1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190
|
// INCLUDE THE BASIC WINDOWS HEADER FILES AND THE DIRECT3D HEADER FILES
#include <windows.h>
#include <windowsx.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
// INCLUDE THE DIRECT3D LIBRARY FILES
#pragma comment (lib, "d3d11.lib")
#pragma comment (lib, "d3dx11.lib")
#pragma comment (lib, "d3dx10.lib")
// GLOBAL DECLARATIONS
IDXGISwapChain *swapchain; // THE POINTER TO THE SWAP CHAIN INTERFACE
ID3D11Device *dev; // THE POINTER TO THE DIRECT3D DEVICE INTERFACE
ID3D11DeviceContext *devcon; // THE POINTER TO OUR DIRECT3D DEVICE CONTEXT
ID3D11RenderTargetView *backbuffer; // THE POINTER TO OUR BACK BUFFER
// FUNCTION PROTOTYPES
void InitD3D(HWND hWnd); // SETS UP AND INITIALIZES DIRECT3D
void RenderFrame(void); // RENDERS A SINGLE FRAME
void CleanD3D(void); // CLOSES DIRECT3D AND RELEASES MEMORY
// THE WINDOWPROC FUNCTION PROTOTYPE
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// THE ENTRY POINT FOR ANY WINDOWS PROGRAM
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = "WindowClass";
RegisterClassEx(&wc);
RECT wr = { 0, 0, 800, 600 };
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);
hWnd = CreateWindowEx(NULL,
"WindowClass",
"Our First Direct3D Program",
WS_OVERLAPPEDWINDOW,
300,
300,
wr.right - wr.left,
wr.bottom - wr.top,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
// SET UP AND INITIALIZE DIRECT3D
InitD3D(hWnd);
// ENTER THE MAIN LOOP::
MSG msg;
while (TRUE)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
break;
}
RenderFrame();
}
// CLEAN UP DIRECTX AND COM
CleanD3D();
return msg.wParam;
}
// THIS IS THE MAIN MESSAGE HANDLER FOR THE PROGRAM
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}
// THIS FUNCTION INITIALIZES AND PREPARES DIRECT3D FOR USE
void InitD3D(HWND hWnd)
{
// CREATE A STRUCT TO HOLD INFO ABOUT THE SWAP CHAIN
DXGI_SWAP_CHAIN_DESC scd;
// CLEAR OUT THE STRUCT FOR USE
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
// FILL THE SWAP CHAIN DESCRIPTION STRUCT
scd.BufferCount = 1; // ONE BACK BUFFER
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // USE 32 BIT COLOR
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // HOW SWAP CHAIN IS TO BE USED
scd.OutputWindow = hWnd; // THE WINDOW TO BE USED
scd.SampleDesc.Count = 1; // HOW MANY MULTI SAMPLES
scd.SampleDesc.Quality = 0; // MULTI SAMPLE QUALITY LEVEL
scd.Windowed = TRUE; // TRUE FOR WINDOWED MODE
// CREATE A DEVICE, DEVICE CONTEXT AND SWAP CHAIN USING THE INFO IN THE SCD STRUCT
D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
NULL,
NULL,
NULL,
D3D11_SDK_VERSION,
&scd,
&swapchain,
&dev,
NULL,
&devcon);
// GET THE ADDRESS OF THE BACK BUFFER
ID3D11Texture2D *pBackBuffer;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
// USE THE BACK BUFFER ADDRESS TO CREATE A RENDER TARGET
dev->CreateRenderTargetView(pBackBuffer, NULL, &backbuffer);
pBackBuffer->Release();
// SET THE RENDER TARGET AS THE BACK BUFFER
devcon->OMSetRenderTargets(1, &backbuffer, NULL);
// SET THE VIEWPORT
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = 800;
viewport.Height = 600;
devcon->RSSetViewports(1, &viewport);
}
// THIS IS THE FUNCTION USED TO RENDER A SINGLE FRAME
void RenderFrame(void)
{
// CLEAR THE BACK BUFFER TO A DEEP BLUE
devcon->ClearRenderTargetView(backbuffer, D3DXCOLOR(0.1f, 0.2f, 0.4f, 1.0f));
// DO 3D RENDERING FOR THE BACK BUFFER HERE
// SWITCH THE BACK BUFFER AND THE FRONT BUFFER
swapchain->Present(0, 0);
}
// THIS IS THE FUNCTION THAT CLEANS UP DIRECT3D AND COM
void CleanD3D(void)
{
// CLOSE AND RELEASE ALL EXSISTING COM OBJECTS
swapchain->Release();
backbuffer->Release();
dev->Release();
devcon->Release();
}
|