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// include the basic windows header file and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
// include the Direct3D Library file
#pragma comment( lib, "d3d9.lib" )
// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
// function prototypes
void initD3D( HWND hWnd ); // sets up and initializes Direct3D
void render_frame( DWORD r, DWORD g, DWORD b ); // 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)
{
// the handle for the window, filled by a function
HWND hWnd;
// this struct holds information for the window class
WNDCLASSEX wc;
// clear out the window class for use
ZeroMemory(&wc, sizeof(WNDCLASSEX));
// fill in the struct with the needed information
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass1";
// register the window class
RegisterClassEx(&wc);
// create the window and use the result as the handle
hWnd = CreateWindowEx(NULL,
L"WindowClass1",
L"Our First Direct3D Program",
WS_OVERLAPPEDWINDOW,
300, 200,
640, 480,
NULL,
NULL,
hInstance,
NULL );
// display the window on the screen
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
initD3D( hWnd );
// enter the main loop:
// this struct holds Windows event messages
MSG msg;
DWORD a = 0, b = 0, c = 0;
int one_or_two;
// wait for the next message in the queue, store the result in 'msg'
while( TRUE )
{
// find out the starting time of each loop
DWORD starting_point = GetTickCount();
// Check to see if any messages are waiting in the queue
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
// If the message is WM_QUIT, exit the while loop
if( msg.message == WM_QUIT )
break;
TranslateMessage( &msg );
DispatchMessage( &msg );
}
// ...
// do neato incrementing stuff right here
// ...
// wait until 1/40th of a second has passed
while( ( GetTickCount() - starting_point ) < 25 );
}
// 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)
{
// sort through and find what code to run for the message given
switch(message)
{
// this message is read when the window is closed
case WM_DESTROY:
{
// close the application entirely
PostQuitMessage(0);
return 0;
} break;
}
// Handle any messages the switch statement didn't
return DefWindowProc (hWnd, message, wParam, lParam);
}
// this function initializes and prepares Direct3D for use
void initD3D( HWND hWnd )
{
d3d = Direct3DCreate9( D3D_SDK_VERSION ); // create the direct3D interface
D3DPRESENT_PARAMETERS d3dpp; // create a struct to hold various device information
ZeroMemory( &d3dpp, sizeof( d3dpp ) ); // clear out the struct foro use
d3dpp.Windowed = TRUE; // program windowed, not fullscreen
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D
// create a device class using this information and the info from the d3dpp struct
d3d->CreateDevice( D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev );
return;
}
// this is the function used to render a single frame
void render_frame( DWORD r, DWORD g, DWORD b )
{
// clear the window to a deep blue
d3ddev->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( r, g, b ), 1.0f, 0 );
d3ddev->BeginScene(); // begins the 3D scene
// do 3D rendering on the back buffer here
d3ddev->EndScene(); // ends the 3D scene
d3ddev->Present( NULL, NULL, NULL, NULL ); // displays the created frame on the screen
return;
}
// this is the function that cleans up Direct3D and COM
void cleanD3D( void )
{
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
return;
}
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