static void displayD3D9() { int i; update(); IDirect3DDevice9_SetRenderState(gDevicePtr, D3DRS_LIGHTING, FALSE); IDirect3DDevice9_SetRenderState(gDevicePtr, D3DRS_CLIPPING, FALSE); IDirect3DDevice9_SetRenderTarget(gDevicePtr, 0, gDeviceBackBufferPtr); utilReshapeOrtho(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); IDirect3DDevice9_Clear(gDevicePtr, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xFF000000, 1.0f, 0); IDirect3DDevice9_SetVertexShader(gDevicePtr, gVShaderPtr); IDirect3DDevice9_SetPixelShader(gDevicePtr, gPShaderPtr); IDirect3DDevice9_SetVertexDeclaration(gDevicePtr, gVertexDeclPtr); IDirect3DDevice9_SetStreamSource(gDevicePtr, 0, gVertexBufferPtr, 0, sizeof(FLOAT) * 3); IDirect3DDevice9_SetIndices(gDevicePtr, gIndexBufferPtr); /* Send projection matrix constants */ IDirect3DDevice9_SetVertexShaderConstantF(gDevicePtr, 0, gProjectionMatrixf, 4); IDirect3DDevice9_BeginScene(gDevicePtr); for (i = 0; i < gNumDrawCalls; i++) { if (gResetVertexPointers) IDirect3DDevice9_SetStreamSource(gDevicePtr, 0, gVertexBufferPtr, 0, sizeof(FLOAT) * 3); if (gResetConstants || i == 0) update_modelview_constants_d3d9(gModelViewMatrixf); IDirect3DDevice9_DrawIndexedPrimitive(gDevicePtr, D3DPT_TRIANGLELIST, 0, 0, NUM_VERTICES, 0, NUM_INDICES); if (gResetVertexPointers) IDirect3DDevice9_SetStreamSource(gDevicePtr, 0, gVertexBufferPtr, 36, sizeof(FLOAT) * 3); if (gResetConstants || i == 0) update_modelview_constants_d3d9(gModelViewMatrixf2); IDirect3DDevice9_DrawIndexedPrimitive(gDevicePtr, D3DPT_TRIANGLELIST, 0, 0, NUM_VERTICES, 0, NUM_INDICES); } IDirect3DDevice9_EndScene(gDevicePtr); IDirect3DDevice9_Present(gDevicePtr, NULL, NULL, 0, NULL); /* Reset state to default */ IDirect3DDevice9_SetVertexShader(gDevicePtr, NULL); IDirect3DDevice9_SetPixelShader(gDevicePtr, NULL); IDirect3DDevice9_SetVertexDeclaration(gDevicePtr, NULL); IDirect3DDevice9_SetStreamSource(gDevicePtr, 0, NULL, 0, 0); IDirect3DDevice9_SetIndices(gDevicePtr, NULL); }
void draw_object_ex(IDirect3DDevice9 *device, object *obj, BOOL trans){ unsigned int mesh; if(!device) return; if(!obj) return; if(obj->update){ vertex *dest; generate_normals(obj); IDirect3DVertexBuffer9_Lock(obj->vertexbuffer, 0, 0, (BYTE**)&dest, 0 ); memcpy(dest,obj->vertices,sizeof(vertex)*obj->vertex_count); IDirect3DVertexBuffer9_Unlock(obj->vertexbuffer); obj->update = FALSE; } IDirect3DDevice9_SetTransform( device, D3DTS_WORLD, (D3DMATRIX*)&obj->mat ); IDirect3DDevice9_SetStreamSource(device, 0, obj->vertexbuffer, 0, sizeof(vertex)); IDirect3DDevice9_SetFVF(device, OBJECT_VERTEX_TYPE); for(mesh=0;mesh<obj->submesh_count;mesh++){ if(obj->submeshes[mesh].mat){ if(obj->submeshes[mesh].mat->additive==trans){ set_material(device,obj->submeshes[mesh].mat); IDirect3DDevice9_SetIndices(device,obj->submeshes[mesh].indexbuffer); IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0,0,obj->vertex_count, 0,obj->submeshes[mesh].triangle_count); } }else{ if(!trans){ IDirect3DDevice9_SetIndices(device,obj->submeshes[mesh].indexbuffer); IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0,0,obj->vertex_count, 0,obj->submeshes[mesh].triangle_count); } } } }
