//Every windows application needs to include this
#include "windows.h"
//Every Direct3D application this
#include "d3d9.h"
bool g_bContinue = true;
//Besides the main function, there must be a message processing function
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
PostQuitMessage( 0 );
g_bContinue = false;
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//The entry point of a windows application is the WinMain function
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
//Create a window class.
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"Direct3D Window", NULL };
//Register the window class.
RegisterClassEx( &wc );
//Create the application's window.
HWND hWnd = CreateWindow( "Direct3D Window", "DirectX Wiki - D3D9 Tutorial 1",
WS_OVERLAPPEDWINDOW, 100, 100, 400, 400,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
ShowWindow(hWnd,SW_SHOW);
//Create the Direct3D Object
LPDIRECT3D9 pD3D = NULL;
if( NULL == (pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
//Setup the device presentation parameters
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
//The final step is to use the IDirect3D9::CreateDevice method to create the Direct3D device, as illustrated in the
//following code example.
LPDIRECT3DDEVICE9 pd3dDevice = NULL;
if( FAILED( pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dpp, &pd3dDevice ) ) )
{
pD3D->Release();
pD3D = NULL;
return E_FAIL;
}
MSG msg;
while( g_bContinue )
{
//Clear render region with blue
pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
//before rendering something, you have to call this
pd3dDevice->BeginScene();
//rendering of scene objects happens here
//after the scene call
pd3dDevice->EndScene();
//Screen update
pd3dDevice->Present(NULL, NULL, NULL, NULL);
// A window has to handle its messages.
TranslateMessage( &msg );
DispatchMessage( &msg );
PeekMessage(&msg, 0, 0, 0, PM_REMOVE);
}
//Do not forget to clean up here
pd3dDevice->Release();
pd3dDevice = NULL;
pD3D->Release();
pD3D = NULL;
return 0;
}
I'm sorry again, but I may not know much, but I'm trying to learn.











