//Init all things related to direct X 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); d3dDev->SetFVF(D3DFVF_TLVERTEX); //Init the other direct X stuff initGraphics(); } void initGraphics() { //If culling is off things work as planned but why? d3dDev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); d3dDev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); d3dDev->SetRenderState(D3DRS_SRCBLENDALPHA, D3DRS_DESTBLENDALPHA); //Create a vertex buffer for 4 trinagles d3dDev->CreateVertexBuffer(4 * 3 * sizeof(TLVERTEX), 0, D3DFVF_TLVERTEX, D3DPOOL_MANAGED, &vertexBuffer, NULL); } void renderFrame() { //Load the vertex TLVERTEX *verts; vertexBuffer->Lock(0, 0, (void **)&verts, NULL); //vert 0 verts[0].color = D3DCOLOR_ARGB(255, 50, 255, 255); verts[0].x = 50; verts[0].y = 50; verts[0].z = 0.0f; verts[0].rhw = 1.0f; verts[0].u = 0.0f; verts[0].v = 0.0f; verts[1].color = D3DCOLOR_ARGB(255, 255, 50, 255); verts[1].x = 400; verts[1].y = 50; verts[1].z = 0.0f; verts[1].rhw = 1.0f; verts[1].u = 0.0f; verts[1].v = 0.0f; verts[2].color = D3DCOLOR_ARGB(255, 255, 255, 50); verts[2].x = 50; verts[2].y = 400; verts[2].z = 0.0f; verts[2].rhw = 1.0f; verts[2].u = 0.0f; verts[2].v = 0.0f; verts[3].color = D3DCOLOR_ARGB(255, 50, 255, 255); verts[3].x = 50; verts[3].y = 400; verts[3].z = 0.0f; verts[3].rhw = 1.0f; verts[3].u = 0.0f; verts[3].v = 0.0f; verts[4].color = D3DCOLOR_ARGB(255, 255, 50, 255); verts[4].x = 400; verts[4].y = 50; verts[4].z = 0.0f; verts[4].rhw = 1.0f; verts[4].u = 0.0f; verts[4].v = 0.0f; verts[5].color = D3DCOLOR_ARGB(255, 255, 255, 50); verts[5].x = 400; verts[5].y = 400; verts[5].z = 0.0f; verts[5].rhw = 1.0f; verts[5].u = 0.0f; verts[5].v = 0.0f; // [- SECOND QUAD -] //================================================================================================== //vert 0 verts[6].color = D3DCOLOR_ARGB(255, 50, 255, 255); verts[6].x = 500; verts[6].y = 500; 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 = 500; verts[7].y = 600; 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 = 600; verts[8].y = 500; 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 = 600; verts[9].y = 500; 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 = 500; verts[10].y = 600; 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 = 600; verts[11].y = 600; verts[11].z = 0.0f; verts[11].rhw = 1.0f; verts[11].u = 0.0f; verts[11].v = 0.0f; vertexBuffer->Unlock(); //Clear, begin the scene, and draw d3dDev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(40, 150, 255), 1.0f, 0); d3dDev->BeginScene(); //Set the source of what to draw d3dDev->SetStreamSource(0, vertexBuffer, 0, sizeof(TLVERTEX)); //Draw it, start at index 0 and go for 4 primatives d3dDev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 4); d3dDev->EndScene(); d3dDev->Present(NULL, NULL, NULL, NULL); }