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DX9SDL2.cpp
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#include <d3d9.h>
#include <d3dx9.h>
#include <windowsx.h>
#include <windows.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_main.h>
using namespace std;
LPDIRECT3D9 d3d;
LPDIRECT3DDEVICE9 d3ddev;
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL;
LPDIRECT3DINDEXBUFFER9 i_buffer = NULL;
// function prototypes
void initD3D(HWND hWnd);
void render_frame(void);
void init_graphics(void);
void init_light(void); // sets up the light and the material
struct CUSTOMVERTEX {FLOAT X, Y, Z; D3DVECTOR NORMAL;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_NORMAL)
// this is the function used to render a single frame
void render_frame(void)
{
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->BeginScene();
// select which vertex format we are using
d3ddev->SetFVF(CUSTOMFVF);
// set the view transform
D3DXMATRIX matView;
static const D3DXVECTOR3 vec1 (0.0f, 8.0f, 25.0f); // the camera position
static const D3DXVECTOR3 vec2 (0.0f, 0.0f, 0.0f); // the look-at position
static const D3DXVECTOR3 vec3 (0.0f, 1.0f, 0.0f); // the up direction
D3DXMatrixLookAtLH(&matView, &vec1, &vec2, &vec3);
d3ddev->SetTransform(D3DTS_VIEW, &matView);
// set the projection transform
D3DXMATRIX matProjection;
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45),
(FLOAT)1920 / (FLOAT)1080,
1.0f, // the near view-plane
100.0f); // the far view-plane
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);
// set the world transform
static float index = 0.0f; index+=0.03f;
D3DXMATRIX matRotateY;
D3DXMatrixRotationY(&matRotateY, index);
d3ddev->SetTransform(D3DTS_WORLD, &(matRotateY));
// select the vertex and index buffers to use
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
d3ddev->SetIndices(i_buffer);
// draw the cube
d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 24, 0, 12);
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{
// create the vertices using the CUSTOMVERTEX struct
CUSTOMVERTEX vertices[] =
{
{ -3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, }, // side 1
{ 3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ -3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ 3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ -3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, }, // side 2
{ -3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ 3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ 3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ -3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, }, // side 3
{ -3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, },
{ 3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, },
{ 3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, },
{ -3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, }, // side 4
{ 3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, },
{ -3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, },
{ 3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, },
{ 3.0f, -3.0f, -3.0f, 1.0f, 0.0f, 0.0f, }, // side 5
{ 3.0f, 3.0f, -3.0f, 1.0f, 0.0f, 0.0f, },
{ 3.0f, -3.0f, 3.0f, 1.0f, 0.0f, 0.0f, },
{ 3.0f, 3.0f, 3.0f, 1.0f, 0.0f, 0.0f, },
{ -3.0f, -3.0f, -3.0f, -1.0f, 0.0f, 0.0f, }, // side 6
{ -3.0f, -3.0f, 3.0f, -1.0f, 0.0f, 0.0f, },
{ -3.0f, 3.0f, -3.0f, -1.0f, 0.0f, 0.0f, },
{ -3.0f, 3.0f, 3.0f, -1.0f, 0.0f, 0.0f, },
};
// create a vertex buffer interface called v_buffer
d3ddev->CreateVertexBuffer(24*sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&v_buffer,
NULL);
VOID* pVoid; // a void pointer
// lock v_buffer and load the vertices into it
v_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices, sizeof(vertices));
v_buffer->Unlock();
// create the indices using an int array
short indices[] =
{
0, 1, 2, // side 1
2, 1, 3,
4, 5, 6, // side 2
6, 5, 7,
8, 9, 10, // side 3
10, 9, 11,
12, 13, 14, // side 4
14, 13, 15,
16, 17, 18, // side 5
18, 17, 19,
20, 21, 22, // side 6
22, 21, 23,
};
// create an index buffer interface called i_buffer
d3ddev->CreateIndexBuffer(36*sizeof(short),
0,
D3DFMT_INDEX16,
D3DPOOL_MANAGED,
&i_buffer,
NULL);
// lock i_buffer and load the indices into it
i_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, indices, sizeof(indices));
i_buffer->Unlock();
}
// this is the function that sets up the lights and materials
void init_light(void)
{
D3DLIGHT9 light; // create the light struct
D3DMATERIAL9 material; // create the material struct
ZeroMemory(&light, sizeof(light)); // clear out the light struct for use
light.Type = D3DLIGHT_DIRECTIONAL; // make the light type 'directional light'
light.Diffuse = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f); // set the light's color
light.Direction = D3DXVECTOR3(-1.0f, -0.3f, -1.0f);
d3ddev->SetLight(0, &light); // send the light struct properties to light #0
d3ddev->LightEnable(0, TRUE); // turn on light #0
ZeroMemory(&material, sizeof(D3DMATERIAL9)); // clear out the struct for use
material.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); // set diffuse color to white
material.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); // set ambient color to white
d3ddev->SetMaterial(&material); // set the globably-used material to &material
}
int main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Event event;
SDL_Init(SDL_INIT_VIDEO);
window = SDL_CreateWindow(
"example SDL2 Direct3D9 application",
SDL_WINDOWPOS_UNDEFINED,SDL_WINDOWPOS_UNDEFINED,
1920,
1080,
SDL_WINDOW_FULLSCREEN);
renderer = SDL_CreateRenderer(
window,
-1,
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
d3ddev = SDL_RenderGetD3D9Device(renderer);
init_graphics();
init_light();
d3ddev->SetRenderState(D3DRS_LIGHTING, TRUE); // turn on the 3D lighting
d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE); // turn on the z-buffer
d3ddev->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(50, 50, 50));
while (true)
{
SDL_PollEvent(&event);
if (event.type == SDL_QUIT ||
(event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE))
{
v_buffer->Release();
i_buffer->Release();
d3ddev->Release();
break;
}
render_frame();
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
if (d3d)
d3d->Release();
SDL_Quit();
return 0;
}