#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 );
}
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