0001:
0002:
0003:
0004:
0005:
0006:
0007:
0008:
0009: #define STRICT
0010:
0011: #include <windows.h>
0012: #include <d3d8.h>
0013: #include <d3dx8.h>
0014: #include "main.h"
0015: #include "draw.h"
0016:
0017:
0018:
0019:
0020: static LPDIRECT3D8 s_lpD3D = NULL;
0021: static LPDIRECT3DDEVICE8 s_lpD3DDEV = NULL;
0022: static D3DPRESENT_PARAMETERS s_d3dpp;
0023:
0024: static bool s_end;
0025:
0026: extern float a;
0027: extern float b;
0028:
0029:
0030:
0031:
0032:
0033: int PASCAL WinMain(HINSTANCE hInst,HINSTANCE hPrev,char *CmdLine,int CmdShow);
0034: LRESULT CALLBACK MsgProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam);
0035: HRESULT InitD3D( HWND hWnd );
0036:
0037:
0038:
0039:
0040:
0041:
0042:
0043:
0044:
0045:
0046:
0047:
0048: int PASCAL WinMain(HINSTANCE hInst,HINSTANCE hPrev,char *CmdLine,int CmdShow)
0049: {
0050: s_end = 0;
0051:
0052:
0053: RECT rect;
0054: SetRect(&rect, 0, 0, WIDTH, HEIGHT);
0055: DWORD style = (FULLSCREEN) ? WS_POPUP :(WS_CAPTION|WS_SYSMENU|WS_BORDER|WS_MINIMIZEBOX);
0056: AdjustWindowRect(&rect, style, FALSE);
0057: int width = rect.right - rect.left;
0058: int height = rect.bottom - rect.top;
0059:
0060: WNDCLASS wc;
0061: ZeroMemory(&wc, sizeof(WNDCLASS));
0062: wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
0063: wc.hCursor = LoadCursor(NULL, IDC_ARROW);
0064: wc.hInstance = hInst;
0065: wc.lpfnWndProc = MsgProc;
0066: wc.lpszClassName = CAPTION;
0067: if(RegisterClass(&wc) == 0) return 0;
0068:
0069: HWND hWnd = CreateWindow(CAPTION
0070: ,CAPTION
0071: ,style
0072: ,CW_USEDEFAULT
0073: ,CW_USEDEFAULT
0074: ,width
0075: ,height
0076: ,NULL
0077: ,NULL
0078: ,hInst
0079: ,NULL
0080: );
0081: if(hWnd == NULL) return 0;
0082:
0083:
0084: if(SUCCEEDED(InitD3D(hWnd))){
0085:
0086: if(FAILED(InitRender(s_lpD3DDEV))) s_end = true;
0087:
0088: ShowWindow(hWnd, SW_SHOW);
0089: UpdateWindow(hWnd);
0090:
0091:
0092: MSG msg;
0093: while (!s_end)
0094: {
0095: if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)){
0096:
0097: TranslateMessage(&msg);
0098: DispatchMessage(&msg);
0099: }else{
0100:
0101:
0102:
0103:
0104: Render(s_lpD3DDEV);
0105:
0106: if (FAILED(s_lpD3DDEV->Present(NULL,NULL,NULL,NULL)))
0107: s_lpD3DDEV->Reset(&s_d3dpp);
0108: }
0109: }
0110: }
0111:
0112:
0113: CleanRender(s_lpD3DDEV);
0114: RELEASE(s_lpD3DDEV);
0115: RELEASE(s_lpD3D);
0116:
0117: return 0;
0118: }
0119:
0120:
0121:
0122:
0123: LRESULT CALLBACK MsgProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)
0124: {
0125: switch (msg){
0126: case WM_KEYDOWN:
0127: case WM_CLOSE:
0128: s_end = true;
0129: return 1;
0130: break;
0131: default:
0132: break;
0133: }
0134: return DefWindowProc(hWnd,msg,wParam,lParam);
0135: }
0136:
0137:
0138:
0139:
0140: HRESULT InitD3D( HWND hWnd )
0141: {
0142:
0143: if (NULL == (s_lpD3D = Direct3DCreate8(D3D_SDK_VERSION))){
0144: MessageBox(NULL,"Direct3D の作成に失敗しました。",CAPTION,MB_OK | MB_ICONSTOP);
0145: return E_FAIL;
0146: }
0147:
0148:
0149: D3DDISPLAYMODE d3ddm;
0150: if( FAILED( s_lpD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) ) return E_FAIL;
0151:
0152: D3DCAPS8 caps;
0153: s_lpD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);
0154:
0155:
0156: ZeroMemory(&s_d3dpp, sizeof(D3DPRESENT_PARAMETERS));
0157:
0158: s_d3dpp.BackBufferCount = 1;
0159: if (FULLSCREEN){
0160: s_d3dpp.Windowed = FALSE;
0161: s_d3dpp.BackBufferWidth = WIDTH;
0162: s_d3dpp.BackBufferHeight = HEIGHT;
0163: }else{
0164: s_d3dpp.Windowed = TRUE;
0165: s_d3dpp.BackBufferWidth = WIDTH;
0166: s_d3dpp.BackBufferHeight = HEIGHT;
0167: }
0168:
0169: s_d3dpp.BackBufferFormat = d3ddm.Format;
0170: s_d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
0171: s_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
0172: s_d3dpp.hDeviceWindow = hWnd;
0173:
0174: s_d3dpp.EnableAutoDepthStencil = TRUE;
0175: if( FAILED( s_lpD3D->CheckDeviceFormat( caps.AdapterOrdinal,
0176: caps.DeviceType, d3ddm.Format,
0177: D3DUSAGE_DEPTHSTENCIL,
0178: D3DRTYPE_SURFACE,
0179: D3DFMT_D24S8 ) ) ){
0180: s_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
0181: }else{
0182: s_d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
0183: }
0184:
0185:
0186: if(FAILED(s_lpD3D->CheckDeviceFormat(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,D3DFMT_X8R8G8B8,
0187: D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE,s_d3dpp.AutoDepthStencilFormat)))
0188: return -1;
0189:
0190: DWORD vs[] = {D3DCREATE_HARDWARE_VERTEXPROCESSING, D3DCREATE_MIXED_VERTEXPROCESSING, D3DCREATE_SOFTWARE_VERTEXPROCESSING,0 };
0191: D3DDEVTYPE ps[] = {D3DDEVTYPE_HAL, D3DDEVTYPE_REF, (D3DDEVTYPE)0};
0192:
0193: DWORD v = (caps.VertexShaderVersion < D3DVS_VERSION(1,1)) ? 1 : 0;
0194: DWORD p = (caps.PixelShaderVersion < D3DPS_VERSION(1,1)) ? 1 : 0;
0195:
0196:
0197: if( 0 == ( caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP ) ){
0198: p=1;
0199: }
0200:
0201: for(;ps[p];p++){
0202: for(;vs[v];v++){
0203: if(SUCCEEDED(s_lpD3D->CreateDevice(D3DADAPTER_DEFAULT, ps[p],hWnd,vs[v],&s_d3dpp,&s_lpD3DDEV))) goto set_up;
0204: }
0205: }
0206: set_up:
0207: return S_OK;
0208: }
0209: