commit 3f434f8592e924edf4672dd28aeac39ff1864a10 Author: Fries Date: Sat Apr 6 01:00:50 2024 -0700 Create a basic triangle for the XBOX. Using the 100% legal leaked Xbox SDK (/sarcasm) with DirectX 8.1. diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..8a30d25 --- /dev/null +++ b/.gitignore @@ -0,0 +1,398 @@ +## Ignore Visual Studio temporary files, build results, and +## files generated by popular Visual Studio add-ons. +## +## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore + +# User-specific files +*.rsuser +*.suo +*.user +*.userosscache +*.sln.docstates + +# User-specific files (MonoDevelop/Xamarin Studio) +*.userprefs + +# Mono auto generated files +mono_crash.* + +# Build results +[Dd]ebug/ +[Dd]ebugPublic/ +[Rr]elease/ +[Rr]eleases/ +x64/ +x86/ +[Ww][Ii][Nn]32/ +[Aa][Rr][Mm]/ +[Aa][Rr][Mm]64/ +bld/ +[Bb]in/ +[Oo]bj/ +[Ll]og/ +[Ll]ogs/ + +# Visual Studio 2015/2017 cache/options directory +.vs/ +# Uncomment if you have tasks that create the project's static files in wwwroot +#wwwroot/ + +# Visual Studio 2017 auto generated files +Generated\ Files/ + +# MSTest test Results +[Tt]est[Rr]esult*/ +[Bb]uild[Ll]og.* + +# NUnit +*.VisualState.xml +TestResult.xml +nunit-*.xml + +# Build Results of an ATL Project +[Dd]ebugPS/ +[Rr]eleasePS/ +dlldata.c + +# Benchmark Results +BenchmarkDotNet.Artifacts/ + +# .NET Core +project.lock.json +project.fragment.lock.json +artifacts/ + +# ASP.NET Scaffolding +ScaffoldingReadMe.txt + +# StyleCop +StyleCopReport.xml + +# Files built by Visual Studio +*_i.c +*_p.c +*_h.h +*.ilk +*.meta +*.obj +*.iobj +*.pch +*.pdb +*.ipdb +*.pgc +*.pgd +*.rsp +*.sbr +*.tlb +*.tli +*.tlh +*.tmp +*.tmp_proj +*_wpftmp.csproj +*.log +*.tlog +*.vspscc +*.vssscc +.builds +*.pidb +*.svclog +*.scc + +# Chutzpah Test files +_Chutzpah* + +# Visual C++ cache files +ipch/ +*.aps +*.ncb +*.opendb +*.opensdf +*.sdf +*.cachefile +*.VC.db +*.VC.VC.opendb + +# Visual Studio profiler +*.psess +*.vsp +*.vspx +*.sap + +# Visual Studio Trace Files +*.e2e + +# TFS 2012 Local Workspace +$tf/ + +# Guidance Automation Toolkit +*.gpState + +# ReSharper is a .NET coding add-in +_ReSharper*/ +*.[Rr]e[Ss]harper +*.DotSettings.user + +# TeamCity is a build add-in +_TeamCity* + +# DotCover is a Code Coverage Tool +*.dotCover + +# AxoCover is a Code Coverage Tool +.axoCover/* +!.axoCover/settings.json + +# Coverlet is a free, cross platform Code Coverage Tool +coverage*.json +coverage*.xml +coverage*.info + +# Visual Studio code coverage results +*.coverage +*.coveragexml + +# NCrunch +_NCrunch_* +.*crunch*.local.xml +nCrunchTemp_* + +# MightyMoose +*.mm.* +AutoTest.Net/ + +# Web workbench (sass) +.sass-cache/ + +# Installshield output folder +[Ee]xpress/ + +# DocProject is a documentation generator add-in +DocProject/buildhelp/ +DocProject/Help/*.HxT +DocProject/Help/*.HxC +DocProject/Help/*.hhc +DocProject/Help/*.hhk +DocProject/Help/*.hhp +DocProject/Help/Html2 +DocProject/Help/html + +# Click-Once directory +publish/ + +# Publish Web Output +*.[Pp]ublish.xml +*.azurePubxml +# Note: Comment the next line if you want to checkin your web deploy settings, +# but database connection strings (with potential passwords) will be unencrypted +*.pubxml +*.publishproj + +# Microsoft Azure Web App publish settings. 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+// D3D device +LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; +// D3D Vertex Buffer +LPDIRECT3DVERTEXBUFFER8 g_pVB = NULL; + +struct Vertex +{ + FLOAT x, y, z; + D3DCOLOR color; +}; + +#define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE) + +HRESULT InitVertexBuffer() +{ + Vertex g_Vertices[] = + { + {-1.0f, -1.