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828 lines
33 KiB
Markdown
828 lines
33 KiB
Markdown
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---
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category: tool
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tool: DirectX 9
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filename: learndirectx9.cpp
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contributors:
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- ["Simon Deitermann", "s.f.deitermann@t-online.de"]
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---
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**Microsoft DirectX** is a collection of application programming interfaces (APIs) for handling tasks related to
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multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs
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all began with Direct, such as Direct3D, DirectDraw, DirectMusic, DirectPlay, DirectSound, and so forth. [...]
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Direct3D (the 3D graphics API within DirectX) is widely used in the development of video games for Microsoft
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Windows and the Xbox line of consoles.<sup>[1]</sup>
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In this tutorial we will be focusing on DirectX 9, which is not as low-level as it's sucessors, which are aimed at programmers very familiar with how graphics hardware works. It makes a great starting point for learning Direct3D. In this tutorial I will be using the Win32-API for window handling and the DirectX 2010 SDK.
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## Window creation
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```cpp
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#include <Windows.h>
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bool _running{ false };
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LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) {
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// Handle incoming message.
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switch (msg) {
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// Set running to false if the user tries to close the window.
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case WM_DESTROY:
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_running = false;
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PostQuitMessage(0);
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break;
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}
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// Return the handled event.
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
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LPSTR lpCmdLine, int nCmdShow) {
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// Set window properties we want to use.
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WNDCLASSEX wndEx{ };
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wndEx.cbSize = sizeof(WNDCLASSEX); // structure size
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wndEx.style = CS_VREDRAW | CS_HREDRAW; // class styles
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wndEx.lpfnWndProc = WndProc; // window procedure
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wndEx.cbClsExtra = 0; // extra memory (struct)
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wndEx.cbWndExtra = 0; // extra memory (window)
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wndEx.hInstance = hInstance; // module instance
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wndEx.hIcon = LoadIcon(nullptr, IDI_APPLICATION); // icon
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wndEx.hCursor = LoadCursor(nullptr, IDC_ARROW); // cursor
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wndEx.hbrBackground = (HBRUSH) COLOR_WINDOW; // background color
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wndEx.lpszMenuName = nullptr; // menu name
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wndEx.lpszClassName = "DirectXClass"; // register class name
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wndEx.hIconSm = nullptr; // small icon (taskbar)
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// Register created class for window creation.
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RegisterClassEx(&wndEx);
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// Create a new window handle.
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HWND hWnd{ nullptr };
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// Create a new window handle using the registered class.
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hWnd = CreateWindow("DirectXClass", // registered class
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"directx window", // window title
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WS_OVERLAPPEDWINDOW, // window style
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50, 50, // x, y (position)
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1024, 768, // width, height (size)
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nullptr, // parent window
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nullptr, // menu
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hInstance, // module instance
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nullptr); // struct for infos
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// Check if a window handle has been created.
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if (!hWnd)
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return -1;
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// Show and update the new window.
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ShowWindow(hWnd, nCmdShow);
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UpdateWindow(hWnd);
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// Start the game loop and send incoming messages to the window procedure.
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_running = true;
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MSG msg{ };
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while (_running) {
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while (PeekMessage(&msg, hWnd, 0, 0, PM_REMOVE)) {
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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}
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return 0;
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}
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```
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This should create a window, that can the moved, resized and closed.
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## Direct3D initialization
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```cpp
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// Includes DirectX 9 structures and functions.
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// Remember to link "d3d9.lib" and "d3dx9.lib".
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// For "d3dx9.lib" the DirectX SDK (June 2010) is needed.
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// Don't forget to set your subsystem to Windows.
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#include <d3d9.h>
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#include <d3dx9.h>
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// Includes the ComPtr, a smart pointer automatically releasing COM objects.
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#include <wrl.h>
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using namespace Microsoft::WRL;
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// Next we define some Direct3D9 interface structs we need.
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ComPtr<IDirect3D9> _d3d{ };
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ComPtr<IDirect3DDevice9> _device{ };
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```
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With all interfaces declared we can now initialize Direct3D.
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```cpp
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bool InitD3D(HWND hWnd) {
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// Store the size of the window rectangle.
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RECT clientRect{ };
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GetClientRect(hWnd, &clientRect);
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// Initialize Direct3D
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_d3d = Direct3DCreate9(D3D_SDK_VERSION);
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// Get the display mode which format will be the window format.
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D3DDISPLAYMODE displayMode{ };
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_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, // use default graphics card
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&displayMode); // display mode pointer
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// Next we have to set some presentation parameters.
