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Minimal D3D11

Minimal D3D11

Minimal D3D11 reference implementation: An uncluttered Direct3D 11 setup + basic rendering primer and API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion that should be easy to follow from the code alone. ~200 LOC. No modern C++, OOP or (other) obscuring cruft. View on YouTube

hollowcube

Also check out Minimal D3D11 pt2, reconfigured for instanced rendering and with a smaller, tighter, simplified overall code structure, or Minimal D3D11 pt3, with shadowmapping + showcasing a range of alternative setup and rendering techniques.

#pragma comment(lib, "user32")
#pragma comment(lib, "d3d11")
#pragma comment(lib, "d3dcompiler")
///////////////////////////////////////////////////////////////////////////////////////////////////
#include <windows.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#include <math.h> // sin, cos
#include "xube.h" // 3d model
///////////////////////////////////////////////////////////////////////////////////////////////////
#define TITLE "Minimal D3D11 by d7samurai"
///////////////////////////////////////////////////////////////////////////////////////////////////
struct float3 { float x, y, z; };
struct matrix { float m[4][4]; };
matrix operator*(const matrix& m1, const matrix& m2);
///////////////////////////////////////////////////////////////////////////////////////////////////
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
WNDCLASSA wndclass = { 0, DefWindowProcA, 0, 0, 0, 0, 0, 0, 0, TITLE };
RegisterClassA(&wndclass);
HWND window = CreateWindowExA(0, TITLE, TITLE, WS_POPUP | WS_MAXIMIZE | WS_VISIBLE, 0, 0, 0, 0, nullptr, nullptr, nullptr, nullptr);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D_FEATURE_LEVEL featurelevels[] = { D3D_FEATURE_LEVEL_11_0 };
DXGI_SWAP_CHAIN_DESC swapchaindesc = {};
swapchaindesc.BufferDesc.Width = 0; // use window width
swapchaindesc.BufferDesc.Height = 0; // use window height
swapchaindesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // can't specify SRGB framebuffer directly when using FLIP model swap effect. see lines 49, 66
swapchaindesc.SampleDesc.Count = 1;
swapchaindesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapchaindesc.BufferCount = 2;
swapchaindesc.OutputWindow = window;
swapchaindesc.Windowed = TRUE;
swapchaindesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
IDXGISwapChain* swapchain;
ID3D11Device* device;
ID3D11DeviceContext* devicecontext;
D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, D3D11_CREATE_DEVICE_BGRA_SUPPORT | D3D11_CREATE_DEVICE_DEBUG, featurelevels, ARRAYSIZE(featurelevels), D3D11_SDK_VERSION, &swapchaindesc, &swapchain, &device, nullptr, &devicecontext); // D3D11_CREATE_DEVICE_DEBUG is optional, but provides useful d3d11 debug output
swapchain->GetDesc(&swapchaindesc); // update swapchaindesc with actual window size
///////////////////////////////////////////////////////////////////////////////////////////////
ID3D11Texture2D* framebuffer;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&framebuffer); // grab framebuffer from swapchain
D3D11_RENDER_TARGET_VIEW_DESC framebufferRTVdesc = {}; // needed for SRGB framebuffer when using FLIP model swap effect
framebufferRTVdesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
framebufferRTVdesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
