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// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>
// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
// include the Direct3D Library files
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")
// global declarations
LPDIRECT3D9 d3d;
LPDIRECT3DDEVICE9 d3ddev;
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL; // the pointer to the vertex buffer
LPDIRECT3DINDEXBUFFER9 i_buffer = NULL; // the pointer to the index buffer
// function prototypes
void initD3D(HWND hWnd);
void render_frame(void);
void cleanD3D(void);
void init_graphics(void);
struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = "WindowClass";
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL, "WindowClass", "Our Direct3D Program",
WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
NULL, NULL, hInstance, NULL);
ShowWindow(hWnd, nCmdShow);
initD3D(hWnd);
MSG msg;
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
render_frame();
}
cleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc (hWnd, message, wParam, lParam);
}
// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
d3d = Direct3DCreate9(D3D_SDK_VERSION);
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
init_graphics();
d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE); // turn off the 3D lighting
d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); // turn off culling
d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE); // turn on the z-buffer
}
// this is the function used to render a single frame
void render_frame(void)
{
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->BeginScene();
d3ddev->SetFVF(CUSTOMFVF);
// set the view transform
D3DXMATRIX matView; // the view transform matrix
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 8.0f, 25.0f), // the camera position
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction
d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView
// set the projection transform
D3DXMATRIX matProjection; // the projection transform matrix
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45), // the horizontal field of view
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
1.0f, // the near view-plane
100.0f); // the far view-plane
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection
// set the world transform
static float index = 0.0f; index+=0.03f; // an ever-increasing float value
D3DXMATRIX matRotateY; // a matrix to store the rotation for each triangle
D3DXMatrixRotationY(&matRotateY, index); // the rotation matrix
d3ddev->SetTransform(D3DTS_WORLD, &(matRotateY)); // set the world transform
// select the vertex buffer to display
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
d3ddev->SetIndices(i_buffer);
// draw the Hypercraft
d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 10, 0, 6);
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
v_buffer->Release();
i_buffer->Release();
d3ddev->Release();
d3d->Release();
}
// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{
// create the vertices using the CUSTOMVERTEX
struct CUSTOMVERTEX vertices[] =
{
// fuselage
{ 3.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
{ 0.0f, 3.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 255), },
{ 0.0f, 0.0f, 10.0f, D3DCOLOR_XRGB(255, 0, 0), },
{ -3.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 255), },
// left gun
{ 3.2f, -1.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 255), },
{ 3.2f, -1.0f, 11.0f, D3DCOLOR_XRGB(0, 255, 0), },
{ 2.0f, 1.0f, 2.0f, D3DCOLOR_XRGB(255, 0, 0), },
// right gun
{ -3.2f, -1.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 255), },
{ -3.2f, -1.0f, 11.0f, D3DCOLOR_XRGB(0, 255, 0), },
{ -2.0f, 1.0f, 2.0f, D3DCOLOR_XRGB(255, 0, 0), },
};
// create a vertex buffer interface called v_buffer
d3ddev->CreateVertexBuffer(10*sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&v_buffer,
NULL);
VOID* pVoid; // a void pointer
// lock v_buffer and load the vertices into it
v_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices, sizeof(vertices));
v_buffer->Unlock();
// create the indices using an int array
short indices[] =
{
0, 1, 2, // fuselage
2, 1, 3,
3, 1, 0,
0, 2, 3,
4, 5, 6, // wings
7, 8, 9,
};
// create a index buffer interface called i_buffer
d3ddev->CreateIndexBuffer(sizeof(indices),
0,
D3DFMT_INDEX16,
D3DPOOL_MANAGED,
&i_buffer,
NULL);
// lock i_buffer and load the indices into it
i_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, indices, sizeof(indices));
i_buffer->Unlock();
}
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