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// include the basic windows header files and the Direct3D header files
#include <windows.h>
#include <windowsx.h>
#include <d3d10.h>
#include <d3dx10.h>
// include the Direct3D Library file
#pragma comment (lib, "d3d10.lib")
#pragma comment (lib, "d3dx10.lib")
// global declarations
ID3D10Device* device; // the pointer to our Direct3D device interface
ID3D10RenderTargetView* rtv; // the pointer to the render target view
IDXGISwapChain* swapchain; // the pointer to the swap chain class
// function prototypes
void initD3D(HWND hWnd); // sets up and initializes Direct3D
void render_frame(void); // renders a single frame
void cleanD3D(void); // closes Direct3D and releases memory
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass";
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL,
L"WindowClass",
L"Our First Direct3D Program",
WS_OVERLAPPEDWINDOW,
300, 300,
800, 600,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
initD3D(hWnd);
// enter the main loop:
MSG msg;
while(TRUE)
{
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if(msg.message == WM_QUIT)
break;
}
render_frame();
}
// clean up DirectX and COM
cleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc (hWnd, message, wParam, lParam);
}
// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
DXGI_SWAP_CHAIN_DESC scd; // create a struct to hold various swap chain information
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC)); // clear out the struct for use
scd.BufferCount = 1; // create two buffers, one for the front, one for the back
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // tell how the chain is to be used
scd.OutputWindow = hWnd; // set the window to be used by Direct3D
scd.SampleDesc.Count = 1; // set the level of multi-sampling
scd.SampleDesc.Quality = 0; // set the quality of multi-sampling
scd.Windowed = TRUE; // set to windowed or full-screen mode
// create a device class and swap chain class using the information in the scd struct
D3D10CreateDeviceAndSwapChain(NULL,
D3D10_DRIVER_TYPE_HARDWARE,
NULL,
0,
D3D10_SDK_VERSION,
&scd,
&swapchain,
&device);
// get the address of the back buffer and use it to create the render target
ID3D10Texture2D* pBackBuffer;
swapchain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
device->CreateRenderTargetView(pBackBuffer, NULL, &rtv);
pBackBuffer->Release();
// set the back buffer as the render target
device->OMSetRenderTargets(1, &rtv, NULL);
D3D10_VIEWPORT viewport; // create a struct to hold the viewport data
ZeroMemory(&viewport, sizeof(D3D10_VIEWPORT)); // clear out the struct for use
viewport.TopLeftX = 0; // set the left to 0
viewport.TopLeftY = 0; // set the top to 0
viewport.Width = 800; // set the width to the window's width
viewport.Height = 600; // set the height to the window's height
device->RSSetViewports(1, &viewport); // set the viewport
}
// this is the function used to render a single frame
void render_frame(void)
{
// clear the window to a deep blue
device->ClearRenderTargetView(rtv, D3DXCOLOR(0.0f, 0.2f, 0.4f, 1.0f));
// do 3D rendering on the back buffer here
// display the rendered frame
swapchain->Present(0, 0);
}
// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
swapchain->Release(); // close and release the swap chain
rtv->Release(); // close and release the render target view
device->Release(); // close and release the 3D device
}
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