#include <d3dx9.h>

LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pD3DDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL;    // 顶点buffer

struct CUSTOMVERTEX
{
  FLOAT x, y, z;      
  DWORD colour;
};

#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)


#define SafeRelease(pObject) if(pObject != NULL) {pObject->Release(); pObject=NULL;}

HRESULT InitialiseD3D(HWND hWnd)
{
  //首先创建主要的D3D对象.如果创建成功我们将会得到一个指向IDirect3D9接口的指针
  g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
  if(g_pD3D == NULL)
  {
    return E_FAIL;
  }

  //获取当前的显示模式
  D3DDISPLAYMODE d3ddm;
  if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
  {
    return E_FAIL;
  }

  //创建一个结构来保存我们设备的设置
  D3DPRESENT_PARAMETERS d3dpp;
  ZeroMemory(&d3dpp, sizeof(d3dpp));

  //填充结构体
  //我们想让我们的程序窗口化,并且设置了后缓冲的格式以匹配我们当前的显示模式
  d3dpp.Windowed = TRUE;
  d3dpp.SwapEffect    = D3DSWAPEFFECT_COPY;
  d3dpp.PresentationInterval=D3DPRESENT_INTERVAL_DEFAULT;
  d3dpp.BackBufferFormat = d3ddm.Format;

  //创建一个Direct3D设备.
  if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
    D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pD3DDevice)))
  {
    return E_FAIL;
  }

  //开启背面拣选.因为我们想要隐藏多边形的背面
  g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);

  //关闭灯光因为我们指定我们的顶点具有颜色
  g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);

  return S_OK;
}

HRESULT InitialiseVertexBuffer()
{
  VOID* pVertices;

  //存储立方体的每一个顶点和它的颜色
  //确保多边形的顶点是按顺时针方向给定的
  //这是因为逆时针的面将要被拣选
  //我们将使用1个三角形带来渲染这些多边形(顶,边,底)
  CUSTOMVERTEX cvVertices[] =
  {  
    //顶面
    {-5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(0, 0, 255),},  //Vertex 0 - Blue
    {-5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(255, 0, 0),},    //Vertex 1 - Red
    {5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),},    //Vertex 2 - Red
    {5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),},    //Vertex 3 - Green

    //面 1
    {-5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),},  //Vertex 4 - Red
    {-5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(0, 0, 255),},  //Vertex 5 - Blue
    {5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(0, 255, 0),},  //Vertex 6 - Green
    {5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),},    //Vertex 7 - Red

    //面 2
    {5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 0, 255),},    //Vertex 8 - Blue
    {5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),},    //Vertex 9 - Green

    //面 3
    {-5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),},  //Vertex 10 - Green
    {-5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(255, 0, 0),},    //Vertex 11 - Red

    //面 4
    {-5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),},  //Vertex 12 - Red
    {-5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(0, 0, 255),},  //Vertex 13 - Blue

    //底面
    {5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(0, 255, 0),},  //Vertex 14 - Green
    {5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 0, 255),},    //Vertex 15 - Blue
    {-5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),},  //Vertex 16 - Red
    {-5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),},  //Vertex 17 - Green
  };

  //由我们的设备创建顶点buffer
  if(FAILED(g_pD3DDevice->CreateVertexBuffer(18 * sizeof(CUSTOMVERTEX),
    0, D3DFVF_CUSTOMVERTEX,
    D3DPOOL_DEFAULT, &g_pVertexBuffer,NULL)))
  {
    return E_FAIL;
  }


  //得到一个指向顶点缓冲顶点的指针并锁定顶点缓冲
  if(FAILED(g_pVertexBuffer->Lock(0, sizeof(cvVertices), (void**)&pVertices, 0)))
  {
    return E_FAIL;
  }

  //将我们存储的顶点值拷贝到顶点缓冲
  memcpy(pVertices, cvVertices, sizeof(cvVertices));

  //解锁顶点缓冲
  g_pVertexBuffer->Unlock();

  return S_OK;
}


void SetupRotation()
{
  //这里我们将要沿着x,y,z轴选择我们的世界
  D3DXMATRIX matWorld, matWorldX, matWorldY, matWorldZ;

