Code:
#include <d3d9.h>
#pragma warning( disable : 4996 ) // disable deprecated warning
#include <strsafe.h>
#pragma warning( default : 4996 )
#include "CROAT VertexBuffer.h"
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
int SCREEN_WIDTH = 300;
int SCREEN_HEIGHT = 300;
void Render();
void Cleanup();
void Draw_Triangle();
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold Vertices
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
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;
}
// Device state would normally be set here
return S_OK;
}
HRESULT InitVB()
{
// Initialize three Vertices for rendering a triangle
CUSTOMVERTEX Vertices[]S=
{
{ 150.0f, 50.0f, 0.5f, 1.0f, 0xffff0000, }, // x, y, z, rhw, color
{ 250.0f, 250.0f, 0.5f, 1.0f, 0xff00ff00, },
{ 50.0f, 250.0f, 0.5f, 1.0f, 0xff00ffff, },
};
// Create the vertex buffer. Here we are allocating enough memory
// (from the default pool) to hold all our 3 custom Vertices. We also
// specify the FVF, so the vertex buffer knows what data it contains.
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}
// Now we fill the vertex buffer. To do this, we need to Lock() the VB to
// gain access to the Vertices. This mechanism is required becuase vertex
// buffers may be in device memory.
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(Vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, Vertices, sizeof(Vertices) );
g_pVB->Unlock();
return S_OK;
}
//-----------------------------------------------------------------------------
//
// Draw_Triangle()
//
//-----------------------------------------------------------------------------
void Draw_Triangle()
{
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
void Render()
{
// Clear the backbuffer to a blue color
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
Draw_Triangle();
// End the scene
g_pd3dDevice->EndScene();
}
// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
void Cleanup()
{
if( g_pVB != NULL )
g_pVB->Release();
if( g_pd3dDevice != NULL)
g_pd3dDevice->Release();
if( g_pD3D != NULL)
g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
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 );
}
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
int WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"CROAT Engine", NULL };
RegisterClassEx( &wc );
// Create the application's window
HWND hWnd = CreateWindow( "CROAT Engine", "CROAT Engine",
WS_OVERLAPPEDWINDOW, 100, 100,
SCREEN_WIDTH,
SCREEN_HEIGHT,
NULL, NULL, wc.hInstance, NULL );
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
// Create the vertex buffer
if( SUCCEEDED( InitVB() ) )
{
// Show the window
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
// Enter the message loop
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(); // RENDERING
if(KEY_DOWN(VK_ESCAPE))
PostMessage(hWnd, WM_QUIT, 0, 0);
}
}
}
UnregisterClass( "CROAT Engine", wc.hInstance );
return 0;
}
zatim u CROAT VertexBuffer.h