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  1. // include the basic windows header files and the Direct3D header file
  2. #include <windows.h>
  3. #include <windowsx.h>
  4. #include <d3d9.h>
  5. #include <d3dx9.h>
  6.  
  7. // define the screen resolution
  8. #define SCREEN_WIDTH 800
  9. #define SCREEN_HEIGHT 600
  10.  
  11. // include the Direct3D Library files
  12. #pragma comment (lib, "d3d9.lib")
  13. #pragma comment (lib, "d3dx9.lib")
  14.  
  15. // global declarations
  16. LPDIRECT3D9 d3d;    // the pointer to our Direct3D interface
  17. LPDIRECT3DDEVICE9 d3ddev;    // the pointer to the device class
  18. LPDIRECT3DINDEXBUFFER9 i_buffer = NULL;    // the pointer to the vertex buffer
  19. LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL;    // the pointer to the vertex buffer
  20.  
  21. // function prototypes
  22. void initD3D(HWND hWnd);    // sets up and initializes Direct3D
  23. void render_frame(void);    // renders a single frame
  24. void cleanD3D(void);    // closes Direct3D and releases memory
  25. void init_graphics(void);    // 3D declarations
  26.  
  27. struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR;};
  28. #define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)
  29.  
  30. // the WindowProc function prototype
  31. LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
  32.  
  33.  
  34. // the entry point for any Windows program
  35. int WINAPI WinMain(HINSTANCE hInstance,
  36.                    HINSTANCE hPrevInstance,
  37.                    LPSTR lpCmdLine,
  38.                    int nCmdShow)
  39. {
  40.     HWND hWnd;
  41.     WNDCLASSEX wc;
  42.  
  43.     ZeroMemory(&wc, sizeof(WNDCLASSEX));
  44.  
  45.     wc.cbSize = sizeof(WNDCLASSEX);
  46.     wc.style = CS_HREDRAW | CS_VREDRAW;
  47.     wc.lpfnWndProc = WindowProc;
  48.     wc.hInstance = hInstance;
  49.     wc.hCursor = LoadCursor(NULL, IDC_ARROW);
  50.     wc.lpszClassName = L"WindowClass";
  51.  
  52.     RegisterClassEx(&wc);
  53.  
  54.     hWnd = CreateWindowEx(NULL, L"WindowClass", L"Our Direct3D Program",
  55.                           WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
  56.                           NULL, NULL, hInstance, NULL);
  57.  
  58.     ShowWindow(hWnd, nCmdShow);
  59.  
  60.     // set up and initialize Direct3D
  61.     initD3D(hWnd);
  62.  
  63.     // enter the main loop:
  64.  
  65.     MSG msg;
  66.  
  67.     while(TRUE)
  68.     {
  69.         while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
  70.         {
  71.             TranslateMessage(&msg);
  72.             DispatchMessage(&msg);
  73.         }
  74.  
  75.         if(msg.message == WM_QUIT)
  76.             break;
  77.  
  78.         render_frame();
  79.     }
  80.  
  81.     // clean up DirectX and COM
  82.     cleanD3D();
  83.  
  84.     return msg.wParam;
  85. }
  86.  
  87.  
  88. // this is the main message handler for the program
  89. LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
  90. {
  91.     switch(message)
  92.     {
  93.         case WM_DESTROY:
  94.             {
  95.                 PostQuitMessage(0);
  96.                 return 0;
  97.             } break;
  98.     }
  99.  
  100.     return DefWindowProc (hWnd, message, wParam, lParam);
  101. }
  102.  
  103.  
  104. // this function initializes and prepares Direct3D for use
  105. void initD3D(HWND hWnd)
  106. {
  107.     d3d = Direct3DCreate9(D3D_SDK_VERSION);
  108.  
  109.     D3DPRESENT_PARAMETERS d3dpp;
  110.  
  111.     ZeroMemory(&d3dpp, sizeof(d3dpp));
  112.     d3dpp.Windowed = TRUE;
  113.     d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  114.     d3dpp.hDeviceWindow = hWnd;
  115.     d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
  116.     d3dpp.BackBufferWidth = SCREEN_WIDTH;
  117.     d3dpp.BackBufferHeight = SCREEN_HEIGHT;
  118.  
  119.     // create a device class using this information and the info from the d3dpp stuct
  120.     d3d->CreateDevice(D3DADAPTER_DEFAULT,
  121.                       D3DDEVTYPE_HAL,
  122.                       hWnd,
  123.                       D3DCREATE_SOFTWARE_VERTEXPROCESSING,
  124.                       &d3dpp,
  125.                       &d3ddev);
  126.  
  127.     init_graphics();    // call the function to initialize the triangle
  128.  
  129.     d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE);    // turn off the 3D lighting
  130. }
  131.  
  132.  
  133. // this is the function used to render a single frame
  134. void render_frame(void)
  135. {
  136.     d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
  137.  
  138.     d3ddev->BeginScene();
  139.  
  140.     // select which vertex format we are using
  141.     d3ddev->SetFVF(CUSTOMFVF);
  142.  
  143.     // SET UP THE PIPELINE
  144.  
  145.     D3DXMATRIX matRotateY;    // a matrix to store the rotation information
  146.     D3DXMATRIX matRotateX;    // a matrix to store the rotation information
  147.     D3DXMATRIX transMat;
  148.  
