Create a basic triangle for the XBOX.

Using the 100% legal leaked Xbox SDK (/sarcasm) with DirectX 8.1.
This commit is contained in:
Fries 2024-04-06 01:00:50 -07:00
commit 3f434f8592
6 changed files with 835 additions and 0 deletions

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Microsoft Visual Studio Solution File, Format Version 8.00
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "XboxProject2", "XboxProject2.vcproj", "{65C32018-7565-47A4-BE2A-8217AC6C15CD}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfiguration) = preSolution
Debug = Debug
Profile = Profile
Profile_FastCap = Profile_FastCap
Release = Release
Release_LTCG = Release_LTCG
EndGlobalSection
GlobalSection(ProjectConfiguration) = postSolution
{65C32018-7565-47A4-BE2A-8217AC6C15CD}.Debug.ActiveCfg = Debug|Xbox
{65C32018-7565-47A4-BE2A-8217AC6C15CD}.Debug.Build.0 = Debug|Xbox
{65C32018-7565-47A4-BE2A-8217AC6C15CD}.Profile.ActiveCfg = Profile|Xbox
{65C32018-7565-47A4-BE2A-8217AC6C15CD}.Profile.Build.0 = Profile|Xbox
{65C32018-7565-47A4-BE2A-8217AC6C15CD}.Profile_FastCap.ActiveCfg = Profile_FastCap|Xbox
{65C32018-7565-47A4-BE2A-8217AC6C15CD}.Profile_FastCap.Build.0 = Profile_FastCap|Xbox
{65C32018-7565-47A4-BE2A-8217AC6C15CD}.Release.ActiveCfg = Release|Xbox
{65C32018-7565-47A4-BE2A-8217AC6C15CD}.Release.Build.0 = Release|Xbox
{65C32018-7565-47A4-BE2A-8217AC6C15CD}.Release_LTCG.ActiveCfg = Release_LTCG|Xbox
{65C32018-7565-47A4-BE2A-8217AC6C15CD}.Release_LTCG.Build.0 = Release_LTCG|Xbox
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
EndGlobalSection
GlobalSection(ExtensibilityAddIns) = postSolution
EndGlobalSection
EndGlobal

