Global Variables
// Application instance handle (set in WinMain).
static HINSTANCE hAppInstance = NULL;
// Running in debug mode?
static BOOL fDebug = FALSE;
// Is the application active?
static BOOL fActive = TRUE;
// Has the application been suspended?
static BOOL fSuspended = FALSE;
// DirectDraw interfaces
static LPDIRECTDRAW lpdd = NULL;
static LPDIRECTDRAWSURFACE lpddPrimary = NULL;
static LPDIRECTDRAWSURFACE lpddDevice = NULL;
static LPDIRECTDRAWSURFACE lpddZBuffer = NULL;
static LPDIRECTDRAWPALETTE lpddPalette = NULL;
// Direct3D interfaces
static LPDIRECT3D lpd3d = NULL;
static LPDIRECT3DDEVICE lpd3dDevice = NULL;
static LPDIRECT3DMATERIAL lpd3dMaterial = NULL;
static LPDIRECT3DMATERIAL lpd3dBackgroundMaterial = NULL;
static LPDIRECT3DVIEWPORT lpd3dViewport = NULL;
static LPDIRECT3DLIGHT lpd3dLight = NULL;
static LPDIRECT3DEXECUTEBUFFER lpd3dExecuteBuffer = NULL;
// Direct3D handles
static D3DMATRIXHANDLE hd3dWorldMatrix = 0;
static D3DMATRIXHANDLE hd3dViewMatrix = 0;
static D3DMATRIXHANDLE hd3dProjMatrix = 0;
static D3DMATERIALHANDLE hd3dSurfaceMaterial = 0;
static D3DMATERIALHANDLE hd3dBackgroundMaterial = 0;
// Globals used for selecting the Direct3D device. They are
// globals because this makes it easy for the enumeration callback
// function to read and write from them.
static BOOL fDeviceFound = FALSE;
static DWORD dwDeviceBitDepth = 0;
static GUID guidDevice;
static char szDeviceName[MAX_DEVICE_NAME];
static char szDeviceDesc[MAX_DEVICE_DESC];
static D3DDEVICEDESC d3dHWDeviceDesc;
static D3DDEVICEDESC d3dSWDeviceDesc;
// The screen coordinates of the client area of the window. This
// rectangle defines the destination into which we blit to update
// the client area of the window with the results of the 3-D rendering.
static RECT rDstRect;
// This rectangle defines the portion of the rendering target surface
// into which we render. The top-left coordinates of this rectangle
// are always zero; the right and bottom coordinates give the size of
// the viewport.
static RECT rSrcRect;
// Angle of rotation of the world matrix.
static double dAngleOfRotation = 0.0;
// Predefined transformations.
static D3DMATRIX d3dWorldMatrix =
{
D3DVAL( 1.0), D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL( 0.0),
D3DVAL( 0.0), D3DVAL( 1.0), D3DVAL( 0.0), D3DVAL( 0.0),
D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL( 1.0), D3DVAL( 0.0),
D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL( 1.0)
};
static D3DMATRIX d3dViewMatrix =
{
D3DVAL( 1.0), D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL( 0.0),
D3DVAL( 0.0), D3DVAL( 1.0), D3DVAL( 0.0), D3DVAL( 0.0),
D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL( 1.0), D3DVAL( 0.0),
D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL( 5.0), D3DVAL( 1.0)
};
static D3DMATRIX d3dProjMatrix =
{
D3DVAL( 2.0), D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL( 0.0),
D3DVAL( 0.0), D3DVAL( 2.0), D3DVAL( 0.0), D3DVAL( 0.0),
D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL( 1.0), D3DVAL( 1.0),
D3DVAL( 0.0), D3DVAL( 0.0), D3DVAL(-1.0), D3DVAL( 0.0)
};