438 lines
11 KiB
C++
438 lines
11 KiB
C++
#include <windows.h>
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#include <d3d9.h>
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#include <d3dx9.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <dinput.h>
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#include <dsound.h>
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#include <assert.h>
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#include <comdef.h>
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struct CUSTOMVERTEX
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{
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float x, y, z;
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uint32_t color;
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};
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const CUSTOMVERTEX g_Vertices[] = {
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{ -1.0f,-1.0f, 0.0f, 0xffff0000, },
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{ 1.0f,-1.0f, 0.0f, 0xff0000ff, },
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{ 0.0f, 1.0f, 0.0f, 0xffffffff, },
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};
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LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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IDirect3D9 * g_pD3D = NULL;
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IDirect3DDevice9 * g_pd3dDevice = NULL;
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IDirect3DVertexBuffer9 * g_pVB = NULL;
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IDirect3DVertexDeclaration9 * g_pVertexDeclaration = NULL;
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ID3DXConstantTable * g_pConstantTable = NULL;
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IDirect3DVertexShader9 * g_pVertexShader = NULL;
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IDirect3DPixelShader9 * g_pPixelShader = NULL;
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IDirectInput8 * g_pDI = NULL;
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IDirectInputDevice8 * g_pdiDevice;
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IDirectSound8 * g_pDS = NULL;
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HRESULT InitDirect3D(HWND hwnd)
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{
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g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
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if (g_pD3D == NULL)
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return E_FAIL;
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D3DPRESENT_PARAMETERS d3dpp = {};
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d3dpp.Windowed = TRUE;
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
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HRESULT res = g_pD3D->CreateDevice(D3DADAPTER_DEFAULT,
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D3DDEVTYPE_HAL,
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hwnd,
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D3DCREATE_HARDWARE_VERTEXPROCESSING,
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&d3dpp,
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&g_pd3dDevice);
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if (FAILED(res)) {
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return E_FAIL;
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}
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g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
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g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
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return S_OK;
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}
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BOOL CALLBACK EnumDevicesCallback(const DIDEVICEINSTANCE * pdidInstance,
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void * pvRef)
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{
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HRESULT hr;
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hr = g_pDI->CreateDevice(pdidInstance->guidInstance, &g_pdiDevice, NULL );
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if( FAILED(hr) )
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return DIENUM_CONTINUE;
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return DIENUM_STOP;
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}
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HRESULT InitDirectInput(HINSTANCE hInstance)
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{
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HRESULT hr;
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hr = DirectInput8Create(hInstance,
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DIRECTINPUT_VERSION,
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IID_IDirectInput8,
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(void **)&g_pDI,
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NULL);
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if (FAILED(hr))
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return hr;
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hr = g_pDI->EnumDevices(DI8DEVCLASS_GAMECTRL,
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EnumDevicesCallback,
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NULL,
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DIEDFL_ATTACHEDONLY);
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if (FAILED(hr))
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return hr;
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if (g_pdiDevice == NULL) {
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fprintf(stderr, "no game controller found\n");
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fflush(stderr);
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return E_FAIL;
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}
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hr = g_pdiDevice->SetDataFormat(&c_dfDIJoystick);
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if (FAILED(hr))
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return hr;
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return S_OK;
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}
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void Cleanup()
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{
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if (g_pd3dDevice != NULL)
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g_pd3dDevice->Release();
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if (g_pD3D != NULL)
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g_pD3D->Release();
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}
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D3DXMATRIX WorldViewProjection()
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{
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D3DXMATRIX matWorld;
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UINT iTime = timeGetTime() % 1000;
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FLOAT fAngle = iTime * (2.0f * D3DX_PI) / 1000.0f;
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D3DXMatrixRotationY( &matWorld, fAngle );
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D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
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D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
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D3DXMATRIX matView;
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D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
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D3DXMATRIX matProj;
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D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
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D3DXMATRIX mWorldViewProj = matWorld * matView * matProj;
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return mWorldViewProj;
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}
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void Render()
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{
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if (g_pd3dDevice == NULL)
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return;
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g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 10, 10), 1.0f, 0);
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g_pd3dDevice->BeginScene();
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D3DXMATRIX mWorldViewProj = WorldViewProjection();
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g_pConstantTable->SetMatrix(g_pd3dDevice, "mWorldViewProj", &mWorldViewProj);
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g_pd3dDevice->SetVertexDeclaration(g_pVertexDeclaration);
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g_pd3dDevice->SetVertexShader(g_pVertexShader);
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g_pd3dDevice->SetPixelShader(g_pPixelShader);
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g_pd3dDevice->SetStreamSource(0, g_pVB, 0, (sizeof (CUSTOMVERTEX)));
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g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
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g_pd3dDevice->EndScene();
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g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
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}
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HRESULT UpdateInput()
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{
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HRESULT hr;
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hr = g_pdiDevice->Poll();
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if (FAILED(hr)) {
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hr = g_pdiDevice->Acquire();
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while (hr == DIERR_INPUTLOST)
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hr = g_pdiDevice->Acquire();
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return S_OK;
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}
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DIJOYSTATE js;
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g_pdiDevice->GetDeviceState((sizeof (DIJOYSTATE)), &js);
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printf("[lx %ld] ", js.lX); // left stick
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printf("[ly %ld] ", js.lY);
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printf("[lz %ld] ", js.lZ); // trigger
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printf("[lrx %ld] ", js.lRx); // right stick
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printf("[lry %ld] ", js.lRy);
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printf("[lrz %ld] ", js.lRz); // zero
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printf("[pov %ld] ", js.rgdwPOV[0]);
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static int max = -1;
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for (int i = 0; i < 8; i++) {
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if (js.rgbButtons[i] != 0 && i > max) {
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max = i;
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}
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}
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printf("[max %d] ", max);
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printf("\n");
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fflush(stdout);
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return S_OK;
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}
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HRESULT InitDirectSound(HWND hwnd)
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{
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HRESULT hr;
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hr = DirectSoundCreate8(NULL,
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&g_pDS,
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NULL);
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if (FAILED(hr)) {
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fprintf(stderr, "DirectSoundCreate8\n");
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return hr;
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}
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hr = g_pDS->SetCooperativeLevel(hwnd, DSSCL_PRIORITY);
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if (FAILED(hr)) {
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fprintf(stderr, "SetCooperativeLevel\n");
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return hr;
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}
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LPDIRECTSOUNDBUFFER pDsb = NULL;
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WAVEFORMATEX wfx;
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wfx.wFormatTag = WAVE_FORMAT_PCM;
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wfx.nChannels = 2;
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wfx.nSamplesPerSec = 44100;
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wfx.nBlockAlign = 4;
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wfx.nAvgBytesPerSec = wfx.nSamplesPerSec * wfx.nBlockAlign;
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wfx.wBitsPerSample = 16;
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DSBUFFERDESC desc = {};
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desc.dwSize = (sizeof (DSBUFFERDESC));
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desc.dwFlags = DSBCAPS_CTRLPAN | DSBCAPS_CTRLVOLUME | DSBCAPS_CTRLFREQUENCY;
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desc.dwBufferBytes = 4 * wfx.nAvgBytesPerSec;
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desc.guid3DAlgorithm = DS3DALG_DEFAULT;
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desc.lpwfxFormat = &wfx;
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hr = g_pDS->CreateSoundBuffer(&desc, &pDsb, NULL);
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if (FAILED(hr)) {
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fprintf(stderr, "CreateSoundBuffer\n");
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_com_error err(hr);
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LPCTSTR errMsg = err.ErrorMessage();
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fprintf(stderr, "%ls\n", errMsg);
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fflush(stderr);
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return hr;
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}
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void * pBuffer;
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DWORD dwBufferSize;
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pDsb->Lock(0, desc.dwBufferBytes,
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&pBuffer, &dwBufferSize,
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NULL, NULL, 0);
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FILE * fp = fopen("shire.pcm", "rb");
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assert(fp != NULL);
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fread(pBuffer, 1, dwBufferSize, fp);
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fclose(fp);
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pDsb->Unlock(pBuffer, dwBufferSize, NULL, 0);
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pDsb->Play(0, 0, DSBPLAY_LOOPING);
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while (1);
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}
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int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PWSTR pCmdLine, int nCmdShow)
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{
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if (0) {
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HRESULT hr;
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hr = InitDirectInput(hInstance);
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if (FAILED(hr))
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return 0;
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while (true) {
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hr = UpdateInput();
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if (FAILED(hr))
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return 0;
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Sleep(100);
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}
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}
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const wchar_t CLASS_NAME[] = L"Sample Window Class";
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WNDCLASS wc = {};
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wc.lpfnWndProc = WindowProc;
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wc.hInstance = hInstance;
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wc.lpszClassName = CLASS_NAME;
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RegisterClass(&wc);
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HWND hwnd = CreateWindowEx(0, // window style
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CLASS_NAME, // window class
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L"Learn to Program Windows",
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WS_OVERLAPPEDWINDOW,
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// size and position
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CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT,
