mirror of
https://github.com/GameHackingBook/GameHackingCode
synced 2026-06-08 11:08:54 +00:00
299 lines
8.7 KiB
C++
299 lines
8.7 KiB
C++
/*
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This is just a test application for the Direct3D hook proof-of-concept.
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The code for this application is from http://www.directxtutorial.com/
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The only thing I added was 'LoadLibrary("Chapter8_Direct3DHook.dll");'
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to load the POC hook.
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*/
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// include the basic windows header files and the Direct3D header file
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#include <windows.h>
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#include <windowsx.h>
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#include <d3d9.h>
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#include <d3dx9.h>
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// define the screen resolution
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#define SCREEN_WIDTH 800
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#define SCREEN_HEIGHT 600
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// include the Direct3D Library files
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#pragma comment (lib, "d3d9.lib")
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#pragma comment (lib, "d3dx9.lib")
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// global declarations
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LPDIRECT3D9 d3d;
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LPDIRECT3DDEVICE9 d3ddev;
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LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL;
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LPDIRECT3DINDEXBUFFER9 i_buffer = NULL;
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// function prototypes
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void initD3D(HWND hWnd);
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void render_frame(void);
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void cleanD3D(void);
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void init_graphics(void);
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void init_light(void); // sets up the light and the material
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struct CUSTOMVERTEX {FLOAT X, Y, Z; D3DVECTOR NORMAL;};
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#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_NORMAL)
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// the WindowProc function prototype
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LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
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// the entry point for any Windows program
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int WINAPI WinMain(HINSTANCE hInstance,
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HINSTANCE hPrevInstance,
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LPSTR lpCmdLine,
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int nCmdShow)
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{
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HWND hWnd;
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WNDCLASSEX wc;
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ZeroMemory(&wc, sizeof(WNDCLASSEX));
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wc.cbSize = sizeof(WNDCLASSEX);
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wc.style = CS_HREDRAW | CS_VREDRAW;
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wc.lpfnWndProc = WindowProc;
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wc.hInstance = hInstance;
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wc.hCursor = LoadCursor(NULL, IDC_ARROW);
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wc.lpszClassName = "WindowClass";
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RegisterClassEx(&wc);
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hWnd = CreateWindowEx(NULL, "WindowClass", "Our Direct3D Program",
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WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
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NULL, NULL, hInstance, NULL);
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ShowWindow(hWnd, nCmdShow);
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// set up and initialize Direct3D
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initD3D(hWnd);
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// enter the main loop:
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MSG msg;
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while(TRUE)
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{
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while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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if(msg.message == WM_QUIT)
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break;
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render_frame();
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}
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// clean up DirectX and COM
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cleanD3D();
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return msg.wParam;
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}
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// this is the main message handler for the program
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LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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{
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switch(message)
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{
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case WM_DESTROY:
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{
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PostQuitMessage(0);
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return 0;
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} break;
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}
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return DefWindowProc (hWnd, message, wParam, lParam);
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}
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// this function initializes and prepares Direct3D for use
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void initD3D(HWND hWnd)
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{
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d3d = Direct3DCreate9(D3D_SDK_VERSION);
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D3DPRESENT_PARAMETERS d3dpp;
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ZeroMemory(&d3dpp, sizeof(d3dpp));
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d3dpp.Windowed = TRUE;
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dpp.hDeviceWindow = hWnd;
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d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
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d3dpp.BackBufferWidth = SCREEN_WIDTH;
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d3dpp.BackBufferHeight = SCREEN_HEIGHT;
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d3dpp.EnableAutoDepthStencil = TRUE;
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d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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// create a device class using this information and the info from the d3dpp stuct
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d3d->CreateDevice(D3DADAPTER_DEFAULT,
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D3DDEVTYPE_HAL,
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hWnd,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING,
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&d3dpp,
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&d3ddev);
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init_graphics(); // call the function to initialize the cube
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init_light(); // call the function to initialize the light and material
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d3ddev->SetRenderState(D3DRS_LIGHTING, TRUE); // turn on the 3D lighting
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d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE); // turn on the z-buffer
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d3ddev->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(15, 15, 15)); // ambient light
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LoadLibrary("Chapter8_Direct3DHook.dll");
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}
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// this is the function used to render a single frame
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void render_frame(void)
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{
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d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
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d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
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d3ddev->BeginScene();
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// select which vertex format we are using
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d3ddev->SetFVF(CUSTOMFVF);
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// set the view transform
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D3DXMATRIX matView;
