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directx9学习笔记之二:初始化D3D,划线---vs2008、vc助手、DXSDK_Mar09.exe

2012-01-14 06:55 309 查看
/*
directx9学习笔记之二:初始化D3D,划线 源码下载
*/

#include "resource.h"//保护本地资源,程序图标
//保护d3d头文件和库文件
#include <d3d9.h>
#include <d3dx9.h>

#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
//定义窗体类名称、窗体标题、窗体宽度和高度
#define WINDOW_CLASS "Agame"
#define WINDOW_NAME "我的第一个游戏"
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#define WINDOW_TYPE WS_OVERLAPPEDWINDOW&~WS_MAXIMIZEBOX//层叠窗口、禁用最大化按钮
// 定义函数
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wp, LPARAM lp);
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE prevhInst,LPSTR cmdLine, int show);
bool InitializeD3D(HWND hWnd, bool fullscreen);
bool InitializeObjects();
void RenderScene();
void ReleaseD3D();

// 定义d3d接口、设备
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;

// 定义定点缓冲
LPDIRECT3DVERTEXBUFFER9 g_VertexBuffer = NULL;

// 定义顶点结构
struct stD3DVertex
{
float x, y, z, rhw;
unsigned long color;
};

// 定义顶点格式标识符:x、y、z、深度、漫反射颜色
#define D3DFVF_VERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)

//消息处理函数
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wp, LPARAM lp)
{
switch(msg)
{
case WM_DESTROY:
PostQuitMessage(0);
ReleaseD3D();
return 0;
break;

case WM_KEYUP:
if(wp == VK_ESCAPE) PostQuitMessage(0);
break;
}

return DefWindowProc(hWnd, msg, wp, lp);
}

//winmain函数
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE prevhInst,
LPSTR cmdLine, int show)
{
// 定义windows类,并赋值
WNDCLASSEX wcex;

wcex.cbSize=sizeof(wcex);
wcex.style=CS_CLASSDC;
wcex.lpfnWndProc=MsgProc;
wcex.cbClsExtra=0;
wcex.cbWndExtra=0;
wcex.hInstance=hInst;
wcex.hIcon=LoadIcon(hInst,MAKEINTRESOURCE(IDI_APP));
wcex.hCursor=LoadCursor(NULL,IDC_ARROW);
wcex.hbrBackground=NULL;//(HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName=NULL;
wcex.lpszClassName=WINDOW_CLASS;
wcex.hIconSm=LoadIcon(hInst,MAKEINTRESOURCE(IDI_APP));
RegisterClassEx(&wcex);//注册windows类

// 创建窗口
HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME,WINDOW_TYPE, (GetSystemMetrics(SM_CXSCREEN)-800)/2,(GetSystemMetrics(SM_CYSCREEN)-600)/2,WINDOW_WIDTH, WINDOW_HEIGHT,NULL, NULL,hInst, NULL);

// 如果初始化d3d成功,则显示窗口
if(InitializeD3D(hWnd, false))
{
// 显示并更新窗口
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);

//进入消息循环
MSG msg;
ZeroMemory(&msg, sizeof(msg));

while(msg.message != WM_QUIT)
{
if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
RenderScene();
}
}

// 释放d3d
ReleaseD3D();

// 取消windows类注册
UnregisterClass(WINDOW_CLASS, wcex.hInstance);
return 0;
}

//初始化d3d
bool InitializeD3D(HWND hWnd, bool fullscreen)
{
D3DDISPLAYMODE displayMode;

// 创建d3d接口
g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
if(g_D3D == NULL) return false;

// Get the desktop display mode.
if(FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&displayMode))) return false;
//D3DADAPTER_DEFAULT桌面窗口显示模式

// 设置显示参数
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));

if(fullscreen)
{
d3dpp.Windowed = FALSE;//是否窗口显示
}
else
{
d3dpp.Windowed = TRUE;//是否窗口显示
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;//窗口切换效果
d3dpp.BackBufferFormat = displayMode.Format;//后台缓冲格式

}
d3dpp.BackBufferWidth = WINDOW_WIDTH;//后台缓冲窗口宽度、高度
d3dpp.BackBufferHeight = WINDOW_HEIGHT;
// 创建d3d设备---D3DADAPTER_DEFAULT主显卡
if(FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dpp, &g_D3DDevice))) return false;

// 划线
if(!InitializeObjects()) return false;

return true;
}

//初始化划线参数
bool InitializeObjects()
{

unsigned long col = D3DCOLOR_XRGB(255, 255, 255);

// 创建顶点数组
//顶点数组:x坐标、y坐标、z坐标、深度、颜色
stD3DVertex objData[] =
{
{ 0.0f, 0.0f, 0.0f, 1.0f, col},
{ 800.0f, 600.0f, 0.0f, 1.0f, col},
{ 0.0f, 600.0f, 0.0f, 1.0f, col},
{ 800.0f, 0.0f, 0.0f, 1.0f, col},
};

// 创建顶点缓冲
if(FAILED(g_D3DDevice->CreateVertexBuffer(sizeof(objData), 0,
D3DFVF_VERTEX, D3DPOOL_DEFAULT, &g_VertexBuffer,
NULL))) return false;

// 填充顶点缓冲
void *ptr;

if(FAILED(g_VertexBuffer->Lock(0, sizeof(objData),
(void**)&ptr, 0))) return false;

memcpy(ptr, objData, sizeof(objData));

g_VertexBuffer->Unlock();

return true;
}

//渲染函数
void RenderScene()
{
//清除d3d设备缓存.
g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET,
D3DCOLOR_XRGB(0,0,0), 1.0f, 0);

// 开始渲染
g_D3DDevice->BeginScene();

// 将顶点缓存设置为渲染流
g_D3DDevice->SetStreamSource(0, g_VertexBuffer, 0,sizeof(stD3DVertex));

g_D3DDevice->SetFVF(D3DFVF_VERTEX);//设置顶点渲染格式
g_D3DDevice->DrawPrimitive(D3DPT_LINELIST, 0, 2);//绘制要渲染的图元

// 结束渲染
g_D3DDevice->EndScene();

// Display the scene.
g_D3DDevice->Present(NULL, NULL, NULL, NULL);//在屏幕上显示渲染结果
}

void ReleaseD3D()
{
if(g_D3DDevice != NULL) g_D3DDevice->Release();
if(g_D3D != NULL) g_D3D->Release();
if(g_VertexBuffer != NULL) g_VertexBuffer->Release();

g_D3DDevice = NULL;
g_D3D = NULL;
g_VertexBuffer = NULL;
}
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