh, 184 creating the frame, 185 creating the interface, 185 creating the textures, 184 using callbacks to install a new texture, 185–186 SpaceDonut demo, 217–225 CreateScene function applying the texture to the mesh, 223 creating and attaching the frame, 223, 224 creating and loading the frosting texture, 222 creating the donut mesh, 221–222 creating the light source and its frame, 224–225 creating the viewport, 225 illustrated, 218 overview, 217 techniques demonstrated, 217 SpaceDonutWin class, 217–219 class definition, 218 CreateScene function, 219–225 applying the texture to the mesh, 223 creating and attaching the frame, 223–224 creating and loading the frosting texture, 222 creating the donut mesh, 221–222 creating the light source and its frame, 224–225 creating the viewport, 225 source code, 219–221 SpaceStation demo, 210–217 CreateScene function creating a frame for the light source, 215 creating a frame for the space station mesh, 214 creating a viewport, 215–217 creating the light source, 214 creating the space station mesh, 213 illustrated, 210 overview, 210 techniques demonstrated, 210 SpaceStationWin class, 211 class definition, 211 CreateScene function, 211–217 creating a frame for the light source, 215 creating a frame for the space station mesh, 214 creating a viewport, 215–217 creating the light source, 214 creating the space station mesh, 213 source code, 212–213 33 34 Spotlight, 226–238 adding to a scene, 76 adjusting with a callback function, 122–123 creating, 112–114 defined, 43 penumbra angle, 43, 226–227 illustrated, 226 setting, 76 Spotlight demo, 227–238 umbra angle, 43, 226–227 illustrated, 226 setting, 76 Spotlight demo, 227–238 CreateScene function creating a frame for the light source, 233–234 creating a viewport, 234 creating and positioning a frame for the meshes, 232–233 creating the light source, 233 intializing the pointers, 232 loading the spherical mesh, 231–232 overview, 227–228 techniques demonstrated, 227 SpotlightWin class, 228–229 beam functions, 237–238 class definition, 228–229 CreateScene function, 229–234 creating a frame for the light source, 233–234 creating a viewport, 234 creating and positioning a frame for the meshes, 232–233 creating the light source, 233 intializing the pointers, 232 loading the spherical mesh, 231–232 source code, 229–231 MoveLight callback function, 234–235 render functions, 235–237 T Target demo, 279–289 CreateScene function creating multiple frames for the missile mesh, 287–288 creating the animation sequence, 284–285 creating the frame for the target mesh, 286 creating the missile mesh, 287 loading the target mesh, 284 illustrated, 279 overview, 279–280 pointer release dilemma, 286 techniques demonstrated, 280 TargetWin class, 280–281 callback functions, 288 CreateScene function, 281–288 34 35 creating multiple frames for the missile mesh, 287, 288 creating the animation sequence, 284, 285 creating the frame for the target mesh, 286 creating the missile mesh, 287 loading the target mesh, 284 source code, 281–283 class definition, 280 MoveTarget callback function, 288 OrientFrame back function, 288 OrientFrame callback function, 289 Texture applying to faces, 70 controlling the number of colors used in, 72 creating, 71 defined, 38 texture wraps, 73 using decals, 72–73 using existing DirectDraw surfaces as textures, 71 Texture animation, 41–42, 171–186 defined, 41 ShowRoom demo, 178–186 single texture vs.

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