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D3DXMatrixLookAtLH(&matView,
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&D3DXVECTOR3 (0.0f, 8.0f, 25.0f), // the camera position
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&D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position
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&D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction
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d3ddev->SetTransform(D3DTS_VIEW, &matView);
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// set the projection transform
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D3DXMATRIX matProjection;
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D3DXMatrixPerspectiveFovLH(&matProjection,
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D3DXToRadian(45),
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(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT,
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1.0f, // the near view-plane
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100.0f); // the far view-plane
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d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);
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// set the world transform
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static float index = 0.0f; index+=0.03f;
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D3DXMATRIX matRotateY;
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D3DXMatrixRotationY(&matRotateY, index);
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d3ddev->SetTransform(D3DTS_WORLD, &(matRotateY));
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// select the vertex and index buffers to use
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d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
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d3ddev->SetIndices(i_buffer);
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// draw the cube
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d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 24, 0, 12);
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d3ddev->EndScene();
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d3ddev->Present(NULL, NULL, NULL, NULL);
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}
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// this is the function that cleans up Direct3D and COM
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void cleanD3D(void)
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{
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v_buffer->Release();
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i_buffer->Release();
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d3ddev->Release();
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d3d->Release();
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}
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// this is the function that puts the 3D models into video RAM
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void init_graphics(void)
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{
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// create the vertices using the CUSTOMVERTEX struct
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CUSTOMVERTEX vertices[] =
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{
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{ -3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, }, // side 1
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{ 3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
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{ -3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
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{ 3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
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{ -3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, }, // side 2
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{ -3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
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{ 3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
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{ 3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
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{ -3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, }, // side 3
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{ -3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, },
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{ 3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, },
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{ 3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, },
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{ -3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, }, // side 4
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{ 3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, },
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{ -3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, },
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{ 3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, },
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{ 3.0f, -3.0f, -3.0f, 1.0f, 0.0f, 0.0f, }, // side 5
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{ 3.0f, 3.0f, -3.0f, 1.0f, 0.0f, 0.0f, },
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{ 3.0f, -3.0f, 3.0f, 1.0f, 0.0f, 0.0f, },
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{ 3.0f, 3.0f, 3.0f, 1.0f, 0.0f, 0.0f, },
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{ -3.0f, -3.0f, -3.0f, -1.0f, 0.0f, 0.0f, }, // side 6
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{ -3.0f, -3.0f, 3.0f, -1.0f, 0.0f, 0.0f, },
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{ -3.0f, 3.0f, -3.0f, -1.0f, 0.0f, 0.0f, },
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{ -3.0f, 3.0f, 3.0f, -1.0f, 0.0f, 0.0f, },
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};
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// create a vertex buffer interface called v_buffer
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d3ddev->CreateVertexBuffer(24*sizeof(CUSTOMVERTEX),
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0,
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CUSTOMFVF,
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D3DPOOL_MANAGED,
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&v_buffer,
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NULL);
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VOID* pVoid; // a void pointer
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// lock v_buffer and load the vertices into it
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v_buffer->Lock(0, 0, (void**)&pVoid, 0);
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memcpy(pVoid, vertices, sizeof(vertices));
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v_buffer->Unlock();
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// create the indices using an int array
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short indices[] =
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{
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0, 1, 2, // side 1
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2, 1, 3,
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4, 5, 6, // side 2
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6, 5, 7,
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8, 9, 10, // side 3
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10, 9, 11,
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12, 13, 14, // side 4
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14, 13, 15,
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16, 17, 18, // side 5
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18, 17, 19,
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20, 21, 22, // side 6
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22, 21, 23,
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};
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// create an index buffer interface called i_buffer
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d3ddev->CreateIndexBuffer(36*sizeof(short),
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0,
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D3DFMT_INDEX16,
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D3DPOOL_MANAGED,
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&i_buffer,
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NULL);
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// lock i_buffer and load the indices into it
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i_buffer->Lock(0, 0, (void**)&pVoid, 0);
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memcpy(pVoid, indices, sizeof(indices));
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i_buffer->Unlock();
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}
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void init_light()
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{
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D3DMATERIAL9 material;
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ZeroMemory(&material, sizeof(D3DMATERIAL9));
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material.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
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material.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
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d3ddev->SetMaterial(&material);
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}
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