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Created October 22, 2010 15:16
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#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>
#include <assert.h>
// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
//define the texture name
#define TEXTURE_NAME L"Chrysanthemum.jpg"
// include the Direct3D Library files
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")
// global declarations
LPDIRECT3D9 d3d;
LPDIRECT3DDEVICE9 d3ddev;
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL;
LPDIRECT3DINDEXBUFFER9 i_buffer = NULL;
IDirect3DTexture9 *g_texture = NULL;
// function prototypes
void initD3D(HWND hWnd);
void render_frame(void);
void cleanD3D(void);
void init_graphics(void);
void init_light(void); // sets up the light and the material
void init_texture( void ); //Initialize the texture
struct CUSTOMVERTEX {FLOAT X, Y, Z; D3DVECTOR NORMAL; FLOAT tu, tv;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1)
// 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.lpszClassName = L"WindowClass";
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL, L"WindowClass", L"Our Direct3D Program",
WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
NULL, NULL, hInstance, NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
initD3D(hWnd);
// enter the main loop:
MSG msg;
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
render_frame();
}
// 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);
}
void init_texture(void)
{
D3DXCreateTextureFromFile(d3ddev, TEXTURE_NAME, &g_texture); //Create a texture from Chrysanthemum.jpg file
assert(g_texture);
}
// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
d3d = Direct3DCreate9(D3D_SDK_VERSION);
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
// create a device class using this information and the info from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
init_graphics(); // call the function to initialize the cube
init_light(); // call the function to initialize the light and material
init_texture(); // call the function to initialize the texture
d3ddev->SetRenderState(D3DRS_LIGHTING, TRUE); // turn on the 3D lighting
d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE); // turn on the z-buffer
d3ddev->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(50, 50, 50)); // ambient light
}
// this is the function used to render a single frame
void render_frame(void)
{
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->BeginScene();
// select which vertex format we are using
d3ddev->SetFVF(CUSTOMFVF);
// set the view transform
D3DXMATRIX matView;
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 8.0f, 25.0f), // the camera position
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction
d3ddev->SetTransform(D3DTS_VIEW, &matView);
// set the projection transform
D3DXMATRIX matProjection;
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45),
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT,
1.0f, // the near view-plane
100.0f); // the far view-plane
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);
// set the world transform
static float index = 0.0f; index+=0.03f;
D3DXMATRIX matRotateY;
D3DXMatrixRotationY(&matRotateY, index);
d3ddev->SetTransform(D3DTS_WORLD, &(matRotateY));
// select the vertex and index buffers to use
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
d3ddev->SetIndices(i_buffer);
d3ddev->SetTexture(0, g_texture);
// draw the cube
d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 96, 0, 48);
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
v_buffer->Release();
i_buffer->Release();
d3ddev->Release();
d3d->Release();
g_texture->Release();
}
// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{
// create the vertices using the CUSTOMVERTEX struct
CUSTOMVERTEX vertices[] =
{
{ -3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, }, // side 1
{ 3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ -3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ 3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ -3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, }, // side 2