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D3DPRESENT_PARAMETERS pp{ };
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pp.BackBufferWidth = clientRect.right; // width is window width
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pp.BackBufferHeight = clientRect.bottom; // height is window height
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pp.BackBufferFormat = displayMode.Format; // use adapter format
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pp.BackBufferCount = 1; // 1 back buffer (default)
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pp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard after presentation
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pp.hDeviceWindow = hWnd; // associated window handle
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pp.Windowed = true; // display in window mode
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pp.Flags = 0; // no special flags
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// Variable to store results of methods to check if everything succeded.
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HRESULT result{ };
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result = _d3d->CreateDevice(D3DADAPTER_DEFAULT, // use default graphics card
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D3DDEVTYPE_HAL, // use hardware acceleration
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hWnd, // the window handle
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D3DCREATE_HARDWARE_VERTEXPROCESSING,
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// vertices are processed by the hardware
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&pp, // the present parameters
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&_device); // struct to store the device
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// Return false if the device creation failed.
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// It is helpful to set breakpoints at the return line.
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if (FAILED(result))
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return false;
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// Create a viewport which hold information about which region to draw to.
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D3DVIEWPORT9 viewport{ };
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viewport.X = 0; // start at top left corner
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viewport.Y = 0; // ..
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viewport.Width = clientRect.right; // use the entire window
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viewport.Height = clientRect.bottom; // ..
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viewport.MinZ = 0.0f; // minimun view distance
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viewport.MaxZ = 100.0f; // maximum view distance
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// Apply the created viewport.
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result = _device->SetViewport(&viewport);
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// Always check if something failed.
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if (FAILED(result))
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return false;
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// Everything was successful, return true.
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return true;
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}
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// ...
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// Back in our WinMain function we call our initialization function.
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// ...
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// Check if Direct3D initialization succeded, else exit the application.
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if (!InitD3D(hWnd))
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return -1;
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MSG msg{ };
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while (_running) {
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while (PeekMessage(&msg, hWnd, 0, 0, PM_REMOVE)) {
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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// Clear to render target to a specified color.
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_device->Clear(0, // number of rects to clear
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nullptr, // indicates to clear the entire window
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D3DCLEAR_TARGET, // clear all render targets
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D3DXCOLOR{ 1.0f, 0.0f, 0.0f, 1.0f }, // color (red)
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0.0f, // depth buffer clear value
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0); // stencil buffer clear value
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// ...
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// Drawing operations go here.
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// ...
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// Flip the front- and backbuffer.
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_device->Present(nullptr, // no source rectangle
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nullptr, // no destination rectangle
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nullptr, // don't change the current window handle
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nullptr); // pretty much always nullptr
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}
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// ...
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```
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Now the window should be displayed in a bright red color.
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## Vertex Buffer
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Let's create a vertex buffer to store the vertices for our triangle
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```cpp
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// At the top of the file we need to add a include.
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#include <vector>
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// First we declare a new ComPtr holding a vertex buffer.
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ComPtr<IDirect3DVertexBuffer9> _vertexBuffer{ };
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// Lets define a funtion to calculate the byte size of a std::vector
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template <typename T>
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unsigned int GetByteSize(const std::vector<T>& vec) {
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return sizeof(vec[0]) * vec.size();
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}
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// Define "flexible vertex format" describing the content of our vertex struct.
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// Use the defined color as diffuse color.
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const unsigned long VertexStructFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE;
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// Define a struct representing the vertex data the buffer will hold.
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struct VStruct {
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float x, y, z; // store the 3D position
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D3DCOLOR color; // store a color
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};
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// Declare a new function to create a vertex buffer.
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IDirect3DVertexBuffer9* CreateBuffer(const std::vector<VStruct>& vertices) {
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// Declare the buffer to be returned.
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IDirect3DVertexBuffer9* buffer{ };
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HRESULT result{ };
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result = _device->CreateVertexBuffer(
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GetByteSize(vertices), // vector size in bytes
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0, // data usage
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VertexStructFVF, // FVF of the struct
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D3DPOOL_DEFAULT, // use default pool for the buffer
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&buffer, // receiving buffer
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nullptr); // special shared handle
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// Check if buffer was created successfully.
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if (FAILED(result))
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return nullptr;
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// Create a data pointer for copying the vertex data
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void* data{ };
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// Lock the buffer to get a buffer for data storage.
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result = buffer->Lock(0, // byte offset
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GetByteSize(vertices), // size to lock
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&data, // receiving data pointer
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0); // special lock flags
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// Check if buffer was locked successfully.
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if (FAILED(result))
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return nullptr;
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// Copy the vertex data using C standard libraries memcpy.
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memcpy(data, vertices.data(), GetByteSize(vertices));
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buffer->Unlock();
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// Set the FVF Direct3D uses for rendering.
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_device->SetFVF(VertexStructFVF);
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// If everything was successful return the filled vertex buffer.