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NULL, // parent window
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NULL, // menu
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hInstance, // instance handle
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NULL // additional application data
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);
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if (hwnd == NULL) {
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return 0;
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}
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InitDirectSound(hwnd);
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return 0;
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if (!SUCCEEDED(InitDirect3D(hwnd)))
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return 0;
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HRESULT res;
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//////////////////////////////////////////////////////////////////////
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// vertex buffer
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//////////////////////////////////////////////////////////////////////
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res = g_pd3dDevice->CreateVertexBuffer(3 * (sizeof (CUSTOMVERTEX)), // length
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0, // usage
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0,//D3DFVF_CUSTOMVERTEX, // FVF
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D3DPOOL_DEFAULT, // Pool
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&g_pVB, //ppVertexBuffer
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NULL //pSharedHandle
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);
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if (FAILED(res))
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return 0;
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void * pVertices;
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res = g_pVB->Lock(0, (sizeof (g_Vertices)), &pVertices, 0);
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if (FAILED(res))
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return 0;
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memcpy(pVertices, g_Vertices, (sizeof (g_Vertices)));
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g_pVB->Unlock();
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//////////////////////////////////////////////////////////////////////
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// vertex declaration
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//////////////////////////////////////////////////////////////////////
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const D3DVERTEXELEMENT9 decl[] = {
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{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
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D3DDECL_END()
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};
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res = g_pd3dDevice->CreateVertexDeclaration(decl, &g_pVertexDeclaration);
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if (FAILED(res))
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return 0;
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//////////////////////////////////////////////////////////////////////
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// vertex shader
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//////////////////////////////////////////////////////////////////////
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LPD3DXBUFFER pCode;
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DWORD dwShaderFlags = 0;
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res = D3DXCompileShaderFromFile(L"main.vsh", // pSrcFile
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NULL, // pDefines
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NULL, // pInclude
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"Main", // pFunctionName
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"vs_3_0", // pProfile
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dwShaderFlags, // Flags
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&pCode, // ppShader
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NULL, // ppErrorMsgs
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&g_pConstantTable // ppConstantTable
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);
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if (FAILED(res)) {
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fprintf(stderr, "D3DXCompileShader\n");
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return 0;
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}
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res = g_pd3dDevice->CreateVertexShader((DWORD*)pCode->GetBufferPointer(), &g_pVertexShader);
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pCode->Release();
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if(FAILED(res)) {
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fprintf(stderr, "CreateVertexShader\n");
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return 0;
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}
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//////////////////////////////////////////////////////////////////////
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// pixel shader
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//////////////////////////////////////////////////////////////////////
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res = D3DXCompileShaderFromFile(L"main.psh", // pSrcFile
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NULL, // pDefines
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NULL, // pInclude
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"Main", // pFunctionName
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"ps_3_0", // pProfile
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dwShaderFlags, // Flags
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&pCode, // ppShader
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NULL, // ppErrorMsgs
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&g_pConstantTable // ppConstantTable
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);
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if (FAILED(res)) {
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fprintf(stderr, "D3DXCompileShader\n");
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return 0;
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}
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res = g_pd3dDevice->CreatePixelShader((DWORD*)pCode->GetBufferPointer(), &g_pPixelShader);
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pCode->Release();
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if(FAILED(res)) {
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fprintf(stderr, "CreatePixelShader\n");
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return 0;
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}
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//
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fprintf(stderr, "success\n");
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fflush(stderr);
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ShowWindow(hwnd, nCmdShow);
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UpdateWindow(hwnd);
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MSG msg = { };
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while (GetMessage(&msg, NULL, 0, 0) > 0) {
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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return 0;
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}
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LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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switch (uMsg) {
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case WM_DESTROY:
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PostQuitMessage(0);
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return 0;
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case WM_PAINT:
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{
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Render();
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//ValidateRect(hwnd, NULL);
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}
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return 0;
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}
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return DefWindowProc(hwnd, uMsg, wParam, lParam);
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}
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