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| //--------------------------------------------------------------------------------------
// Вращающийся куб с цветными гранями
//--------------------------------------------------------------------------------------
#include <windows.h>
#include <d3d9.h>
#include <d3dx9.h>
// Ширина и высота окна
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
struct VERTEX3D
{
FLOAT x, y, z;
DWORD color;
};
#define MY_FVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)
VERTEX3D points[3] = {
{ -0.5f,-0.5f, 0.0f, D3DCOLOR_XRGB(0, 0, 128) },
{ 0.0f, 1.0f, 0.0f, D3DCOLOR_XRGB(0, 128, 0) },
{ 1.0f,-1.0f, 0.0f, D3DCOLOR_XRGB(128, 0, 0) }
};
WORD indices[] = {0, 1, 2};
//--------------------------------------------------------------------------------------
// Глобальные переменные
//--------------------------------------------------------------------------------------
HWND hWnd;
BOOL g_InitDone;
LPDIRECT3D9 direct3d = NULL;
LPDIRECT3DDEVICE9 device = NULL;
D3DDISPLAYMODE display;
D3DPRESENT_PARAMETERS params;
D3DXMATRIX matWorld, matView, matProj;
LPD3DXMESH polygon;
LPD3DXMESH box;
LPD3DXMESH sphere;
LPD3DXMESH mesh;
D3DMATERIAL9 material;
D3DLIGHT9 light;
//const unsigned N = 100;
//MYVERTEX data[N];
//--------------------------------------------------------------------------------------
// Прототипы функций
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
HRESULT InitDirect3D9();
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void Cleanup();
void RenderScene();
void OnResize();
//--------------------------------------------------------------------------------------
// С этой функции начинается выполнение программы
//--------------------------------------------------------------------------------------
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow )
{
// Создаем окно приложения
if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
return 0;
// Инициализируем Direct3D
if( FAILED( InitDirect3D9() ) )
{
Cleanup();
return 0;
}
// Цикл обработки сообщений
MSG msg = {0};
while( WM_QUIT != msg.message )
{
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
RenderScene();
}
}
Cleanup();
return (int) msg.wParam;
}
//--------------------------------------------------------------------------------------
// Регистрация класса и создание окна
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
{
// Регистрируем класс окна
WNDCLASSEX wc;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = NULL;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wc.lpszMenuName = NULL;
wc.lpszClassName = L"SimpleWindowClass";
wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if( !RegisterClassEx(&wc) )
return E_FAIL;
// Создаем окно
hWnd = CreateWindow(
L"SimpleWindowClass",
L"Direct3D 9 First Test",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
WINDOW_WIDTH,
WINDOW_HEIGHT,
NULL,
NULL,
hInstance,
NULL);
// Если не удалось создать окно - выходим из функции
if( !hWnd )
return E_FAIL;
// Отображаем окно на экране
ShowWindow( hWnd, nCmdShow );
UpdateWindow(hWnd);
g_InitDone = TRUE;
return S_OK;
}
//--------------------------------------------------------------------------------------
// Инициализация Direct3D
//--------------------------------------------------------------------------------------
HRESULT InitDirect3D9()
{
direct3d = Direct3DCreate9( D3D_SDK_VERSION );
direct3d->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &display );
ZeroMemory( ¶ms, sizeof(params) );
params.Windowed = TRUE;
params.SwapEffect = D3DSWAPEFFECT_DISCARD;
params.BackBufferFormat = display.Format;
params.EnableAutoDepthStencil = true;
params.AutoDepthStencilFormat = D3DFMT_D16;
direct3d->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
¶ms, &device );
D3DXVECTOR3 vEyePt ( 2.0, 5.0, -5.0 );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec ( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
device->SetTransform( D3DTS_VIEW, &matView );
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, 0.0f, 200.0f );
device->SetTransform( D3DTS_PROJECTION, &matProj );
/*D3DXMatrixRotationY( &matWorld, D3DX_PI / 3 );
device->SetTransform( D3DTS_WORLD, &matWorld );*/
points[0].color = D3DCOLOR_XRGB(255, 0, 0);
// создание объекта полигон
D3DXCreatePolygon( device, 1, 10, &polygon, NULL);
D3DXCreateBox( device, 1.0f, 0.5f, 2.0f, &box, NULL);
D3DXCreateSphere(device, 0.7f, 32, 32, &sphere, NULL);
D3DXLoadMeshFromX(L"mesh.x", D3DXMESH_MANAGED,
device, NULL, NULL, NULL, NULL, &mesh);
ZeroMemory( &material, sizeof(D3DMATERIAL9) );
material.Diffuse=D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f);
material.Ambient=D3DXCOLOR(0.0f, 0.2f, 0.0f, 1.0f);
material.Specular=D3DXCOLOR(0.0f, 0.1f, 0.0f, 1.0f);
material.Emissive=D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f);
ZeroMemory(&light, sizeof(D3DLIGHT9) );
light.Type = D3DLIGHT_POINT;
//light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
light.Specular = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
light.Position = D3DXVECTOR3(4.0f, 4.0f, -4.0f);
light.Range = 100.0f;
light.Attenuation0 = 0.2f; // no constant inverse attenuation
light.Attenuation1 = 0.125f; // only .125 inverse attenuation
light.Attenuation2 = 0.0f; // no square inverse attenuation
//light.Direction = D3DXVECTOR3(-1.0f, -1.0f, 1.0f);
device->SetRenderState( D3DRS_LIGHTING, TRUE );
device->SetLight( 0, &light );
device->LightEnable( 0, TRUE );
device->SetRenderState( D3DRS_SPECULARENABLE, TRUE );
device->SetRenderState (D3DRS_ZENABLE, D3DZB_TRUE);
device->SetRenderState (D3DRS_ZWRITEENABLE, D3DZB_TRUE);
device->SetRenderState (D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
device->SetRenderState (D3DRS_AMBIENT, D3DCOLOR_XRGB(64, 64, 64));
return S_OK;
}
//--------------------------------------------------------------------------------------
// Прорисовка трехмерной сцены
//--------------------------------------------------------------------------------------
void RenderScene()
{
device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(128, 128, 128), 1.0f, 0);
device->BeginScene();
/*device->SetFVF( MY_FVF );
device->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 3, 1,
indices, D3DFMT_INDEX16, points, sizeof(VERTEX3D) );*/
device->SetMaterial( &material );
//polygon->DrawSubset(0);
box->DrawSubset(0);
sphere->DrawSubset(0);
//mesh->DrawSubset(0);
device->EndScene();
device->Present( NULL, NULL, NULL, NULL );
}
//--------------------------------------------------------------------------------------
// Обработка сообщений
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
{
switch (message)
{
case WM_DESTROY:
PostQuitMessage(0);
break;
case WM_SIZE:
case WM_SIZING:
if (g_InitDone) OnResize();
default:
return DefWindowProc(hWnd , message, wParam, lParam);
}
return 0;
}
//--------------------------------------------------------------------------------------
// Очищаем память
//--------------------------------------------------------------------------------------
void Cleanup()
{
}
void OnResize()
{
direct3d->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
¶ms, &device );
} |