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return buffer;
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}
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```
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In our **WinMain** we can now call the new function after the Direct3D initialization.
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```cpp
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// ...
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if (!InitD3D(hWnd))
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return -1;
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// Define the vertices we need to draw a triangle.
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// Values are declared in a clockwise direction else Direct3D would cull them.
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// If you want to diable culling just call:
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// _device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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std::vector<VStruct> vertices {
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// Bottom left
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VStruct{ -1.0f, -1.0f, 1.0f, D3DXCOLOR{ 1.0f, 0.0f, 0.0f, 1.0f } },
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// Top left
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VStruct{ -1.0f, 1.0f, 1.0f, D3DXCOLOR{ 0.0f, 1.0f, 0.0f, 1.0f } },
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// Top right
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VStruct{ 1.0f, 1.0f, 1.0f, D3DXCOLOR{ 0.0f, 0.0f, 1.0f, 1.0f } }
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};
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// Try to create the vertex buffer else exit the application.
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if (!(_vertexBuffer = CreateBuffer(vertices)))
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return -1;
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// ...
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```
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## Transformations
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Before we can use the vertex buffer to draw our primitives, we first need to set up the matrices.
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```cpp
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// Lets create a new funtions for the matrix transformations.
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bool SetupTransform() {
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// Create a view matrix that transforms world space to
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// view space.
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D3DXMATRIX view{ };
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// Use a left-handed coordinate system.
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D3DXMatrixLookAtLH(
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&view, // receiving matrix
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&D3DXVECTOR3{ 0.0f, 0.0f, -20.0f }, // "camera" position
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&D3DXVECTOR3{ 0.0f, 0.0f, 0.0f }, // position where to look at
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&D3DXVECTOR3{ 0.0f, 1.0f, 0.0f }); // positive y-axis is up
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HRESULT result{ };
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result = _device->SetTransform(D3DTS_VIEW, &view); // apply the view matrix
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if (FAILED(result))
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return false;
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// Create a projection matrix that defines the view frustrum.
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// It transforms the view space to projection space.
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D3DXMATRIX projection{ };
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// Create a perspective projection using a left-handed coordinate system.
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D3DXMatrixPerspectiveFovLH(
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&projection, // receiving matrix
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D3DXToRadian(60.0f), // field of view in radians
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1024.0f / 768.0f, // aspect ratio (width / height)
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0.0f, // minimum view distance
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100.0f); // maximum view distance
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result = _device->SetTransform(D3DTS_PROJECTION, &projection);
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if (FAILED(result))
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return false;
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// Disable lighting for now so we can see what we want to render.
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result = _device->SetRenderState(D3DRS_LIGHTING, false);
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// View and projection matrix are successfully applied, return true.
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return true;
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}
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// ...
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// Back in the WinMain function we can now call the transformation function.
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// ...
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if (!(_vertexBuffer = CreateVertexBuffer(vertices)))
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return -1;
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// Call the transformation setup function.
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if (!SetupTransform())
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return -1;
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// ...
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```
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## Rendering
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Now that everything is setup we can start drawing our first 2D triangle in 3D space.
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```cpp
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// ...
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if (!SetupTransform())
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return -1;
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// First we have to bind our vertex buffer to the data stream.
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HRESULT result{ };
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result = _device->SetStreamSource(0, // use the default stream
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_vertexBuffer.Get(), // pass the vertex buffer
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0, // no offset
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sizeof(VStruct)); // size of vertex struct
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if (FAILED(result))
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return -1;
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// Create a world transformation matrix and set it to an identity matrix.
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D3DXMATRIX world{ };
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D3DXMatrixIdentity(&world);
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// Create a scalation matrix scaling our primitve by 10 in the x,
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// 10 in the y and keeping the z direction.
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D3DXMATRIX scaling{ };
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D3DXMatrixScaling(&scaling, // matrix to scale
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10, // x scaling
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10, // y scaling
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1); // z scaling
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// Create a rotation matrix storing the current rotation of our primitive.
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// We set the current rotation matrix to an identity matrix for now.
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D3DXMATRIX rotation{ };
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D3DXMatrixIdentity(&rotation);
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// Now we multiply the scalation and rotation matrix and store the result
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// in the world matrix.
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D3DXMatrixMultiply(&world, // destination matrix
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&scaling, // matrix 1
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&rotation); // matrix 2
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// Apply the current world matrix.
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_device->SetTransform(D3DTS_WORLD, &world);
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// Disable culling so we can see the back of our primitive when it rotates.
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_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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// The default cullmode is D3DCULL_CW.
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// After we used our the rotation matrix for multiplication we can set it
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// to rotate a small amount.
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// D3DXToRadian() function converts degree to radians.
