add d3d9 project structure

This commit is contained in:
2025-09-03 14:55:06 +02:00
parent 9e336c5677
commit 9477404436
21 changed files with 1137 additions and 0 deletions
+14
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#include "Camera.h"
UINT Camera::init(UINT width, UINT height)
{
return 0;
}
void Camera::update(FLOAT dt)
{
}
void Camera::deInit()
{
}
+15
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@@ -0,0 +1,15 @@
#pragma once
#include <d3d9.h>
class Camera
{
public:
UINT init(UINT width, UINT height);
void update(FLOAT dt);
void deInit();
private:
D3DMATRIX _viewMatrix = {};
D3DMATRIX _projectionMatrix = {};
};
+202
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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|ARM64">
<Configuration>Debug</Configuration>
<Platform>ARM64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|ARM64">
<Configuration>Release</Configuration>
<Platform>ARM64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>17.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{0a0fc4ef-7b17-42cf-9ac6-b54b176258a5}</ProjectGuid>
<RootNamespace>D3D9</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
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<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
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<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
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<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
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<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
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<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
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</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
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<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="Camera.cpp" />
<ClCompile Include="Direct3D.cpp" />
<ClCompile Include="Light.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="Material.cpp" />
<ClCompile Include="Mesh.cpp" />
<ClCompile Include="Time.cpp" />
<ClCompile Include="Utilities.cpp" />
<ClCompile Include="Window.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Camera.h" />
<ClInclude Include="Direct3D.h" />
<ClInclude Include="Light.h" />
<ClInclude Include="Material.h" />
<ClInclude Include="Mesh.h" />
<ClInclude Include="Time.h" />
<ClInclude Include="Utilities.h" />
<ClInclude Include="Window.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
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<ItemGroup>
<ClCompile Include="Camera.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Direct3D.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Light.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Material.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Mesh.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Time.cpp">
<Filter>Source Files</Filter>
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<ClCompile Include="Utilities.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Window.cpp">
<Filter>Source Files</Filter>
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</ItemGroup>
<ItemGroup>
<ClInclude Include="Camera.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Direct3D.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Light.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Material.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Mesh.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Time.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Utilities.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Window.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>
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#include "Direct3D.h"
INT Direct3D::init(HWND hWnd, UINT width, UINT height, BOOL isFullscreen)
{
// 1. create connection to Direct3D API
// 2. check compatibility
// 3. define presentation parameters
// 4. create Direct3D device
// 5. tidy up
return 0;
}
void Direct3D::beginScene()
{
}
void Direct3D::endScene()
{
}
void Direct3D::deInit()
{
}
+19
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#pragma once
#include <d3d9.h>
#pragma comment(lib, "d3d9.lib")
class Direct3D
{
public:
INT init(HWND hWnd, UINT width, UINT height, BOOL isFullscreen);
void beginScene();
void endScene();
void deInit();
IDirect3DDevice9* getDevice() const { return _pD3DDevice; }
private:
IDirect3DDevice9* _pD3DDevice = nullptr; // our interface for api communication
};
+18
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#include "Light.h"
UINT Light::init()
{
return 0;
}
void Light::update(FLOAT dt)
{
}
void Light::render(IDirect3DDevice9* pD3DDevice)
{
}
void Light::deInit()
{
}
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#pragma once
#include <d3d9.h>
class Light
{
public:
UINT init();
void update(FLOAT dt);
void render(IDirect3DDevice9* pD3DDevice);
void deInit();
};
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#include "Material.h"
#include "Utilities.h"
UINT Material::init(IDirect3DDevice9* pD3DDevice, LPCTSTR textureFileName)
{
return 0;
}
void Material::render(IDirect3DDevice9* pD3DDevice)
{
}
void Material::deInit()
{
}
+14
