Changing colors in a window

I've got a basic window and timer set up and am using Direct3D to make the window change colors. The timer is set to render a new frame every 25 milliseconds. For each new frame render, I send 3 DWORDs: r, g, b - one for each of the colors. I set them all to 0 before the main loop starts, then I'm not sure how to increment/decrement r, g and b. My problem is, I'd like to fade from black to purple (or any color really) and then fade back to black, then repeat. Anyway, I've only been able to make it fade from black to purple, then immediately go back to black and continue fading. Here's the code I have:

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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;
 }


I hope I'm making myself clear - I'd just like suggestions on courses of action I could take at the commented part in the code to fade properly.
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