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D3DXMatrixRotationY(&rotation, // matrix to rotate
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D3DXToRadian(0.5f)); // rotation angle in radians
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MSG msg{ };
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while (_running) {
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// ...
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_device->Clear(0, nullptr, D3DCLEAR_TARGET,
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D3DXCOLOR{ 0.0f, 0.0f, 0.0f, 1.0f }, 0.0f, 0);
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// With everything setup we can call the draw function.
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_device->BeginScene();
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_device->DrawPrimitive(D3DPT_TRIANGLELIST, // primitive type
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0, // start vertex
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1); // primitive count
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_device->EndScene();
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_device->Present(nullptr, nullptr, nullptr, nullptr);
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// We can keep multiplying the world matrix with our rotation matrix
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// to add it's rotation to the world matrix.
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D3DXMatrixMultiply(&world, &world, &rotation);
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// Update the modified world matrix.
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_device->SetTransform(D3DTS_WORLD, &world);
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// ...
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```
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You should now be viewing a 10x10 units colored triangle from 20 units away, rotating around its origin.<br>
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||
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You can find the complete working code here: [DirectX - 1](https://pastebin.com/YkSF2rkk)
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||
|
|
||
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## Indexing
|
||
|
|
||
|
To make it easier to draw primitives sharing a lot of vertices we can use indexing, so we only have to declare the unique vertices and put the order they are called in another array.
|
||
|
|
||
|
```cpp
|
||
|
// First we declare a new ComPtr for our index buffer.
|
||
|
ComPtr<IDirect3DIndexBuffer9> _indexBuffer{ };
|
||
|
// ...
|
||
|
// Declare a function creating a index buffer from a std::vector
|
||
|
IDirect3DIndexBuffer9* CreateIBuffer(std::vector<unsigned int>& indices) {
|
||
|
IDirect3DIndexBuffer9* buffer{ };
|
||
|
HRESULT result{ };
|
||
|
result = _device->CreateIndexBuffer(
|
||
|
GetByteSize(indices), // vector size in bytes
|
||
|
0, // data usage
|
||
|
D3DFMT_INDEX32, // format is 32 bit int
|
||
|
D3DPOOL_DEFAULT, // default pool
|
||
|
&buffer, // receiving buffer
|
||
|
nullptr); // special shared handle
|
||
|
if (FAILED(result))
|
||
|
return nullptr;
|
||
|
// Create a data pointer pointing to the buffer data.
|
||
|
void* data{ };
|
||
|
result = buffer->Lock(0, // byte offset
|
||
|
GetByteSize(indices), // byte size
|
||
|
&data, // receiving data pointer
|
||
|
0); // special lock flag
|
||
|
if (FAILED(result))
|
||
|
return nullptr;
|
||
|
// Copy the index data and unlock after copying.
|
||
|
memcpy(data, indices.data(), GetByteSize(indices));
|
||
|
buffer->Unlock();
|
||
|
// Return the filled index buffer.
|
||
|
return buffer;
|
||
|
}
|
||
|
// ...
|
||
|
// In our WinMain we can now change the vertex data and create new index data.
|
||
|
// ...
|
||
|
std::vector<VStruct> vertices {
|
||
|
VStruct{ -1.0f, -1.0f, 1.0f, D3DXCOLOR{ 1.0f, 0.0f, 0.0f, 1.0f } },
|
||
|
VStruct{ -1.0f, 1.0f, 1.0f, D3DXCOLOR{ 0.0f, 1.0f, 0.0f, 1.0f } },
|
||
|
VStruct{ 1.0f, 1.0f, 1.0f, D3DXCOLOR{ 0.0f, 0.0f, 1.0f, 1.0f } },
|
||
|
// Add a vertex for the bottom right.
|
||
|
VStruct{ 1.0f, -1.0f, 1.0f, D3DXCOLOR{ 1.0f, 1.0f, 0.0f, 1.0f } }
|
||
|
};
|
||
|
// Declare the index data, here we build a rectangle from two triangles.
|
||
|
std::vector<unsigned int> indices {
|
||
|
0, 1, 2, // the first triangle (b,left -> t,left -> t,right)
|
||
|
0, 2, 3 // the second triangle (b,left -> t,right -> b,right)
|
||
|
};
|
||
|
// ...
|
||
|
// Now we call the "CreateIBuffer" function to create a index buffer.
|
||
|
// ...
|
||
|
if (!(_indexBuffer = CreateIBuffer(indices)))
|
||
|
return -1;
|
||
|
// ...
|
||
|
// After binding the vertex buffer we have to bind the index buffer to
|
||
|
// use indexed rendering.
|
||
|
result = _device->SetStreamSource(0, _vertexBuffer.Get(), 0, sizeof(VStruct));
|
||
|
if (FAILED(result))
|
||
|
return -1;
|
||
|
// Bind the index data to the default data stream.
