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//Example4_3
//main.cpp
//Ernest Pazera
//12OCT2001
//TGO-04-D
//Libs: d3d8.lib
#include <windows.h> //include windows stuff
#include <stdio.h> //standard input/output
#include <math.h>
#include "D3D8.h" //include direct3d8 stuff
#include "d3dfmtutils.h" //include format utility functions
//custom vertex
#define CUSTOM_VERTEX_FVF D3DFVF_XYZRHW | D3DFVF_DIFFUSE
struct CustomVertex
{
float x , y , z , rhw ;
D3DCOLOR diffuse ;
} ;
//constants
//window class name
const char* WINDOWCLASS = "3D42DGP" ;
//window title
const char* WINDOWTITLE = "Example 4.3 (TGO-04-D): Drawing Line Strips without a Vertex Buffer" ;
//screen width and height
const int SCREENWIDTH = 640 ;
const int SCREENHEIGHT = 480 ;
//vertex and primitive counts
const int VERTEXCOUNT = 4 ;
const int PRIMITIVECOUNT = 3 ;
//pi
const float PI = 3.14159f ;
//radius
const float RADIUS = 200.0f ;
//globals
//instance handle
HINSTANCE g_hInstance = NULL ;
//window handle
HWND g_hWnd = NULL ;
//IDirect3D8 pointer
IDirect3D8* g_pd3d = NULL ;
//device type in use
D3DDEVTYPE g_devtype ;
//device pointer
IDirect3DDevice8* g_pd3ddev = NULL ;
//main viewport
D3DVIEWPORT8 g_vpmain ;
//vertices
CustomVertex g_vertices [ VERTEXCOUNT ] ;
//angle of rotation
float g_angle = 0.0f;
//function prototypes
//winmain
int WINAPI WinMain ( HINSTANCE hInstance , HINSTANCE hPrevInstance , LPSTR lpCmdLine , int nShowCmd ) ;
//window procedure
LRESULT CALLBACK TheWindowProc ( HWND hWnd , UINT uMsg , WPARAM wParam , LPARAM lParam ) ;
//initialization
void Prog_Init ( ) ;
//clean up
void Prog_Done ( ) ;
//redraw frame
void RedrawFrame ( ) ;
//window procedure
LRESULT CALLBACK TheWindowProc ( HWND hWnd , UINT uMsg , WPARAM wParam , LPARAM lParam )
{
//which message did we get?
switch ( uMsg )
{
case WM_KEYDOWN: //a key has been pressed
{
//if escape pressed, destroy window
if ( wParam == VK_ESCAPE ) DestroyWindow ( hWnd ) ;
//return 0
return ( 0 ) ;
} break ;
case WM_DESTROY : //window being destroyed
{
//quit
PostQuitMessage ( 0 ) ;
//message handled, return 0
return ( 0 ) ;
} break ;
default: //all other messages, send to default handler
return ( DefWindowProc ( hWnd , uMsg , wParam , lParam ) ) ;
}
}
//winmain
int WINAPI WinMain ( HINSTANCE hInstance , HINSTANCE hPrevInstance , LPSTR lpCmdLine , int nShowCmd )
{
//grab instance handle
g_hInstance = hInstance ;
//redirect stderr and stdout output
freopen ( "stdout.txt" , "w" , stdout ) ;
//fill in window class
WNDCLASSEX wc ;
wc.cbClsExtra = 0 ; //no extra class information
wc.cbSize = sizeof ( WNDCLASSEX ) ; //size of structure
wc.cbWndExtra = 0 ; //no extra window information
wc.hbrBackground = ( HBRUSH ) GetStockObject ( BLACK_BRUSH ) ; //black brush
wc.hCursor = LoadCursor ( NULL , MAKEINTRESOURCE ( IDC_ARROW ) ) ; //arrow cursor
wc.hIcon = NULL ; //no icon
wc.hIconSm = NULL ; //no small icon
wc.hInstance = g_hInstance ; //instance handle
wc.lpfnWndProc = TheWindowProc ; //window procedure
wc.lpszClassName = WINDOWCLASS ; //name of class
wc.lpszMenuName = NULL ; //no menu
wc.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS | CS_OWNDC ; //class styles
