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@YukiSnowy
Last active October 8, 2023 13:56
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example SDL2 Direct3D9 application
// g++ *.cpp -o d3d9 -lmingw32 -lSDL2main -lSDL2 -I/dxsdk/include -L/dxsdk/lib -DUNICODE -ld3d9 -ld3dx9
// http://blog.fourthwoods.com/2011/08/11/setting-up-mingw-for-directx/
// http://www.directxtutorial.com/Lesson.aspx?lessonid=9-4-4
#include <iostream>
using namespace std;
#include <SDL2/SDL.h>
#include <windows.h>
#include <d3d9.h>
#include <d3dx9.h>
IDirect3DDevice9* d3ddev;
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL;
struct CUSTOMVERTEX {FLOAT X, Y, Z, RHW; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
void init_graphics(void)
{
// create the vertices using the CUSTOMVERTEX struct
CUSTOMVERTEX vertices[] =
{
{ 400.0f, 62.5f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 0, 255), },
{ 650.0f, 500.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 255, 0), },
{ 150.0f, 500.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(255, 0, 0), },
};
// create a vertex buffer interface called v_buffer
d3ddev->CreateVertexBuffer(3*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();
}
void render_frame(void)
{
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->BeginScene();
// select which vertex format we are using
d3ddev->SetFVF(CUSTOMFVF);
// select the vertex buffer to display
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
// copy the vertex buffer to the back buffer
d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
int main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Event event;
SDL_Init(SDL_INIT_VIDEO);
window = SDL_CreateWindow("example SDL2 Direct3D9 application",SDL_WINDOWPOS_UNDEFINED,SDL_WINDOWPOS_UNDEFINED,800,600,SDL_WINDOW_RESIZABLE);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
//IDirect3DDevice9* Direct3D_device = SDL_RenderGetD3D9Device(renderer);
d3ddev = SDL_RenderGetD3D9Device(renderer);
init_graphics();
while (true)
{
SDL_PollEvent(&event);
if (event.type == SDL_QUIT)
{
d3ddev->Release();
break;
}
render_frame();
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
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