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<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="7.10"
Name="XboxProject2"
ProjectGUID="{65C32018-7565-47A4-BE2A-8217AC6C15CD}"
Keyword="XboxProj">
<Platforms>
<Platform
Name="Xbox"/>
</Platforms>
<Configurations>
<Configuration
Name="Debug|Xbox"
OutputDirectory="Debug"
IntermediateDirectory="Debug"
ConfigurationType="1"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
Optimization="0"
OptimizeForProcessor="2"
PreprocessorDefinitions="_DEBUG;_XBOX"
MinimalRebuild="TRUE"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
EnableEnhancedInstructionSet="1"
UsePrecompiledHeader="2"
WarningLevel="3"
Detect64BitPortabilityProblems="FALSE"
DebugInformationFormat="4"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="xapilibd.lib d3d8d.lib d3dx8d.lib xgraphicsd.lib dsoundd.lib dmusicd.lib xactengd.lib xsndtrkd.lib xvoiced.lib xonlined.lib xboxkrnl.lib xbdm.lib"
OutputFile="$(OutDir)/$(ProjectName).exe"
LinkIncremental="2"
GenerateDebugInformation="TRUE"
ProgramDatabaseFile="$(OutDir)/$(ProjectName).pdb"
SubSystem="2"
OptimizeForWindows98="1"
TargetMachine="1"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="XboxDeploymentTool"/>
<Tool
Name="XboxImageTool"
StackSize="65536"
IncludeDebugInfo="TRUE"
NoLibWarn="TRUE"/>
</Configuration>
<Configuration
Name="Profile|Xbox"
OutputDirectory="Profile"
IntermediateDirectory="Profile"
ConfigurationType="1"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
Optimization="3"
OmitFramePointers="TRUE"
OptimizeForProcessor="2"
PreprocessorDefinitions="NDEBUG;_XBOX;PROFILE"
StringPooling="TRUE"
RuntimeLibrary="0"
BufferSecurityCheck="TRUE"
EnableFunctionLevelLinking="TRUE"
EnableEnhancedInstructionSet="1"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="FALSE"
DebugInformationFormat="3"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="xapilib.lib d3d8i.lib d3dx8.lib xgraphics.lib dsound.lib dmusici.lib xactengi.lib xsndtrk.lib xvoice.lib xonlines.lib xboxkrnl.lib xbdm.lib xperf.lib"
OutputFile="$(OutDir)/$(ProjectName).exe"
LinkIncremental="1"
GenerateDebugInformation="TRUE"
ProgramDatabaseFile="$(OutDir)/$(ProjectName).pdb"
SubSystem="2"
OptimizeReferences="2"
EnableCOMDATFolding="2"
OptimizeForWindows98="1"
SetChecksum="TRUE"
TargetMachine="1"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="XboxDeploymentTool"/>
<Tool
Name="XboxImageTool"
StackSize="65536"
IncludeDebugInfo="TRUE"
NoLibWarn="TRUE"/>
</Configuration>
<Configuration
Name="Profile_FastCap|Xbox"
OutputDirectory="Profile_FastCap"
IntermediateDirectory="Profile_FastCap"
ConfigurationType="1"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
Optimization="3"
OmitFramePointers="TRUE"
OptimizeForProcessor="2"
PreprocessorDefinitions="NDEBUG;_XBOX;PROFILE;FASTCAP"
StringPooling="TRUE"
RuntimeLibrary="0"
BufferSecurityCheck="TRUE"
EnableFunctionLevelLinking="TRUE"
EnableEnhancedInstructionSet="1"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="FALSE"
DebugInformationFormat="3"
FastCAP="TRUE"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="xapilib.lib d3d8i.lib d3dx8.lib xgraphics.lib dsound.lib dmusici.lib xactengi.lib xsndtrk.lib xvoice.lib xonlines.lib xboxkrnl.lib xbdm.lib xperf.lib"
OutputFile="$(OutDir)/$(ProjectName).exe"
LinkIncremental="1"
GenerateDebugInformation="TRUE"
ProgramDatabaseFile="$(OutDir)/$(ProjectName).pdb"
SubSystem="2"
OptimizeReferences="2"
EnableCOMDATFolding="2"
OptimizeForWindows98="1"
SetChecksum="TRUE"
TargetMachine="1"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="XboxDeploymentTool"/>
<Tool
Name="XboxImageTool"
StackSize="65536"
IncludeDebugInfo="TRUE"
NoLibWarn="TRUE"/>
</Configuration>
<Configuration
Name="Release|Xbox"
OutputDirectory="Release"
IntermediateDirectory="Release"
ConfigurationType="1"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
Optimization="3"
OmitFramePointers="TRUE"
OptimizeForProcessor="2"
PreprocessorDefinitions="NDEBUG;_XBOX"
StringPooling="TRUE"
RuntimeLibrary="0"
BufferSecurityCheck="TRUE"
EnableFunctionLevelLinking="TRUE"
EnableEnhancedInstructionSet="1"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="FALSE"
DebugInformationFormat="3"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="xapilib.lib d3d8.lib d3dx8.lib xgraphics.lib dsound.lib dmusic.lib xacteng.lib xsndtrk.lib xvoice.lib xonlines.lib xboxkrnl.lib"
OutputFile="$(OutDir)/$(ProjectName).exe"
LinkIncremental="1"
GenerateDebugInformation="TRUE"
ProgramDatabaseFile="$(OutDir)/$(ProjectName).pdb"
SubSystem="2"
OptimizeReferences="2"
EnableCOMDATFolding="2"
OptimizeForWindows98="1"
SetChecksum="TRUE"
TargetMachine="1"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="XboxDeploymentTool"/>
<Tool
Name="XboxImageTool"
StackSize="65536"/>
</Configuration>
<Configuration
Name="Release_LTCG|Xbox"
OutputDirectory="Release_LTCG"
IntermediateDirectory="Release_LTCG"
ConfigurationType="1"
CharacterSet="2"
WholeProgramOptimization="TRUE">
<Tool
Name="VCCLCompilerTool"
Optimization="3"
OmitFramePointers="TRUE"
OptimizeForProcessor="2"
PreprocessorDefinitions="NDEBUG;_XBOX;LTCG"
StringPooling="TRUE"
RuntimeLibrary="0"
BufferSecurityCheck="TRUE"
EnableFunctionLevelLinking="TRUE"
EnableEnhancedInstructionSet="1"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="FALSE"
DebugInformationFormat="3"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="xapilib.lib d3d8ltcg.lib d3dx8.lib xgraphicsltcg.lib dsound.lib dmusicltcg.lib xactengltcg.lib xsndtrk.lib xvoice.lib xonlines.lib xboxkrnl.lib"
OutputFile="$(OutDir)/$(ProjectName).exe"
LinkIncremental="1"
GenerateDebugInformation="TRUE"
ProgramDatabaseFile="$(OutDir)/$(ProjectName).pdb"
SubSystem="2"
OptimizeReferences="2"
EnableCOMDATFolding="2"
OptimizeForWindows98="1"
SetChecksum="TRUE"
TargetMachine="1"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="XboxDeploymentTool"/>
<Tool
Name="XboxImageTool"
StackSize="65536"/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Source Files"
Filter="cpp;c;cxx;def;odl;idl;hpj;bat;asm;asmx"
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}">
<File
RelativePath=".\main.cpp">
</File>
<File
RelativePath=".\stdafx.cpp">
</File>
</Filter>
<Filter
Name="Header Files"
Filter="h;hpp;hxx;hm;inl;inc;xsd"
UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}">
<File
RelativePath=".\stdafx.h">
</File>
</Filter>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

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#include "stdafx.h"
// D3D object
LPDIRECT3D8 g_pD3D = NULL;
// 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);
}
}

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#include "stdafx.h"

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#ifndef STDAFX_H
#define STDAFX_H
#include <xtl.h>
#endif