//register window class
RegisterClassEx ( &amt;wc ) ;
//create window
g_hWnd = CreateWindowEx ( 0 , WINDOWCLASS , WINDOWTITLE , WS_POPUP , 0 , 0 , 640 , 480 , NULL , NULL , g_hInstance , NULL ) ;
//show the window
ShowWindow ( g_hWnd , nShowCmd ) ;
//initialization
Prog_Init ( ) ;
MSG msg ;
//message pump
for ( ; ; )
{
//check for a message
if ( PeekMessage( &amt;msg , NULL , 0 , 0 , PM_REMOVE ) )
{
//message exists
//check for quit message
if ( msg.message == WM_QUIT ) break ;
//translate the message
TranslateMessage ( &amt;msg ) ;
//dispatch the message
DispatchMessage ( &amt;msg ) ;
}
else
{
//no message, update frame
RedrawFrame ( ) ;
}
}
//clean up
Prog_Done ( ) ;
//exit
return ( msg.wParam ) ;
}
//initialization
void Prog_Init ( )
{
//seed the random generator
srand ( GetTickCount ( ) ) ;
//create the IDirect3D8 object
g_pd3d = Direct3DCreate8 ( D3D_SDK_VERSION ) ;
//error check
if ( g_pd3d )
{
//success
fprintf ( stdout , "IDirect3D8 object created successfully.\n" ) ;
}
else
{
//failure
fprintf ( stdout , "IDirect3D8 object creation failed.\n" ) ;
//cannot proceed, so return
return ;
}
//find display mode
D3DDISPLAYMODE mode ;
UINT nDisplayModeCount = g_pd3d->GetAdapterModeCount ( D3DADAPTER_DEFAULT ) ;
//loop through display modes
for ( UINT nDisplayMode = 0 ; nDisplayMode < nDisplayModeCount ; nDisplayMode ++ )
{
//check next display mode
g_pd3d->EnumAdapterModes ( D3DADAPTER_DEFAULT , nDisplayMode , &amt;mode ) ;
//if it matches desired screen width, break out of loop
if ( mode.Width == SCREENWIDTH &amt;&amt; mode.Height == SCREENHEIGHT ) break ;
}
//check for proper sized mode
if ( mode.Width != SCREENWIDTH || mode.Height != SCREENHEIGHT )
{
//did not find mode
//post quit message
PostQuitMessage ( 0 ) ;
//report
fprintf ( stdout , "Did not find display mode!\n" ) ;
//return
return ;
}
else
{
//found mode
//report
fprintf ( stdout , "Found display mode.\n" ) ;
}
//set up presentation parameters
D3DPRESENT_PARAMETERS parms;
//back buffer information
parms.BackBufferWidth = mode.Width ; //use mode width
parms.BackBufferHeight = mode.Height ; //use mode height
parms.BackBufferFormat = mode.Format ; //use format of mode
parms.BackBufferCount = 1 ; //make one back buffer
//multisampling
parms.MultiSampleType = D3DMULTISAMPLE_NONE ;
//swap effect
parms.SwapEffect = D3DSWAPEFFECT_COPY ; //we want to copy from back buffer to screen
//destination window
parms.hDeviceWindow = g_hWnd ;
parms.Windowed = FALSE ;
//depth buffer information
parms.EnableAutoDepthStencil = FALSE ;
parms.AutoDepthStencilFormat = D3DFMT_UNKNOWN ;
//flags
parms.Flags = 0 ;
//refresh rate and presentation interval
parms.FullScreen_RefreshRateInHz = mode.RefreshRate ; //use mode's refresh rate
parms.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT ;
//attempt to create a HAL device
HRESULT hr ; //store return values in this variable
hr = g_pd3d->CreateDevice ( D3DADAPTER_DEFAULT , D3DDEVTYPE_HAL , g_hWnd , D3DCREATE_SOFTWARE_VERTEXPROCESSING , &amt;parms , &amt;g_pd3ddev ) ;
//error check
if ( FAILED ( hr ) )
{
//could not create HAL device
fprintf ( stdout , "Could not create HAL device!\n" ) ;
//attempt to make REF device
