#include <d3d9.h>
//#include <Windows.h>
//전역변수
LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
//Direct3D 초기화
HRESULT InitD3D(HWND hWnd)
{
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
if (FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice)))
{
return E_FAIL;
}
return S_OK;
}
void CleanUp()
{
if (g_pd3dDevice != NULL)
{
g_pd3dDevice->Release();
}
if (g_pD3D != NULL)
{
g_pD3D->Release();
}
}
void Render()
{
if (NULL == g_pd3dDevice)
{
return;
}
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0);
if (SUCCEEDED(g_pd3dDevice->BeginScene()))
{
//랜더링 종료
g_pd3dDevice->EndScene();
}
//후면버퍼를 보이는 화면으로!
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
}
//윈도우 프로시저
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
CleanUp();
PostQuitMessage(0);
return 0;
case WM_PAINT:
Render();
ValidateRect(hWnd, NULL);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE, LPSTR, INT)
{
//윈도우 클래스 등록
WNDCLASSEX wc = {
sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"D3D Tutorial", NULL
};
RegisterClassEx(&wc);
HWND hWnd = CreateWindow("D3D Tutorial", "D3D Tutorial 01 : CreateDevice",
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300, GetDesktopWindow(), NULL, wc.hInstance, NULL);
//Direct3D 초기화
if (SUCCEEDED(InitD3D(hWnd)))
{
//윈도우 출력
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
//메시지 루프
MSG msg;
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
//등록된 클래스 소거
UnregisterClass("D3D Tutorial", wc.hInstance);
return 0;
}