Try to render a cube and add a Win32 version

This commit is contained in:
Fries 2024-04-07 14:48:27 -07:00
parent 3f434f8592
commit eb59407ba2
4 changed files with 540 additions and 22 deletions

View file

@ -6,6 +6,7 @@ EndProject
Global
GlobalSection(SolutionConfiguration) = preSolution
Debug = Debug
Debug Win32 = Debug Win32
Profile = Profile
Profile_FastCap = Profile_FastCap
Release = Release
@ -14,6 +15,8 @@ Global
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}.Debug Win32.ActiveCfg = Debug|Win32
{65C32018-7565-47A4-BE2A-8217AC6C15CD}.Debug Win32.Build.0 = Debug|Win32
{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

View file

@ -4,10 +4,13 @@
Version="7.10"
Name="XboxProject2"
ProjectGUID="{65C32018-7565-47A4-BE2A-8217AC6C15CD}"
RootNamespace="XboxProject2"
Keyword="XboxProj">
<Platforms>
<Platform
Name="Xbox"/>
<Platform
Name="Win32"/>
</Platforms>
<Configurations>
<Configuration
@ -253,6 +256,343 @@
Name="XboxImageTool"
StackSize="65536"/>
</Configuration>
<Configuration
Name="Debug|Win32"
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="1">
<Tool
Name="VCCLCompilerTool"
Optimization="0"
PreprocessorDefinitions="_DEBUG"
MinimalRebuild="TRUE"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
EnableEnhancedInstructionSet="1"
UsePrecompiledHeader="2"
WarningLevel="3"
DebugInformationFormat="4"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="d3d8.lib d3dx8.lib"
LinkIncremental="2"
GenerateDebugInformation="TRUE"
GenerateMapFile="TRUE"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Profile|Win32"
ConfigurationType="1">
<Tool
Name="VCCLCompilerTool"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Profile_FastCap|Win32"
ConfigurationType="1">
<Tool
Name="VCCLCompilerTool"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Release|Win32"
ConfigurationType="1">
<Tool
Name="VCCLCompilerTool"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Release_LTCG|Win32"
ConfigurationType="1">
<Tool
Name="VCCLCompilerTool"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Debug|Win32"
ConfigurationType="1">
<Tool
Name="VCCLCompilerTool"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Profile|Win32"
ConfigurationType="1">
<Tool
Name="VCCLCompilerTool"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Profile_FastCap|Win32"
ConfigurationType="1">
<Tool
Name="VCCLCompilerTool"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Release|Win32"
ConfigurationType="1">
<Tool
Name="VCCLCompilerTool"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Debug_Win32|Xbox"
ConfigurationType="1">
<Tool
Name="VCCLCompilerTool"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="XboxDeploymentTool"/>
<Tool
Name="XboxImageTool"/>
</Configuration>
<Configuration
Name="Debug_Win32|Win32"
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="1">
<Tool
Name="VCCLCompilerTool"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
</Configurations>
<References>
</References>

