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#include <Windows.h>
#include <TriBase.h>
#include "..\..\..\Allgemeines\InitWindow.h"
#include "..\..\..\Allgemeines\Direct3DEnum.h"
#include "..\..\..\Allgemeines\InitDirect3D.h"
struct SVertex
{
tbVector3 vPosition;
DWORD dwColor;
};
SDirect3DParameters g_Direct3DParameters;
float g_fTime = 0.0f;
SVertex g_aTriangleVertex[3];
tbResult Render(float fNumSecsPassed)
{
HRESULT hResult;
tbMatrix mRotation(tbMatrixRotationY(TB_DEG_TO_RAD(g_fTime * 90.0f)));
tbMatrix mTranslation(tbMatrixTranslation((tbVector3(0.0f, 0.0f, 2.0f))));
tbMatrix mWorld = mRotation * mTranslation;
g_pD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*) (&mWorld));
if(FAILED(hResult = g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 63), 1.0f, 0)))
{
TB_ERROR_DIRECTX("g_pD3DDevice->Clear", hResult, TB_STOP);
}
g_pD3DDevice->BeginScene();
if(FAILED(g_pD3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, 1, g_aTriangleVertex, sizeof(SVertex))))
{
TB_ERROR_DIRECTX("g_pD3DDevice->DrawPrimitiveUP", hResult, TB_STOP);
}
g_pD3DDevice->EndScene();
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
return TB_OK;
}
tbResult Move(float fNumSecsPassed)
{
g_fTime += fNumSecsPassed;
return TB_OK;
}
tbResult InitScene()
{
HRESULT hResult;
if(FAILED(hResult = g_pD3DDevice->SetFVF(D3DFVF_XYZ | D3DFVF_DIFFUSE)))
{
TB_ERROR_DIRECTX("g_pD3DDevice->SetFVF", hResult, TB_ERROR)
}
g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_pD3DDevice->SetRenderState(D3DRS_DITHERENABLE, TRUE);
float fAspect = (float)(g_Direct3DParameters.VideoMode.Width)
/ (float)(g_Direct3DParameters.VideoMode.Height);
tbMatrix mProjection = tbMatrixProjection(TB_DEG_TO_RAD(90.0f), fAspect, 0.1f, 100.0f);
g_pD3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)(&mProjection));
g_aTriangleVertex[0].vPosition = tbVector3( 0.0f, 1.0f, 0.0f);
g_aTriangleVertex[1].vPosition = tbVector3( 1.0f, -1.0f, 0.0f);
g_aTriangleVertex[2].vPosition = tbVector3(-1.0f, -1.0f, 0.0f);
g_aTriangleVertex[0].dwColor = tbColor(1.0f, 0.0f, 0.0f);
g_aTriangleVertex[1].dwColor = tbColor(0.0f, 1.0f, 0.0f);
g_aTriangleVertex[2].dwColor = tbColor(0.0f, 0.0f, 1.0f);
return TB_OK;
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, char* pcCmdLine, int iShowCmd)
{
tbInit();
SDirect3DParameters Direct3DParameters;
tbResult Result = GetDirect3DParameters(&Direct3DParameters);
if(Result == TB_ERROR)
{
MessageBox(NULL, "Fehler beim abzählen!", "Fehler", MB_OK|MB_ICONEXCLAMATION);
tbExit();
return 1;
}
else if(Result == TB_CANCELED)
{
tbExit();
return 0;
}
if(InitWindow(Direct3DParameters.VideoMode.Width,
Direct3DParameters.VideoMode.Height,
"Direct 3D-Abzählung",
LoadIcon(NULL, IDI_APPLICATION)))
{
MessageBox(NULL, "Fehler beim erstellen des Fensters!", "Fehler", MB_OK|MB_ICONEXCLAMATION);
tbExit();
return -1;
}
if(InitDirect3D(&Direct3DParameters, g_hWindow))
{
MessageBox(NULL, "Direct3D konnte nicht initialisiert werden!", "Fehler", MB_OK|MB_ICONEXCLAMATION);
ExitWindow();
tbExit();
return 1;
}
InitScene();
tbDoMessageLoop(Render, Move);
ExitDirect3D();
ExitWindow();
tbExit();
return 0;
}
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