static int Direct3DRenderRegion(vout_display_t *vd, d3d_region_t *region) { vout_display_sys_t *sys = vd->sys; LPDIRECT3DDEVICE9 d3ddev = vd->sys->d3ddev; LPDIRECT3DVERTEXBUFFER9 d3dvtc = sys->d3dvtc; LPDIRECT3DTEXTURE9 d3dtex = region->texture; HRESULT hr; /* Import vertices */ void *vertex; hr = IDirect3DVertexBuffer9_Lock(d3dvtc, 0, 0, &vertex, D3DLOCK_DISCARD); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return -1; } memcpy(vertex, region->vertex, sizeof(region->vertex)); hr = IDirect3DVertexBuffer9_Unlock(d3dvtc); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return -1; } // Setup our texture. Using textures introduces the texture stage states, // which govern how textures get blended together (in the case of multiple // textures) and lighting information. In this case, we are modulating // (blending) our texture with the diffuse color of the vertices. hr = IDirect3DDevice9_SetTexture(d3ddev, 0, (LPDIRECT3DBASETEXTURE9)d3dtex); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return -1; } // Render the vertex buffer contents hr = IDirect3DDevice9_SetStreamSource(d3ddev, 0, d3dvtc, 0, sizeof(CUSTOMVERTEX)); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return -1; } // we use FVF instead of vertex shader hr = IDirect3DDevice9_SetFVF(d3ddev, D3DFVF_CUSTOMVERTEX); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return -1; } // draw rectangle hr = IDirect3DDevice9_DrawPrimitive(d3ddev, D3DPT_TRIANGLEFAN, 0, 2); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return -1; } return 0; }
static void d3d9_draw( sgui_context* context ) { sgui_d3d9_context* ctx = (sgui_d3d9_context*)context; D3DVIEWPORT9 vp; float m[16]; m[3]=m[7]=m[11]=m[12]=m[13]=0.0f; m[14]=-5.0f; m[15]=1.0f; vp.X=0; vp.Y=0; vp.Width=WIDTH; vp.Height=HEIGHT; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; IDirect3DDevice9_SetViewport( ctx->device, &vp ); IDirect3DDevice9_Clear( ctx->device, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0, 1.0f, 0 ); vp.Width=WIDTH/2; vp.Height=HEIGHT/2; IDirect3DDevice9_BeginScene( ctx->device ); IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_ZENABLE,TRUE); IDirect3DDevice9_SetFVF( ctx->device, CUSTOMFVF ); IDirect3DDevice9_SetStreamSource( ctx->device, 0, v_buffer, 0, sizeof(CUSTOMVERTEX) ); IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_FILLMODE, D3DFILL_WIREFRAME); m[0]=m[10]=cos(t); m[2]=sin(t); m[8]=-m[2]; m[1]=m[4]=m[6]=m[9]=0; m[5]=1; vp.X = 0; vp.Y = HEIGHT/2; IDirect3DDevice9_SetTransform( ctx->device, D3DTS_VIEW, (D3DMATRIX*)m ); IDirect3DDevice9_SetViewport( ctx->device, &vp ); IDirect3DDevice9_DrawPrimitive( ctx->device, D3DPT_TRIANGLELIST, 0, 12 ); m[1]=m[8]=-sin(t); m[0]=cos(t); m[9]=-m[0]; m[2]=m[4]=m[5]=m[10]=0;m[6]=1; vp.X = WIDTH/2; vp.Y = 0; IDirect3DDevice9_SetTransform( ctx->device, D3DTS_VIEW, (D3DMATRIX*)m ); IDirect3DDevice9_SetViewport( ctx->device, &vp ); IDirect3DDevice9_DrawPrimitive( ctx->device, D3DPT_TRIANGLELIST, 0, 12 ); m[0]=m[10]=-sin(t); m[2]=cos(t); m[8]=-m[2]; m[1]=m[4]=m[6]=m[9]=0;m[5]=1; vp.X = 0; vp.Y = 0; IDirect3DDevice9_SetTransform( ctx->device, D3DTS_VIEW, (D3DMATRIX*)m ); IDirect3DDevice9_SetViewport( ctx->device, &vp ); IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_FILLMODE,D3DFILL_SOLID); IDirect3DDevice9_DrawPrimitive( ctx->device, D3DPT_TRIANGLELIST, 0, 12 ); /* draw GUI in begin/end block */ sgui_ctx_wm_draw_gui( wm ); IDirect3DDevice9_EndScene( ctx->device ); t += 0.01f; }
void d3d_set_stream_source(LPDIRECT3DDEVICE dev, unsigned stream_no, void *stream_vertbuf_ptr, unsigned offset_bytes, unsigned stride) { LPDIRECT3DVERTEXBUFFER stream_vertbuf = (LPDIRECT3DVERTEXBUFFER)stream_vertbuf_ptr; #if defined(HAVE_D3D8) IDirect3DDevice8_SetStreamSource(dev, stream_no, stream_vertbuf, stride); #elif defined(_XBOX360) D3DDevice_SetStreamSource_Inline(dev, stream_no, stream_vertbuf, offset_bytes, stride); #elif defined(HAVE_D3D9) && !defined(__cplusplus) IDirect3DDevice9_SetStreamSource(dev, stream_no, stream_vertbuf, offset_bytes, stride); #else dev->SetStreamSource(stream_no, stream_vertbuf, offset_bytes, stride); #endif }
