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MISCELLANEOUSNESS

Direct X SDK Tutorial 02: Matrices

by 회색뿔 2008. 4. 6.



사용자 삽입 이미지

#include <Windows.h>
#include <MMSystem.h>
#include <d3dx9.h>


LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;

struct CUSTOMVERTEX
{
 FLOAT x, y, z;
 DWORD color;
};

#define D3DFVF_CUSTOMVEERTEX ( D3DFVF_XYZ | D3DFVF_DIFFUSE )

HRESULT InitD3D( HWND hWnd )
{
 if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
  return E_FAIL;


 D3DPRESENT_PARAMETERS d3dpp;
 ZeroMemory( &d3dpp, sizeof( d3dpp ) );
 d3dpp.Windowed = TRUE;
 d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
 d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

 if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
          D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice ) ) )
  return E_FAIL;

 g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
 g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );

 return S_OK;
}

HRESULT InitGeomtry()
{
 CUSTOMVERTEX g_Vertices[] = {
  { -1.0f, -1.0f, 0.0f, 0xffff0000, },
  {  1.0f, -1.0f, 0.0f, 0xff0000ff, },
  {  0.0f,  1.0f, 0.0f, 0xffffffff, },
 };

 if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3 * sizeof( CUSTOMVERTEX ), 0, D3DFVF_CUSTOMVEERTEX,
          D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
  return E_FAIL;

 VOID *pVertices = NULL;

 if( FAILED( g_pVB->Lock( 0, sizeof( g_Vertices ), ( void ** ) &pVertices, 0 ) ) )
  return E_FAIL;
 
 memcpy( pVertices, g_Vertices, sizeof( g_Vertices ) );
 g_pVB->Unlock();

 return S_OK;
}

VOID Cleanup()
{
 if( g_pVB != NULL )
  g_pVB->Release();

 if( g_pd3dDevice != NULL )
  g_pd3dDevice->Release();

 if( g_pD3D != NULL )
  g_pD3D->Release();
}

VOID SetupMatrices()
{
 D3DXMATRIXA16 matWorld;

 UINT iTime = timeGetTime() % 1000;
 FLOAT fAngle = iTime * ( 2.0f * D3DX_PI ) / 1000.0f;

 D3DXMatrixRotationY( &matWorld, fAngle );

 g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

 D3DXVECTOR3 vEyePt( 0.0f, 3.0f, -5.0f );
 D3DXVECTOR3 vLookatPt( 0.f, 0.0f, 0.0f );
 D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f );

 D3DXMATRIXA16 matView;

 D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );

 g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

 D3DXMATRIXA16 matProj;

 D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f );
 g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );

}

void Render()
{
 g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0, 0, 0 ), 1.0f, 0 );
 
 if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
 {
  SetupMatrices();

  g_pd3dDevice->SetStreamSource( 0, g_pVB,  0, sizeof( CUSTOMVERTEX ) );
  g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVEERTEX );
  g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 1 );

  g_pd3dDevice->EndScene();
 }

 g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}

LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
 switch( msg )
 {
 case WM_DESTROY:
   Cleanup();
   PostQuitMessage(0);
  return 0;
 }

 return DefWindowProc( hWnd, msg, wParam, lParam );
}

INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
 WNDCLASSEX wc = {
  sizeof( WNDCLASSEX ),
  CS_CLASSDC,
  MsgProc,
  0L, 0L,
  GetModuleHandle( NULL ),
  NULL,
  NULL,
  NULL,
  NULL,
  TEXT( "D3D Tutorial" ),
  NULL
 };

 RegisterClassEx( &wc );

 HWND hWnd = CreateWindow(
  TEXT( "D3D Tutorial" ),
  TEXT( "D3D Tutorial 03: matrices" ),
  WS_OVERLAPPEDWINDOW,
  100, 100, 300, 300,
  GetDesktopWindow(),
  NULL,
  wc.hInstance,
  NULL
  );

 if( SUCCEEDED( InitD3D( hWnd ) ) )
 {
  if( SUCCEEDED( InitGeomtry() ) )
  {

   ShowWindow( hWnd, SW_SHOWDEFAULT );
   UpdateWindow( hWnd );

   MSG msg;
   ZeroMemory( &msg, sizeof( msg ) );
   while( msg.message != WM_QUIT )
   {
    if( PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE ) )
    {
     TranslateMessage( &msg );
     DispatchMessage( &msg );
    }
    else
     Render();
   }
  }
 }

 UnregisterClass( TEXT( "D3D Tutorial" ), wc.hInstance );
}