ID3D11RenderTargetView* framebufferRTV;
device->CreateRenderTargetView(framebuffer, &framebufferRTVdesc, &framebufferRTV);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_TEXTURE2D_DESC depthbufferdesc;
framebuffer->GetDesc(&depthbufferdesc); // copy framebuffer properties; they're mostly the same
depthbufferdesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthbufferdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
ID3D11Texture2D* depthbuffer;
device->CreateTexture2D(&depthbufferdesc, nullptr, &depthbuffer);
ID3D11DepthStencilView* depthbufferDSV;
device->CreateDepthStencilView(depthbuffer, nullptr, &depthbufferDSV);
///////////////////////////////////////////////////////////////////////////////////////////////
ID3DBlob* vertexshaderCSO;
D3DCompileFromFile(L"gpu.hlsl", nullptr, nullptr, "myvertexshader", "vs_5_0", 0, 0, &vertexshaderCSO, nullptr);
ID3D11VertexShader* vertexshader;
device->CreateVertexShader(vertexshaderCSO->GetBufferPointer(), vertexshaderCSO->GetBufferSize(), nullptr, &vertexshader);
D3D11_INPUT_ELEMENT_DESC inputelementdesc[] = // maps to vertexdata struct in gpu.hlsl via semantic names ("POS", "NOR", "TEX", "COL")
{
{ "POS", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, // float3 position
{ "NOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, // float3 normal
{ "TEX", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, // float2 texcoord
{ "COL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, // float3 color
};
ID3D11InputLayout* inputlayout;
device->CreateInputLayout(inputelementdesc, ARRAYSIZE(inputelementdesc), vertexshaderCSO->GetBufferPointer(), vertexshaderCSO->GetBufferSize(), &inputlayout);
///////////////////////////////////////////////////////////////////////////////////////////////
ID3DBlob* pixelshaderCSO;
D3DCompileFromFile(L"gpu.hlsl", nullptr, nullptr, "mypixelshader", "ps_5_0", 0, 0, &pixelshaderCSO, nullptr);
ID3D11PixelShader* pixelshader;
device->CreatePixelShader(pixelshaderCSO->GetBufferPointer(), pixelshaderCSO->GetBufferSize(), nullptr, &pixelshader);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_RASTERIZER_DESC rasterizerdesc = {};
rasterizerdesc.FillMode = D3D11_FILL_SOLID;
rasterizerdesc.CullMode = D3D11_CULL_BACK;
ID3D11RasterizerState* rasterizerstate;
device->CreateRasterizerState(&rasterizerdesc, &rasterizerstate);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_SAMPLER_DESC samplerdesc = {};
samplerdesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
samplerdesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerdesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerdesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerdesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
ID3D11SamplerState* samplerstate;
device->CreateSamplerState(&samplerdesc, &samplerstate);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_DEPTH_STENCIL_DESC depthstencildesc = {};
depthstencildesc.DepthEnable = TRUE;
depthstencildesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthstencildesc.DepthFunc = D3D11_COMPARISON_LESS;
ID3D11DepthStencilState* depthstencilstate;
device->CreateDepthStencilState(&depthstencildesc, &depthstencilstate);
///////////////////////////////////////////////////////////////////////////////////////////////
struct Constants { matrix transform, projection; float3 lightvector; };
