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2024-12-29 22:27:02 -07:00

230 lines
7.9 KiB
C++

// GamepadTest.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D8 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER8 g_pVB = NULL; // Buffer to hold vertices
// A structure for our custom vertex type
struct CUSTOMVERTEX
{
FLOAT x, y, z; // The vertex position
DWORD color; // The vertex color
};
// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
FLOAT fSecsPerTick;
LARGE_INTEGER qwTime, qwLastTime, qwElapsedTime, qwAppTime, qwElapsedAppTime;
FLOAT fTime, fElapsedTime, fAppTime, fElapsedAppTime;
VOID InitTime()
{
// Get the frequency of the timer
LARGE_INTEGER qwTicksPerSec;
QueryPerformanceFrequency( &qwTicksPerSec );
fSecsPerTick = 1.0f / (FLOAT)qwTicksPerSec.QuadPart;
// Save the start time
QueryPerformanceCounter( &qwTime );
qwLastTime.QuadPart = qwTime.QuadPart;
qwAppTime.QuadPart = 0;
qwElapsedTime.QuadPart = 0;
qwElapsedAppTime.QuadPart = 0;
}
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D()
{
// Create the D3D object.
if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
return E_FAIL;
// Set up the structure used to create the D3DDevice.
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.BackBufferWidth = 640;
d3dpp.BackBufferHeight = 480;
d3dpp.BackBufferFormat = D3DFMT_LIN_X8R8G8B8;
d3dpp.BackBufferCount = 1;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_ONE_OR_IMMEDIATE;
// Create the Direct3D device.
if( FAILED( g_pD3D->CreateDevice( 0, D3DDEVTYPE_HAL, NULL,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
return E_FAIL;
// Set the projection matrix
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 4.0f/3.0f, 1.0f, 200.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Set the view matrix
D3DXVECTOR3 vEyePt = D3DXVECTOR3( 0.0f, 0.0f,-7.0f );
D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUp );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitVB()
// Desc: Creates a vertex buffer and fills it with our vertices. The vertex
// buffer is basically just a chunk of memory that holds vertices. After
// creating it, we must Lock()/Unlock() it to fill it.
//-----------------------------------------------------------------------------
HRESULT InitVB()
{
// Initialize three vertices for rendering a triangle
CUSTOMVERTEX g_Vertices[] =
{
{ 0.0f, -1.1547f, 0.0f, 0xffffff00 }, // x, y, z, color
{ -1.0f, 0.5777f, 0.0f, 0xff00ff00 },
{ 1.0f, 0.5777f, 0.0f, 0xffff0000 },
};
// Create the vertex buffer. Here we are allocating enough memory
// (from the default pool) to hold all our 3 custom vertices. We also
// specify the FVF, so the vertex buffer knows what data it contains.
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
D3DUSAGE_WRITEONLY,
D3DFVF_CUSTOMVERTEX,
D3DPOOL_MANAGED, &g_pVB ) ) )
return E_FAIL;
// Now we fill the vertex buffer. To do this, we need to Lock() the VB to
// gain access to the vertices. This mechanism is required because the
// vertex buffer may still be in use by the GPU. This can happen if the
// CPU gets ahead of the GPU. The GPU could still be rendering the previous
// frame.
CUSTOMVERTEX* pVertices;
if( FAILED( g_pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, g_Vertices, 3*sizeof(CUSTOMVERTEX) );
g_pVB->Unlock();
return S_OK;
}
VOID UpdateTime()
{
QueryPerformanceCounter( &qwTime );
qwElapsedTime.QuadPart = qwTime.QuadPart - qwLastTime.QuadPart;
qwLastTime.QuadPart = qwTime.QuadPart;
qwElapsedAppTime.QuadPart = qwElapsedTime.QuadPart;
qwAppTime.QuadPart += qwElapsedAppTime.QuadPart;
// Store the current time values as floating point
fTime = fSecsPerTick * ((FLOAT)(qwTime.QuadPart));
fElapsedTime = fSecsPerTick * ((FLOAT)(qwElapsedTime.QuadPart));
fAppTime = fSecsPerTick * ((FLOAT)(qwAppTime.QuadPart));
fElapsedAppTime = fSecsPerTick * ((FLOAT)(qwElapsedAppTime.QuadPart));
}
//-----------------------------------------------------------------------------
// Name: Update()
// Desc: Updates the world for the next frame
//-----------------------------------------------------------------------------
VOID Update()
{
D3DXMATRIX matRotate;
D3DXMATRIX matWorld;
g_pd3dDevice->GetTransform( D3DTS_WORLD, &matWorld );
FLOAT fZRotate = -fElapsedTime*D3DX_PI*0.5f;
D3DXMatrixRotationYawPitchRoll( &matRotate, 0.0f, 0.0f, fZRotate );
D3DXMatrixMultiply( &matWorld, &matWorld, &matRotate );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
// Clear the backbuffer to a blue color
g_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL,
D3DCOLOR_XRGB(0,0,255), 1.0f, 0L );
// Begin the scene
g_pd3dDevice->BeginScene();
// Draw the triangles in the vertex buffer. This is broken into a few
// steps. We are passing the vertices down a "stream", so first we need
// to specify the source of that stream, which is our vertex buffer. Then
// we need to let D3D know what vertex shader to use. Full, custom vertex
// shaders are an advanced topic, but in many cases the vertex shader is
// just the FVF, so that D3D knows what type of vertices we are dealing
// with. Finally, we call DrawPrimitive() which does the actual rendering
// of our geometry (in this case, just one triangle).
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE);
g_pd3dDevice->SetStreamSource( 0, g_pVB, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );
// End the scene
g_pd3dDevice->EndScene();
}
//-----------------------------------------------------------------------------
// Name: main()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
void __cdecl main()
{
// Initialize Direct3D
if( FAILED( InitD3D() ) )
return;
// Initialize the vertex buffer
InitVB();
InitTime();
while( TRUE )
{
// What time is it?
UpdateTime();
// Update the world
Update();
// Render the scene
Render();
// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
}