/** * It copies picture surface into a texture and renders into a scene. * * This function is intented for higher end 3D cards, with pixel shader support * and at least 64 MiB of video RAM. */ static void Direct3DRenderScene(vout_display_t *vd, LPDIRECT3DSURFACE9 surface) { vout_display_sys_t *sys = vd->sys; LPDIRECT3DDEVICE9 d3ddev = sys->d3ddev; HRESULT hr; // check if device is still available hr = IDirect3DDevice9_TestCooperativeLevel(d3ddev); if (FAILED(hr)) { if (hr == D3DERR_DEVICENOTRESET && !sys->reset_device) { vout_display_SendEventPicturesInvalid(vd); sys->reset_device = true; } return; } /* */ LPDIRECT3DTEXTURE9 d3dtex = sys->d3dtex; LPDIRECT3DVERTEXBUFFER9 d3dvtc = sys->d3dvtc; /* Clear the backbuffer and the zbuffer */ hr = IDirect3DDevice9_Clear(d3ddev, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } /* retrieve picture surface */ LPDIRECT3DSURFACE9 d3dsrc = surface; if (!d3dsrc) { msg_Dbg(vd, "no surface to render ?"); return; } /* retrieve texture top-level surface */ LPDIRECT3DSURFACE9 d3ddest; hr = IDirect3DTexture9_GetSurfaceLevel(d3dtex, 0, &d3ddest); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } /* Copy picture surface into texture surface * color space conversion and scaling happen here */ RECT src = vd->sys->rect_src_clipped; RECT dst = vd->sys->rect_dest_clipped; hr = IDirect3DDevice9_StretchRect(d3ddev, d3dsrc, &src, d3ddest, &dst, D3DTEXF_LINEAR); IDirect3DSurface9_Release(d3ddest); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } /* Update the vertex buffer */ CUSTOMVERTEX *vertices; hr = IDirect3DVertexBuffer9_Lock(d3dvtc, 0, 0, (void **)&vertices, D3DLOCK_DISCARD); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } /* Setup vertices */ const float f_width = vd->sys->d3dpp.BackBufferWidth; const float f_height = vd->sys->d3dpp.BackBufferHeight; /* -0.5f is a "feature" of DirectX and it seems to apply to Direct3d also */ /* http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/ */ vertices[0].x = -0.5f; // left vertices[0].y = -0.5f; // top vertices[0].z = 0.0f; vertices[0].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255); vertices[0].rhw = 1.0f; vertices[0].tu = 0.0f; vertices[0].tv = 0.0f; vertices[1].x = f_width - 0.5f; // right vertices[1].y = -0.5f; // top vertices[1].z = 0.0f; vertices[1].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255); vertices[1].rhw = 1.0f; vertices[1].tu = 1.0f; vertices[1].tv = 0.0f; vertices[2].x = f_width - 0.5f; // right vertices[2].y = f_height - 0.5f; // bottom vertices[2].z = 0.0f; vertices[2].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255); vertices[2].rhw = 1.0f; vertices[2].tu = 1.0f; vertices[2].tv = 1.0f; vertices[3].x = -0.5f; // left vertices[3].y = f_height - 0.5f; // bottom vertices[3].z = 0.0f; vertices[3].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255); vertices[3].rhw = 1.0f; vertices[3].tu = 0.0f; vertices[3].tv = 1.0f; hr= IDirect3DVertexBuffer9_Unlock(d3dvtc); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } // Begin the scene hr = IDirect3DDevice9_BeginScene(d3ddev); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } // Setup our texture. Using textures introduces the texture stage states, // which govern how textures get blended together (in the case of multiple // textures) and lighting information. In this case, we are modulating // (blending) our texture with the diffuse color of the vertices. hr = IDirect3DDevice9_SetTexture(d3ddev, 