1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154
|
#include "base.h"
//
// Globals
//
IDirect3DDevice9* Device = 0;
const int Width = 640;
const int Height = 480;
D3DXMATRIX World;
// vertex buffer to store our triangle data.
IDirect3DVertexBuffer9* Triangle = 0;
//
// Classes and Structures
//
struct Vertex
{
Vertex(){}
Vertex(float x, float y, float z)
{
_x = x; _y = y; _z = z;
}
Vertex(float x, float y, float z, D3DCOLOR color)
{
_x = x; _y = y; _z = z; color = _color;
}
float _x, _y, _z;
D3DCOLOR _color;
static const DWORD FVF;
};
const DWORD Vertex::FVF = D3DFVF_XYZ | D3DFVF_DIFFUSE;
//
// Framework Functions
//
bool Setup()
{
//
// Create the vertex buffer.
//
Device->CreateVertexBuffer(
3 * sizeof(Vertex), // size in bytes
D3DUSAGE_WRITEONLY, // flags
Vertex::FVF, // vertex format
D3DPOOL_MANAGED, // managed memory pool
&Triangle, // return create vertex buffer
0); // not used - set to 0
//
// Fill the buffers with the triangle data.
//
Vertex* vertices;
Triangle->Lock(0, 0, (void**)&vertices, 0);
vertices[0] = Vertex(-1.0f, 0.0f, 2.0f, D3DCOLOR_XRGB(255, 0, 0));
vertices[1] = Vertex( 0.0f, 1.0f, 2.0f, D3DCOLOR_XRGB(0, 255, 0));
vertices[2] = Vertex( 1.0f, 0.0f, 2.0f, D3DCOLOR_XRGB(0, 0, 255));
Triangle->Unlock();
//
// Set the projection matrix.
//
D3DXMATRIX proj;
D3DXMatrixPerspectiveFovLH(
&proj, // result
D3DX_PI * 0.5f, // 90 - degrees
(float)Width / (float)Height, // aspect ratio
1.0f, // near plane
1000.0f); // far plane
Device->SetTransform(D3DTS_PROJECTION, &proj);
Device->SetRenderState(D3DRS_LIGHTING, false);
//Device->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
return true;
}
void Cleanup()
{
d3d::Release<IDirect3DVertexBuffer9*>(Triangle);
}
bool Display(float timeDelta)
{
if( Device )
{
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
Device->BeginScene();
Device->SetFVF(Vertex::FVF);
Device->SetStreamSource(0, Triangle, 0, sizeof(Vertex));
D3DXMatrixTranslation(&World, -1.25f, 0.0f, 0.0f);
Device->SetTransform(D3DTS_WORLD, &World);
Device ->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
Device ->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
D3DXMatrixTranslation(&World, 1.25f, 0.0f, 0.0f);
Device->SetTransform(D3DTS_WORLD, &World);
Device ->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
Device ->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
Device->EndScene();
Device->Present(0, 0, 0, 0);
}
return true;
}
//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch( msg )
{
case WM_DESTROY:
::PostQuitMessage(0);
break;
case WM_KEYDOWN:
if( wParam == VK_ESCAPE )
::DestroyWindow(hwnd);
break;
}
return ::DefWindowProc(hwnd, msg, wParam, lParam);
}
//
// WinMain
//
int WINAPI WinMain(
HINSTANCE hinstance,
HINSTANCE prevInstance,
PSTR cmdLine,
int showCmd)
{
if(!d3d::InitD3D(hinstance,Width, Height, true, D3DDEVTYPE_HAL, &Device))
{
::MessageBox(0, "InitD3D() - FAILED", 0, 0);
return 0;
}
if(!Setup())
{
::MessageBox(0, "Setup() - FAILED", 0, 0);
return 0;
}
d3d::EnterMsgLoop( Display );
Cleanup();
Device->Release();
return 0;
}
|