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Sep 8th, 2013
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  1. //Init all things related to direct X
  2. void initD3D(HWND hWnd)
  3. {
  4. d3d = Direct3DCreate9(D3D_SDK_VERSION);
  5.  
  6. D3DPRESENT_PARAMETERS d3dpp;
  7. ZeroMemory(&d3dpp, sizeof(d3dpp));
  8. d3dpp.Windowed = true;
  9. d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  10. d3dpp.hDeviceWindow = hWnd;
  11.  
  12. d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &d3dDev);
  13. d3dDev->SetFVF(D3DFVF_TLVERTEX);
  14.  
  15. //Init the other direct X stuff
  16. initGraphics();
  17. }
  18.  
  19. void initGraphics()
  20. {
  21. //If culling is off things work as planned but why?
  22. d3dDev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  23.  
  24. d3dDev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  25. d3dDev->SetRenderState(D3DRS_SRCBLENDALPHA, D3DRS_DESTBLENDALPHA);
  26.  
  27. //Create a vertex buffer for 4 trinagles
  28. d3dDev->CreateVertexBuffer(4 * 3 * sizeof(TLVERTEX), 0, D3DFVF_TLVERTEX, D3DPOOL_MANAGED, &vertexBuffer, NULL);
  29. }
  30.  
  31. void renderFrame()
  32. {
  33. //Load the vertex
  34. TLVERTEX *verts;
  35. vertexBuffer->Lock(0, 0, (void **)&verts, NULL);
  36.  
  37. //vert 0
  38. verts[0].color = D3DCOLOR_ARGB(255, 50, 255, 255);
  39. verts[0].x = 50;
  40. verts[0].y = 50;
  41. verts[0].z = 0.0f;
  42. verts[0].rhw = 1.0f;
  43. verts[0].u = 0.0f;
  44. verts[0].v = 0.0f;
  45.  
  46. verts[1].color = D3DCOLOR_ARGB(255, 255, 50, 255);
  47. verts[1].x = 400;
  48. verts[1].y = 50;
  49. verts[1].z = 0.0f;
  50. verts[1].rhw = 1.0f;
  51. verts[1].u = 0.0f;
  52. verts[1].v = 0.0f;
  53.  
  54. verts[2].color = D3DCOLOR_ARGB(255, 255, 255, 50);
  55. verts[2].x = 50;
  56. verts[2].y = 400;
  57. verts[2].z = 0.0f;
  58. verts[2].rhw = 1.0f;
  59. verts[2].u = 0.0f;
  60. verts[2].v = 0.0f;
  61.  
  62. verts[3].color = D3DCOLOR_ARGB(255, 50, 255, 255);
  63. verts[3].x = 50;
  64. verts[3].y = 400;
  65. verts[3].z = 0.0f;
  66. verts[3].rhw = 1.0f;
  67. verts[3].u = 0.0f;
  68. verts[3].v = 0.0f;
  69.  
  70. verts[4].color = D3DCOLOR_ARGB(255, 255, 50, 255);
  71. verts[4].x = 400;
  72. verts[4].y = 50;
  73. verts[4].z = 0.0f;
  74. verts[4].rhw = 1.0f;
  75. verts[4].u = 0.0f;
  76. verts[4].v = 0.0f;
  77.  
  78. verts[5].color = D3DCOLOR_ARGB(255, 255, 255, 50);
  79. verts[5].x = 400;
  80. verts[5].y = 400;
  81. verts[5].z = 0.0f;
  82. verts[5].rhw = 1.0f;
  83. verts[5].u = 0.0f;
  84. verts[5].v = 0.0f;
  85.  
  86. // [- SECOND QUAD -]
  87. //==================================================================================================
  88.  
  89. //vert 0
  90. verts[6].color = D3DCOLOR_ARGB(255, 50, 255, 255);
  91. verts[6].x = 500;
  92. verts[6].y = 500;
  93. verts[6].z = 0.0f;
  94. verts[6].rhw = 1.0f;
  95. verts[6].u = 0.0f;
  96. verts[6].v = 0.0f;
  97.  
  98. verts[7].color = D3DCOLOR_ARGB(255, 255, 50, 255);
  99. verts[7].x = 500;
  100. verts[7].y = 600;
  101. verts[7].z = 0.0f;
  102. verts[7].rhw = 1.0f;
  103. verts[7].u = 0.0f;
  104. verts[7].v = 0.0f;
  105.  
  106. verts[8].color = D3DCOLOR_ARGB(255, 255, 255, 50);
  107. verts[8].x = 600;
  108. verts[8].y = 500;
  109. verts[8].z = 0.0f;
  110. verts[8].rhw = 1.0f;
  111. verts[8].u = 0.0f;
  112. verts[8].v = 0.0f;
  113.  
  114. //----
  115.  
  116. verts[9].color = D3DCOLOR_ARGB(255, 50, 255, 255);
  117. verts[9].x = 600;
  118. verts[9].y = 500;
  119. verts[9].z = 0.0f;
  120. verts[9].rhw = 1.0f;
  121. verts[9].u = 0.0f;
  122. verts[9].v = 0.0f;
  123.  
  124. verts[10].color = D3DCOLOR_ARGB(255, 255, 50, 255);
  125. verts[10].x = 500;
  126. verts[10].y = 600;
  127. verts[10].z = 0.0f;
  128. verts[10].rhw = 1.0f;
  129. verts[10].u = 0.0f;
  130. verts[10].v = 0.0f;
  131.  
  132. verts[11].color = D3DCOLOR_ARGB(255, 255, 255, 50);
  133. verts[11].x = 600;
  134. verts[11].y = 600;
  135. verts[11].z = 0.0f;
  136. verts[11].rhw = 1.0f;
  137. verts[11].u = 0.0f;
  138. verts[11].v = 0.0f;
  139.  
  140. vertexBuffer->Unlock();
  141.  
  142. //Clear, begin the scene, and draw
  143. d3dDev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(40, 150, 255), 1.0f, 0);
  144. d3dDev->BeginScene();
  145.  
  146. //Set the source of what to draw
  147. d3dDev->SetStreamSource(0, vertexBuffer, 0, sizeof(TLVERTEX));
  148.  
  149. //Draw it, start at index 0 and go for 4 primatives
  150. d3dDev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 4);
  151.  
  152. d3dDev->EndScene();
  153. d3dDev->Present(NULL, NULL, NULL, NULL);
  154. }
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