D3DMでポリゴン描画

■WindowsMobileにはD3DM(Direct3D Mobile)という物があります。

#include <windows.h>
#include <d3dm.h.>
#include <d3dmx.h>

#pragma comment(lib, "d3dm.lib")
#pragma comment(lib, "d3dmx.lib")

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
#define	PROC_NAME	L"ProcSample10"
bool	InitD3dm( HWND );
void	ExitD3dm( void );
void	Render( void );
//----------------------------------------------------------------
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPreInst, LPWSTR lpszCmdLine, int nCmdShow )
{
	HWND	hwnd;
	MSG		msg;
	WNDCLASS myProg;

	if (!hPreInst) {
		myProg.style			= CS_HREDRAW | CS_VREDRAW;
		myProg.lpfnWndProc		= WndProc;
		myProg.cbClsExtra		= 0;
		myProg.cbWndExtra		= 0;
		myProg.hInstance		= hInstance;
		myProg.hIcon			= NULL;
		myProg.hCursor			= NULL;
		myProg.hbrBackground	= (HBRUSH)COLOR_WINDOW;
		myProg.lpszMenuName		= NULL;
		myProg.lpszClassName	= PROC_NAME;		
		if (!RegisterClass( &myProg )){
			return FALSE;
		}
	}
	hwnd = CreateWindow( PROC_NAME,
		L"Sample10",
		WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION,
		CW_USEDEFAULT,
		CW_USEDEFAULT,
		CW_USEDEFAULT,
		CW_USEDEFAULT,
		NULL,
		NULL,
		hInstance,
		NULL);
	if( InitD3dm( hwnd ) == false )
		return	FALSE;
	ShowWindow( hwnd, nCmdShow );
	UpdateWindow( hwnd );

	do{
		if(PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE )) {
			TranslateMessage( &msg );
			DispatchMessage( &msg );
		}else{
			Render();
		}
	} while(msg.message != WM_QUIT);
	ExitD3dm();
	return (int)( msg.wParam );
}

//----------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
	switch (msg) {
		case WM_DESTROY:
			ExitD3dm();
			PostQuitMessage( 0 );
			break;
		default:
		return(DefWindowProc( hwnd, msg, wParam, lParam ));
	}
	return (0L);
}

//================================================================
//D3DM 関係

// 頂点配列
struct VERTEX
{
	FLOAT	x, y, z;
	DWORD	dwColor;

	static const DWORD	FVF;
};
const DWORD VERTEX::FVF = D3DMFVF_XYZ_FLOAT | D3DMFVF_DIFFUSE;

#define SAFE_RELEASE(o) {if(o){o->Release();o = NULL;}}

IDirect3DMobile*				gPd3d			= NULL;		// Direct3Dオブジェクト
IDirect3DMobileDevice*			gPd3dmDevice	= NULL;		// Direct3Dデバイス
IDirect3DMobileVertexBuffer*	gPVB			= NULL;		// 頂点バッファ

//----------------------------------------------------------------
bool	InitD3dm( HWND hwnd)
{
	HRESULT hr = S_OK;

	if(!(gPd3d = Direct3DMobileCreate( D3DM_SDK_VERSION )))
		return false;

	D3DMPRESENT_PARAMETERS d3dmpp; 
	memset( &d3dmpp, 0, sizeof(d3dmpp) );
	d3dmpp.Windowed		= true;			// ウィンドウモード
	d3dmpp.SwapEffect	= D3DMSWAPEFFECT_DISCARD;

	// フォーマット
	d3dmpp.BackBufferFormat			= D3DMFMT_R5G6B5;
	d3dmpp.EnableAutoDepthStencil	= TRUE;
	d3dmpp.AutoDepthStencilFormat	= D3DMFMT_D16;		// Zバッファが16bit

