Stilllegung des Forums
Das Forum wurde am 05.06.2023 nach über 20 Jahren stillgelegt (weitere Informationen und ein kleiner Rückblick).
Registrierungen, Anmeldungen und Postings sind nicht mehr möglich. Öffentliche Inhalte sind weiterhin zugänglich.
Das Team von spieleprogrammierer.de bedankt sich bei der Community für die vielen schönen Jahre.
Wenn du eine deutschsprachige Spieleentwickler-Community suchst, schau doch mal im Discord und auf ZFX vorbei!
Werbeanzeige
C-/C++-Quelltext |
|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 |
#include <windows.h> #include <d3d9.h> #include <tribase.h> // Lokale Dateien includen #include "Direct3DEnum.h" #include "InitDirect3D.h" #include "InitWindow.h" #include "Allgemeines.h" ////////////////////////////// DEFINES //////////////////////////////////////// #define WIN32_LEAN_AND_MEAN #define VERTEXCAPS (D3DFVF_XYZ | D3DFVF_DIFFUSE) ////////////////////////////// DATENSTRUKTUREN //////////////////////////////// struct SVertex { float x,y,z; D3DCOLOR color; }; ////////////////////////////// GLOBALE VARIABLEN ////////////////////////////// SVertex ver[4]; float fTime = 0.0f; ////////////////////////////// PROTOTYPEN ///////////////////////////////////// int InitD3D(); int ExitD3D(); int InitScene(SDirect3DParameters *param); tbResult Render(float fNumSecsPassed); tbResult Move(float fNumSecsPassed); ////////////////////////////// MAIN FUNKTION ////////////////////////////////// int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { InitD3D(); tbDoMessageLoop(Render, Move); ExitD3D(); return 0; } ////////// INITIALISIERUNG DER ENGINE ///////////// int InitD3D() { tbInit(); SDirect3DParameters param; GetDirect3DParameters(¶m); InitWindow(param.VideoMode.Width, param.VideoMode.Height, "Dreieck", LoadIcon(NULL, IDI_APPLICATION)); InitDirect3D(¶m, g_hWindow); InitScene(¶m); return 0; } //////////////// BEENDEN DER ENGINE /////////////// int ExitD3D() { ExitDirect3D(); ExitWindow(); tbExit(); return 0; } //////////// INITIALISIERUNG DER SCENE /////////// int InitScene(SDirect3DParameters *param) { // Erzeugen des Vertexdaten ver[0].x = -1.0f; ver[0].y = -1.0f; ver[0].z = 0.0f; ver[0].color = D3DCOLOR_XRGB(rand()%255, rand()%255, rand()%255); ver[1].x = -1.0f; ver[1].y = 1.0f; ver[1].z = 0.0f; ver[1].color = D3DCOLOR_XRGB(rand()%255, rand()%255, rand()%255); ver[2].x = 1.0f; ver[2].y = -1.0f; ver[2].z = 0.0f; ver[2].color = D3DCOLOR_XRGB(rand()%255, rand()%255, rand()%255); ver[3].x = 1.0f; ver[3].y = 1.0f; ver[3].z = 0.0f; ver[3].color = D3DCOLOR_XRGB(rand()%255, rand()%255, rand()%255); // Setzen des FVF g_pD3DDevice->SetFVF(VERTEXCAPS); // Setzen der Render States g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, false); g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); g_pD3DDevice->SetRenderState(D3DRS_DITHERENABLE, true); g_pD3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); float aspect = (float)param->VideoMode.Width / (float)param->VideoMode.Height; tbMatrix mProjection = tbMatrixProjection(TB_DEG_TO_RAD(90.0f), aspect, 0.1f, 100.0f); g_pD3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)(&mProjection)); return 0; } ////////////// DIE LOGIK ///////////////////////// tbResult Render(float fNumSecsPassed) { tbMatrix Rotation(tbMatrixRotationY(TB_DEG_TO_RAD(fTime * 90.0f))); tbMatrix Translation(tbMatrixTranslation(tbVector3(0.0f, 0.0f, 2.0f))); tbMatrix mWorld(Rotation * Translation); g_pD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)(&mWorld)); // Loeschen des Bildschirms g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); g_pD3DDevice->BeginScene(); g_pD3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, ver, sizeof(SVertex)); g_pD3DDevice->EndScene(); g_pD3DDevice->Present(NULL, NULL, NULL, NULL); return TB_OK; } tbResult Move(float fNumSecsPassed) { fTime += fNumSecsPassed; return TB_OK; } |