win32/main.cpp
2025-12-21 21:10:31 -06:00

275 lines
7.4 KiB
C++

#include <windows.h>
#include <d3d9.h>
#include <d3dx9.h>
#include <stdint.h>
#include <stdio.h>
#include <dinput.h>
struct CUSTOMVERTEX
{
float x, y, z;
uint32_t color;
};
const CUSTOMVERTEX g_Vertices[] = {
{ -1.0f,-1.0f, 0.0f, 0xffff0000, },
{ 1.0f,-1.0f, 0.0f, 0xff0000ff, },
{ 0.0f, 1.0f, 0.0f, 0xffffffff, },
};
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
IDirect3D9 * g_pD3D = NULL;
IDirect3DDevice9 * g_pd3dDevice = NULL;
IDirect3DVertexBuffer9 * g_pVB = NULL;
IDirect3DVertexDeclaration9 * g_pVertexDeclaration = NULL;
ID3DXConstantTable * g_pConstantTable = NULL;
IDirect3DVertexShader9 * g_pVertexShader = NULL;
IDirectInput8 * g_pDI = NULL;
HRESULT InitDirect3D(HWND hwnd)
{
g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if (g_pD3D == NULL)
return E_FAIL;
D3DPRESENT_PARAMETERS d3dpp = {};
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
HRESULT res = g_pD3D->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hwnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dpp,
&g_pd3dDevice);
if (FAILED(res)) {
return E_FAIL;
}
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
return S_OK;
}
BOOL CALLBACK EnumDevicesCallback(LPCDIDEVICEINSTANCE lpddi,
LPVOID pvRef)
{
printf("enum devices callback");
return DIENUM_CONTINUE;
}
HRESULT InitDirectInput(HINSTANCE hInstance)
{
HRESULT hr;
hr = DirectInput8Create(hInstance,
DIRECTINPUT_VERSION,
IID_IDirectInput8,
(void **)&g_pDI,
NULL);
if (FAILED(hr))
return hr;
hr = g_pDI->EnumDevices(DI8DEVCLASS_GAMECTRL,
EnumDevicesCallback,
NULL,
DIEDFL_ATTACHEDONLY);
if (FAILED(hr))
return hr;
return S_OK;
}
void Cleanup()
{
if (g_pd3dDevice != NULL)
g_pd3dDevice->Release();
if (g_pD3D != NULL)
g_pD3D->Release();
}
D3DXMATRIX WorldViewProjection()
{
D3DXMATRIX matWorld;
UINT iTime = timeGetTime() % 1000;
FLOAT fAngle = iTime * (2.0f * D3DX_PI) / 1000.0f;
D3DXMatrixRotationY( &matWorld, fAngle );
D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
D3DXMATRIX mWorldViewProj = matWorld * matView * matProj;
return mWorldViewProj;
}
void Render()
{
if (g_pd3dDevice == NULL)
return;
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 10, 10), 1.0f, 0);
g_pd3dDevice->BeginScene();
D3DXMATRIX mWorldViewProj = WorldViewProjection();
g_pConstantTable->SetMatrix(g_pd3dDevice, "mWorldViewProj", &mWorldViewProj);
g_pd3dDevice->SetVertexDeclaration(g_pVertexDeclaration);
g_pd3dDevice->SetVertexShader(g_pVertexShader);
g_pd3dDevice->SetStreamSource(0, g_pVB, 0, (sizeof (CUSTOMVERTEX)));
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
g_pd3dDevice->EndScene();
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
}
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PWSTR pCmdLine, int nCmdShow)
{
InitDirectInput(hInstance);
return 0;
const wchar_t CLASS_NAME[] = L"Sample Window Class";
WNDCLASS wc = {};
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.lpszClassName = CLASS_NAME;
RegisterClass(&wc);
HWND hwnd = CreateWindowEx(0, // window style
CLASS_NAME, // window class
L"Learn to Program Windows",
WS_OVERLAPPEDWINDOW,
// size and position
CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT,
NULL, // parent window
NULL, // menu
hInstance, // instance handle
NULL // additional application data
);
if (hwnd == NULL) {
return 0;
}
if (!SUCCEEDED(InitDirect3D(hwnd)))
return 0;
HRESULT res;
//////////////////////////////////////////////////////////////////////
// vertex buffer
//////////////////////////////////////////////////////////////////////
res = g_pd3dDevice->CreateVertexBuffer(3 * (sizeof (CUSTOMVERTEX)), // length
0, // usage
0,//D3DFVF_CUSTOMVERTEX, // FVF
D3DPOOL_DEFAULT, // Pool
&g_pVB, //ppVertexBuffer
NULL //pSharedHandle
);
if (FAILED(res))
return 0;
void * pVertices;
res = g_pVB->Lock(0, (sizeof (g_Vertices)), &pVertices, 0);
if (FAILED(res))
return 0;
memcpy(pVertices, g_Vertices, (sizeof (g_Vertices)));
g_pVB->Unlock();
//////////////////////////////////////////////////////////////////////
// vertex declaration
//////////////////////////////////////////////////////////////////////
const D3DVERTEXELEMENT9 decl[] = {
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
D3DDECL_END()
};
res = g_pd3dDevice->CreateVertexDeclaration(decl, &g_pVertexDeclaration);
if (FAILED(res))
return 0;
//////////////////////////////////////////////////////////////////////
// vertex shader
//////////////////////////////////////////////////////////////////////
LPD3DXBUFFER pCode;
DWORD dwShaderFlags = 0;
res = D3DXCompileShaderFromFile(L"main.vsh", // pSrcFile
NULL, // pDefines
NULL, // pInclude
"Main", // pFunctionName
"vs_3_0", // pProfile
dwShaderFlags, // Flags
&pCode, // ppShader
NULL, // ppErrorMsgs
&g_pConstantTable // ppConstantTable
);
if (FAILED(res)) {
fprintf(stderr, "D3DXCompileShader\n");
return 0;
}
res = g_pd3dDevice->CreateVertexShader((DWORD*)pCode->GetBufferPointer(), &g_pVertexShader);
pCode->Release();
if(FAILED(res)) {
fprintf(stderr, "CreateVertexShader\n");
return 0;
}
//
fprintf(stderr, "success\n");
fflush(stderr);
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
MSG msg = { };
while (GetMessage(&msg, NULL, 0, 0) > 0) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return 0;
}
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg) {
case WM_DESTROY:
PostQuitMessage(0);
return 0;
case WM_PAINT:
{
Render();
//ValidateRect(hwnd, NULL);
}
return 0;
}
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}