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#pragma once
#include <d3d9.h>
class Material
{
public:
UINT init(IDirect3DDevice9* pD3DDevice, LPCTSTR textureFileName);
void render(IDirect3DDevice9* pD3DDevice);
void deInit();
private:
IDirect3DTexture9* _texture = {};
};
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#include "Mesh.h"
#include "Utilities.h"
UINT Mesh::init(IDirect3DDevice9* pD3DDevice)
{
UINT error = 0;
error = createVertexBuffer(pD3DDevice);
CheckError(error);
error = createIndexBuffer(pD3DDevice);
CheckError(error);
return 0;
}
void Mesh::update(FLOAT dt)
{
}
void Mesh::render(IDirect3DDevice9* pD3DDevice)
{
}
void Mesh::deInit()
{
safeRelease(_pIndexBuffer);
safeRelease(_pVertexBuffer);
}
UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
{
return 0;
}
UINT Mesh::createIndexBuffer(IDirect3DDevice9* pD3DDevice)
{
return 0;
}
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#pragma once
#include <d3d9.h>
class Mesh
{
public:
UINT init(IDirect3DDevice9* pD3DDevice);
void update(FLOAT dt);
void render(IDirect3DDevice9* pD3DDevice);
void deInit();
private:
UINT createVertexBuffer(IDirect3DDevice9* pD3DDevice);
UINT createIndexBuffer(IDirect3DDevice9* pD3DDevice);
IDirect3DVertexBuffer9* _pVertexBuffer = nullptr; // dumps mesh vertices
IDirect3DIndexBuffer9* _pIndexBuffer = nullptr; // dumps mesh indices
UINT _vertexCount = 0; // amount of vertices
UINT _vertexStride = 0; // size of one vertex in bytes
UINT _indexCount = 0; // amount of indices
D3DMATRIX _worldMatrix = {};
};
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#include "Time.h"
UINT Time::init()
{
return 0;
}
void Time::update()
{
}
void Time::deInit()
{
}
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#pragma once
#include <Windows.h>
#include <chrono>
using namespace std;
class Time
{
public:
UINT init();
void update();
void deInit();
FLOAT getDeltaTime() const { return _deltaTime; }
private:
FLOAT _deltaTime = 0.0f;
};
+14
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#include "Utilities.h"
void ShowError(UINT error)
{
#if _DEBUG
LPCTSTR msg = TEXT("Application quit with an error: ");
#if UNICODE
msg = (std::wstring(msg) + std::to_wstring(error)).c_str();
#else // UNICODE
msg = (std::string(msg) + std::to_string(error)).c_str();
#endif // UNICODE
MessageBox(nullptr, msg, TEXT("Error"), MB_OK);
#endif // DEBUG
}
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#pragma once
#include <Windows.h>
#include <string>
void ShowError(UINT error);
#define CheckError(x) if (x != 0) \
{ \
ShowError(x); \
return x; \
}
#define CheckFailed(hr, x) if (FAILED(hr)) \
{ \
ShowError(x); \
return x; \
}
template<typename T>
void safeRelease(T*& obj)
{
if (obj != nullptr)
{
obj->Release();
obj = nullptr;
}
}
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#include "Window.h"
INT Window::init(HINSTANCE hInstance, UINT width, UINT height)
{
// 1. describe window class
// 2. register window class
// 3. adjust window size (optional)
// 4. create window instance
// 5. show window
return 0;
}
BOOL Window::run()
{
// 6. run window
return 0;
}
void Window::deInit()
{
}
+16
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#pragma once
#include <Windows.h>
class Window
{
public:
INT init(HINSTANCE hInstance, UINT width, UINT height);
BOOL run();
void deInit();
HWND getWindowHandle() const { return _hWnd; }
private:
HWND _hWnd = nullptr; // handle to window instance
};
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#include <Windows.h>
#include "Window.h"
#include "Direct3D.h"
#include "Mesh.h"
#include "Material.h"
#include "Camera.h"
#include "Time.h"
#include "Light.h"
#include "Utilities.h"
int WINAPI WinMain(
HINSTANCE hInstance, // handle to instance of application
HINSTANCE hPrevInstance, // deprecated
PSTR szCmdLine, // command line
int nCmdShow // how should the window be opened (minimized, maximized or normal)
)
{
// some constant values
const UINT width = 640;
const UINT height = 480;
const BOOL isFullscreen = FALSE;
UINT error = 0; // error code for identifying errors
// 1. create window
Window window = {};
error = window.init(hInstance, width, height);
CheckError(error);
// 2. create connection to Direct3D
Direct3D d3d = {};
error = d3d.init(window.getWindowHandle(), width, height, isFullscreen);
CheckError(error);
// 3. create a mesh
Mesh mesh = {};
error = mesh.init(d3d.getDevice());
CheckError(error);
// 4. create a camera
Camera camera = {};
error = camera.init(width, height);
CheckError(error);
// 5. create time
Time time = {};
error = time.init();
CheckError(error);
// 6. create a material
Material material = {};
error = material.init(d3d.getDevice(), TEXT("wall.jpg"));
CheckError(error);
// 7. create light source
Light light = {};
error = light.init();
CheckError(error);
// 8. run application
while (window.run())
{
// 8.1. update objects
time.update();
mesh.update(time.getDeltaTime());
camera.update(time.getDeltaTime());
light.update(time.getDeltaTime());
// 8.2. render objects
d3d.beginScene();
light.render(d3d.getDevice());
material.render(d3d.getDevice());
mesh.render(d3d.getDevice());
d3d.endScene();
}
// 9. tidy up
light.deInit();
time.deInit();
camera.deInit();
material.deInit();
mesh.deInit();
d3d.deInit();
window.deInit();
return 0;
}