hr = g_pd3d->CreateDevice ( D3DADAPTER_DEFAULT , D3DDEVTYPE_REF , g_hWnd , D3DCREATE_SOFTWARE_VERTEXPROCESSING , &amt;parms , &amt;g_pd3ddev ) ;
if ( FAILED ( hr ) )
{
//could not create REF device
fprintf ( stdout , "Could not create REF device!\n" ) ;
//post a quit message
PostQuitMessage ( 0 ) ;
}
else
{
//successfully made REF device, store this value in a global
g_devtype = D3DDEVTYPE_REF ;
//report
fprintf ( stdout , "Successfully created REF device.\n" ) ;
}
}
else
{
//successfully made a HAL device, store this value in a global
g_devtype = D3DDEVTYPE_HAL ;
//report
fprintf ( stdout , "Successfully created HAL device.\n" ) ;
}
//set up viewports
//main viewport
g_vpmain.X = 0 ;
g_vpmain.Y = 0 ;
g_vpmain.Width = SCREENWIDTH ;
g_vpmain.Height = SCREENHEIGHT ;
g_vpmain.MinZ = 0.0f ;
g_vpmain.MaxZ = 1.0f ;
//set the viewport
g_pd3ddev->SetViewport ( &amt;g_vpmain ) ;
//set vertex shader
g_pd3ddev->SetVertexShader ( CUSTOM_VERTEX_FVF ) ;
//turn off lighting
g_pd3ddev->SetRenderState ( D3DRS_LIGHTING , FALSE ) ;
//set up vertex rhw
g_vertices [ 0 ].rhw = 1.0f ;
g_vertices [ 1 ].rhw = 1.0f ;
g_vertices [ 2 ].rhw = 1.0f ;
g_vertices [ 3 ].rhw = 1.0f ;
//set up vertex z
g_vertices [ 0 ].z = 0.0f;
g_vertices [ 1 ].z = 0.0f;
g_vertices [ 2 ].z = 0.0f;
g_vertices [ 3 ].z = 0.0f;
//set up vertex colors
g_vertices [ 0 ].diffuse = D3DCOLOR_XRGB ( 255 , 0 , 0 ) ;
g_vertices [ 1 ].diffuse = D3DCOLOR_XRGB ( 0 , 255 , 0 ) ;
g_vertices [ 2 ].diffuse = D3DCOLOR_XRGB ( 0 , 0 , 255 ) ;
g_vertices [ 3 ].diffuse = D3DCOLOR_XRGB ( 255 , 0 , 0 ) ;
//redraw the frame
RedrawFrame ( ) ;
}
//clean up
void Prog_Done ( )
{
//safe release of device
if ( g_pd3ddev )
{
//release
g_pd3ddev->Release ( ) ;
//set to null
g_pd3ddev = NULL ;
//report
fprintf ( stdout , "IDirect3DDevice8 object released.\n" ) ;
}
//safe release of IDirect3D8 object
if ( g_pd3d )
{
//release
g_pd3d->Release ( ) ;
//set to null
g_pd3d = NULL ;
//report action
fprintf ( stdout , "IDirect3D8 object released.\n" ) ;
}
}
//redraw frame
void RedrawFrame ( )
{
//clear the screen
g_pd3ddev->Clear ( 0 , NULL , D3DCLEAR_TARGET , D3DCOLOR_XRGB ( 0 , 0 , 0 ) , 0.0f, 0 ) ;
//set up vertices
//vertex 0
g_vertices [ 0 ].x = SCREENWIDTH / 2 + cos ( g_angle ) * RADIUS ;
g_vertices [ 0 ].y = SCREENHEIGHT / 2 + sin ( g_angle ) * RADIUS ;
//vertex 1
g_vertices [ 1 ].x = SCREENWIDTH / 2 + cos ( g_angle + 2.0 * PI / 3.0 ) * RADIUS ;
g_vertices [ 1 ].y = SCREENHEIGHT / 2 + sin ( g_angle + 2.0 * PI / 3.0 ) * RADIUS ;
//vertex 2
g_vertices [ 2 ].x = SCREENWIDTH / 2 + cos ( g_angle - 2.0 * PI / 3.0 ) * RADIUS ;
g_vertices [ 2 ].y = SCREENHEIGHT / 2 + sin ( g_angle - 2.0 * PI / 3.0 ) * RADIUS ;
//vertex 3
g_vertices [ 3 ].x = SCREENWIDTH / 2 + cos ( g_angle ) * RADIUS ;
g_vertices [ 3 ].y = SCREENHEIGHT / 2 + sin ( g_angle ) * RADIUS ;
//increase angle for next time
g_angle += ( 2.0 * PI / 360.0 ) ;
//begin the scene
g_pd3ddev->BeginScene ( ) ;
g_pd3ddev->DrawPrimitiveUP ( D3DPT_LINESTRIP , PRIMITIVECOUNT ,g_vertices , sizeof ( CustomVertex ) ) ;
//end the scene
g_pd3ddev->EndScene ( ) ;
//present the scene
g_pd3ddev->Present ( NULL , NULL , NULL , NULL ) ;
}