{ -3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ 3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ 3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ -3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, }, // side 3
{ -3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, },
{ 3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, },
{ 3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, },
{ -3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, }, // side 4
{ 3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, },
{ -3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, },
{ 3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, },
{ 3.0f, -3.0f, -3.0f, 1.0f, 0.0f, 0.0f, }, // side 5
{ 3.0f, 3.0f, -3.0f, 1.0f, 0.0f, 0.0f, },
{ 3.0f, -3.0f, 3.0f, 1.0f, 0.0f, 0.0f, },
{ 3.0f, 3.0f, 3.0f, 1.0f, 0.0f, 0.0f, },
{ -3.0f, -3.0f, -3.0f, -1.0f, 0.0f, 0.0f, }, // side 6
{ -3.0f, -3.0f, 3.0f, -1.0f, 0.0f, 0.0f, },
{ -3.0f, 3.0f, -3.0f, -1.0f, 0.0f, 0.0f, },
{ -3.0f, 3.0f, 3.0f, -1.0f, 0.0f, 0.0f, },
// the roof
{ -4.0f, 3.0f, 4.0f, 0.0f, 0.0f, 1.0f, }, // side 1
{ 4.0f, 3.0f, 4.0f, 0.0f, 0.0f, 1.0f, },
{ 0.0f, 6.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ 0.0f, 6.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ -4.0f, 3.0f, -4.0f, 0.0f, 0.0f, -1.0f, }, // side 2
{ 0.0f, 6.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ 4.0f, 3.0f, -4.0f, 0.0f, 0.0f, -1.0f, },
{ 0.0f, 6.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ 0.0f, 6.0f, -3.0f, 0.0f, 1.0f, 0.0f, }, // side 3
{ 0.0f, 6.0f, 3.0f, 0.0f, 1.0f, 0.0f, },
{ 0.0f, 6.0f, -3.0f, 0.0f, 1.0f, 0.0f, },
{ 0.0f, 6.0f, 3.0f, 0.0f, 1.0f, 0.0f, },
{ -4.0f, 3.0f, -4.0f, 0.0f, -1.0f, 0.0f, }, // side 4
{ 4.0f, 3.0f, -4.0f, 0.0f, -1.0f, 0.0f, },
{ -4.0f, 3.0f, 4.0f, 0.0f, -1.0f, 0.0f, },
{ 4.0f, 3.0f, 4.0f, 0.0f, -1.0f, 0.0f, },
{ 4.0f, 3.0f, -4.0f, 1.0f, 0.0f, 0.0f, }, // side 5
{ 0.0f, 6.0f, -3.0f, 1.0f, 0.0f, 0.0f, },
{ 4.0f, 3.0f, 4.0f, 1.0f, 0.0f, 0.0f, },
{ 0.0f, 6.0f, 3.0f, 1.0f, 0.0f, 0.0f, },
{ -4.0f, 3.0f, -4.0f, -1.0f, 0.0f, 0.0f, }, // side 6
{ -4.0f, 3.0f, 4.0f, -1.0f, 0.0f, 0.0f, },
{ 0.0f, 6.0f, -3.0f, -1.0f, 0.0f, 0.0f, },
{ 0.0f, 6.0f, 3.0f, -1.0f, 0.0f, 0.0f, },
// hanger
{ 3.0f, -3.0f, 1.0f, 0.0f, 0.0f, 1.0f, }, // side 1
{ 7.0f, -3.0f, 1.0f, 0.0f, 0.0f, 1.0f, },
{ 3.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, },
{ 7.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, },
{ 3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, }, // side 2
{ 3.0f, 1.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ 7.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ 7.0f, 0.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ 3.0f, 1.0f, -3.0f, 0.0f, 1.0f, 0.0f, }, // side 3
{ 3.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, },
{ 7.0f, 0.0f, -3.0f, 0.0f, 1.0f, 0.0f, },
{ 7.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, },
{ 3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, }, // side 4
{ 7.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, },
{ 3.0f, -3.0f, 1.0f, 0.0f, -1.0f, 0.0f, },
{ 7.0f, -3.0f, 1.0f, 0.0f, -1.0f, 0.0f, },
{ 7.0f, -3.0f, -3.0f, 1.0f, 0.0f, 0.0f, }, // side 5
{ 7.0f, 0.0f, -3.0f, 1.0f, 0.0f, 0.0f, },
{ 7.0f, -3.0f, 1.0f, 1.0f, 0.0f, 0.0f, },
{ 7.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, },
{ 3.0f, -3.0f, -3.0f, -1.0f, 0.0f, 0.0f, }, // side 6
{ 3.0f, -3.0f, 1.0f, -1.0f, 0.0f, 0.0f, },
{ 3.0f, 0.0f, -3.0f, -1.0f, 0.0f, 0.0f, },
{ 3.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, },
// smoker
{ -2.0f, 3.0f, -1.0f, 0.0f, 0.0f, 1.0f, }, // side 1
{ -1.0f, 3.0f, -1.0f, 0.0f, 0.0f, 1.0f, },
{ -2.0f, 8.0f, -1.0f, 0.0f, 0.0f, 1.0f, },
{-1.0f, 8.0f, -1.0f, 0.0f, 0.0f, 1.0f, },
{ -2.0f, 3.0f, -2.0f, 0.0f, 0.0f, -1.0f, }, // side 2
{ -2.0f, 8.0f, -2.0f, 0.0f, 0.0f, -1.0f, },
{ -1.0f, 3.0f, -2.0f, 0.0f, 0.0f, -1.0f, },
{ -1.0f, 8.0f, -2.0f, 0.0f, 0.0f, -1.0f, },
