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// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <list>
// include the Direct3D Library file
#pragma comment (lib, "d3d9.lib")
using namespace std;
// global declarations
list<LPDIRECT3D9> d3dList = list<LPDIRECT3D9>(); // List the pointer to our Direct3D interface
list<LPDIRECT3DDEVICE9> d3ddevList = list<LPDIRECT3DDEVICE9>(); // List of the pointer to the device class
// function prototypes
int createWindow (HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow,
char * nameClass);
void initD3D(HWND hWnd, LPDIRECT3D9 * d3d, LPDIRECT3DDEVICE9 * d3ddev); // sets up and initializes Direct3D
void render_frame(LPDIRECT3DDEVICE9 d3ddev); // renders a single frame
void cleanD3D(LPDIRECT3D9 d3d, LPDIRECT3DDEVICE9 d3ddev); // closes Direct3D and releases memory
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
return createWindow(hInstance, hPrevInstance, lpCmdLine, nCmdShow, "WinClass1");
}
int createWindow (HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow,
char * nameClass)
{
HWND hWnd;
WNDCLASSEX wc;
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
for (int i = 0; i < 2; i++)
{
wc = WNDCLASSEX ();
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = nameClass;
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL,
nameClass,
"Our First Direct3D Program",
WS_OVERLAPPEDWINDOW,
300, 300,
640, 480,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
initD3D(hWnd, &d3d, &d3ddev);
d3dList.push_back (d3d);
d3ddevList.push_back(d3ddev);
}
// enter the main loop:
MSG msg;
while(TRUE)
{
DWORD starting_point = GetTickCount();
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
list<LPDIRECT3DDEVICE9>::iterator it;
for(it = d3ddevList.begin(); it != d3ddevList.end(); ++it)
{
render_frame(*it);
}
while ((GetTickCount() - starting_point) < 25);
}
// clean up DirectX and COM
list<LPDIRECT3D9>::iterator it;
list<LPDIRECT3DDEVICE9>::iterator itDevice;
for(itDevice = d3ddevList.begin(), it = d3dList.begin(); itDevice != d3ddevList.end(); ++it, ++itDevice)
{
cleanD3D(*it, *itDevice);
}
return msg.wParam;
}
// this is the main message handler for the program
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);
}
// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd, LPDIRECT3D9 * d3, LPDIRECT3DDEVICE9 * d3dde)
{
LPDIRECT3D9 d3d = *d3;
LPDIRECT3DDEVICE9 d3ddev = *d3dde;
d3d = Direct3DCreate9(D3D_SDK_VERSION); // create the Direct3D interface
D3DPRESENT_PARAMETERS d3dpp; // create a struct to hold various device information
ZeroMemory(&d3dpp, sizeof(d3dpp)); // clear out the struct for use
d3dpp.Windowed = TRUE; // program windowed, not fullscreen
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D
// create a device class using this information and the info from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
return;
}
// this is the function used to render a single frame
void render_frame(LPDIRECT3DDEVICE9 d3ddev)
{
// clear the window to a deep blue
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0);
d3ddev->BeginScene(); // begins the 3D scene
// do 3D rendering on the back buffer here
d3ddev->EndScene(); // ends the 3D scene
d3ddev->Present(NULL, NULL, NULL, NULL); // displays the created frame on the screen
return;
}
// this is the function that cleans up Direct3D and COM
void cleanD3D(LPDIRECT3D9 d3d, LPDIRECT3DDEVICE9 d3ddev)
{
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
return;
} |
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