D3D11_BUFFER_DESC constantbufferdesc = {};
constantbufferdesc.ByteWidth = sizeof(Constants) + 0xf & 0xfffffff0; // ensure constant buffer size is multiple of 16 bytes
constantbufferdesc.Usage = D3D11_USAGE_DYNAMIC; // will be updated every frame
constantbufferdesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constantbufferdesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
ID3D11Buffer* constantbuffer;
device->CreateBuffer(&constantbufferdesc, nullptr, &constantbuffer);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_TEXTURE2D_DESC texturedesc = {};
texturedesc.Width = TEXTURE_WIDTH; // in xube.h
texturedesc.Height = TEXTURE_HEIGHT; // in xube.h
texturedesc.MipLevels = 1;
texturedesc.ArraySize = 1;
texturedesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; // same as framebuffer(view)
texturedesc.SampleDesc.Count = 1;
texturedesc.Usage = D3D11_USAGE_IMMUTABLE;
texturedesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
D3D11_SUBRESOURCE_DATA textureSRD = {};
textureSRD.pSysMem = texturedata; // in xube.h
textureSRD.SysMemPitch = TEXTURE_WIDTH * sizeof(UINT); // 1 UINT = 4 bytes per pixel, 0xAARRGGBB
ID3D11Texture2D* texture;
device->CreateTexture2D(&texturedesc, &textureSRD, &texture);
ID3D11ShaderResourceView* textureSRV;
device->CreateShaderResourceView(texture, nullptr, &textureSRV);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_BUFFER_DESC vertexbufferdesc = {};
vertexbufferdesc.ByteWidth = sizeof(vertexdata); // in xube.h
vertexbufferdesc.Usage = D3D11_USAGE_IMMUTABLE;
vertexbufferdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA vertexbufferSRD = { vertexdata };
ID3D11Buffer* vertexbuffer;
device->CreateBuffer(&vertexbufferdesc, &vertexbufferSRD, &vertexbuffer);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_BUFFER_DESC indexbufferdesc = {};
indexbufferdesc.ByteWidth = sizeof(indexdata); // in xube.h
indexbufferdesc.Usage = D3D11_USAGE_IMMUTABLE;
indexbufferdesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
D3D11_SUBRESOURCE_DATA indexbufferSRD = { indexdata };
ID3D11Buffer* indexbuffer;
device->CreateBuffer(&indexbufferdesc, &indexbufferSRD, &indexbuffer);
///////////////////////////////////////////////////////////////////////////////////////////////
FLOAT clearcolor[4] = { 0.025f, 0.025f, 0.025f, 1.0f };
UINT stride = 11 * sizeof(float); // vertex size (11 floats: float3 position, float3 normal, float2 texcoord, float3 color)
UINT offset = 0;
D3D11_VIEWPORT viewport = { 0.0f, 0.0f, (float)swapchaindesc.BufferDesc.Width, (float)swapchaindesc.BufferDesc.Height, 0.0f, 1.0f };
///////////////////////////////////////////////////////////////////////////////////////////////
float w = viewport.Width / viewport.Height; // width (aspect ratio)
float h = 1.0f; // height
float n = 1.0f; // near
float f = 9.0f; // far
float3 modelrotation = { 0.0f, 0.0f, 0.0f };
float3 modelscale = { 1.0f, 1.0f, 1.0f };
float3 modeltranslation = { 0.0f, 0.0f, 4.0f };
///////////////////////////////////////////////////////////////////////////////////////////////
while (true)
{
MSG msg;
while (PeekMessageA(&msg, nullptr, 0, 0, PM_REMOVE))
{
if (msg.message == WM_KEYDOWN) return 0; // PRESS ANY KEY TO EXIT
DispatchMessageA(&msg);
}
///////////////////////////////////////////////////////////////////////////////////////////