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0)}, + {0.0f, 1.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0)}, + {1.0f, -1.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255)} + }; + + // Create a Vertex Buffer + HRESULT vertexBufferCreation = g_pd3dDevice->CreateVertexBuffer(3 * sizeof(Vertex), + D3DUSAGE_WRITEONLY, D3DFVF_VERTEX, D3DPOOL_MANAGED, &g_pVB); + if (FAILED(vertexBufferCreation)) + return E_FAIL; + + + Vertex* pVertices; + // Lock the Vertex Buffer and retreive a pointer to it + if (FAILED(g_pVB->Lock(0, 0, (BYTE**)&pVertices, 0))) + return E_FAIL; + // Copy vertices to the GPU + memcpy(pVertices, g_Vertices, 3 * sizeof(Vertex)); + // Unlock the Vertex Buffer + g_pVB->Unlock(); + + return S_OK; +} + +HRESULT InitD3D8() +{ + // Create D3D8 object + g_pD3D = Direct3DCreate8(D3D_SDK_VERSION); + if (g_pD3D == (NULL)) + return E_FAIL; + + // Create D3D device settings + D3DPRESENT_PARAMETERS d3dpp; + ZeroMemory(&d3dpp, sizeof(d3dpp)); + // Set the resolution to 480p (640x480). + d3dpp.BackBufferWidth = 640; + d3dpp.BackBufferHeight = 480; + d3dpp.BackBufferFormat = D3DFMT_LIN_X8R8G8B8; + d3dpp.BackBufferCount = 1; + d3dpp.EnableAutoDepthStencil = TRUE; + d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; + d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; + d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_ONE_OR_IMMEDIATE; + + // Create the D3D8 device with the device settings (present parameters). + HRESULT deviceCreation = g_pD3D->CreateDevice(0, D3DDEVTYPE_HAL, NULL, + D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice); + if (FAILED(deviceCreation)) + return E_FAIL; + + // Set the projection matrix + D3DXMATRIX matProj; + D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 4.0f/3.0f, 1.0f, 200.0f); + g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj); + + // Set the view matrix + D3DXVECTOR3 vEyePt = D3DXVECTOR3(0.0f, 0.0f, -7.0f); + D3DXVECTOR3 vLookatPt = D3DXVECTOR3(0.0f, 0.0f, 0.0f); + D3DXVECTOR3 vUp = D3DXVECTOR3(0.0f, 1.0f, 0.0f); + D3DXMATRIX matView; + D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUp); + g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView); + + return S_OK; +} + +VOID Render() +{ + DWORD clearFlags = D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL; + D3DCOLOR color = D3DCOLOR_XRGB(0, 0, 0); + g_pd3dDevice->Clear(0L, NULL, clearFlags, color, 1.0f, 0L); + + g_pd3dDevice->BeginScene(); + + g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); + g_pd3dDevice->SetStreamSource(0, g_pVB, sizeof(Vertex)); + g_pd3dDevice->SetVertexShader(D3DFVF_VERTEX); + g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1); + + g_pd3dDevice->EndScene(); +} + +void __cdecl main() +{ + // Initialize Direct3D 8.1 + if (FAILED(InitD3D8())) + return; + + // Initialize the Vertex Buffer + InitVertexBuffer(); + + while (TRUE) + { + // Render the current scene + Render(); + + g_pd3dDevice->Present(NULL, NULL, NULL, NULL); + } +} diff --git a/stdafx.cpp b/stdafx.cpp new file mode 100644 index 0000000..1577c4e --- /dev/null +++ b/stdafx.cpp @@ -0,0 +1 @@ +#include "stdafx.h" \ No newline at end of file diff --git a/stdafx.h b/stdafx.h new file mode 100644 index 0000000..2913f50 --- /dev/null +++ b/stdafx.h @@ -0,0 +1,4 @@ +#ifndef STDAFX_H +#define STDAFX_H +#include +#endif \ No newline at end of file