Add v0.7 source
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3c253c2cf8
188 changed files with 52566 additions and 0 deletions
225
src/win-d3d.cc
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225
src/win-d3d.cc
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#include <stdint.h>
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#define BITMAP WINDOWS_BITMAP
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#include <d3d9.h>
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#undef BITMAP
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#include "win-d3d.h"
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#include "video.h"
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extern "C" void fatal(const char *format, ...);
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extern "C" void pclog(const char *format, ...);
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void d3d_blit_memtoscreen(int x, int y, int y1, int y2, int w, int h);
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void d3d_blit_memtoscreen_8(int x, int y, int w, int h);
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LPDIRECT3D9 d3d = NULL;
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LPDIRECT3DDEVICE9 d3ddev = NULL;
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LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL;
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LPDIRECT3DTEXTURE9 d3dTexture = NULL;
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D3DPRESENT_PARAMETERS d3dpp;
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HWND d3d_hwnd;
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struct CUSTOMVERTEX
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{
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FLOAT x, y, z, rhw; // from the D3DFVF_XYZRHW flag
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DWORD color; // from the D3DFVF_DIFFUSE flag
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FLOAT tu, tv;
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};
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CUSTOMVERTEX OurVertices[] =
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{
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{ 0.0f, 0.0f, 1.0f, 1.0f, D3DCOLOR_XRGB(0, 0, 255), 0.0f, 0.0f},
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{2048.0f, 2048.0f, 1.0f, 1.0f, D3DCOLOR_XRGB(0, 255, 0), 1.0f, 1.0f},
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{ 0.0f, 2048.0f, 1.0f, 1.0f, D3DCOLOR_XRGB(255, 0, 0), 0.0f, 1.0f},
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{ 0.0f, 0.0f, 1.0f, 1.0f, D3DCOLOR_XRGB(0, 0, 255), 0.0f, 0.0f},
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{2048.0f, 0.0f, 1.0f, 1.0f, D3DCOLOR_XRGB(0, 255, 0), 1.0f, 0.0f},
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{2048.0f, 2048.0f, 1.0f, 1.0f, D3DCOLOR_XRGB(255, 0, 0), 1.0f, 1.0f},
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};
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void d3d_init(HWND h)
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{
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VOID* pVoid; // the void pointer
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D3DLOCKED_RECT dr;
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RECT r;
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int x, y;
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uint32_t *p;
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d3d_hwnd = h;
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d3d = Direct3DCreate9(D3D_SDK_VERSION);
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memset(&d3dpp, 0, sizeof(d3dpp));
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d3dpp.Flags = D3DPRESENTFLAG_VIDEO;
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d3dpp.SwapEffect = D3DSWAPEFFECT_FLIP;
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d3dpp.hDeviceWindow = h;
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d3dpp.BackBufferCount = 1;
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d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
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d3dpp.MultiSampleQuality = 0;
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d3dpp.EnableAutoDepthStencil = false;
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d3dpp.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
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d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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d3dpp.Windowed = true;
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d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
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d3dpp.BackBufferWidth = 0;
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d3dpp.BackBufferHeight = 0;
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d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, h, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev);
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d3ddev->SetTextureStageState(0,D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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d3ddev->SetTextureStageState(0,D3DTSS_COLORARG1, D3DTA_TEXTURE);
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d3ddev->SetTextureStageState(0,D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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d3ddev->SetSamplerState(0,D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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d3ddev->SetSamplerState(0,D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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// create the vertex and store the pointer into v_buffer, which is created globally
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d3ddev->CreateVertexBuffer(6*sizeof(CUSTOMVERTEX),
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0,
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D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1,
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D3DPOOL_MANAGED,
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&v_buffer,
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NULL);
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v_buffer->Lock(0, 0, (void**)&pVoid, 0); // lock the vertex buffer
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memcpy(pVoid, OurVertices, sizeof(OurVertices)); // copy the vertices to the locked buffer
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v_buffer->Unlock(); // unlock the vertex buffer
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d3ddev->CreateTexture(2048, 2048, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &d3dTexture, NULL);
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r.top = r.left = 0;
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r.bottom = r.right = 2047;
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if (FAILED(d3dTexture->LockRect(0, &dr, &r, 0)))
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fatal("LockRect failed\n");
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for (y = 0; y < 2048; y++)
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{
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p = (uint32_t *)(dr.pBits + (y * dr.Pitch));
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for (x = 0; x < 2048; x++)
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{
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p[x] = x + (y << 11);
