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#include<windows.h>
#include<tribase.h>
#include<d3d9.h>
#include"InitWindow.h"
#include"Direct3DEnum.h"
#include"InitDirect3D.h"
#include"Allgemeines.h"
HRESULT hResult;
float g_fTime = 0.0f; // Zeitzähler
struct SVertex
{
tbVector3 vPosition; // Position des Vertex
DWORD dwColor; // Farbe des Vertex
static const DWORD dwFVF; // Vertexformat (statisch)
};
const DWORD SVertex::dwFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE;
SVertex g_aVertex[3];
tbResult InitScene()
{
hResult=g_pD3DDevice->SetFVF(D3DFVF_XYZ | D3DFVF_DIFFUSE);
g_pD3DDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);
g_pD3DDevice->SetRenderState(D3DRS_LIGHTING,FALSE);
g_pD3DDevice->SetRenderState(D3DRS_DITHERENABLE,TRUE);
SVertex g_aVertex[3];
g_aVertex[0].vPosition=tbVector3(0.0f,1.0f,0.0f);
g_aVertex[1].vPosition=tbVector3(1.0f,-1.0f,0.0f);
g_aVertex[2].vPosition=tbVector3(-1.0f,-1.0f,0.0f);
g_aVertex[0].dwColor=tbColor(1.0f,0.0f,0.0f);
g_aVertex[1].dwColor=tbColor(0.0f,1.0f,0.0f);
g_aVertex[2].dwColor=tbColor(0.0f,0.0f,1.0f);
return TB_OK;
}
tbResult Render(float fNumSecsPassed)
{
g_fTime+=fNumSecsPassed;
tbMatrix mRotation(tbMatrixRotationY(TB_DEG_TO_RAD(90.0f*g_fTime)));
tbMatrix mTranslation(tbMatrixTranslation(tbVector3(0.0f,0.0f,2.0f)));
tbMatrix mWorld(mRotation*mTranslation);
g_pD3DDevice->SetTransform(D3DTS_WORLD,(D3DMATRIX*)(&mWorld));
hResult=g_pD3DDevice->Clear(0,NULL,D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(0,0,63),1.0f,0);
g_pD3DDevice->BeginScene();
hResult=g_pD3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST,1,g_aVertex,sizeof(SVertex));
g_pD3DDevice->EndScene();
g_pD3DDevice->Present(NULL,NULL,NULL,NULL);
return TB_OK;
}
tbResult Move(float fNumSecsPassed)
{
g_fTime+=fNumSecsPassed;
return TB_OK;
}
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd)
{
tbInit();
SDirect3DParameters Direct3DParameters;
tbResult Result=GetDirect3DParameters(&Direct3DParameters);
float fAspect=(float)(Direct3DParameters.VideoMode.Width)/(float)(Direct3DParameters.VideoMode.Height);
tbMatrix mProjection=tbMatrixProjection(TB_DEG_TO_RAD(90.0f),fAspect,0.1f,100.0f);
g_pD3DDevice->SetTransform(D3DTS_PROJECTION,(D3DMATRIX*)(&mProjection));
InitWindow(Direct3DParameters.VideoMode.Width,Direct3DParameters.VideoMode.Height,"(c)Fabian Keilbach 2010",NULL);
InitDirect3D(&Direct3DParameters,g_hWindow);
InitScene();
tbDoMessageLoop(Render,Move);
ExitDirect3D();
ExitWindow();
tbExit();
return 0;
}
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