|
||
|
result = _device->SetIndices(_indexBuffer.Get())
|
||
|
if (FAILED(result))
|
||
|
return -1;
|
||
|
// ...
|
||
|
// Now we replace the "DrawPrimitive" function with an indexed version.
|
||
|
_device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, // primitive type
|
||
|
0, // base vertex index
|
||
|
0, // minimum index
|
||
|
indices.size(), // amount of vertices
|
||
|
0, // start in index buffer
|
||
|
2); // primitive count
|
||
|
// ...
|
||
|
```
|
||
|
|
||
|
Now you should see a colored rectangle made up of 2 triangles. If you set the primitive count in the "DrawIndexedPrimitive" method to 1 only the first triangle should be rendered and if you set the start of the index buffer to 3 and the primitive count to 1 only the second triangle should be rendered.<br>
|
||
|
You can find the complete working code here: [DirectX - 2](https://pastebin.com/yWBPWPRG)
|
||
|
|
||
|
## Vertex declaration
|
||
|
|
||
|
Instead of using the old "flexible vertex format" we should use vertex declarations instead, as the FVF declarations get converted to vertex declarations internally anyway.
|
||
|
|
||
|
```cpp
|
||
|
// First we have to REMOVE the following lines:
|
||
|
const unsigned long VertexStructFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE;
|
||
|
// and
|
||
|
_device->SetFVF(VertexStructFVF);
|
||
|
// ...
|
||
|
// We also have to change the vertex buffer creation FVF-flag.
|
||
|
result = _device->CreateVertexBuffer(
|
||
|
GetByteSize(vertices),
|
||
|
0,
|
||
|
0, // <- 0 indicates we use vertex declarations
|
||
|
D3DPOOL_DEFAULT,
|
||
|
&buffer,
|
||
|
nullptr);
|
||
|
// Next we have to declare a new ComPtr.
|
||
|
ComPtr<IDirect3DVertexDeclaration9> _vertexDecl{ };
|
||
|
// ...
|
||
|
result = _device->SetIndices(_indexBuffer.Get());
|
||
|
if (FAILED(result))
|
||
|
return -1;
|
||
|
// Now we have to declare and apply the vertex declaration.
|
||
|
// Create a vector of vertex elements making up the vertex declaration.
|
||
|
std::vector<D3DVERTEXELEMENT9> vertexDeclDesc {
|
||
|
{ 0, // stream index
|
||
|
0, // byte offset from the struct beginning
|
||
|
D3DDECLTYPE_FLOAT3, // data type (3d float vector)
|
||
|
D3DDECLMETHOD_DEFAULT, // tessellator operation
|
||
|
D3DDECLUSAGE_POSTION, // usage of the data
|
||
|
0 }, // index (multiples usage of the same type)
|
||
|
{ 0,
|
||
|
12, // byte offset (3 * sizeof(float) bytes)
|
||
|
D3DDECLTYPE_D3DCOLOR,
|
||
|
D3DDECLMETHOD_DEFAULT,
|
||
|
D3DDECLUSAGE_COLOR,
|
||
|
0 },
|
||
|
D3DDECL_END() // marks the end of the vertex declaration
|
||
|
};
|
||
|
// After having defined the vector we can create a vertex declaration from it.
|
||
|
result = _device->CreateVertexDeclaration(
|
||
|
vertexDeclDesc.data(), // the vertex element array
|
||
|
&_vertexDecl); // receiving pointer
|
||
|
if (FAILED(result))
|
||
|
return -1;
|
||
|
// Apply the created vertex declaration.
|
||
|
_device->SetVertexDeclaration(_vertexDecl.Get());
|
||
|
// ...
|
||
|
```
|
||
|
|
||
|
## Shader
|
||
|
|
||
|
The maximum shader model for Direct3D 9 is shader model 3.0. Even though every modern graphics card should support it, it is best to check for capabilities.
|
||
|
|
||
|
```cpp
|
||
|
// ...
|
||
|
_device->SetVertexDeclaration(_vertexDecl.Get());
|
||
|
// First we have to request the device capabilities.
|
||
|
D3DCAPS9 deviceCaps{ };
|
||
|
_device->GetDeviceCaps(&deviceCaps);
|
||
|
// Now we check if shader model 3.0 is supported for the vertex shader.
|
||
|
if (deviceCaps.VertexShaderVersion < D3DVS_VERSION(3, 0))
|
||
|
return -1;
|
||
|
// And the same for the pixel shader.
|
||
|
if (deviceCaps.PixelShaderVersion < D3DPS_VERSION(3, 0))
|
||
|
return -1;
|
||
|
```
|
||
|
|
||
|
Now that we are sure shader model 3.0 is supported let's create the vertex and pixel shader files.
