mirror of
https://github.com/EduApps-CDG/OpenDX
synced 2024-12-30 09:45:37 +01:00
146 lines
3.9 KiB
C++
146 lines
3.9 KiB
C++
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// include the basic windows header files and the Direct3D header file
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//#include <windows.h>
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//#include <windowsx.h>
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#include <d3d9.h>
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// include the Direct3D Library file
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//#pragma comment (lib, "d3d9.lib")
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// global declarations
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LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
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LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
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// function prototypes
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void initD3D(HWND hWnd); // sets up and initializes Direct3D
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void render_frame(void); // renders a single frame
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void cleanD3D(void); // closes Direct3D and releases memory
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// the WindowProc function prototype
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LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
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// the entry point for any Windows program
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int WINAPI WinMain(HINSTANCE hInstance,
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HINSTANCE hPrevInstance,
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LPSTR lpCmdLine,
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int nCmdShow)
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{
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HWND hWnd;
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WNDCLASSEX wc;
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ZeroMemory(&wc, sizeof(WNDCLASSEX));
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wc.cbSize = sizeof(WNDCLASSEX);
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wc.style = CS_HREDRAW | CS_VREDRAW;
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wc.lpfnWndProc = WindowProc;
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wc.hInstance = hInstance;
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wc.hCursor = LoadCursor(NULL, IDC_ARROW);
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wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
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wc.lpszClassName = L"WindowClass";
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RegisterClassEx(&wc);
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hWnd = CreateWindowEx(NULL,
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L"WindowClass",
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L"Our First Direct3D Program",
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WS_OVERLAPPEDWINDOW,
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300, 300,
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800, 600,
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NULL,
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NULL,
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hInstance,
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NULL);
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ShowWindow(hWnd, nCmdShow);
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// set up and initialize Direct3D
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initD3D(hWnd);
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// enter the main loop:
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MSG msg;
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while(TRUE)
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{
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while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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if(msg.message == WM_QUIT)
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break;
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render_frame();
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}
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// clean up DirectX and COM
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cleanD3D();
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return msg.wParam;
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}
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// this is the main message handler for the program
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LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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{
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switch(message)
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{
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case WM_DESTROY:
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{
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PostQuitMessage(0);
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return 0;
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} break;
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}
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return DefWindowProc (hWnd, message, wParam, lParam);
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}
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// this function initializes and prepares Direct3D for use
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void initD3D(HWND hWnd)
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{
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d3d = Direct3DCreate9(D3D_SDK_VERSION); // create the Direct3D interface
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D3DPRESENT_PARAMETERS d3dpp; // create a struct to hold various device information
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ZeroMemory(&d3dpp, sizeof(d3dpp)); // clear out the struct for use
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d3dpp.Windowed = TRUE; // program windowed, not fullscreen
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
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d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D
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// create a device class using this information and the info from the d3dpp stuct
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d3d->CreateDevice(D3DADAPTER_DEFAULT,
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D3DDEVTYPE_HAL,
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hWnd,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING,
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&d3dpp,
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&d3ddev);
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}
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// this is the function used to render a single frame
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void render_frame(void)
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{
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// clear the window to a deep blue
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d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0);
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d3ddev->BeginScene(); // begins the 3D scene
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// do 3D rendering on the back buffer here
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d3ddev->EndScene(); // ends the 3D scene
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d3ddev->Present(NULL, NULL, NULL, NULL); // displays the created frame on the screen
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}
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// this is the function that cleans up Direct3D and COM
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void cleanD3D(void)
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{
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d3ddev->Release(); // close and release the 3D device
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d3d->Release(); // close and release Direct3D
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}
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