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#include "BuggedProgram.h"
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, PWSTR pCmdLine, int nCmdShow)
{
// Set up window
InitializeWindow();
SetUpDirectX();
// Message loop
MSG msg = { };
while (WM_QUIT != msg.message)
{
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE) == TRUE)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
Render();
}
return (int) msg.wParam;
}
LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_SIZE:
{
winWidth = LOWORD(lParam);
winHeight = HIWORD(lParam);
if (pSwapChain)
{
pD3DDevice->OMSetRenderTargets(0, 0, 0);
pRenderTargetView->Release();
pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
ID3D10Texture2D* pBuffer;
pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (void**) &pBuffer);
pD3DDevice->CreateRenderTargetView(pBuffer, NULL, &pRenderTargetView);
pBuffer->Release();
pD3DDevice->OMSetRenderTargets(1, &pRenderTargetView, NULL);
// Set the viewport
D3D10_VIEWPORT viewPort;
viewPort.Width = winWidth;
viewPort.Height = winHeight;
viewPort.MinDepth = 0.0f;
viewPort.MaxDepth = 1.0f;
viewPort.TopLeftX = 0;
viewPort.TopLeftY = 0;
pD3DDevice->RSSetViewports(1, &viewPort);
// Set projection matrix
D3DXMatrixOrthoOffCenterLH(
&matProjection,
(float)viewPort.TopLeftX,
(float)viewPort.Width,
(float)viewPort.TopLeftY,
(float)viewPort.Height,
0.1f,
10);
Sprite::spriteObject->SetProjectionTransform(&matProjection);
}
} break;
//case WM_KEYDOWN:
// {
// } break;
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
void InitializeWindow()
{
// Window class
WNDCLASS wc = {};
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.lpszClassName = L"WindowClass";
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
RegisterClass(&wc);
// Create window
windowHandle = CreateWindowEx(
0,
L"WindowClass",
L"Bugged program",
WS_OVERLAPPEDWINDOW,
0, 0,
winWidth, winHeight,
NULL,
NULL,
hInstance,
NULL);
// Show window
ShowWindow(windowHandle, SW_SHOWMAXIMIZED);
}
void SetUpDirectX()
{
// Swap chain
DXGI_SWAP_CHAIN_DESC swapChainDesc;
ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
swapChainDesc.BufferCount = 1;
swapChainDesc.BufferDesc.Width = winWidth;
swapChainDesc.BufferDesc.Height = winHeight;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.OutputWindow = windowHandle;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.Windowed = true;
// Create device and swap chain
D3D10CreateDeviceAndSwapChain(
NULL,
D3D10_DRIVER_TYPE_HARDWARE,
NULL,
0,
D3D10_SDK_VERSION,
&swapChainDesc,
&pSwapChain,
&pD3DDevice);
// Set the render target
ID3D10Texture2D *pBackBuffer;
pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
pD3DDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRenderTargetView);
pBackBuffer->Release();
pD3DDevice->OMSetRenderTargets(1, &pRenderTargetView, NULL);
// Set the viewport
D3D10_VIEWPORT viewPort;
viewPort.Width = winWidth;
viewPort.Height = winHeight;
viewPort.MinDepth = 0.0f;
viewPort.MaxDepth = 1.0f;
viewPort.TopLeftX = 0;
viewPort.TopLeftY = 0;
pD3DDevice->RSSetViewports(1, &viewPort);
// Set projection matrix
D3DXMatrixOrthoOffCenterLH(
&matProjection,
(float)viewPort.TopLeftX,
(float)viewPort.Width,
(float)viewPort.TopLeftY,
(float)viewPort.Height,
0.1f,
10);
}
void Render()
{
// Lots of Manchester United logos rollin'
static int xPos = 0;
for (int x = 0 - (winWidth / 15); x < winWidth; x += winWidth / 15)
for (int y = 0; y < winHeight; y += winHeight / 15)
Sprite(L"ManULogo.png", x + xPos, y, winWidth / 15, winHeight / 15);
++xPos;
if (xPos > winWidth / 15)
xPos = 0;
// Render sprites
if (pD3DDevice && Sprite::spriteObject)
{
pD3DDevice->ClearRenderTargetView(pRenderTargetView, D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f));
Sprite::spriteObject->Begin(D3DX10_SPRITE_SORT_TEXTURE);
Sprite::spriteObject->DrawSpritesImmediate(Sprite::spritePool, Sprite::numActiveSprites, 0, 0);
Sprite::spriteObject->End();
pSwapChain->Present(0, 0);
Sprite::numActiveSprites = 0;
}
}
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