PostD3D9 Test Envroiment

Posts 1–7 of 7 · Page 1 of 1
D3D9 Test Envroiment
Credits to MSDN.
Modified by AeroMan (pos,size,window,...)

example


Code:
//-----------------------------------------------------------------------------
// 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) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include <d3d9.h>


char *URL = "http://mpgh.net";

//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9             g_pD3D       = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER9 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|D3DFVF_SPECULAR)




//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    // Create the D3D object.
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        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 = D3DFMT_UNKNOWN;

    // 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 Vertices[] =
    {
        { 150.0f,  50.0f, 0.5f, 1.0f, 0xffff0000, }, // x, y, z, rhw, color
        { 450.0f, 450.0f, 0.5f, 11.0f, 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, NULL ) ) )
    {
        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(Vertices), (void**)&pVertices, 0 ) ) )
        return E_FAIL;
    memcpy( pVertices, Vertices, sizeof(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(0,80,255), 1.0f, 0 );

    // Begin the scene
    if( SUCCEEDED( 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, 0, sizeof(CUSTOMVERTEX) );
        g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
        g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLEFAN, 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:
            Cleanup();
            PostQuitMessage( 0 );
            return 0;
    }

    return DefWindowProc( hWnd, msg, wParam, lParam );
}



int x   = ( GetSystemMetrics( 0 ) / 2);
int y   = ( GetSystemMetrics( 1 ) / 2);
//-----------------------------------------------------------------------------
// 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,
                      "winA", NULL };
    RegisterClassEx( &wc );

    // Create the application's window
	HWND hWnd = CreateWindow( "winA", "D3D9 Test Envroiment",
                              WS_SYSMENU|WS_MINIMIZEBOX, x-300, y-300, 600, 600,
                              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 );
			MessageBoxA(0,"Coded by MSDN©",URL,0);

            // 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();
            }
        }
    }

    UnregisterClass( "winA", wc.hInstance );
    return 0;
}
Thank me for more!
thx !!!
That is really cool.
Thanks brent,
im sure too many pepl will copy/paste this but there is something missing as they will get some gay error xD

Code:
#pragma comment(lib, "d3d9.lib")
This is just Sexy.
Posts 1–7 of 7 · Page 1 of 1
This thread is closed for replies.

Similar Threads

Tags for this Thread

None

Talk with us