|
||
|
DirectX 9 introduced the HLSL (**High Level Shading Language**), a C-like shader language, which
|
||
|
simplified the shader programming a lot, as you could only write shaders in shader assembly in DirectX 8.
|
||
|
Let's create a simple vertex- and pixel shader.
|
||
|
|
||
|
**Vertex Shader**
|
||
|
|
||
|
```cpp
|
||
|
// 3 4x4 float matrices representing the matrices we set in the fixed-function
|
||
|
// pipeline by using the SetTransform() method.
|
||
|
float4x4 projectionMatrix;
|
||
|
float4x4 viewMatrix;
|
||
|
float4x4 worldMatrix;
|
||
|
// The input struct to the vertex shader.
|
||
|
// It holds a 3d float vector for the position and a 4d float vector
|
||
|
// for the color.
|
||
|
struct VS_INPUT {
|
||
|
float3 position : POSITION;
|
||
|
float4 color : COLOR;
|
||
|
};
|
||
|
// The output struct of the vertex shader, that is passed to the pixel shader.
|
||
|
struct VS_OUTPUT {
|
||
|
float4 position : POSITION;
|
||
|
float4 color : COLOR;
|
||
|
};
|
||
|
// The main function of the vertex shader returns the output it sends to the
|
||
|
// pixel shader and receives it's input as a parameter.
|
||
|
VS_OUTPUT main(VS_INPUT input) {
|
||
|
// Declare a empty struct, that the vertex shader returns.
|
||
|
VS_OUTPUT output;
|
||
|
// Set the output position to the input position and set
|
||
|
// the w-component to 1, as the input position is a 3d vector and
|
||
|
// the output position a 4d vector.
|
||
|
output.position = float4(input.position, 1.0f);
|
||
|
// Multiply the output position step by step with the world, view and
|
||
|
// projection matrices.
|
||
|
output.position = mul(output.position, worldMatrix);
|
||
|
output.position = mul(output.position, viewMatrix);
|
||
|
output.position = mul(output.position, projectionMatrix);
|
||
|
// Pass the input color unchanged to the pixel shader.
|
||
|
output.color = input.color;
|
||
|
// Return the output struct to the pixel shader.
|
||
|
// The position value is automatically used as the vertex position.
|
||
|
return output;
|
||
|
}
|
||
|
```
|
||
|
|
||
|
**Pixel Shader**
|
||
|
|
||
|
```cpp
|
||
|
// The pixel shader input struct must be the same as the vertex shader output!
|
||
|
struct PS_INPUT {
|
||
|
float4 position : POSITION;
|
||
|
float4 color : COLOR;
|
||
|
};
|
||
|
// The pixel shader simply returns a 4d vector representing the vertex color.
|
||
|
// It receives it's input as a parameter just like the vertex shader.
|
||
|
// We have to declare the output semantic as color to it gets interpreted
|
||
|
// correctly.
|
||
|
float4 main(PS_INPUT input) : COLOR {
|
||
|
return input.color;
|
||
|
}
|
||
|
```
|
||
|
|
||
|
For more on semantics: [DirectX - Semantics](https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-semantics#vertex-shader-semantics)
|
||
|
|
||
|
Now we have to do quite some changes to the code.
|
||
|
|
||
|
```cpp
|
||
|
ComPtr<IDirect3DDevice9> _device{ };
|
||
|
ComPtr<IDirect3DVertexBuffer9> _vertexBuffer{ };
|
||
|
ComPtr<IDirect3DIndexBuffer9> _indexBuffer{ };
|
||
|
ComPtr<IDirect3DVertexDeclaration9> _vertexDecl{ };
|
||
|
// We have to add a ComPtr for the vertex- and pixel shader, aswell as one
|
||
|
// for the constants (matrices) in our vertex shader.
|
||
|
ComPtr<IDirect3DVertexShader9> _vertexShader{ };
|
||
|
ComPtr<IDirect3DPixelShader9> _pixelShader{ };
|
||
|
ComPtr<ID3DXConstantTable> _vertexTable{ };
|
||
|
// Declare the world and rotation matrix as global, because we use them in
|
||
|
// WinMain and SetupTransform now.
|
||
|
D3DXMATRIX _worldMatrix{ };
|
||
|
D3DXMATRIX _rotationMatrix{ };
|
||
|
// ...
|
||
|
bool SetupTransform() {
|
||
|
// Set the world and rotation matrix to an identity matrix.
