INT WINAPI wWinMain( HINSTANCE hInst, HINSTANCE, LPWSTR, INT ) { // Register the window class WNDCLASSEX wc = { sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle( NULL ), NULL, NULL, NULL, NULL, "D3D Tutorial", NULL }; RegisterClassEx( &wc ); // Create the application's window HWND hWnd = CreateWindow( "D3D Tutorial", "Planet Wars", WS_OVERLAPPEDWINDOW, 100, 100, 800, 600, NULL, NULL, wc.hInstance, NULL ); // Initialize Direct3D if( SUCCEEDED( Engine::Instance()->InitD3D( hWnd ) ) ) { Engine::Instance()->GetCamera().SetPosition( D3DXVECTOR3( 0.0f, 0.0f, -40.0f ), // eye position D3DXVECTOR3( 0.0f, 0.0f, 10.0f ) // lookat offset ); // Set effect variables as needed D3DXCOLOR colorMtrlDiffuse( 0.0f, 0.0f, 0.0f, 1.0f ); D3DXCOLOR colorMtrlAmbient( 0.9f, 0.9f, 0.9f, 0.9f ); Engine::Instance()->GetEffect()->SetValue( "g_MaterialAmbientColor", &colorMtrlAmbient, sizeof( D3DXCOLOR ) ); Engine::Instance()->GetEffect()->SetValue( "g_MaterialDiffuseColor", &colorMtrlDiffuse, sizeof( D3DXCOLOR ) ); // Show the window ShowWindow( hWnd, SW_SHOWDEFAULT ); UpdateWindow( hWnd ); // Enter the message loop MSG msg; ZeroMemory( &msg, sizeof( msg ) ); while( msg.message != WM_QUIT ) { if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else { Engine::Instance()->Update(); Engine::Instance()->Render(); } } } UnregisterClass( "D3D Tutorial", wc.hInstance ); return 0; }
//-------------------------------------------------------------------------------------- // Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT) // or that are tied to the back buffer size //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() ); V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() ); if( g_pFont ) V_RETURN( g_pFont->OnResetDevice() ); if( g_pEffect ) V_RETURN( g_pEffect->OnResetDevice() ); g_Mesh.RestoreDeviceObjects( pd3dDevice ); // Create a sprite to help batch calls when drawing many lines of text V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) ); // Set effect variables as needed D3DXCOLOR colorMtrlDiffuse( 1.0f, 1.0f, 1.0f, 1.0f ); D3DXCOLOR colorMtrlAmbient( 0.35f, 0.35f, 0.35f, 0 ); g_pEffect->SetVector( "g_MaterialAmbientColor", ( D3DXVECTOR4* )&colorMtrlAmbient ); g_pEffect->SetVector( "g_MaterialDiffuseColor", ( D3DXVECTOR4* )&colorMtrlDiffuse ); // To read or write to D3DX effect variables we can use the string name // instead of using handles, however it improves perf to use handles since then // D3DX won't have to spend time doing string compares g_hTechniqueRenderScene = g_pEffect->GetTechniqueByName( "RenderScene" ); g_hTime = g_pEffect->GetParameterByName( NULL, "g_fTime" ); g_hWorld = g_pEffect->GetParameterByName( NULL, "g_mWorld" ); g_hWorldViewProjection = g_pEffect->GetParameterByName( NULL, "g_mWorldViewProjection" ); g_hMeshTexture = g_pEffect->GetParameterByName( NULL, "g_MeshTexture" ); // Setup the camera's projection parameters float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.1f, 1000.0f ); g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D9 resources that will live through a device reset (D3DPOOL_MANAGED) // and aren't tied to the back buffer size //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D9CreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { MessageBox(0, L"We aren't using DirectX9", L"We aren't using DirectX9", 0); exit(1); HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D9CreateDevice( pd3dDevice ) ); V_RETURN( g_D3DSettingsDlg.OnD3D9CreateDevice( pd3dDevice ) ); // Initialize the font V_RETURN( D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_pFont9 ) ); // Load the mesh V_RETURN( LoadMesh( pd3dDevice, L"tiny\\tiny.x", &g_pMesh9 ) ); D3DXVECTOR3* pData; D3DXVECTOR3 vCenter; FLOAT fObjectRadius; V( g_pMesh9->LockVertexBuffer( 