  149.     static float index = 0.0f; index+=0.05f;    // an ever-increasing float value
  150.  
  151.     // build a matrix to rotate the model based on the increasing float value
  152.     D3DXMatrixRotationY(&matRotateY, index);
  153.     D3DXMatrixRotationX(&matRotateX, index);
  154.  
  155.     // tell Direct3D about our matrix
  156.  
  157.  
  158.     //draw triangle 1
  159.     /*D3DXMatrixTranslation(&transMat,3,0,0);
  160.     d3ddev->SetTransform(D3DTS_WORLD, &(matRotateY*transMat));
  161.     d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);*/
  162.  
  163.     ////draw Triangle 2
  164.     //D3DXMatrixTranslation(&transMat,3,60,0);
  165.     //d3ddev->SetTransform(D3DTS_WORLD, &(matRotateY*transMat));
  166.     //d3ddev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
  167.  
  168.  
  169.     D3DXMATRIX matView;    // the view transform matrix
  170.  
  171.     D3DXMatrixLookAtLH(&matView,
  172.                        &D3DXVECTOR3 (0.0f, 0.0f, 400.0f),    // the camera position
  173.                        &D3DXVECTOR3 (0.0f, 1.0f, 0.0f),    // the look-at position
  174.                        &D3DXVECTOR3 (0.0f, 1.0f, 0.0f));    // the up direction
  175.  
  176.     d3ddev->SetTransform(D3DTS_VIEW, &matView);    // set the view transform to matView
  177.  
  178.     D3DXMATRIX matProjection;     // the projection transform matrix
  179.  
  180.     D3DXMatrixPerspectiveFovLH(&matProjection,
  181.                                D3DXToRadian(45),    // the horizontal field of view
  182.                                (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
  183.                                1.0f,    // the near view-plane
  184.                                1000.0f);    // the far view-plane
  185.  
  186.     d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);    // set the projection
  187.  
  188.     // select the vertex buffer to display
  189.     d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
  190.  
  191.    
  192.     d3ddev->SetIndices(i_buffer);
  193.    
  194.     d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 5, 0, 6);
  195.     // copy the vertex buffer to the back buffer
  196.    
  197.  
  198.  
  199.     d3ddev->EndScene();
  200.  
  201.     d3ddev->Present(NULL, NULL, NULL, NULL);
  202. }
  203.  
  204.  
  205. // this is the function that cleans up Direct3D and COM
  206. void cleanD3D(void)
  207. {
  208.     v_buffer->Release();    // close and release the vertex buffer
  209.     d3ddev->Release();    // close and release the 3D device
  210.     d3d->Release();    // close and release Direct3D
  211. }
  212.  
  213.  
  214. // this is the function that puts the 3D models into video RAM
  215. void init_graphics(void)
  216. {
  217.     // create the vertices using the CUSTOMVERTEX struct
  218.     CUSTOMVERTEX vertices[] =
  219.     {
  220.      /*   { -30.0f, 30.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
  221.         { 30.0f, 30.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
  222.         { -30.0f, -30.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
  223.          { 30.0f, -30.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
  224.  
  225.          { 40.0f, 60.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
  226.     */
  227.         /*{ -30.0f, -30.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
  228.         { 30.0f, -30.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
  229.         { 30.0f, 30.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
  230.          { 30.0f, -30.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
  231.  
  232.          { -40.0f, 40.0f,40.0f, D3DCOLOR_XRGB(0, 255, 0), },*/
  233.  
  234.         // base
  235.     { -30.0f, 0.0f, 30.0f, D3DCOLOR_XRGB(0, 255, 0), },
  236.     { 30.0f, 0.0f, 30.0f, D3DCOLOR_XRGB(0, 0, 255), },
  237.     { -30.0f, 0.0f, -30.0f, D3DCOLOR_XRGB(255, 0, 0), },
  238.     { 30.0f, 0.0f, -30.0f, D3DCOLOR_XRGB(0, 255, 255), },
  239.  
  240.     // top
  241.     { 0.0f, 70.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
  242.  
  243.          
  244.     };
  245.     short indices[] =
  246.     {
  247.         0,1,4,
  248.         1,2,4,
  249.         2,3,4,
  250.         3,0,4,
  251.         //square
  252.         0,1,2,
  253.         0,2,3,
  254.        
  255.  
  256.     };
  257.     d3ddev->CreateIndexBuffer(18*sizeof(short),
  258.                           0,
  259.                           D3DFMT_INDEX16,
  260.                           D3DPOOL_MANAGED,
  261.                           &i_buffer,
  262.                           NULL);
  263.  
  264.     // create a vertex buffer i8nterface called v_buffer
  265.     d3ddev->CreateVertexBuffer(5*sizeof(CUSTOMVERTEX),
  266.                                0,
  267.                                CUSTOMFVF,
  268.                                D3DPOOL_MANAGED,
  269.                                &v_buffer,
  270.                                NULL);
  271.  
  272.     VOID* pVoid;    // a void pointer
  273.  
  274.     // lock v_buffer and load the vertices into it
  275.     v_buffer->Lock(0, 0, (void**)&pVoid, 0);
  276.     memcpy(pVoid, vertices, sizeof(vertices));
  277.     v_buffer->Unlock();
  278. }
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