matrix rotatex = { 1, 0, 0, 0, 0, (float)cos(modelrotation.x), -(float)sin(modelrotation.x), 0, 0, (float)sin(modelrotation.x), (float)cos(modelrotation.x), 0, 0, 0, 0, 1 };
matrix rotatey = { (float)cos(modelrotation.y), 0, (float)sin(modelrotation.y), 0, 0, 1, 0, 0, -(float)sin(modelrotation.y), 0, (float)cos(modelrotation.y), 0, 0, 0, 0, 1 };
matrix rotatez = { (float)cos(modelrotation.z), -(float)sin(modelrotation.z), 0, 0, (float)sin(modelrotation.z), (float)cos(modelrotation.z), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };
matrix scale = { modelscale.x, 0, 0, 0, 0, modelscale.y, 0, 0, 0, 0, modelscale.z, 0, 0, 0, 0, 1 };
matrix translate = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, modeltranslation.x, modeltranslation.y, modeltranslation.z, 1 };
modelrotation.x += 0.005f;
modelrotation.y += 0.009f;
modelrotation.z += 0.001f;
///////////////////////////////////////////////////////////////////////////////////////////
D3D11_MAPPED_SUBRESOURCE constantbufferMSR;
devicecontext->Map(constantbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &constantbufferMSR); // update constant buffer every frame
{
Constants* constants = (Constants*)constantbufferMSR.pData;
constants->transform = rotatex * rotatey * rotatez * scale * translate;
constants->projection = { 2 * n / w, 0, 0, 0, 0, 2 * n / h, 0, 0, 0, 0, f / (f - n), 1, 0, 0, n * f / (n - f), 0 };
constants->lightvector = { 1.0f, -1.0f, 1.0f };
}
devicecontext->Unmap(constantbuffer, 0);
///////////////////////////////////////////////////////////////////////////////////////////
devicecontext->ClearRenderTargetView(framebufferRTV, clearcolor);
devicecontext->ClearDepthStencilView(depthbufferDSV, D3D11_CLEAR_DEPTH, 1.0f, 0);
devicecontext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
devicecontext->IASetInputLayout(inputlayout);
devicecontext->IASetVertexBuffers(0, 1, &vertexbuffer, &stride, &offset);
devicecontext->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R32_UINT, 0);
devicecontext->VSSetShader(vertexshader, nullptr, 0);
devicecontext->VSSetConstantBuffers(0, 1, &constantbuffer);
devicecontext->RSSetViewports(1, &viewport);
devicecontext->RSSetState(rasterizerstate);
devicecontext->PSSetShader(pixelshader, nullptr, 0);
devicecontext->PSSetShaderResources(0, 1, &textureSRV);
devicecontext->PSSetSamplers(0, 1, &samplerstate);
devicecontext->OMSetRenderTargets(1, &framebufferRTV, depthbufferDSV);
devicecontext->OMSetDepthStencilState(depthstencilstate, 0);
devicecontext->OMSetBlendState(nullptr, nullptr, 0xffffffff); // use default blend mode (i.e. no blending)
///////////////////////////////////////////////////////////////////////////////////////////
devicecontext->DrawIndexed(ARRAYSIZE(indexdata), 0, 0);
///////////////////////////////////////////////////////////////////////////////////////////
swapchain->Present(1, 0);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
matrix operator*(const matrix& m1, const matrix& m2)
{
return
{
m1.m[0][0] * m2.m[0][0] + m1.m[0][1] * m2.m[1][0] + m1.m[0][2] * m2.m[2][0] + m1.m[0][3] * m2.m[3][0],
m1.m[0][0] * m2.m[0][1] + m1.m[0][1] * m2.m[1][1] + m1.m[0][2] * m2.m[2][1] + m1.m[0][3] * m2.m[3][1],
m1.m[0][0] * m2.m[0][2] + m1.m[0][1] * m2.m[1][2] + m1.m[0][2] * m2.m[2][2] + m1.m[0][3] * m2.m[3][2],
m1.m[0][0] * m2.m[0][3] + m1.m[0][1] * m2.m[1][3] + m1.m[0][2] * m2.m[2][3] + m1.m[0][3] * m2.m[3][3],
