1. #include <Windows.h>
  2. #include <windowsx.h>
  3. #include <iostream>
  4. #include <stdio.h>
  5. #include <io.h>
  6. #include <fcntl.h>
  7. #include <d3d9.h>
  8. #include <d3dx9.h>
  9.  
  10. #pragma comment (lib, "d3d9.lib")
  11. #pragma comment(lib, "d3dx9.lib")
  12.  
  13. //SCREEN
  14. #define SCREEN_WIDTH 800
  15. #define SCREEN_HEIGHT 600
  16.  
  17. IDirect3DTexture9 *texture;
  18.  
  19. const DWORD D3DFVF_TLVERTEX = D3DFVF_XYZRHW | D3DFVF_TEX1;
  20.  
  21. struct TLVERTEX
  22. {
  23. float x;
  24. float y;
  25. float z;
  26. float rhw;
  27. D3DCOLOR color;
  28. float u;
  29. float v;
  30. };
  31.  
  32. #pragma region Variables
  33.  
  34. //Variables
  35. LPDIRECT3D9 d3d;
  36. LPDIRECT3DDEVICE9 d3dDev;
  37. LPDIRECT3DVERTEXBUFFER9 vertexBuffer;
  38.  
  39. #pragma endregion
  40.  
  41. LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
  42. void initD3D(HWND hWnd);
  43. void initGraphics();
  44. void renderFrame();
  45. void cleanD3D();
  46.  
  47.  
  48. int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstancce, LPSTR lpCmdLine, int nCmdShow)
  49. {
  50.  
  51. AllocConsole();
  52.  
  53. HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE);
  54. int hCrt = _open_osfhandle((long) handle_out, _O_TEXT);
  55. FILE* hf_out = _fdopen(hCrt, "w");
  56. setvbuf(hf_out, NULL, _IONBF, 1);
  57. *stdout = *hf_out;
  58.  
  59. HANDLE handle_in = GetStdHandle(STD_INPUT_HANDLE);
  60. hCrt = _open_osfhandle((long) handle_in, _O_TEXT);
  61. FILE* hf_in = _fdopen(hCrt, "r");
  62. setvbuf(hf_in, NULL, _IONBF, 128);
  63. *stdin = *hf_in;
  64.  
  65. //=============
  66.  
  67. HWND hWnd;
  68. WNDCLASSEX wc;
  69.  
  70. ZeroMemory(&wc, sizeof(WNDCLASSEX));
  71.  
  72. wc.cbSize = sizeof(WNDCLASSEX);
  73. wc.style = CS_HREDRAW | CS_VREDRAW;
  74. wc.lpfnWndProc = WindowProc;
  75. wc.hInstance = hInstance;
  76. wc.hCursor = LoadCursor(NULL, IDC_ARROW);
  77. wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
  78. wc.lpszClassName = "Window";
  79.  
  80. RegisterClassEx(&wc);
  81.  
  82. hWnd = CreateWindowEx(NULL,
  83. "Window",
  84. "Test Window",
  85. WS_OVERLAPPEDWINDOW,
  86. 400,
  87. 150,
  88. SCREEN_WIDTH,
  89. SCREEN_HEIGHT,
  90. NULL,
  91. NULL,
  92. hInstance,
  93. NULL);
  94.  
  95. ShowWindow(hWnd, nCmdShow);
  96. initD3D(hWnd);
  97.  
  98. bool run = true;
  99. MSG msg;
  100.  
  101. while(run)
  102. {
  103.  
  104. #pragma region Messages
  105.  
  106. while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
  107. {
  108. //Handle Windows messages
  109. TranslateMessage(&msg);
  110. DispatchMessage(&msg);
  111. }
  112.  
  113. if(msg.message == WM_QUIT)
  114. break;
  115.  
  116. #pragma endregion
  117.  
  118. //Game Code
  119. renderFrame();
  120.  
  121. }
  122.  
  123. //Clean up directX
  124. cleanD3D();
  125.  
  126. return msg.wParam;
  127. }
  128.  
  129. LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
  130. {
  131. switch(message)
  132. {
  133. case WM_DESTROY:
  134. {
  135. PostQuitMessage(0);
  136. return 0;
  137. }break;
  138. }
  139.  
  140. return DefWindowProc(hWnd, message, wParam, lParam);
  141. }
  142.  
  143. void initD3D(HWND hWnd)
  144. {
  145. d3d = Direct3DCreate9(D3D_SDK_VERSION);
  146.  
  147. D3DPRESENT_PARAMETERS d3dpp;
  148.  
  149. ZeroMemory(&d3dpp, sizeof(d3dpp));
  150. d3dpp.Windowed = true;
  151. d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  152. d3dpp.hDeviceWindow = hWnd;
  153.  
  154. d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &d3dDev);
  155.  
  156. initGraphics();
  157. }
  158.  
  159. void initGraphics()
  160. {
  161. d3dDev->CreateVertexBuffer(2 * 3 * sizeof(TLVERTEX), 0, D3DFVF_TLVERTEX, D3DPOOL_MANAGED, &vertexBuffer, NULL);
  162.  
  163. d3dDev->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_SELECTARG1);
  164. d3dDev->SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_TEXTURE);
  165. d3dDev->SetTextureStageState(0,D3DTSS_COLORARG2,D3DTA_DIFFUSE);
  166. d3dDev->SetFVF(D3DFVF_TLVERTEX);
  167.  
  168. //Load the texture
  169. if(FAILED(D3DXCreateTextureFromFile(d3dDev, "img.png", &texture)))
  170. {
  171. TCHAR pwd[MAX_PATH];
  172. std::cout<<"Could not load texture;"<<std::endl;
  173. }
  174.  