|
||
|
D3DXMatrixIdentity(&_worldMatrix);
|
||
|
D3DXMatrixIdentity(&_rotationMatrix);
|
||
|
|
||
|
D3DXMATRIX scaling{ };
|
||
|
D3DXMatrixScaling(&scaling, 10, 10, 1);
|
||
|
D3DXMatrixMultiply(&_worldMatrix, &scaling, &_rotationMatrix);
|
||
|
// After multiplying the scalation and rotation matrix the have to pass
|
||
|
// them to the shader, by using a method from the constant table
|
||
|
// of the vertex shader.
|
||
|
HRESULT result{ };
|
||
|
result = _vertexTable->SetMatrix(
|
||
|
_device.Get(), // direct3d device
|
||
|
"worldMatrix", // matrix name in the shader
|
||
|
&_worldMatrix); // pointer to the matrix
|
||
|
if (FAILED(result))
|
||
|
return false;
|
||
|
|
||
|
D3DXMATRIX view{ };
|
||
|
D3DXMatrixLookAtLH(&view, &D3DXVECTOR3{ 0.0f, 0.0f, -20.0f },
|
||
|
&D3DXVECTOR3{ 0.0f, 0.0f, 0.0f }, &D3DXVECTOR3{ 0.0f, 1.0f, 0.0f });
|
||
|
// Do the same for the view matrix.
|
||
|
result = _vertexTable->SetMatrix(
|
||
|
_device.Get(), // direct 3d device
|
||
|
"viewMatrix", // matrix name
|
||
|
&view); // matrix
|
||
|
if (FAILED(result))
|
||
|
return false;
|
||
|
|
||
|
D3DXMATRIX projection{ };
|
||
|
D3DXMatrixPerspectiveFovLH(&projection, D3DXToRadian(60.0f),
|
||
|
1024.0f / 768.0f, 0.0f, 100.0f);
|
||
|
// And also for the projection matrix.
|
||
|
result = _vertexTable->SetMatrix(
|
||
|
_device.Get(),
|
||
|
"projectionMatrix",
|
||
|
&projection);
|
||
|
if (FAILED(result))
|
||
|
return false;
|
||
|
|
||
|
D3DXMatrixRotationY(&_rotationMatrix, D3DXToRadian(0.5f));
|
||
|
return true;
|
||
|
}
|
||
|
// ...
|
||
|
// Vertex and index buffer creation aswell as initialization stay unchanged.
|
||
|
// ...
|
||
|
// After checking that shader model 3.0 is available we have to compile and
|
||
|
// create the shaders.
|
||
|
// Declare two temporary buffers storing the compiled shader code.
|
||
|
ID3DXBuffer* vertexShaderBuffer{ };
|
||
|
ID3DXBuffer* pixelShaderBuffer{ };
|
||
|
result = D3DXCompileShaderFromFile("vertex.hlsl", // shader name
|
||
|
nullptr, // macro definitions
|
||
|
nullptr, // special includes
|
||
|
"main", // entry point name
|
||
|
"vs_3_0", // shader model version
|
||
|
0, // special flags
|
||
|
&vertexShaderBuffer, // code buffer
|
||
|
nullptr, // error message
|
||
|
&_vertexTable); // constant table
|
||
|
if (FAILED(result))
|
||
|
return -1;
|
||
|
// After the vertex shader compile the pixel shader.
|
||
|
result = D3DXCompileShaderFromFile("pixel.hlsl",
|
||
|
nullptr,
|
||
|
nullptr,
|
||
|
"main",
|
||
|
"ps_3_0", // pixel shader model 3.0
|
||
|
0,
|
||
|
&pixelShaderBuffer,
|
||
|
nullptr,
|
||
|
nullptr); // no need for a constant table
|
||
|
if (FAILED(result))
|
||
|
return -1;
|
||
|
// Create the vertex shader from the code buffer.
|
||
|
result = _device->CreateVertexShader(
|
||
|
(DWORD*)vertexShaderBuffer->GetBufferPointer(), // code buffer
|
||
|
&_vertexShader); // vertex shader pointer
|
||
|
if (FAILED(result))
|
||
|
return -1;
|
||
|
|
||
|
result = _device->CreatePixelShader(
|
||
|
(DWORD*)pixelShaderBuffer->GetBufferPointer(),
|
||
|
&_pixelShader);
|
||
|
if (FAILED(result))
|
||
|
return -1;
|
||
|
// Release the temporary code buffers after the shaders are created.
|
||
|
vertexShaderBuffer->Release();
|
||
|
pixelShaderBuffer->Release();
|
||
|
// Apply the vertex- and pixel shader.
|
||
|
_device->SetVertexShader(_vertexShader.Get());
|
||
|
_device->SetPixelShader(_pixelShader.Get());
|
||
|
// Apply the transform after the shaders have been set.
|
||
|
if (!SetupTransform())
|
||
|
return -1;
|
||
|
// You can also REMOVE the call so set the lighting render state.