m1.m[1][0] * m2.m[0][0] + m1.m[1][1] * m2.m[1][0] + m1.m[1][2] * m2.m[2][0] + m1.m[1][3] * m2.m[3][0],
m1.m[1][0] * m2.m[0][1] + m1.m[1][1] * m2.m[1][1] + m1.m[1][2] * m2.m[2][1] + m1.m[1][3] * m2.m[3][1],
m1.m[1][0] * m2.m[0][2] + m1.m[1][1] * m2.m[1][2] + m1.m[1][2] * m2.m[2][2] + m1.m[1][3] * m2.m[3][2],
m1.m[1][0] * m2.m[0][3] + m1.m[1][1] * m2.m[1][3] + m1.m[1][2] * m2.m[2][3] + m1.m[1][3] * m2.m[3][3],
m1.m[2][0] * m2.m[0][0] + m1.m[2][1] * m2.m[1][0] + m1.m[2][2] * m2.m[2][0] + m1.m[2][3] * m2.m[3][0],
m1.m[2][0] * m2.m[0][1] + m1.m[2][1] * m2.m[1][1] + m1.m[2][2] * m2.m[2][1] + m1.m[2][3] * m2.m[3][1],
m1.m[2][0] * m2.m[0][2] + m1.m[2][1] * m2.m[1][2] + m1.m[2][2] * m2.m[2][2] + m1.m[2][3] * m2.m[3][2],
m1.m[2][0] * m2.m[0][3] + m1.m[2][1] * m2.m[1][3] + m1.m[2][2] * m2.m[2][3] + m1.m[2][3] * m2.m[3][3],
m1.m[3][0] * m2.m[0][0] + m1.m[3][1] * m2.m[1][0] + m1.m[3][2] * m2.m[2][0] + m1.m[3][3] * m2.m[3][0],
m1.m[3][0] * m2.m[0][1] + m1.m[3][1] * m2.m[1][1] + m1.m[3][2] * m2.m[2][1] + m1.m[3][3] * m2.m[3][1],
m1.m[3][0] * m2.m[0][2] + m1.m[3][1] * m2.m[1][2] + m1.m[3][2] * m2.m[2][2] + m1.m[3][3] * m2.m[3][2],
m1.m[3][0] * m2.m[0][3] + m1.m[3][1] * m2.m[1][3] + m1.m[3][2] * m2.m[2][3] + m1.m[3][3] * m2.m[3][3],
};
}
cbuffer constants : register(b0)
{
row_major float4x4 transform;
row_major float4x4 projection;
float3 lightvector;
}
struct vertexdata
{
float3 position : POS;
float3 normal : NOR;
float2 texcoord : TEX;
float3 color : COL;
};
struct pixeldata
{
float4 position : SV_POSITION;
float2 texcoord : TEX;
float4 color : COL;
};
Texture2D mytexture : register(t0);
SamplerState mysampler : register(s0);
pixeldata myvertexshader(vertexdata vertex)
{
float light = clamp(dot(mul(vertex.normal, transform), normalize(-lightvector)), 0.0f, 1.0f) * 0.8f + 0.2f;
pixeldata output;
output.position = mul(float4(vertex.position, 1.0f), mul(transform, projection));
output.texcoord = vertex.texcoord;
output.color = float4(vertex.color * light, 1.0f);
return output;
}
float4 mypixelshader(pixeldata pixel) : SV_TARGET
{
return mytexture.Sample(mysampler, pixel.texcoord) * pixel.color;
}
#define TEXTURE_WIDTH 2
#define TEXTURE_HEIGHT 2
UINT texturedata[] = // 2x2 pixel checkerboard pattern, 0xAARRGGBB
{
0xffffffff, 0xff7f7f7f,
0xff7f7f7f, 0xffffffff,
};
float vertexdata[] = // pos.x, pos.y, pos.z, nor.x, nor.y, nor.z, tex.u, tex.v, col.r, col.g, col.b,
{
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.973f, 0.480f, 0.002f,
-0.6f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 2.0f, 0.0f, 0.973f, 0.480f, 0.002f,
0.6f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 8.0f, 0.0f, 0.973f, 0.480f, 0.002f,
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 10.0f, 0.0f, 0.973f, 0.480f, 0.002f,
-0.6f, 0.6f, -1.0f, 0.0f, 0.0f, -1.0f, 2.0f, 2.0f, 0.973f, 0.480f, 0.002f,
0.6f, 0.6f, -1.0f, 0.0f, 0.0f, -1.0f, 8.0f, 2.0f, 0.973f, 0.480f, 0.002f,
-0.6f, -0.6f, -1.0f, 0.0f, 0.0f, -1.0f, 2.0f, 8.0f, 0.973f, 0.480f, 0.002f,
0.6f, -0.6f, -1.0f, 0.0f, 0.0f, -1.0f, 8.0f, 8.0f, 0.973f, 0.480f, 0.002f,
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 10.0f, 0.973f, 0.480f, 0.002f,
-0.6f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 2.0f, 10.0f, 0.973f, 0.480f, 0.002f,
0.6f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 8.0f, 10.0f, 0.973f, 0.480f, 0.002f,
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 10.0f, 10.0f, 0.973f, 0.480f, 0.002f,