0, (LPDIRECT3DBASETEXTURE9)d3dtex); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); IDirect3DDevice9_EndScene(d3ddev); return; } // Render the vertex buffer contents hr = IDirect3DDevice9_SetStreamSource(d3ddev, 0, d3dvtc, 0, sizeof(CUSTOMVERTEX)); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); IDirect3DDevice9_EndScene(d3ddev); return; } // we use FVF instead of vertex shader hr = IDirect3DDevice9_SetFVF(d3ddev, D3DFVF_CUSTOMVERTEX); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); IDirect3DDevice9_EndScene(d3ddev); return; } // draw rectangle hr = IDirect3DDevice9_DrawPrimitive(d3ddev, D3DPT_TRIANGLEFAN, 0, 2); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); IDirect3DDevice9_EndScene(d3ddev); return; } // End the scene hr = IDirect3DDevice9_EndScene(d3ddev); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } }
static HRESULT WINAPI ID3DXSpriteImpl_Begin(ID3DXSprite *iface, DWORD flags) { ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface); HRESULT hr; TRACE("(%p): relay\n", This); if(flags>D3DXSPRITE_FLAGLIMIT || This->ready) return D3DERR_INVALIDCALL; /* TODO: Implement flags: D3DXSPRITE_BILLBOARD: makes the sprite always face the camera D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all D3DXSPRITE_OBJECTSPACE: do not change device transforms D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often) */ /* Seems like alpha blending is always enabled, regardless of D3DXSPRITE_ALPHABLEND flag */ if(flags & (D3DXSPRITE_BILLBOARD | D3DXSPRITE_DONOTMODIFY_RENDERSTATE | D3DXSPRITE_OBJECTSPACE | D3DXSPRITE_SORT_DEPTH_BACKTOFRONT)) FIXME("Flags unsupported: %#x\n", flags); /* These flags should only matter to performances */ else if(flags & (D3DXSPRITE_SORT_DEPTH_FRONTTOBACK | D3DXSPRITE_SORT_TEXTURE)) TRACE("Flags unsupported: %#x\n", flags); if(This->vdecl==NULL) { static const D3DVERTEXELEMENT9 elements[] = { { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, { 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 }, { 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, D3DDECL_END() }; IDirect3DDevice9_CreateVertexDeclaration(This->device, elements, &This->vdecl); } if(!(flags & D3DXSPRITE_DONOTSAVESTATE)) { if(This->stateblock==NULL) { /* Tell our state block what it must store */ hr=IDirect3DDevice9_BeginStateBlock(This->device); if(hr!=D3D_OK) return hr; set_states(This); IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl); IDirect3DDevice9_SetStreamSource(This->device, 0, NULL, 0, sizeof(SPRITEVERTEX)); IDirect3DDevice9_SetIndices(This->device, NULL); IDirect3DDevice9_SetTexture(This->device, 0, NULL); IDirect3DDevice9_EndStateBlock(This->device, &This->stateblock); } IDirect3DStateBlock9_Capture(This->stateblock); /* Save current state */ } /* Apply device state */ set_states(This); This->flags=flags; This->ready=TRUE; return D3D_OK; }
int main( void ) { LPDIRECT3DVERTEXBUFFER9 v_buffer; sgui_window_description desc; IDirect3DTexture9* texture; sgui_d3d9_context* ctx; sgui_canvas* texcanvas; IDirect3DDevice9* dev; sgui_widget* check2; sgui_widget* check; sgui_widget* butt; sgui_window* wnd; float a=0.0f; VOID* pVoid; float m[16]; sgui_init( ); /*************************** create a window **************************/ desc.parent = NULL; desc.share = NULL; desc.width = 640; desc.height = 480; desc.flags = SGUI_FIXED_SIZE|SGUI_DOUBLEBUFFERED; desc.backend = SGUI_DIRECT3D_9; desc.bits_per_pixel = 32; desc.depth_bits = 16; desc.stencil_bits = 0; desc.samples = 0; wnd = sgui_window_create_desc( &desc ); sgui_window_set_title( wnd, "Direct3D 