  //创建变换矩阵
  D3DXMatrixRotationX(&matWorldX, timeGetTime()/400.0f);
  D3DXMatrixRotationY(&matWorldY, timeGetTime()/400.0f);  
  D3DXMatrixRotationZ(&matWorldZ, timeGetTime()/400.0f);  

  //通过相乘合并变换
  D3DXMatrixMultiply(&matWorld, &matWorldX, &matWorldY);
  D3DXMatrixMultiply(&matWorld, &matWorld, &matWorldZ);

  //应用变换
  g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
}

void SetupCamera()
{
  //这里我们设置摄影机
  //摄影机有3个设置: "摄影机位置", "观察点位置" and "Up Direction"
  //我们设置如下:
  //摄影机位置:  (0, 0, -30)
  //观察点位置: (0, 0, 0)
  //Up direction:    Y-Axis.
  D3DXMATRIX matView;
  D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(0.0f, 0.0f,-30.0f),    //摄影机位置
    &D3DXVECTOR3(0.0f, 0.0f, 0.0f),    //观察点位置
    &D3DXVECTOR3(0.0f, 1.0f, 0.0f));    //Up Direction
  g_pD3DDevice->SetTransform(D3DTS_VIEW, &matView);
}

void SetupPerspective()
{
  //这里我们设置视野,纵横比例,远近截面
  D3DXMATRIX matProj;
  D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1.0f, 1.0f, 500.0f);
  g_pD3DDevice->SetTransform(D3DTS_PROJECTION, &matProj);
}


void Render()
{
  if(g_pD3DDevice == NULL)
  {
    return;
  }

  //清除后缓冲为黑色
  g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

  //场景开始
  g_pD3DDevice->BeginScene();

  //设置旋转,摄影机和透视矩阵
  SetupRotation();
  SetupCamera();
  SetupPerspective();


  //渲染我们的对象
  g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer,0, sizeof(CUSTOMVERTEX));
  g_pD3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
  g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);    //顶
  g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4, 8);    //侧
  g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 14, 2);  //底

  //场景结束
  g_pD3DDevice->EndScene();

  //翻动前后缓冲以便后缓冲中渲染的一切能够显示在屏幕(前缓冲)上。
  g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}

void CleanUp()
{
  SafeRelease(g_pVertexBuffer);
  SafeRelease(g_pD3DDevice);
  SafeRelease(g_pD3D);
}

void GameLoop()
{
  //进入游戏循环
  MSG msg;
  BOOL fMessage;

  PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);

  while(msg.message != WM_QUIT)
  {
    fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);

    if(fMessage)
    {
      //处理消息
      TranslateMessage(&msg);
      DispatchMessage(&msg);
    }
    else
    {
      //没有要处理的消息,所以渲染当前场景
      Render();
    }

  }
}

//窗口消息处理
LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
  switch(msg)
  {
  case WM_DESTROY:
    PostQuitMessage(0);
    return 0;
    break;
  case WM_KEYUP:
    switch (wParam)
    {
    case VK_ESCAPE:
      //用户已经按了ESC键,所以退出
      DestroyWindow(hWnd);
      return 0;
      break;
    }
    break;

  }

  return DefWindowProc(hWnd, msg, wParam, lParam);
}

//应用程序入口点
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
{
  //注册窗口类
  WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, WinProc, 0L, 0L,
    GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
    "DX Project 3", NULL};
  RegisterClassEx(&wc);

  //创建应用程序的窗口
  HWND hWnd = CreateWindow("DX Project 3", "www.andypike.com: Tutorial 3",
    WS_OVERLAPPEDWINDOW, 50, 50, 500, 500,
    GetDesktopWindow(), NULL, wc.hInstance, NULL);

  //初始化 Direct3D
  if(SUCCEEDED(InitialiseD3D(hWnd)))
  {
    //显示我们的窗体
    ShowWindow(hWnd, SW_SHOWDEFAULT);
    UpdateWindow(hWnd);

    //初始化顶点缓冲
    if(SUCCEEDED(InitialiseVertexBuffer()))
    {
      //启动游戏运行:进入游戏循环
      GameLoop();
    }
  }

  CleanUp();

  UnregisterClass("DX Project 3", wc.hInstance);

  return 0;
}