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.897f, 0.163f, 0.011f,
1.0f, 1.0f, -0.6f, 1.0f, 0.0f, 0.0f, 2.0f, 0.0f, 0.897f, 0.163f, 0.011f,
1.0f, 1.0f, 0.6f, 1.0f, 0.0f, 0.0f, 8.0f, 0.0f, 0.897f, 0.163f, 0.011f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 10.0f, 0.0f, 0.897f, 0.163f, 0.011f,
1.0f, 0.6f, -0.6f, 1.0f, 0.0f, 0.0f, 2.0f, 2.0f, 0.897f, 0.163f, 0.011f,
1.0f, 0.6f, 0.6f, 1.0f, 0.0f, 0.0f, 8.0f, 2.0f, 0.897f, 0.163f, 0.011f,
1.0f, -0.6f, -0.6f, 1.0f, 0.0f, 0.0f, 2.0f, 8.0f, 0.897f, 0.163f, 0.011f,
1.0f, -0.6f, 0.6f, 1.0f, 0.0f, 0.0f, 8.0f, 8.0f, 0.897f, 0.163f, 0.011f,
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 10.0f, 0.897f, 0.163f, 0.011f,
1.0f, -1.0f, -0.6f, 1.0f, 0.0f, 0.0f, 2.0f, 10.0f, 0.897f, 0.163f, 0.011f,
1.0f, -1.0f, 0.6f, 1.0f, 0.0f, 0.0f, 8.0f, 10.0f, 0.897f, 0.163f, 0.011f,
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 10.0f, 10.0f, 0.897f, 0.163f, 0.011f,
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.612f, 0.000f, 0.069f,
0.6f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 2.0f, 0.0f, 0.612f, 0.000f, 0.069f,
-0.6f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 8.0f, 0.0f, 0.612f, 0.000f, 0.069f,
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 10.0f, 0.0f, 0.612f, 0.000f, 0.069f,
0.6f, 0.6f, 1.0f, 0.0f, 0.0f, 1.0f, 2.0f, 2.0f, 0.612f, 0.000f, 0.069f,
-0.6f, 0.6f, 1.0f, 0.0f, 0.0f, 1.0f, 8.0f, 2.0f, 0.612f, 0.000f, 0.069f,
0.6f, -0.6f, 1.0f, 0.0f, 0.0f, 1.0f, 2.0f, 8.0f, 0.612f, 0.000f, 0.069f,
-0.6f, -0.6f, 1.0f, 0.0f, 0.0f, 1.0f, 8.0f, 8.0f, 0.612f, 0.000f, 0.069f,
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 10.0f, 0.612f, 0.000f, 0.069f,
0.6f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 2.0f, 10.0f, 0.612f, 0.000f, 0.069f,
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};
UINT indexdata[] =
{
0, 1, 9, 9, 8, 0, 1, 2, 5, 5, 4, 1, 6, 7, 10, 10, 9, 6, 2, 3, 11, 11, 10, 2,
12, 13, 21, 21, 20, 12, 13, 14, 17, 17, 16, 13, 18, 19, 22, 22, 21, 18, 14, 15, 23, 23, 22, 14,
24, 25, 33, 33, 32, 24, 25, 26, 29, 29, 28, 25, 30, 31, 34, 34, 33, 30, 26, 27, 35, 35, 34, 26,
36, 37, 45, 45, 44, 36, 37, 38, 41, 41, 40, 37, 42, 43, 46, 46, 45, 42, 38, 39, 47, 47, 46, 38,
48, 49, 57, 57, 56, 48, 49, 50, 53, 53, 52, 49, 54, 55, 58, 58, 57, 54, 50, 51, 59, 59, 58, 50,
60, 61, 69, 69, 68, 60, 61, 62, 65, 65, 64, 61, 66, 67, 70, 70, 69, 66, 62, 63, 71, 71, 70, 62,
72, 73, 74, 74, 75, 72, 76, 77, 78, 78, 79, 76, 80, 81, 82, 82, 83, 80, 84, 85, 86, 86, 87, 84,
88, 89, 90, 90, 91, 88, 92, 93, 94, 94, 95, 92, 96, 97, 98, 98, 99, 96, 100, 101, 102, 102, 103, 100,
104, 105, 106, 106, 107, 104, 108, 109, 110, 110, 111, 108, 112, 113, 114, 114, 115, 112, 116, 117, 118, 118, 119, 116,
120, 121, 122, 122, 123, 120, 124, 125, 126, 126, 127, 124, 128, 129, 130, 130, 131, 128, 132, 133, 134, 134, 135, 132,
136, 137, 138, 138, 139, 136, 140, 141, 142, 142, 143, 140, 144, 145, 146, 146, 147, 144, 148, 149, 150, 150, 151, 148,
152, 153, 154, 154, 155, 152, 156, 157, 158, 158, 159, 156, 160, 161, 162, 162, 163, 160, 164, 165, 166, 166, 167, 164,
};
@gonutz
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gonutz commented Dec 3, 2023

Oh yeah, you are right, I did not notice there was no custom window proc. I am glad I know now, thanks for pointing it out! :-)

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