9 Texture Canvas" ); sgui_window_move_center( wnd ); sgui_window_set_visible( wnd, SGUI_VISIBLE ); sgui_window_set_vsync( wnd, 1 ); /************************ createtexture canvas ************************/ texcanvas = sgui_tex_canvas_create( wnd, sgui_window_get_context( wnd ), 128, 128 ); butt = sgui_button_create( 10, 10, 60, 25, "Button", 0 ); check = sgui_checkbox_create( 10, 40, "Direct3D" ); check2 = sgui_checkbox_create( 10, 65, "Texture" ); sgui_button_set_state( check, 1 ); sgui_button_set_state( check2, 1 ); sgui_widget_add_child( &texcanvas->root, butt ); sgui_widget_add_child( &texcanvas->root, check ); sgui_widget_add_child( &texcanvas->root, check2 ); /************** connect keyboard input to texture canvas **************/ sgui_event_connect( wnd, SGUI_KEY_PRESSED_EVENT, sgui_canvas_send_window_event, texcanvas, SGUI_FROM_EVENT, SGUI_EVENT ); sgui_event_connect( wnd, SGUI_KEY_RELEASED_EVENT, sgui_canvas_send_window_event, texcanvas, SGUI_FROM_EVENT, SGUI_EVENT ); sgui_event_connect( wnd, SGUI_CHAR_EVENT, sgui_canvas_send_window_event, texcanvas, SGUI_FROM_EVENT, SGUI_EVENT ); /*************************** Direct3D setup ***************************/ /* get the device context, set new present parameters */ ctx = (sgui_d3d9_context*)sgui_window_get_context( wnd ); dev = ctx->device; IDirect3DDevice9_Reset( dev, &ctx->present ); /* create a vertex buffer */ IDirect3DDevice9_CreateVertexBuffer( dev, sizeof(vertices), 0, CUSTOMFVF, D3DPOOL_MANAGED, &v_buffer, NULL ); /* load vertex data */ IDirect3DVertexBuffer9_Lock( v_buffer, 0, 0, (void**)&pVoid, 0 ); memcpy( pVoid, vertices, sizeof(vertices) ); IDirect3DVertexBuffer9_Unlock( v_buffer ); /* setup renderer state */ IDirect3DDevice9_SetRenderState( dev, D3DRS_CULLMODE, D3DCULL_NONE ); IDirect3DDevice9_SetRenderState( dev, D3DRS_LIGHTING, FALSE ); IDirect3DDevice9_SetRenderState( dev, D3DRS_ZENABLE, TRUE ); /* set up perspective projection matrix */ perspective( m, 45.0f, (float)desc.width/(float)desc.height, 0.1f, 100.0f ); IDirect3DDevice9_SetTransform( dev, D3DTS_PROJECTION, (D3DMATRIX*)m ); /* set up texturing, bind canvas texture to stage 0 */ texture = sgui_tex_canvas_get_texture( texcanvas ); IDirect3DDevice9_SetTexture( dev, 0, (IDirect3DBaseTexture9*)texture ); IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA ); IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); IDirect3DDevice9_SetSamplerState(dev,0,D3DSAMP_MINFILTER,D3DTEXF_LINEAR); IDirect3DDevice9_SetSamplerState(dev,0,D3DSAMP_MAGFILTER,D3DTEXF_LINEAR); /****************************** main loop *****************************/ while( sgui_main_loop_step( ) ) { /* redraw widgets in dirty areas */ sgui_canvas_redraw_widgets( texcanvas, 1 ); /* draw scene */ IDirect3DDevice9_Clear( dev, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0, 1.0f, 0 ); IDirect3DDevice9_BeginScene( dev ); transform( m, a ); IDirect3DDevice9_SetTransform( dev, D3DTS_VIEW, (D3DMATRIX*)m ); a += 0.01f; IDirect3DDevice9_SetFVF( dev, CUSTOMFVF ); IDirect3DDevice9_SetStreamSource( dev, 0, v_buffer, 0, sizeof(CUSTOMVERTEX) ); IDirect3DDevice9_DrawPrimitive( dev, D3DPT_TRIANGLELIST, 0, 8 ); IDirect3DDevice9_EndScene( dev ); /* swap front and back buffer */ sgui_window_swap_buffers( wnd ); } /****************************** clean up ******************************/ sgui_canvas_destroy( texcanvas ); sgui_widget_destroy( check2 ); sgui_widget_destroy( check ); sgui_widget_destroy( butt ); IDirect3DVertexBuffer9_Release( v_buffer ); sgui_window_destroy( wnd ); sgui_deinit( ); return 0; }