{ -2.0f, 8.0f, -2.0f, 0.0f, 1.0f, 0.0f, }, // side 3
{ -2.0f, 8.0f, -1.0f, 0.0f, 1.0f, 0.0f, },
{ -1.0f, 8.0f, -2.0f, 0.0f, 1.0f, 0.0f, },
{ -1.0f, 8.0f, -1.0f, 0.0f, 1.0f, 0.0f, },
{ -2.0f, 3.0f, -2.0f, 0.0f, -1.0f, 0.0f, }, // side 4
{ -1.0f, 3.0f, -2.0f, 0.0f, -1.0f, 0.0f, },
{ -2.0f, 3.0f, -1.0f, 0.0f, -1.0f, 0.0f, },
{ -1.0f, 3.0f, -1.0f, 0.0f, -1.0f, 0.0f, },
{ -1.0f, 3.0f, -2.0f, 1.0f, 0.0f, 0.0f, }, // side 5
{ -1.0f, 8.0f, -2.0f, 1.0f, 0.0f, 0.0f, },
{ -1.0f, 3.0f, -1.0f, 1.0f, 0.0f, 0.0f, },
{ -1.0f, 8.0f, -1.0f, 1.0f, 0.0f, 0.0f, },
{ -2.0f, 3.0f, -2.0f, -1.0f, 0.0f, 0.0f, }, // side 6
{ -2.0f, 3.0f, -1.0f, -1.0f, 0.0f, 0.0f, },
{ -2.0f, 8.0f, -2.0f, -1.0f, 0.0f, 0.0f, },
{ -2.0f, 8.0f, -1.0f, -1.0f, 0.0f, 0.0f, },
};
for(int i = 0; i < 96; i++)
{
vertices[i].tu = ( (FLOAT) (rand() % (i+1) ) / 97.0f );
vertices[i].tv = ( (FLOAT) (rand() % (i+1) ) / 97.0f) ;
}
// create a vertex buffer interface called v_buffer
d3ddev->CreateVertexBuffer(96*sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&v_buffer,
NULL);
VOID* pVoid; // a void pointer
// lock v_buffer and load the vertices into it
v_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices, sizeof(vertices));
v_buffer->Unlock();
// create the indices using an int array
short indices[] =
{
0, 1, 2, // side 1
2, 1, 3,
4, 5, 6, // side 2
6, 5, 7,
8, 9, 10, // side 3
10, 9, 11,
12, 13, 14, // side 4
14, 13, 15,
16, 17, 18, // side 5
18, 17, 19,
20, 21, 22, // side 6
22, 21, 23,
// roof here
0+24, 1+24, 2+24, // side 1
2+24, 1+24, 3+24,
4+24, 5+24, 6+24, // side 2
6+24, 5+24, 7+24,
8+24, 9+24, 10+24, // side 3
10+24, 9+24, 11+24,
12+24, 13+24, 14+24, // side 4
14+24, 13+24, 15+24,
16+24, 17+24, 18+24, // side 5
18+24, 17+24, 19+24,
20+24, 21+24, 22+24, // side 6
22+24, 21+24, 23+24,
// hanger
0+24+24, 1+24+24, 2+24+24, // side 1
2+24+24, 1+24+24, 3+24+24,
4+24+24, 5+24+24, 6+24+24, // side 2
6+24+24, 5+24+24, 7+24+24,
8+24+24, 9+24+24, 10+24+24, // side 3
10+24+24, 9+24+24, 11+24+24,
12+24+24, 13+24+24, 14+24+24, // side 4
14+24+24, 13+24+24, 15+24+24,
16+24+24, 17+24+24, 18+24+24, // side 5
18+24+24, 17+24+24, 19+24+24,
20+24+24, 21+24+24, 22+24+24, // side 6
22+24+24, 21+24+24, 23+24+24,
// smoker
0+24+24+24, 1+24+24+24, 2+24+24+24, // side 1
2+24+24+24, 1+24+24+24, 3+24+24+24,
4+24+24+24, 5+24+24+24, 6+24+24+24, // side 2
6+24+24+24, 5+24+24+24, 7+24+24+24,
8+24+24+24, 9+24+24+24, 10+24+24+24, // side 3
10+24+24+24, 9+24+24+24, 11+24+24+24,
12+24+24+24, 13+24+24+24, 14+24+24+24, // side 4
14+24+24+24, 13+24+24+24, 15+24+24+24,
16+24+24+24, 17+24+24+24, 18+24+24+24, // side 5
18+24+24+24, 17+24+24+24, 19+24+24+24,
20+24+24+24, 21+24+24+24, 22+24+24+24, // side 6
22+24+24+24, 21+24+24+24, 23+24+24+24,
};
// create an index buffer interface called i_buffer
d3ddev->CreateIndexBuffer(144*sizeof(short),
0,
D3DFMT_INDEX16,
D3DPOOL_MANAGED,
&i_buffer,
NULL);
// lock i_buffer and load the indices into it
i_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, indices, sizeof(indices));
i_buffer->Unlock();
}
// this is the function that sets up the lights and materials
void init_light(void)
{
D3DLIGHT9 light; // create the light struct
D3DMATERIAL9 material; // create the material struct
ZeroMemory(&light, sizeof(light)); // clear out the light struct for use
light.Type = D3DLIGHT_DIRECTIONAL; // make the light type 'directional light'
light.Diffuse = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f); // set the light's color
light.Direction = D3DXVECTOR3(-1.0f, -0.3f, -1.0f);
d3ddev->SetLight(0, &light); // send the light struct properties to light #0
d3ddev->LightEnable(0, TRUE); // turn on light #0
ZeroMemory(&material, sizeof(D3DMATERIAL9)); // clear out the struct for use
material.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); // set diffuse color to white
material.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); // set ambient color to white
d3ddev->SetMaterial(&material); // set the globably-used material to &material
}
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