#include <Windows.h>
#include <windowsx.h>
#include <iostream>
#include <stdio.h>
#include <io.h>
#include <fcntl.h>
#include <d3d9.h>
#include <d3dx9.h>
#pragma comment (lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
//SCREEN
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
IDirect3DTexture9 *texture;
const DWORD D3DFVF_TLVERTEX = D3DFVF_XYZRHW | D3DFVF_TEX1;
struct TLVERTEX
{
float x;
float y;
float z;
float rhw;
D3DCOLOR color;
float u;
float v;
};
#pragma region Variables
//Variables
LPDIRECT3D9 d3d;
LPDIRECT3DDEVICE9 d3dDev;
LPDIRECT3DVERTEXBUFFER9 vertexBuffer;
#pragma endregion
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
void initD3D(HWND hWnd);
void initGraphics();
void renderFrame();
void cleanD3D();
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstancce, LPSTR lpCmdLine, int nCmdShow)
{
AllocConsole();
HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE);
int hCrt = _open_osfhandle((long) handle_out, _O_TEXT);
FILE* hf_out = _fdopen(hCrt, "w");
setvbuf(hf_out, NULL, _IONBF, 1);
*stdout = *hf_out;
HANDLE handle_in = GetStdHandle(STD_INPUT_HANDLE);
hCrt = _open_osfhandle((long) handle_in, _O_TEXT);
FILE* hf_in = _fdopen(hCrt, "r");
setvbuf(hf_in, NULL, _IONBF, 128);
*stdin = *hf_in;
//=============
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.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = "Window";
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL,
"Window",
"Test Window",
WS_OVERLAPPEDWINDOW,
400,
150,
SCREEN_WIDTH,
SCREEN_HEIGHT,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
initD3D(hWnd);
bool run = true;
MSG msg;
while(run)
{
#pragma region Messages
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
//Handle Windows messages
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
#pragma endregion
//Game Code
renderFrame();
}
//Clean up directX
cleanD3D();
return msg.wParam;
}
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);
}
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;
d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &d3dDev);
initGraphics();
}
void initGraphics()
{
d3dDev->CreateVertexBuffer(2 * 3 * sizeof(TLVERTEX), 0, D3DFVF_TLVERTEX, D3DPOOL_MANAGED, &vertexBuffer, NULL);
d3dDev->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_SELECTARG1);
d3dDev->SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_TEXTURE);
d3dDev->SetTextureStageState(0,D3DTSS_COLORARG2,D3DTA_DIFFUSE);
d3dDev->SetFVF(D3DFVF_TLVERTEX);
//Load the texture
if(FAILED(D3DXCreateTextureFromFile(d3dDev, "img.png", &texture)))
{
TCHAR pwd[MAX_PATH];
std::cout<<"Could not load texture;"<<std::endl;
}
d3dDev->SetTexture(0, texture);
}
void renderFrame()
{
TLVERTEX *verts;
vertexBuffer->Lock(0, 0, (void **)&verts, NULL);
//vert 1
verts[0].color = D3DCOLOR_ARGB(255, 50, 255, 255);
verts[0].x = 50;
verts[0].y = 100;
verts[0].z = 1.0f;
verts[0].rhw = 1.0f;
verts[0].u = 0.0f;
verts[0].v = 1.0f;
//Vert 2
verts[1].color = D3DCOLOR_ARGB(255, 255, 50, 255);
verts[1].x = 50;
verts[1].y = 50;
verts[1].z = 1.0f;
verts[1].rhw = 1.0f;
verts[1].u = 0.0f;
verts[1].v = 0.0f;
//vert 3
verts[2].color = D3DCOLOR_ARGB(255, 255, 255, 50);
verts[2].x = 100;
verts[2].y = 50;
verts[2].z = 1.0f;
verts[2].rhw = 1.0f;
verts[2].u = 1.0f;
verts[2].v = 0.0f;
//vert4
verts[3].color = D3DCOLOR_ARGB(255, 50, 255, 255);
verts[3].x = 50;
verts[3].y = 100;
verts[3].z = 1.0f;
verts[3].rhw = 1.0f;
verts[3].u = 0.0f;
verts[3].v = 1.0f;
//vert 5
verts[4].color = D3DCOLOR_ARGB(255, 255, 50, 255);
verts[4].x = 100;
verts[4].y = 50;
verts[4].z = 1.0f;
verts[4].rhw = 1.0f;
verts[4].u = 1.0f;
verts[4].v = 0.0f;
//Vert 6
verts[5].color = D3DCOLOR_ARGB(255, 255, 255, 50);
verts[5].x = 100;
verts[5].y = 100;
verts[5].z = 1.0f;
verts[5].rhw = 1.0f;
verts[5].u = 1.0f;
verts[5].v = 1.0f;
//==================================================================================================
/*
//vert 0
verts[6].color = D3DCOLOR_ARGB(255, 50, 255, 255);
verts[6].x = 150;
verts[6].y = 200;
verts[6].z = 0.0f;
verts[6].rhw = 1.0f;
verts[6].u = 0.0f;
verts[6].v = 0.0f;
verts[7].color = D3DCOLOR_ARGB(255, 255, 50, 255);
verts[7].x = 150;
verts[7].y = 150;
verts[7].z = 0.0f;
verts[7].rhw = 1.0f;
verts[7].u = 0.0f;
verts[7].v = 0.0f;
verts[8].color = D3DCOLOR_ARGB(255, 255, 255, 50);
verts[8].x = 200;
verts[8].y = 150;
verts[8].z = 0.0f;
verts[8].rhw = 1.0f;
verts[8].u = 0.0f;
verts[8].v = 0.0f;
verts[9].color = D3DCOLOR_ARGB(255, 50, 255, 255);
verts[9].x = 150;
verts[9].y = 200;
verts[9].z = 0.0f;
verts[9].rhw = 1.0f;
verts[9].u = 0.0f;
verts[9].v = 0.0f;
verts[10].color = D3DCOLOR_ARGB(255, 255, 50, 255);
verts[10].x = 200;
verts[10].y = 150;
verts[10].z = 0.0f;
verts[10].rhw = 1.0f;
verts[10].u = 0.0f;
verts[10].v = 0.0f;
verts[11].color = D3DCOLOR_ARGB(255, 255, 255, 50);
verts[11].x = 200;
verts[11].y = 200;
verts[11].z = 0.0f;
verts[11].rhw = 1.0f;
verts[11].u = 0.0f;
verts[11].v = 0.0f;
*/
vertexBuffer->Unlock();
d3dDev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(40, 150, 255), 1.0f, 0);
d3dDev->BeginScene();
d3dDev->SetStreamSource(0, vertexBuffer, 0, sizeof(TLVERTEX));
d3dDev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
d3dDev->EndScene();
d3dDev->Present(NULL, NULL, NULL, NULL);
}
void cleanD3D()
{
texture->Release();
texture = NULL;
vertexBuffer->Release();
vertexBuffer = NULL;
d3dDev->Release();
d3dDev = NULL;
d3d->Release();
d3d = NULL;
}