(g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_D3DDevice))) return false; // Initialize any objects we will be displaying. if(!InitializeObjects()) return false; return true; } bool InitializeObjects() { unsigned long col = D3DCOLOR_XRGB(255, 255, 255); // Fill in our structure to draw an object. // x, y, z, color. stD3DVertex objData[] = { { 420.0f, 150.0f, 0.5f, col, }, { 420.0f, 350.0f, 0.5f, col, }, { 220.0f, 150.0f, 0.5f, col, }, { 220.0f, 350.0f, 0.5f, col, }, }; // Create the vertex buffer. if(FAILED(g_D3DDevice->CreateVertexBuffer(sizeof(objData), 0, D3DFVF_VERTEX, D3DPOOL_DEFAULT, &g_VertexBuffer, NULL))) return false; // Fill the vertex buffer. void *ptr; if(FAILED(g_VertexBuffer->Lock(0, sizeof(objData), (void**)&ptr, 0))) return false; memcpy(ptr, objData, sizeof(objData)); g_VertexBuffer->Unlock(); return true; } void RenderScene() { // Clear the backbuffer. g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); // Begin the scene. Start rendering. g_D3DDevice->BeginScene(); // Render object. g_D3DDevice->SetStreamSource(0, g_VertexBuffer, 0, sizeof(stD3DVertex)); g_D3DDevice->SetFVF(D3DFVF_VERTEX); g_D3DDevice->DrawPrimitive(D3DPT_LINELIST, 0, 2); // End the scene. Stop rendering. g_D3DDevice->EndScene(); // Display the scene. g_D3DDevice->Present(NULL, NULL, NULL, NULL); } void Shutdown() { if(g_D3DDevice != NULL) g_D3DDevice->Release(); if(g_D3D != NULL) g_D3D->Release(); if(g_VertexBuffer != NULL) g_VertexBuffer->Release(); g_D3DDevice = NULL; g_D3D = NULL; g_VertexBuffer = NULL; } #include #pragma comment(lib, "d3d9.lib") #pragma comment(lib, "d3dx9.lib") #define WINDOW_CLASS "UGPDX" #define WINDOW_NAME "Drawing Lines" // Function Prototypes... bool InitializeD3D(HWND hWnd, bool fullscreen); bool InitializeObjects(); void RenderScene(); void Shutdown(); // Direct3D object and device. LPDIRECT3D9 g_D3D = NULL; LPDIRECT3DDEVICE9 g_D3DDevice = NULL; // Vertex buffer to hold the geometry. LPDIRECT3DVERTEXBUFFER9 g_VertexBuffer = NULL; // A structure for our custom vertex type struct stD3DVertex { float x, y, z; unsigned long color; }; // Our custom FVF, which describes our custom vertex structure. #define D3DFVF_VERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE) LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wp, LPARAM lp) { switch(msg) { case WM_DESTROY: PostQuitMessage(0); return 0; break; case WM_KEYUP: if(wp == VK_ESCAPE) PostQuitMessage(0); break; } return DefWindowProc(hWnd, msg, wp, lp); } int WINAPI WinMain(HINSTANCE hInst, HINSTANCE prevhInst, LPSTR cmdLine, int show) { // Register the window class WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0, 0, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, WINDOW_CLASS, NULL }; RegisterClassEx(&wc); // Create the application's window HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME, WS_OVERLAPPEDWINDOW, 100, 100, 640, 480, GetDesktopWindow(), NULL, wc.hInstance, NULL); // Initialize Direct3D if(InitializeD3D(hWnd, false)) { // Show the window ShowWindow(hWnd, SW_SHOWDEFAULT); UpdateWindow(hWnd); // Enter the message loop MSG msg; ZeroMemory(&msg, sizeof(msg)); while(msg.message != WM_QUIT) { if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else RenderScene(); } } / |