0, ( LPVOID* )&pData ) ); V( D3DXComputeBoundingSphere( pData, g_pMesh9->GetNumVertices(), D3DXGetFVFVertexSize( g_pMesh9->GetFVF() ), &vCenter, &fObjectRadius ) ); V( g_pMesh9->UnlockVertexBuffer() ); D3DXMatrixTranslation( &g_mCenterMesh, -vCenter.x, -vCenter.y, -vCenter.z ); D3DXMATRIXA16 m; D3DXMatrixRotationY( &m, D3DX_PI ); g_mCenterMesh *= m; D3DXMatrixRotationX( &m, D3DX_PI / 2.0f ); g_mCenterMesh *= m; V_RETURN( CDXUTDirectionWidget::StaticOnD3D9CreateDevice( pd3dDevice ) ); g_LightControl.SetRadius( fObjectRadius ); // Read the D3DX effect file WCHAR str[MAX_PATH]; DWORD dwShaderFlags = D3DXFX_NOT_CLONEABLE | D3DXSHADER_NO_PRESHADER | D3DXFX_LARGEADDRESSAWARE; #ifdef DEBUG_VS dwShaderFlags |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT; #endif #ifdef DEBUG_PS dwShaderFlags |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT; #endif V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"BasicHLSL.fx" ) ); V_RETURN( D3DXCreateEffectFromFile( pd3dDevice, str, NULL, NULL, dwShaderFlags, NULL, &g_pEffect9, NULL ) ); // Create the mesh texture from a file V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"tiny\\tiny_skin.dds" ) ); V_RETURN( D3DXCreateTextureFromFileEx( pd3dDevice, str, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0, NULL, NULL, &g_pMeshTexture9 ) ); // Set effect variables as needed D3DXCOLOR colorMtrlDiffuse( 1.0f, 1.0f, 1.0f, 1.0f ); D3DXCOLOR colorMtrlAmbient( 0.35f, 0.35f, 0.35f, 0 ); D3DXHANDLE hMaterialAmbientColor = g_pEffect9->GetParameterByName( NULL, "g_MaterialAmbientColor" ); D3DXHANDLE hMaterialDiffuseColor = g_pEffect9->GetParameterByName( NULL, "g_MaterialDiffuseColor" ); D3DXHANDLE hMeshTexture = g_pEffect9->GetParameterByName( NULL, "g_MeshTexture" ); V_RETURN( g_pEffect9->SetValue( hMaterialAmbientColor, &colorMtrlAmbient, sizeof( D3DXCOLOR ) ) ); V_RETURN( g_pEffect9->SetValue( hMaterialDiffuseColor, &colorMtrlDiffuse, sizeof( D3DXCOLOR ) ) ); V_RETURN( g_pEffect9->SetTexture( hMeshTexture, g_pMeshTexture9 ) ); g_hLightDir = g_pEffect9->GetParameterByName( NULL, "g_LightDir" ); g_hLightDiffuse = g_pEffect9->GetParameterByName( NULL, "g_LightDiffuse" ); g_hmWorldViewProjection = g_pEffect9->GetParameterByName( NULL, "g_mWorldViewProjection" ); g_hmWorld = g_pEffect9->GetParameterByName( NULL, "g_mWorld" ); g_hMaterialDiffuseColor = g_pEffect9->GetParameterByName( NULL, "g_MaterialDiffuseColor" ); g_hfTime = g_pEffect9->GetParameterByName( NULL, "g_fTime" ); g_hnNumLights = g_pEffect9->GetParameterByName( NULL, "g_nNumLights" ); g_hRenderSceneWithTexture1Light = g_pEffect9->GetTechniqueByName( "RenderSceneWithTexture1Light" ); g_hRenderSceneWithTexture2Light = g_pEffect9->GetTechniqueByName( "RenderSceneWithTexture2Light" ); g_hRenderSceneWithTexture3Light = g_pEffect9->GetTechniqueByName( "RenderSceneWithTexture3Light" ); // Setup the camera's view parameters D3DXVECTOR3 vecEye( 0.0f, 0.0f, -15.0f ); D3DXVECTOR3 vecAt ( 0.0f, 0.0f, -0.0f ); g_Camera.SetViewParams( &vecEye, &vecAt ); g_Camera.SetRadius( fObjectRadius * 3.0f, fObjectRadius * 0.5f, fObjectRadius * 10.0f ); return S_OK; }
//-------------------------------------------------------------------------------------- // This callback function will be called immediately after the Direct3D device has been // created, which will happen during application initialization and windowed/full screen // toggles. This is the best location to create D3DPOOL_MANAGED resources since these // resources need to be reloaded whenever the device is destroyed. Resources created // here should be released in the OnDestroyDevice callback. //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D9CreateDevice( pd3dDevice ) ); V_RETURN( g_SettingsDlg.OnD3D9CreateDevice( pd3dDevice ) ); // Initialize the font V_RETURN( D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_pFont ) ); // Load the mesh V_RETURN( LoadMesh( pd3dDevice, L"tiny\\tiny.x", &g_pMesh ) ); D3DXVECTOR3* pData; D3DXVECTOR3 vCenter; FLOAT fObjectRadius; V( g_pMesh->LockVertexBuffer( 0, ( LPVOID* )&pData ) ); V( D3DXComputeBoundingSphere( pData, g_pMesh->GetNumVertices(), D3DXGetFVFVertexSize( g_pMesh->GetFVF() ), &vCenter, &fObjectRadius ) ); V( g_pMesh->UnlockVertexBuffer() ); D3DXMatrixTranslation( &g_mCenterWorld, -vCenter.x, -vCenter.y, -vCenter.z ); D3DXMATRIXA16 m; D3DXMatrixRotationY( &m, D3DX_PI ); g_mCenterWorld *= m; D3DXMatrixRotationX( &m, D3DX_PI / 2.0f ); g_mCenterWorld *= m; V_RETURN( CDXUTDirectionWidget::StaticOnD3D9CreateDevice( pd3dDevice ) ); for( int i = 0; i < MAX_LIGHTS; i++ ) g_LightControl[i].SetRadius( fObjectRadius ); // Define DEBUG_VS and/or DEBUG_PS to debug vertex and/or pixel shaders with the // shader debugger. Debugging vertex shaders requires either REF or software vertex // processing, and debugging pixel shaders requires REF. The // D3DXSHADER_FORCE_*_SOFTWARE_NOOPT flag improves the debug experience in the // shader debugger. It enables source level debugging, prevents instruction // reordering, prevents dead code elimination, and forces the compiler to compile // against the next higher available software target, which ensures that the // unoptimized shaders do not exceed the shader model limitations. Setting these // flags will cause slower rendering since the shaders will be unoptimized and // forced into software. See the DirectX documentation for more information about // using the shader debugger. DWORD dwShaderFlags = D3DXFX_NOT_CLONEABLE; #if defined( DEBUG ) || defined( _DEBUG ) // Set the D3DXSHADER_DEBUG flag to embed debug information in the shaders. // Setting this flag improves the shader debugging experience, but still allows // the shaders to be optimized and to run exactly the way they will run in // the release configuration of this program. dwShaderFlags |= D3DXSHADER_DEBUG; #endif #ifdef DEBUG_VS dwShaderFlags |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT; #endif #ifdef DEBUG_PS dwShaderFlags |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT; #endif // Preshaders are parts of the shader that the effect system pulls out of the // shader and runs on the host CPU. They should be used if you are GPU limited. // The D3DXSHADER_NO_PRESHADER flag disables preshaders. if( !g_bEnablePreshader ) dwShaderFlags |= D3DXSHADER_NO_PRESHADER; // Read the D3DX effect file WCHAR str[MAX_PATH]; V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"BasicHLSL.fx" ) ); // If this fails, there should be debug output as to // why the .fx file failed to compile V_RETURN( D3DXCreateEffectFromFile( pd3dDevice, str, NULL, NULL, dwShaderFlags, NULL, &g_pEffect, NULL ) ); // Create the mesh texture from a file V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"tiny\\tiny_skin.dds" ) ); V_RETURN( D3DXCreateTextureFromFileEx( pd3dDevice, str, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0, NULL, NULL, &g_pMeshTexture ) ); // Set effect variables as needed D3DXCOLOR colorMtrlDiffuse( 1.0f, 1.0f, 1.0f, 1.0f ); D3DXCOLOR colorMtrlAmbient( 0.35f, 0.35f, 0.35f, 0 ); V_RETURN( g_pEffect->SetValue( "g_MaterialAmbientColor", &colorMtrlAmbient, sizeof( D3DXCOLOR ) ) ); V_RETURN( g_pEffect->SetValue( "g_MaterialDiffuseColor", &colorMtrlDiffuse, sizeof( D3DXCOLOR ) ) ); V_RETURN( g_pEffect->SetTexture( "g_MeshTexture", g_pMeshTexture ) ); // Setup the camera's view parameters D3DXVECTOR3 vecEye( 0.0f, 0.0f, -15.0f ); D3DXVECTOR3 vecAt ( 0.0f, 0.0f, -0.0f ); g_Camera.SetViewParams( &vecEye, &vecAt ); g_Camera.SetRadius( fObjectRadius * 3.0f, fObjectRadius * 0.5f, fObjectRadius * 10.0f ); return S_OK; }