|
||
|
_device->SetRenderState(D3DRS_LIGHTING, false);
|
||
|
```
|
||
|
|
||
|
You can find the complete code here: [DirectX - 3](https://pastebin.com/y4NrvawY)
|
||
|
|
||
|
## Texturing
|
||
|
|
||
|
```cpp
|
||
|
// First we need to declare a ComPtr for the texture.
|
||
|
ComPtr<IDirect3DTexture9> _texture{ };
|
||
|
// Then we have to change the vertex struct.
|
||
|
struct VStruct {
|
||
|
float x, y, z;
|
||
|
float u, v; // Add texture u and v coordinates
|
||
|
D3DCOLOR color;
|
||
|
};
|
||
|
// In the vertex declaration we have to add the texture coordinates.
|
||
|
// the top left of the texture is u: 0, v: 0.
|
||
|
std::vector<VStruct> vertices {
|
||
|
VStruct{ -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, ... }, // bottom left
|
||
|
VStruct{ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, ... }, // top left
|
||
|
VStruct{ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, ... }, // top right
|
||
|
VStruct{ 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, ... } // bottom right
|
||
|
};
|
||
|
// Next is the vertex declaration.
|
||
|
std::vector<D3DVERTEXELEMENT9> vertexDecl{
|
||
|
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
|
||
|
// Add a 2d float vector used for texture coordinates.
|
||
|
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
|
||
|
// The color offset is not (3 + 2) * sizeof(float) = 20 bytes
|
||
|
{0, 20, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
|
||
|
D3DDECL_END()
|
||
|
};
|
||
|
// Now we have to load the texture and pass its to the shader.
|
||
|
// ...
|
||
|
_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
||
|
// Create a Direct3D texture from a png file.
|
||
|
result = D3DXCreateTextureFromFile(_device.Get(), // direct3d device
|
||
|
"texture.png", // texture path
|
||
|
&_texture); // receiving texture pointer
|
||
|
if (FAILED(result))
|
||
|
return -1;
|
||
|
// Attach the texture to shader stage 0, which is equal to texture register 0
|
||
|
// in the pixel shader.
|
||
|
_device->SetTexture(0, _texture.Get());
|
||
|
```
|
||
|
|
||
|
With the main code ready we now have to adjust the shaders to these changes.
|
||
|
|
||
|
**Vertex Shader**
|
||
|
|
||
|
```cpp
|
||
|
float4x4 projectionMatrix;
|
||
|
float4x4 viewMatrix;
|
||
|
float4x4 worldMatrix;
|
||
|
// Add the texture coordinates to the vertex shader in- and output.
|
||
|
struct VS_INPUT {
|
||
|
float3 position : POSITION;
|
||
|
float2 texcoord : TEXCOORD;
|
||
|
float4 color : COLOR;
|
||
|
};
|
||
|
|
||
|
struct VS_OUTPUT {
|
||
|
float4 position : POSITION;
|
||
|
float2 texcoord : TEXCOORD;
|
||
|
float4 color : COLOR;
|
||
|
};
|
||
|
|
||
|
VS_OUTPUT main(VS_INPUT input) {
|
||
|
VS_OUTPUT output;
|
||
|
|
||
|
output.position = float4(input.position, 1.0f);
|
||
|
output.position = mul(output.position, worldMatrix);
|
||
|
output.position = mul(output.position, viewMatrix);
|
||
|
output.position = mul(output.position, projectionMatrix);
|
||
|
|
||
|
output.color = input.color;
|
||
|
// Set the texcoord output to the input.
|
||
|
output.texcoord = input.texcoord;
|
||
|
|
||
|
return output;
|
||
|
}
|
||
|
```
|
||
|
|
||
|
**Pixel Shader**
|
||
|
|
||
|
```cpp
|
||
|
// Create a sampler called "sam0" using sampler register 0, which is equal
|
||
|
// to the texture stage 0, to which we passed the texture.
|
||
|
sampler sam0 : register(s0);
|
||
|
|
||
|
struct PS_INPUT {
|
||
|
float4 position : POSITION;
|
||
|
float2 texcoord : TEXCOORD;
|
||
|
float4 color : COLOR;
|
||
|
};
|
||
|
|
||
|
float4 main(PS_INPUT input) : COLOR{
|
||
|
// Do a linear interpolation between the texture color and the input color
|
||
|
// using 75% of the input color.
|
||
|
// tex2D returns the texture data at the specified texture coordinate.
|
||
|
return lerp(tex2D(sam0, input.texcoord), input.color, 0.75f);
|
||
|
}
|
||
|
```
|
||
|
|
||
|
## Quotes
|
||
|
<sup>[1]</sup>[DirectX - Wikipedia](https://en.wikipedia.org/wiki/DirectX)
|