#define _WIN32_WINNT 0x0501 #include #include #include #include HINSTANCE g_hInstance = NULL; HWND g_hWnd = NULL; ID3D10Device * g_pd3dDevice = NULL; IDXGISwapChain * g_pSwapChain = NULL; ID3D10RenderTargetView * g_pRenderTargetView = NULL; ID3D10Effect * g_pEffect = NULL; ID3D10EffectTechnique * g_pTechnique = NULL; ID3D10InputLayout * g_pVertexLayout = NULL; ID3D10Buffer * g_pVertexBuffer = NULL; HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow); LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); HRESULT InitDirect3DDevice(); void Render(); struct SimpleVertex { D3DXVECTOR3 Pos; }; void print(LPCSTR fmt, ...) { va_list args; va_start(args, fmt); char buf[512]; STRSAFE_LPSTR end; StringCbVPrintfExA(buf, (sizeof (buf)), &end, NULL, STRSAFE_NULL_ON_FAILURE, fmt, args); va_end(args); size_t length = end - &buf[0]; HANDLE hOutput = GetStdHandle(STD_OUTPUT_HANDLE); WriteConsoleA(hOutput, buf, (DWORD)length, NULL, NULL); } int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow) { FreeConsole(); AllocConsole(); AttachConsole(GetCurrentProcessId()); print("WinMain\n"); if (FAILED(InitWindow(hInstance, nCmdShow))) { print("InitWindow\n"); return 0; } if (FAILED(InitDirect3DDevice())) { print("InitDirect3DDevice\n"); return 0; } MSG msg = {}; while (msg.message != WM_QUIT) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else { Render(); } } return 0; } HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow) { g_hInstance = hInstance; // window class WNDCLASSEX wcex = {}; wcex.cbSize = (sizeof (WNDCLASSEX)); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = WndProc; wcex.hInstance = hInstance; wcex.lpszClassName = L"d3d10wc"; if (!RegisterClassEx(&wcex)) return E_FAIL; // create window RECT rc = { 0, 0, 640, 480 }; AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE); g_hWnd = CreateWindow(L"d3d10wc", L"d3d10", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance, NULL); if(!g_hWnd) return E_FAIL; ShowWindow(g_hWnd, nCmdShow); return S_OK; } LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { PAINTSTRUCT ps; HDC hdc; switch(message) { case WM_PAINT: hdc = BeginPaint(hWnd, &ps); EndPaint(hWnd, &ps); break; case WM_DESTROY: PostQuitMessage( 0 ); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; } HRESULT InitDirect3DDevice() { DXGI_SWAP_CHAIN_DESC sd = {}; sd.BufferCount = 1; sd.BufferDesc.Width = 640; sd.BufferDesc.Height = 480; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = g_hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; HRESULT hr; hr = D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_REFERENCE, NULL, D3D10_CREATE_DEVICE_DEBUG, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice); if (FAILED(hr)) { print("D3D10CreateDeviceAndSwapChain\n"); return hr; } ID3D10Texture2D * pBackBuffer; hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID *)&pBackBuffer); if (FAILED(hr)) { print("g_pSwapChain->GetBuffer\n"); return hr; } hr = g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_pRenderTargetView); pBackBuffer->Release(); if (FAILED(hr)) { print("g_pSwapChain->CreateRenderTargetView\n"); return hr; } g_pd3dDevice->OMSetRenderTargets(1, &g_pRenderTargetView, NULL); // viewport D3D10_VIEWPORT vp; vp.Width = 640; vp.Height = 480; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; g_pd3dDevice->RSSetViewports(1, &vp); // effect ID3D10Blob * pBlobErrors = NULL; DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS | D3D10_SHADER_DEBUG; hr = D3DX10CreateEffectFromFile(L"c:/Users/dot/d3d10/main.fx", NULL, NULL, "fx_4_0", dwShaderFlags, 0, g_pd3dDevice, NULL, NULL, &g_pEffect, &pBlobErrors, NULL); if (FAILED(hr)) { print("D3DX10CreateEffectFromFile\n"); const char * pError = (const char *)pBlobErrors->GetBufferPointer(); (void)pError; return hr; } g_pTechnique = g_pEffect->GetTechniqueByName("Render"); // input layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, }; UINT numElements = (sizeof (layout)) / (sizeof (layout[0])); D3D10_PASS_DESC passDesc; g_pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); print("pass desc: `%s`\n", passDesc.Name); hr = g_pd3dDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &g_pVertexLayout); if (FAILED(hr)) { print("CreateInputLayout\n"); return hr; } g_pd3dDevice->IASetInputLayout(g_pVertexLayout); // vertex buffer SimpleVertex vertices[] = { D3DXVECTOR3( 0.0f, 0.5f, 0.5f), D3DXVECTOR3( 0.5f, -0.5f, 0.5f), D3DXVECTOR3(-0.5f, -0.5f, 0.5f), }; D3D10_BUFFER_DESC bd; bd.Usage = D3D10_USAGE_DEFAULT; bd.ByteWidth = (sizeof (SimpleVertex)) * 3; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = 0; bd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA InitData; InitData.pSysMem = vertices; hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pVertexBuffer); if (FAILED(hr)) { print("CreateBuffer\n"); return hr; } UINT stride = (sizeof (SimpleVertex)); UINT offset = 0; g_pd3dDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset); g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); return S_OK; } void Render() { float ClearColor[4] = { 0.0f, 0.125f, 0.6f, 1.0f }; g_pd3dDevice->ClearRenderTargetView(g_pRenderTargetView, ClearColor); D3D10_TECHNIQUE_DESC techDesc; g_pTechnique->GetDesc( &techDesc ); for(UINT p = 0; p < techDesc.Passes; p++) { g_pTechnique->GetPassByIndex(p)->Apply(0); g_pd3dDevice->Draw(3, 0); } g_pSwapChain->Present(0, 0); }