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- //-----------------------------------------------------------------------------
- // File: Vertices.cpp
- //
- // Desc: In this tutorial, we are rendering some vertices. This introduces the
- // concept of the vertex buffer, a Direct3D object used to store
- // vertices. Vertices can be defined any way we want by defining a
- // custom structure and a custom FVF (flexible vertex format). In this
- // tutorial, we are using vertices that are transformed (meaning they
- // are already in 2D window coordinates) and lit (meaning we are not
- // using Direct3D lighting, but are supplying our own colors).
- //
- // Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #include <d3d8.h>
-
-
-
-
- //-----------------------------------------------------------------------------
- // Global variables
- //-----------------------------------------------------------------------------
- LPDIRECT3D8 g_pD3D = NULL; // Used to create the D3DDevice
- LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; // Our rendering device
- LPDIRECT3DVERTEXBUFFER8 g_pVB = NULL; // Buffer to hold vertices
-
- // A structure for our custom vertex type
- struct CUSTOMVERTEX
- {
- FLOAT x, y, z, rhw; // The transformed position for the vertex
- DWORD color; // The vertex color
- };
-
- // Our custom FVF, which describes our custom vertex structure
- #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitD3D()
- // Desc: Initializes Direct3D
- //-----------------------------------------------------------------------------
- HRESULT InitD3D( HWND hWnd )
- {
- // Create the D3D object.
- if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
- return E_FAIL;
-
- // Get the current desktop display mode, so we can set up a back
- // buffer of the same format
- D3DDISPLAYMODE d3ddm;
- if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
- return E_FAIL;
-
- // Set up the structure used to create the D3DDevice
- D3DPRESENT_PARAMETERS d3dpp;
- ZeroMemory( &d3dpp, sizeof(d3dpp) );
- d3dpp.Windowed = TRUE;
- d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
- d3dpp.BackBufferFormat = d3ddm.Format;
-
- // Create the D3DDevice
- if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
- D3DCREATE_SOFTWARE_VERTEXPROCESSING,
- &d3dpp, &g_pd3dDevice ) ) )
- {
- return E_FAIL;
- }
-
- // Device state would normally be set here
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitVB()
- // Desc: Creates a vertex buffer and fills it with our vertices. The vertex
- // buffer is basically just a chuck of memory that holds vertices. After
- // creating it, we must Lock()/Unlock() it to fill it. For indices, D3D
- // also uses index buffers. The special thing about vertex and index
- // buffers is that they can be created in device memory, allowing some
- // cards to process them in hardware, resulting in a dramatic
- // performance gain.
- //-----------------------------------------------------------------------------
- HRESULT InitVB()
- {
- // Initialize three vertices for rendering a triangle
- CUSTOMVERTEX g_Vertices[] =
- {
- { 150.0f, 50.0f, 0.5f, 1.0f, 0xffff0000, }, // x, y, z, rhw, color
- { 250.0f, 250.0f, 0.5f, 1.0f, 0xff00ff00, },
- { 50.0f, 250.0f, 0.5f, 1.0f, 0xff00ffff, },
- };
-
- // Create the vertex buffer. Here we are allocating enough memory
- // (from the default pool) to hold all our 3 custom vertices. We also
- // specify the FVF, so the vertex buffer knows what data it contains.
- if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
- 0, D3DFVF_CUSTOMVERTEX,
- D3DPOOL_DEFAULT, &g_pVB ) ) )
- {
- return E_FAIL;
- }
-
- // Now we fill the vertex buffer. To do this, we need to Lock() the VB to
- // gain access to the vertices. This mechanism is required becuase vertex
- // buffers may be in device memory.
- VOID* pVertices;
- if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (BYTE**)&pVertices, 0 ) ) )
- return E_FAIL;
- memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
- g_pVB->Unlock();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: Cleanup()
- // Desc: Releases all previously initialized objects
- //-----------------------------------------------------------------------------
- VOID Cleanup()
- {
- if( g_pVB != NULL )
- g_pVB->Release();
-
- if( g_pd3dDevice != NULL )
- g_pd3dDevice->Release();
-
- if( g_pD3D != NULL )
- g_pD3D->Release();
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: Render()
- // Desc: Draws the scene
- //-----------------------------------------------------------------------------
- VOID Render()
- {
- // Clear the backbuffer to a blue color
- g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
-
- // Begin the scene
- g_pd3dDevice->BeginScene();
-
- // Draw the triangles in the vertex buffer. This is broken into a few
- // steps. We are passing the vertices down a "stream", so first we need
- // to specify the source of that stream, which is our vertex buffer. Then
- // we need to let D3D know what vertex shader to use. Full, custom vertex
- // shaders are an advanced topic, but in most cases the vertex shader is
- // just the FVF, so that D3D knows what type of vertices we are dealing
- // with. Finally, we call DrawPrimitive() which does the actual rendering
- // of our geometry (in this case, just one triangle).
- g_pd3dDevice->SetStreamSource( 0, g_pVB, sizeof(CUSTOMVERTEX) );
- g_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
- g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );
-
- // End the scene
- g_pd3dDevice->EndScene();
-
- // Present the backbuffer contents to the display
- g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: MsgProc()
- // Desc: The window's message handler
- //-----------------------------------------------------------------------------
- LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
- {
- switch( msg )
- {
- case WM_DESTROY:
- PostQuitMessage( 0 );
- return 0;
- }
-
- return DefWindowProc( hWnd, msg, wParam, lParam );
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: WinMain()
- // Desc: The application's entry point
- //-----------------------------------------------------------------------------
- INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
- {
- // Register the window class
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
- GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
- "D3D Tutorial", NULL };
- RegisterClassEx( &wc );
-
- // Create the application's window
- HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 02: Vertices",
- WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
- GetDesktopWindow(), NULL, wc.hInstance, NULL );
-
- // Initialize Direct3D
- if( SUCCEEDED( InitD3D( hWnd ) ) )
- {
- // Create the vertex buffer
- if( SUCCEEDED( InitVB() ) )
- {
- // Show the window
- ShowWindow( hWnd, SW_SHOWDEFAULT );
- UpdateWindow( hWnd );
-
- // Enter the message loop
- MSG msg;
- ZeroMemory( &msg, sizeof(msg) );
- while( msg.message!=WM_QUIT )
- {
- if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
- {
- TranslateMessage( &msg );
- DispatchMessage( &msg );
- }
- else
- Render();
- }
- }
- }
-
- // Clean up everything and exit the app
- Cleanup();
- UnregisterClass( "D3D Tutorial", wc.hInstance );
- return 0;
- }
-