#include<d3d9.h>
#include<d3dx9.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#define WINDOW_CLASS "UGPDX"
#define WINDOW_NAME "Template"
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
// Function Prototypes...
bool InitializeD3D(HWND hWnd, bool fullscreen);
bool InitializeObjects();
void RenderScene();
void Shutdown();
// Direct3D object and device.
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;
// Matrices.
D3DXMATRIX g_projection;
D3DXMATRIX g_ViewMatrix;
D3DXMATRIX g_WorldMatrix;
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wp, LPARAM lp)
{
switch(msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break;
case WM_KEYUP:
if(wp == VK_ESCAPE) PostQuitMessage(0);
break;
}
return DefWindowProc(hWnd, msg, wp, lp);
}
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE ph, LPSTR cmd, int s)
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
WINDOW_CLASS, NULL };
RegisterClassEx(&wc);
// Create the application's window
HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME,
WS_OVERLAPPEDWINDOW, 100, 100, WINDOW_WIDTH, WINDOW_HEIGHT,
GetDesktopWindow(), NULL, wc.hInstance, NULL);
// Initialize Direct3D
if(InitializeD3D(hWnd, false))
{
// 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
RenderScene();
}
}
// Release any and all resources.
Shutdown();
// Unregister our window.
UnregisterClass(WINDOW_CLASS, wc.hInstance);
return 0;
}
bool InitializeD3D(HWND hWnd, bool fullscreen)
{
D3DDISPLAYMODE displayMode;
// Create the D3D object.
g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
if(g_D3D == NULL) return false;
// Get the desktop display mode.
if(FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,
&displayMode))) return false;
// Set up the structure used to create the D3DDevice
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
if(fullscreen)
{
d3dpp.Windowed = FALSE;
d3dpp.BackBufferWidth = WINDOW_WIDTH;
d3dpp.BackBufferHeight = WINDOW_HEIGHT;
}
else
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = displayMode.Format;
// Create the D3DDevice
if(FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE,
&d3dpp, &g_D3DDevice))) return false;
// Initialize any objects we will be displaying.
if(!InitializeObjects()) return false;
return true;
}
bool InitializeObjects()
{
// Set the projection matrix.
D3DXMatrixPerspectiveFovLH(&g_projection, 45.0f,
WINDOW_WIDTH/WINDOW_HEIGHT, 0.1f, 1000.0f);
g_D3DDevice->SetTransform(D3DTS_PROJECTION, &g_projection);
// Set default rendering states.
g_D3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
// Define camera information.
D3DXVECTOR3 cameraPos(0.0f, 0.0f, -1.0f);
D3DXVECTOR3 lookAtPos(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 upDir(0.0f, 1.0f, 0.0f);
// Build view matrix.
D3DXMatrixLookAtLH(&g_ViewMatrix, &cameraPos,
&lookAtPos, &upDir);
return true;
}
void RenderScene()
{
// Clear the backbuffer.
g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET,
D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
// Begin the scene. Start rendering.
g_D3DDevice->BeginScene();
// Apply the view (camera).
g_D3DDevice->SetTransform(D3DTS_VIEW, &g_ViewMatrix);
// End the scene. Stop rendering.
g_D3DDevice->EndScene();
// Display the scene.
g_D3DDevice->Present(NULL, NULL, NULL, NULL);
}
void Shutdown()
{
// Release all resources.
if(g_D3DDevice != NULL) g_D3DDevice->Release();
if(g_D3D != NULL) g_D3D->Release();
g_D3DDevice = NULL;
g_D3D = NULL;
}