  175. d3dDev->SetTexture(0, texture);
  176. }
  177.  
  178. void renderFrame()
  179. {
  180. TLVERTEX *verts;
  181. vertexBuffer->Lock(0, 0, (void **)&verts, NULL);
  182.  
  183. //vert 1
  184. verts[0].color = D3DCOLOR_ARGB(255, 50, 255, 255);
  185. verts[0].x = 50;
  186. verts[0].y = 100;
  187. verts[0].z = 1.0f;
  188. verts[0].rhw = 1.0f;
  189. verts[0].u = 0.0f;
  190. verts[0].v = 1.0f;
  191.  
  192. //Vert 2
  193. verts[1].color = D3DCOLOR_ARGB(255, 255, 50, 255);
  194. verts[1].x = 50;
  195. verts[1].y = 50;
  196. verts[1].z = 1.0f;
  197. verts[1].rhw = 1.0f;
  198. verts[1].u = 0.0f;
  199. verts[1].v = 0.0f;
  200.  
  201. //vert 3
  202. verts[2].color = D3DCOLOR_ARGB(255, 255, 255, 50);
  203. verts[2].x = 100;
  204. verts[2].y = 50;
  205. verts[2].z = 1.0f;
  206. verts[2].rhw = 1.0f;
  207. verts[2].u = 1.0f;
  208. verts[2].v = 0.0f;
  209.  
  210. //vert4
  211. verts[3].color = D3DCOLOR_ARGB(255, 50, 255, 255);
  212. verts[3].x = 50;
  213. verts[3].y = 100;
  214. verts[3].z = 1.0f;
  215. verts[3].rhw = 1.0f;
  216. verts[3].u = 0.0f;
  217. verts[3].v = 1.0f;
  218.  
  219. //vert 5
  220. verts[4].color = D3DCOLOR_ARGB(255, 255, 50, 255);
  221. verts[4].x = 100;
  222. verts[4].y = 50;
  223. verts[4].z = 1.0f;
  224. verts[4].rhw = 1.0f;
  225. verts[4].u = 1.0f;
  226. verts[4].v = 0.0f;
  227.  
  228. //Vert 6
  229. verts[5].color = D3DCOLOR_ARGB(255, 255, 255, 50);
  230. verts[5].x = 100;
  231. verts[5].y = 100;
  232. verts[5].z = 1.0f;
  233. verts[5].rhw = 1.0f;
  234. verts[5].u = 1.0f;
  235. verts[5].v = 1.0f;
  236.  
  237. //==================================================================================================
  238.  
  239. /*
  240. //vert 0
  241. verts[6].color = D3DCOLOR_ARGB(255, 50, 255, 255);
  242. verts[6].x = 150;
  243. verts[6].y = 200;
  244. verts[6].z = 0.0f;
  245. verts[6].rhw = 1.0f;
  246. verts[6].u = 0.0f;
  247. verts[6].v = 0.0f;
  248.  
  249. verts[7].color = D3DCOLOR_ARGB(255, 255, 50, 255);
  250. verts[7].x = 150;
  251. verts[7].y = 150;
  252. verts[7].z = 0.0f;
  253. verts[7].rhw = 1.0f;
  254. verts[7].u = 0.0f;
  255. verts[7].v = 0.0f;
  256.  
  257. verts[8].color = D3DCOLOR_ARGB(255, 255, 255, 50);
  258. verts[8].x = 200;
  259. verts[8].y = 150;
  260. verts[8].z = 0.0f;
  261. verts[8].rhw = 1.0f;
  262. verts[8].u = 0.0f;
  263. verts[8].v = 0.0f;
  264.  
  265. verts[9].color = D3DCOLOR_ARGB(255, 50, 255, 255);
  266. verts[9].x = 150;
  267. verts[9].y = 200;
  268. verts[9].z = 0.0f;
  269. verts[9].rhw = 1.0f;
  270. verts[9].u = 0.0f;
  271. verts[9].v = 0.0f;
  272.  
  273. verts[10].color = D3DCOLOR_ARGB(255, 255, 50, 255);
  274. verts[10].x = 200;
  275. verts[10].y = 150;
  276. verts[10].z = 0.0f;
  277. verts[10].rhw = 1.0f;
  278. verts[10].u = 0.0f;
  279. verts[10].v = 0.0f;
  280.  
  281. verts[11].color = D3DCOLOR_ARGB(255, 255, 255, 50);
  282. verts[11].x = 200;
  283. verts[11].y = 200;
  284. verts[11].z = 0.0f;
  285. verts[11].rhw = 1.0f;
  286. verts[11].u = 0.0f;
  287. verts[11].v = 0.0f;
  288. */
  289.  
  290.  
  291. vertexBuffer->Unlock();
  292.  
  293. d3dDev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(40, 150, 255), 1.0f, 0);
  294. d3dDev->BeginScene();
  295.  
  296. d3dDev->SetStreamSource(0, vertexBuffer, 0, sizeof(TLVERTEX));
  297. d3dDev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
  298.  
  299. d3dDev->EndScene();
  300. d3dDev->Present(NULL, NULL, NULL, NULL);
  301. }
  302.  
  303. void cleanD3D()
  304. {
  305. texture->Release();
  306. texture = NULL;
  307.  
  308. vertexBuffer->Release();
  309. vertexBuffer = NULL;
  310.  
  311. d3dDev->Release();
  312. d3dDev = NULL;
  313.  
  314.  
  315. d3d->Release();
  316. d3d = NULL;
  317. }