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}
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}
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d3dTexture->UnlockRect(0);
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// atexit(d3d_close);
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video_blit_memtoscreen = d3d_blit_memtoscreen;
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video_blit_memtoscreen_8 = d3d_blit_memtoscreen_8;
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}
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void d3d_resize(int x, int y)
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{
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// d3d_close();
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// d3d_init(d3d_hwnd);
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d3dpp.BackBufferWidth = 0;
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d3dpp.BackBufferHeight = 0;
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d3ddev->Reset(&d3dpp);
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}
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void d3d_close()
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{
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if (d3dTexture)
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{
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d3dTexture->Release();
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d3dTexture = NULL;
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}
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if (v_buffer)
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{
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v_buffer->Release();
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v_buffer = NULL;
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}
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if (d3ddev)
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{
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d3ddev->Release();
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d3ddev = NULL;
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}
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if (d3d)
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{
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d3d->Release();
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d3d = NULL;
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}
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}
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void d3d_blit_memtoscreen(int x, int y, int y1, int y2, int w, int h)
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{
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VOID* pVoid;
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float xmax, ymax;
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D3DLOCKED_RECT dr;
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RECT r;
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uint32_t *p, *src;
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int yy;
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xmax = (float)w / 2048.0;
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ymax = (float)h / 2048.0;
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OurVertices[1].tu = OurVertices[4].tu = OurVertices[5].tu = xmax;
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OurVertices[1].tv = OurVertices[2].tv = OurVertices[5].tv = ymax;
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GetClientRect(d3d_hwnd, &r);
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OurVertices[1].x = OurVertices[4].x = OurVertices[5].x = r.right - r.left;
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OurVertices[1].y = OurVertices[2].y = OurVertices[5].y = r.bottom - r.top;
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//pclog("Window %i, %i\n",
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v_buffer->Lock(0, 0, (void**)&pVoid, 0); // lock the vertex buffer
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memcpy(pVoid, OurVertices, sizeof(OurVertices)); // copy the vertices to the locked buffer
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v_buffer->Unlock(); // unlock the vertex buffer
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// clear the window to a deep blue
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//d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0);
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r.top = y1;
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r.left = 0;
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r.bottom = y2;
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r.right = 2047;
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if (FAILED(d3dTexture->LockRect(0, &dr, &r, 0)))
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fatal("LockRect failed\n");
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for (yy = y1; yy < y2; yy++)
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memcpy(dr.pBits + (yy * dr.Pitch), &(((uint32_t *)buffer32->line[y + yy])[x]), w * 4);
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d3dTexture->UnlockRect(0);
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// d3dpp.BackBufferWidth = r.right - r.left;
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// d3dpp.BackBufferHeight = r.bottom - r.top;
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// d3ddev->Reset(&d3dpp);
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d3ddev->BeginScene(); // begins the 3D scene
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d3ddev->SetTexture( 0, d3dTexture );
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// select which vertex format we are using
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d3ddev->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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// select the vertex buffer to display
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d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
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// copy the vertex buffer to the back buffer
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d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
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d3ddev->SetTexture( 0, NULL );
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d3ddev->EndScene(); // ends the 3D scene
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d3ddev->Present(NULL, NULL, d3d_hwnd, NULL); // displays the created frame
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}
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void d3d_blit_memtoscreen_8(int x, int y, int w, int h)
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{
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// clear the window to a deep blue
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d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0);
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d3ddev->BeginScene(); // begins the 3D scene
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// do 3D rendering on the back buffer here
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d3ddev->EndScene(); // ends the 3D scene
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d3ddev->Present(NULL, NULL, NULL, NULL); // displays the created frame
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}
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