212
main.cpp
View file

@ -15,17 +15,82 @@ struct Vertex
#define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
#ifndef _XBOX
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
HWND CreateGameWindow() {
WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL),
NULL, NULL, NULL, NULL, "Cube", NULL};
RegisterClassEx(&wc);
return CreateWindow("Cube", "Cube", WS_OVERLAPPEDWINDOW, 100, 100, 300, 300, GetDesktopWindow(), NULL, wc.hInstance, NULL);
}
#endif
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)}
// };
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)}
{-1.0f,-1.0f,-1.0f},
{-1.0f,-1.0f, 1.0f},
{-1.0f, 1.0f, 1.0f},
{1.0f, 1.0f,-1.0f},
{-1.0f,-1.0f,-1.0f},
{-1.0f, 1.0f,-1.0f},
{1.0f,-1.0f, 1.0f},
{-1.0f,-1.0f,-1.0f},
{1.0f,-1.0f,-1.0f},
{1.0f, 1.0f,-1.0f},
{1.0f,-1.0f,-1.0f},
{-1.0f,-1.0f,-1.0f},
{-1.0f,-1.0f,-1.0f},
{-1.0f, 1.0f, 1.0f},
{-1.0f, 1.0f,-1.0f},
{1.0f,-1.0f, 1.0f},
{-1.0f,-1.0f, 1.0f},
{-1.0f,-1.0f,-1.0f},
{-1.0f, 1.0f, 1.0f},
{-1.0f,-1.0f, 1.0f},
{1.0f,-1.0f, 1.0f},
{1.0f, 1.0f, 1.0f},
{1.0f,-1.0f,-1.0f},
{1.0f, 1.0f,-1.0f},
{1.0f,-1.0f,-1.0f},
{1.0f, 1.0f, 1.0f},
{1.0f,-1.0f, 1.0f},
{1.0f, 1.0f, 1.0f},
{1.0f, 1.0f,-1.0f},
{-1.0f, 1.0f,-1.0f},
{1.0f, 1.0f, 1.0f},
{-1.0f, 1.0f,-1.0f},
{-1.0f, 1.0f, 1.0f},
{1.0f, 1.0f, 1.0f},
{-1.0f, 1.0f, 1.0f},
{1.0f,-1.0f, 1.0f}
};
for (int i = 0; i < (sizeof(g_Vertices) / sizeof(*g_Vertices)); i++) {
g_Vertices[i].color = D3DCOLOR_XRGB(255,255,0);
}
// Create a Vertex Buffer
HRESULT vertexBufferCreation = g_pd3dDevice->CreateVertexBuffer(3 * sizeof(Vertex),
HRESULT vertexBufferCreation = g_pd3dDevice->CreateVertexBuffer(36 * sizeof(Vertex),
D3DUSAGE_WRITEONLY, D3DFVF_VERTEX, D3DPOOL_MANAGED, &g_pVB);
if (FAILED(vertexBufferCreation))
return E_FAIL;
@ -36,14 +101,35 @@ HRESULT InitVertexBuffer()
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));
memcpy(pVertices, g_Vertices, 36 * sizeof(Vertex));
// Unlock the Vertex Buffer
g_pVB->Unlock();
return S_OK;
}
HRESULT InitD3D8()
void SetupMatrices()
{
D3DXMATRIX matWorld;
D3DXMatrixTranslation(&matWorld, 0.0f, 0.0f, 10.0f);
g_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld);
// Set the projection matrix
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);
// Set the view matrix
D3DXVECTOR3 vEyePt = D3DXVECTOR3(0.0f, 0.0f, -1.0f);
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);
}
#ifdef _XBOX
HRESULT InitD3D8(void* hWnd)
{
// Create D3D8 object
g_pD3D = Direct3DCreate8(D3D_SDK_VERSION);
@ -64,26 +150,56 @@ HRESULT InitD3D8()
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,
HRESULT deviceCreation;
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);
SetupMatrices();
return S_OK;
}
#else
HRESULT InitD3D8(HWND hWnd)
{
// Create D3D8 object
g_pD3D = Direct3DCreate8(D3D_SDK_VERSION);
if (g_pD3D == (NULL))
return E_FAIL;
D3DDISPLAYMODE d3ddm;
if (FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
{
MessageBox(NULL, "Error getting adapter display mode", "", 0);
return E_FAIL;
}
// Create D3D device settings
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
// Create the D3D8 device with the device settings (present parameters).
HRESULT deviceCreation;
deviceCreation = g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_REF, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice);
if (FAILED(deviceCreation))
{
MessageBox(NULL, "Error creating device", "", 0);
return E_FAIL;
}
SetupMatrices();
return S_OK;
}
#endif
VOID Render()
{
@ -96,15 +212,17 @@ VOID Render()
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->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 12);
g_pd3dDevice->EndScene();
}
void __cdecl main()
#ifdef _XBOX
void XboxMain()
{
// Initialize Direct3D 8.1
if (FAILED(InitD3D8()))
if (FAILED(InitD3D8(NULL)))
return;
// Initialize the Vertex Buffer
@ -117,4 +235,54 @@ void __cdecl main()
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
}
}
#else
void WindowsMain()
{
HWND window = CreateGameWindow();
// Initialize Direct3D 8.1
if (FAILED(InitD3D8(window)))
return;
// Initialize the Vertex Buffer
InitVertexBuffer();
ShowWindow(window, SW_SHOWDEFAULT);
UpdateWindow(window);
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
// Render the current scene
Render();
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
}
}
}
#endif
#ifdef _XBOX
void __cdecl main()
#else
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
#endif
{
#ifdef _XBOX
XboxMain();
#else
WindowsMain();
return 0;
#endif
}

View file

@ -1,4 +1,11 @@
#ifndef STDAFX_H
#define STDAFX_H
#ifdef _XBOX
#include <xtl.h>
#else
#include <windows.h>
#include <d3d8.h>
#include <d3dx8.h>
#include <d3d8types.h>
#endif
#endif