// Pong.cpp
#include <d3dx9.h>
//-------------------------------------------------------------------
// Global variables
//-------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
//-------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.BackBufferWidth = 800;
d3dpp.BackBufferHeight = 600;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.Windowed = FALSE;
d3dpp.FullScreen_RefreshRateInHz = 75;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT ;
if( FAILED( g_pD3D->CreateDevice(
D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_MIXED_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
return S_OK;
}
//-------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-------------------------------------------------------------------
VOID Cleanup()
{
if( g_pd3dDevice != NULL)
g_pd3dDevice->Release();
if( g_pD3D != NULL)
g_pD3D->Release();
}
//-------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-------------------------------------------------------------------
VOID Render()
{
if( NULL == g_pd3dDevice )
return;
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET,
D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
//Ovde crtamo nasu scenu
}
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
//-------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"PongWindow", NULL };
RegisterClassEx( &wc );
HWND hWnd = CreateWindow( "PongWindow", "Pong", WS_POPUP,
CW_USEDEFAULT, CW_USEDEFAULT,
CW_USEDEFAULT, CW_USEDEFAULT,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
ShowCursor( FALSE );
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
Render();
}
ShowCursor( TRUE );
}
UnregisterClass( "PongWindow", wc.hInstance );
return 0;
}
Ovo ce pokrenuti program u fullscreen 800*600*32 na 75Hz, pozadina ce biti crna i to je sve sto ce ovaj program raditi. Izlazi se sa Alt + F4 :) Ne umem jos da pronalazim koje sve modove podrzava odredjeni adapter pa bi bilo lepo da neko ovome doda i podrsku biranja odredjenog moda pre ulaska u fullscreen. Ako neko ima bilo kakve ideje u vezi sa ovom "lako za napraviti" igrom neka pise :) I, da... bilo bi lepo da ne koristimo MFC... ako moze, pls :)