163 lines
3.5 KiB
C++
163 lines
3.5 KiB
C++
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#include <d3d8.h>
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LPDIRECT3D8 g_pD3D = NULL;
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LPDIRECT3DDEVICE8 g_pD3DDevice = NULL;
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HRESULT InitialiseD3D(HWND hWnd)
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{
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// First of all, create the main D3D object. If it is created successfully
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// we should get a pointer to an IDirect3D8 interface.
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g_pD3D = Direct3DCreate8(D3D_SDK_VERSION);
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if(g_pD3D == NULL)
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{
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return E_FAIL;
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}
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//Get the current display mode
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D3DDISPLAYMODE d3ddm;
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if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
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{
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return E_FAIL;
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}
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// Create a structure to hold the settings for our device
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D3DPRESENT_PARAMETERS d3dpp;
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ZeroMemory(&d3dpp, sizeof(d3dpp));
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// Fill the structure: Program shall be windowed,
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// back buffer format matches current display mode
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d3dpp.Windowed = TRUE;
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d3dpp.SwapEffect = D3DSWAPEFFECT_COPY_VSYNC;
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d3dpp.BackBufferFormat = d3ddm.Format;
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//Create a Direct3D device.
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if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pD3DDevice)))
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{
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return E_FAIL;
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}
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return S_OK;
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}
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void Render()
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{
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if(g_pD3DDevice == NULL)
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{
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return;
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}
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// Clear the backbuffer to blue
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g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET,
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D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0);
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// Begin the scene
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g_pD3DDevice->BeginScene();
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// Fill in here the rendering of other objects
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// End the scene
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g_pD3DDevice->EndScene();
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// Fill back and front buffers so that back buffer will be visible on screen
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g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
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}
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void CleanUp()
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{
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if(g_pD3DDevice != NULL)
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{
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g_pD3DDevice->Release();
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g_pD3DDevice = NULL;
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}
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if(g_pD3D != NULL)
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{
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g_pD3D->Release();
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g_pD3D = NULL;
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}
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}
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void MainLoop()
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{
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// Enter the main loop
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MSG msg;
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BOOL bMessage;
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PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
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while(msg.message != WM_QUIT)
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{
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bMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);
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if(bMessage)
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{
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// Process message
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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else
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{
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Render(); // No message to process -> render the scene
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}
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}// while
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}
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// The windows message handler
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LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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switch(msg)
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{
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case WM_DESTROY:
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PostQuitMessage(0);
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return 0;
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break;
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case WM_KEYUP:
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switch (wParam)
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{
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case VK_ESCAPE:
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// Escape key pressed -> exit
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DestroyWindow(hWnd);
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return 0;
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break;
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}
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break;
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}// switch
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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// Application main entry point
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INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
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{
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//Register the window class
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WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WinProc, 0L, 0L,
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GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
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"DirectX Project", NULL };
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RegisterClassEx(&wc);
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// Create the application's main window
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HWND hWnd = CreateWindow("DirectX Project", "Code::Blocks Template",
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WS_OVERLAPPEDWINDOW, 50, 50, 500, 500,
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GetDesktopWindow(), NULL, wc.hInstance, NULL);
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// Initialize Direct3D
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if(SUCCEEDED(InitialiseD3D(hWnd)))
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{
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// Show window
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ShowWindow(hWnd, SW_SHOWDEFAULT);
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UpdateWindow(hWnd);
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//Start game running: Enter the game loop
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MainLoop();
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}
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CleanUp();
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UnregisterClass("DirectX Project", wc.hInstance);
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return 0;
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}
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