Added: D3D9 project and window creation

This commit is contained in:
2026-09-29 21:35:40 +02:00
parent ce7dd786ea
commit 1b6e8938e5
21 changed files with 1200 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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<RootNamespace>D3D9</RootNamespace>
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<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" />
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<ClInclude Include="Material.h" />
<ClInclude Include="Mesh.h" />
<ClInclude Include="Time.h" />
<ClInclude Include="Utilities.h" />
<ClInclude Include="Window.h" />
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<ImportGroup Label="ExtensionTargets">
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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()
{
}
+12
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#pragma once
#include <d3d9.h>
class Light
{
public:
UINT init();
void update(FLOAT dt);
void render(IDirect3DDevice9* pD3DDevice);
void deInit();
};
+15
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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 = {};
};
+39
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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;
}
+25
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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 = {};
};
+14
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#include "Time.h"
UINT Time::init()
{
return 0;
}
void Time::update()
{
}
void Time::deInit()
{
}
+19
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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
}
+27
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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;
}
}
+89
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#include "Window.h"
INT Window::init(HINSTANCE hInstance, UINT width, UINT height)
{
// 1. describe window class
WNDCLASS wc = {};
wc.hInstance = hInstance;
wc.lpszClassName = TEXT("D3D9"); // class name
wc.lpfnWndProc = WindowProc; // callback function for windows to communicate with our application
wc.hbrBackground = CreateSolidBrush(RGB(0, 255, 0));
wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
wc.hIcon = LoadIcon(nullptr, IDI_APPLICATION);
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // technical behaviour
// 2. register window class
if (!RegisterClass(&wc)) return 100;
// 3. adjust window size (optional)
DWORD style = {};
style = WS_OVERLAPPEDWINDOW; // window with border & title
//style = WS_POPUP; // window without any decorations
RECT rect = { 100, 100, 100 + width, 100 + height }; // left-top corner, right-bottom corner
AdjustWindowRect(&rect, style, FALSE);
// 4. create window instance
_hWnd = CreateWindow(
wc.lpszClassName, // class name of window class to be instantiated
wc.lpszClassName, // window title
style, // visual style
rect.left, rect.top, // window position (left-top corner)
rect.right - rect.left, rect.bottom - rect.top, // window size
nullptr, // handle to a parent window
nullptr, // handle to a menu instance
hInstance,
nullptr // pointer to optional parameter
);
if (_hWnd == nullptr) return 110;
// 5. show window
ShowWindow(_hWnd, SW_SHOW);
SetFocus(_hWnd);
return 0;
}
BOOL Window::run()
{
// 6. run window
// GetMessage - synchronous call which holds until a new message arrives
// PeekMessage - get last message from message queue or nothing if no one is available
// TranslateMessage - translates keyboard input
// DispatchMessage - send message to WindowProc
MSG msg = {};
if (PeekMessage(&msg, nullptr, 0, UINT_MAX, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return msg.message != WM_QUIT;
}
void Window::deInit()
{
}
LRESULT WindowProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_CLOSE:
DestroyWindow(hWnd);
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
case WM_KEYDOWN:
if (wParam == VK_ESCAPE) DestroyWindow(hWnd);
return 0;
default:
break;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
+17
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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
};
LRESULT CALLBACK WindowProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+89
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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;
}