	// デバイスの生成
	hr = gPd3d->CreateDevice( D3DMADAPTER_DEFAULT, D3DMDEVTYPE_DEFAULT, hwnd, 0, &d3dmpp, &gPd3dmDevice );
	if( hr != S_OK )
		return	true;
	// VRAMに頂点バッファを置くことが可能かどうか?
	D3DMCAPS caps;
	D3DMPOOL vbpool;
	if (caps.SurfaceCaps & D3DMSURFCAPS_VIDVERTEXBUFFER){
		vbpool = D3DMPOOL_VIDEOMEM;
	}else{
		vbpool = D3DMPOOL_SYSTEMMEM;
	}   
	// 頂点バッファの作成
	if(FAILED(gPd3dmDevice->CreateVertexBuffer( sizeof(VERTEX)*4, 0, VERTEX::FVF, vbpool, &gPVB )))
		return false;

	// 頂点のセット
	VERTEX	V[] = {
		-1.0f,  1.0f, 0.0f, 0xffffffff,
		 1.0f,  1.0f, 0.0f, 0xffffffff, 
		-1.0f, -1.0f, 0.0f, 0xffffffff,
		 1.0f, -1.0f, 0.0f, 0xffffffff
	};

	VOID*	pV; 
	if(FAILED(gPVB->Lock( 0, 0, &pV, 0)))
		return false;

	// 頂点データのコピー
	memcpy( pV, V, sizeof( V ));

	gPVB->Unlock();

	// ライティング
	gPd3dmDevice->SetRenderState( D3DMRS_LIGHTING, FALSE );
	return	true;
}

//----------------------------------------------------------------
void	ExitD3dm()
{
	SAFE_RELEASE( gPVB );
	SAFE_RELEASE( gPd3dmDevice );
	SAFE_RELEASE( gPd3d );
}

//----------------------------------------------------------------
void	Render()
{
	HRESULT hr = S_OK;
	static int rollY = 0;

	// バックバッファとZバッファのクリア
	gPd3dmDevice->Clear(0, NULL, D3DMCLEAR_TARGET | D3DMCLEAR_ZBUFFER, D3DMCOLOR_XRGB(0,0,0), 1.0f, 0);

	// 描画開始
	if(SUCCEEDED(gPd3dmDevice->BeginScene()))
	{
		// Y軸回転
		rollY	+= 1;
		D3DMXMATRIX matWorld;
		D3DMXMatrixRotationY( &matWorld, D3DMXToRadian( rollY ) );
		gPd3dmDevice->SetTransform( D3DMTS_WORLD, (D3DMMATRIX*)&matWorld, D3DMFMT_D3DMVALUE_FLOAT );

		// ビュー行列(3D空間のカメラ)
		D3DMXVECTOR3	vEyePt( 0.0f, 0.0f, -4.0f );
		D3DMXVECTOR3	vLookatPt( 0.0f, 0.0f, 0.0f );
		D3DMXVECTOR3	vUpVec( 0.0f, 1.0f, 0.0f );
		D3DMXMATRIX		matView;
		D3DMXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
		gPd3dmDevice->SetTransform( D3DMTS_VIEW, (D3DMMATRIX*)&matView, D3DMFMT_D3DMVALUE_FLOAT );

		// プロジェクション(射影行列)
		// アスペクト比の調整はしない
		D3DMXMATRIX matProj;
		D3DMXMatrixPerspectiveFovLH( &matProj, D3DMX_PI/4.0f, 1.0f, 0.1f, 100.0f );
		gPd3dmDevice->SetTransform( D3DMTS_PROJECTION, (D3DMMATRIX*)&matProj, D3DMFMT_D3DMVALUE_FLOAT );

		// 頂点バッファからレンダリング
		hr = gPd3dmDevice->SetStreamSource(0, gPVB, sizeof(VERTEX));
		hr = gPd3dmDevice->DrawPrimitive(D3DMPT_TRIANGLESTRIP, 0, 2);

		gPd3dmDevice->EndScene();
	}
	// スクリーンへの転送
	hr = gPd3dmDevice->Present(NULL, NULL, NULL, NULL);
}