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d3d.cpp
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d3d.cpp
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#include "framework.h"
#include "d3d.h"
#include "wnd.h"
#include "option.h"
#include "resource.h"
void Direct3D::initD3D(HWND hWnd)
{
// Create Direct3D interface
d3d = Direct3DCreate9(D3D_SDK_VERSION);
// Create a struct to hold various device info
D3DPRESENT_PARAMETERS d3dpp;
// Clear struct for use
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; // set the back buffer format to 32-bit
d3dpp.BackBufferWidth = window->SCREEN_WIDTH; // set the width of the buffer
d3dpp.BackBufferHeight = window->SCREEN_HEIGHT; // set the height of the buffer
// Create a device class using this information and information from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
// Font creation
D3DXCreateFont(d3ddev, 15, 0, NULL, 1, false, DEFAULT_CHARSET, OUT_DEVICE_PRECIS, ANTIALIASED_QUALITY, DEFAULT_PITCH, L"Comic Sans", &font);
}
void Direct3D::renderFrame(void)
{
// Clear the window to black
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.f, 0);
// Begin d3d scene
d3ddev->BeginScene();
/* 3D rendering on the back buffer here */
if (option->bVisible && answer->_answer != "")
{
drawText(answer->_answer.c_str(), 300, (window->SCREEN_HEIGHT / 2) - 100, 255, 255, 255, 255);
}
// End d3d scene
d3ddev->EndScene();
// Display created frame
d3ddev->Present(NULL, NULL, NULL, NULL);
}
void Direct3D::cleanD3D(void)
{
d3ddev->Release();
d3d->Release();
}
void Direct3D::drawText(const char* label, int x, int y, int a, int r, int g, int b)
{
RECT rect;
rect.top = y;
rect.left = x;
font->DrawTextA(0, label, strlen(label), &rect, DT_NOCLIP, D3DCOLOR_ARGB(a, r, g, b));
}
Direct3D* d3d9 = new Direct3D();