add direct3D
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@@ -1,28 +1,79 @@
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#include "Direct3D.h"
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#include "Utilities.h"
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#include <random>
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INT Direct3D::init(HWND hWnd, UINT width, UINT height, BOOL isFullscreen)
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{
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// 1. create connection to Direct3D API
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IDirect3D9* pD3D = Direct3DCreate9(D3D_SDK_VERSION);
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if (pD3D == nullptr) return 200;
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// 2. check compatibility
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UINT adapter = D3DADAPTER_DEFAULT; // graphic card index
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D3DDEVTYPE devType = D3DDEVTYPE_HAL; // hardware type, hardware or software renderer
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D3DCAPS9 caps = {};
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HRESULT hr = pD3D->GetDeviceCaps(adapter, devType, &caps);
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CheckFailed(hr, 210);
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// support for fixed functiuon pipeline
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DWORD vertexProcessing = D3DCREATE_SOFTWARE_VERTEXPROCESSING; // fallback
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if (caps.VertexProcessingCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
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{
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// hardware support for fixed function pipeline
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vertexProcessing = D3DCREATE_HARDWARE_VERTEXPROCESSING;
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}
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// 3. define presentation parameters
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D3DPRESENT_PARAMETERS d3dpp = {};
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d3dpp.hDeviceWindow = hWnd; // target window to draw into
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d3dpp.Windowed = !isFullscreen; // fullscreen window?
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d3dpp.BackBufferCount = 1; // at least 1
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d3dpp.BackBufferWidth = width;
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d3dpp.BackBufferHeight = height;
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d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; // back buffer pixel format
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // what happen to front buffer after swap
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// 4. create Direct3D device
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hr = pD3D->CreateDevice(
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adapter, // graphic adapter index
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devType, // hardware device type
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hWnd, // target window handle
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vertexProcessing, // optional flags, here important for fixed function pipeline support
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&d3dpp, &_pD3DDevice
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);
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CheckFailed(hr, 220);
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// 5. tidy up
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safeRelease(pD3D);
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return 0;
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}
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void Direct3D::beginScene()
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{
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_pD3DDevice->BeginScene(); // draw calls only after this call
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// clear back buffer
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static std::default_random_engine e;
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static std::uniform_int_distribution<UINT> d(0, 255);
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_pD3DDevice->Clear(
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0, nullptr, // clear specific areas only
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D3DCLEAR_TARGET, // what to clear
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D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0xFFFFFFFF // how to clear
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);
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}
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void Direct3D::endScene()
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{
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_pD3DDevice->EndScene(); // draw calls only before this call
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// swap front with back buffer
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_pD3DDevice->Present(nullptr, nullptr, nullptr, nullptr);
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}
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void Direct3D::deInit()
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{
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safeRelease(_pD3DDevice);
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}
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+2
-1
@@ -14,6 +14,7 @@ public:
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IDirect3DDevice9* getDevice() const { return _pD3DDevice; }
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private:
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IDirect3DDevice9* _pD3DDevice = nullptr; // our interface for api communication
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// COM - Component Object Model
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IDirect3DDevice9* _pD3DDevice = nullptr; // our interface for graphic card communication
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};
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+5
-1
@@ -12,17 +12,21 @@ INT Window::init(HINSTANCE hInstance, UINT width, UINT height)
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wc.hbrBackground = CreateSolidBrush(RGB(0, 255, 0));
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wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
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wc.hIcon = LoadIcon(nullptr, IDI_APPLICATION);
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wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // technical behaviour
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// 2. register window class
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if (!RegisterClass(&wc)) return 100;
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// 3. adjust window size (optional)
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DWORD style = {};
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style = WS_OVERLAPPEDWINDOW; // window with border & title
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//style = WS_POPUP; // window without any border or title
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// 4. create window instance
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_hWnd = CreateWindow(
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wc.lpszClassName, // class name of window class to be instantiated
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wc.lpszClassName, // window title
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WS_OVERLAPPEDWINDOW, // visual style
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style, // visual style
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100, 100, // window position (left-top corner)
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width, height, // window size
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nullptr, // handle to parent window
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