#include <d3dx9.h>
#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
#pragma comment(lib,"winmm.lib")
LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pD3DDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL; // Buffer to hold vertices
struct MYVERTEX
{
FLOAT x, y, z;
DWORD color;
};
#define D3DFVF_MYVERTEX ( D3DFVF_XYZ | D3DFVF_DIFFUSE )
#define SafeRelease(pObject) if(pObject != NULL) {pObject->Release(); pObject=NULL;}
HRESULT InitDX(HWND hWnd)
{
// First of all, create the main D3D object. If it is created successfully we
// should get a pointer to an IDirect3D8 interface.
g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if(g_pD3D == NULL)
{
return E_FAIL;
}
// Get the current display mode
D3DDISPLAYMODE d3ddm;
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
{
return E_FAIL;
}
// Create a structure to hold the settings for our device
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
// Fill the structure.
// We want our program to be windowed, and set the back buffer to a format
// that matches our current display mode
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
// Create a Direct3D device.
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pD3DDevice)))
{
return E_FAIL;
}
// Turn on back face culling. This is becuase we want to hide the back of our polygons
g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
// Turn off lighting becuase we are specifying that our vertices have colour
g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
return S_OK;
}
HRESULT InitVertexBuffer()
{
VOID* pVertices;
// Store each point of the cube together with it's colour
// Make sure that the points of a polygon are specified in a clockwise direction,
// this is because anti-clockwise faces will be culled
// We will use a three triangle strips to render these polygons (Top, Sides, Bottom).
MYVERTEX Vertices[] =
{
// Top Face
{-5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(0, 0, 255),}, // Vertex 0 - Blue
{-5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(255, 0, 0),}, // Vertex 1 - Red
{5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),}, // Vertex 2 - Red
{5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),}, // Vertex 3 - Green
// Face 1
{-5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),}, // Vertex 4 - Red
{-5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(0, 0, 255),}, // Vertex 5 - Blue
{5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(0, 255, 0),}, // Vertex 6 - Green
{5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),}, // Vertex 7 - Red
// Face 2
{5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 0, 255),}, // Vertex 8 - Blue
{5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),}, // Vertex 9 - Green
// Face 3
{-5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),}, //Vertex 10 - Green
{-5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 11 - Red
// Face 4
{-5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 12 - Red
{-5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(0, 0, 255),}, //Vertex 13 - Blue
// Bottom Face
{5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(0, 255, 0),}, //Vertex 14 - Green
{5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 0, 255),}, //Vertex 15 - Blue
{-5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 16 - Red
{-5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),}, //Vertex 17 - Green
};
// Create the vertex buffer from our device.
if(FAILED(g_pD3DDevice->CreateVertexBuffer(18 * sizeof(MYVERTEX),
0, D3DFVF_MYVERTEX,
D3DPOOL_DEFAULT, &g_pVertexBuffer, NULL)))
{
return E_FAIL;
}
// Get a pointer to the vertex buffer vertices and lock the vertex buffer
if(FAILED(g_pVertexBuffer->Lock(0, sizeof(Vertices), &pVertices, 0)))
{
return E_FAIL;
}
// Copy our stored vertices values into the vertex buffer
memcpy(pVertices, Vertices, sizeof(Vertices));
// Unlock the vertex buffer
g_pVertexBuffer->Unlock();
return S_OK;
}
void SetRotation()
{
// Here we will rotate our world around the x, y and z axis.
D3DXMATRIX matWorld, matWorldX, matWorldY, matWorldZ;
// Create the transformation matrices
D3DXMatrixRotationX(&matWorldX, timeGetTime()/400.0f);
D3DXMatrixRotationY(&matWorldY, timeGetTime()/400.0f);
D3DXMatrixRotationZ(&matWorldZ, timeGetTime()/400.0f);
// Combine the transformations by multiplying them together
D3DXMatrixMultiply(&matWorld, &matWorldX, &matWorldY);
D3DXMatrixMultiply(&matWorld, &matWorld, &matWorldZ);
// Apply the tansformation
g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
}
void SetCamera()
{
// Here we will setup the camera.
// The camera has three settings: "Camera Position", "Look at Position" and "Up Direction"
// We have set the following:
// Camera Position: (0, 0, -30)
// Look at Position: (0, 0, 0)
// Up direction: Y-Axis.
D3DXMATRIX matView;
D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(0.0f, 0.0f,-30.0f), //Camera Position
&D3DXVECTOR3(0.0f, 0.0f, 0.0f), //Look At Position
&D3DXVECTOR3(0.0f, 1.0f, 0.0f)); //Up Direction
g_pD3DDevice->SetTransform(D3DTS_VIEW, &matView);
}
void SetPerspective()
{
// Here we specify the field of view, aspect ration and near and far clipping planes.
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1.0f, 1.0f, 500.0f);
g_pD3DDevice->SetTransform(D3DTS_PROJECTION, &matProj);
}
void Render()
{
if(g_pD3DDevice == NULL)
{
return;
}
// Clear the backbuffer to black
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
// Begin the scene
g_pD3DDevice->BeginScene();
// Setup the rotation, camera, and perspective matrices
SetRotation();
SetCamera();
SetPerspective();
// Rendering our objects
g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer, 0, sizeof(MYVERTEX));
g_pD3DDevice->SetFVF(D3DFVF_MYVERTEX);
g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); // Top
g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4, 8); // Sides
g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 14, 2); // Bottom
// End the scene
g_pD3DDevice->EndScene();
// Flip the back and front buffers so that whatever has been rendered on the back buffer
// will now be visible on screen (front buffer).
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}
void CleanUp()
{
SafeRelease(g_pVertexBuffer);
SafeRelease(g_pD3DDevice);
SafeRelease(g_pD3D);
}
void GameLoop()
{
MSG msg;
BOOL fMessage;
PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
while(msg.message != WM_QUIT)
{
// Check if any messages
fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);
if(fMessage)
{
// Process message
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
// No message to process, so render the current scene
Render();
}
}
}
// The windows message handler
LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break;
case WM_KEYUP:
switch (wParam)
{
case VK_ESCAPE:
// User has pressed the escape key, so quit
DestroyWindow(hWnd);
return 0;
break;
}
break;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
// Application entry point
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
{
// Register the window class
WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, WinProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"Tutorial 3", NULL};
RegisterClassEx(&wc);
// Create the application's window
HWND hWnd = CreateWindow("Tutorial 3", "www.dogonfire.dk :: Tutorial 3",
WS_OVERLAPPEDWINDOW, 50, 50, 500, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL);
// Initialize Direct3D
if(SUCCEEDED(InitDX(hWnd)))
{
// Show our window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
// Initialize Vertex Buffer
if(SUCCEEDED(InitVertexBuffer()))
{
// Start game running: Enter the game loop
GameLoop();
}
}
CleanUp();
UnregisterClass("Tutorial 3", wc.hInstance);
return 0;
} |