D3D中的Z缓存使用示例
2016-06-20 00:00
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在渲染多边形网格对象到场景中的时候,离观察者越远的对象应该越模糊,同时离观察者越近的物体应该越清楚,这就是深度排序(depth sorting)。深度排序有两种常用的方法。
第一种方法称为画家算法(painter's algorithm)。这种方法将对象划分成不同的多边形,由后往前对这些多边形进行排序,再按照排好的顺序绘制出这些多边形。采用这种方法绘制多边形,能够确保前面的多边形总是在其后多边形之前进行绘制。
深度排序的第二种方法称为z缓冲方法(z- buffer),它是图形硬件设备使用最多的方法。这种方法依赖于像素,每个像素都有一个z值(z值是像素距离观察者的距离)。当每个像素被写入时,渲染器首先检查是否已经存在一个z值更小的像素,如果不存在,这个像素就被绘制出来;如果存在,就跳过该像素。
许多 3D图形加速卡都有一个内置的z缓冲,这也是深度排序选择z缓冲方法的原因。在应用程序中使用z缓冲,最容易的方法就是在创建设备对象以及设置显示方式的时候初始化z缓冲,如下所示:
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(
&
d3dpp,
sizeof
(d3dpp));
d3dpp.Windowed
=
TRUE;
d3dpp.SwapEffect
=
D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat
=
d3ddm.Format;
d3dpp.EnableAutoDepthStencil
=
TRUE;
d3dpp.AutoDepthStencilFormat
=
D3DFMT_D16;
if
(FAILED(g_pD3D
->
CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&
d3dpp,
&
g_pD3DDevice)))
return
FALSE;
//
Set the rendering states
g_pD3DDevice
->
SetRenderState(D3DRS_LIGHTING, FALSE);
g_pD3DDevice
->
SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
同时在绘制每帧之前应该用IDirect3DDevice9::Clear来清除z缓存。
//
clear device back buffer
g_d3d_device
->
Clear(
0
, NULL, D3DCLEAR_TARGET
|
D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(
0
,
0
,
0
,
255
),
1.0f
,
0
);
完整代码如下所示:
/*
**************************************************************************************
PURPOSE:
ZBuffer Demo
Required libraries:
WINMM.LIB, D3D9.LIB, D3DX9.LIB.
**************************************************************************************
*/
#include
<
windows.h
>
#include
<
stdio.h
>
#include
"
d3d9.h
"
#include
"
d3dx9.h
"
#pragma comment(lib,
"
winmm.lib
"
)
#pragma comment(lib,
"
d3d9.lib
"
)
#pragma comment(lib,
"
d3dx9.lib
"
)
#pragma warning(disable :
4305
)
#define
WINDOW_WIDTH 400
#define
WINDOW_HEIGHT 400
#define
Safe_Release(p) if((p)) (p)->Release();
//
window handles, class and caption text.
HWND g_hwnd;
HINSTANCE g_inst;
static
char
g_class_name[]
=
"
ZBufferClass
"
;
static
char
g_caption[]
=
"
ZBuffer Demo
"
;
//
the Direct3D and device object
IDirect3D9
*
g_d3d
=
NULL;
IDirect3DDevice9
*
g_d3d_device
=
NULL;
//
The 3D vertex format and descriptor
typedef
struct
{
float
x, y, z;
//
3D coordinates
D3DCOLOR color;
//
diffuse color
} VERTEX;
#define
VERTEX_FVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)
IDirect3DVertexBuffer9
*
g_vertex_buffer
=
NULL;
//
--------------------------------------------------------------------------------
//
Window procedure.
//
--------------------------------------------------------------------------------
long
WINAPI Window_Proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch
(msg)
{
case
WM_DESTROY:
PostQuitMessage(
0
);
return
0
;
}
return
(
long
) DefWindowProc(hwnd, msg, wParam, lParam);
}
//
--------------------------------------------------------------------------------
//
Initialize d3d, d3d device, vertex buffer; set render state for d3d;
//
set perspective matrix and view matrix.
//
--------------------------------------------------------------------------------
BOOL Do_Init()
{
D3DPRESENT_PARAMETERS present_param;
D3DDISPLAYMODE display_mode;
D3DXMATRIX mat_proj, mat_view;
BYTE
*
vertex_ptr;
//
initialize vertex data
VERTEX verts[]
=
{
{
-
100.0f
,
-
100.0f
,
0.0f
, D3DCOLOR_RGBA(
255
,
0
,
0
,
255
) },
{
-
100.0f
,
100.0f
,
0.0f
, D3DCOLOR_RGBA(
255
,
0
,
0
,
255
) },
{
100.0f
,
-
100.0f
,
0.0f
, D3DCOLOR_RGBA(
255
,
0
,
0
,
255
) },
{
100.0f
,
100.0f
,
0.0f
, D3DCOLOR_RGBA(
255
,
0
,
0
,
255
) },
{
-
100.0f
,
-
100.0f
,
0.0f
, D3DCOLOR_RGBA(
255
,
0
,
0
,
255
) },
{
-
100.0f
,
100.0f
,
0.0f
, D3DCOLOR_RGBA(
255
,
0
,
0
,
255
) },
{
-
100.0f
,
-
100.0f
,
0.0f
, D3DCOLOR_RGBA(
0
,
0
,
255
,
255
) },
{
-
100.0f
,
100.0f
,
0.0f
, D3DCOLOR_RGBA(
0
,
0
,
255
,
255
) },
{
100.0f
,
-
100.0f
,
0.0f
, D3DCOLOR_RGBA(
0
,
0
,
255
,
255
) },
{
100.0f
,
100.0f
,
0.0f
, D3DCOLOR_RGBA(
0
,
0
,
255
,
255
) },
};
//
do a windowed mode initialization of Direct3D
if
((g_d3d
=
Direct3DCreate9(D3D_SDK_VERSION))
==
NULL)
return
FALSE;
//
retrieves the current display mode of the adapter
if
(FAILED(g_d3d
->
GetAdapterDisplayMode(D3DADAPTER_DEFAULT,
&
display_mode)))
return
FALSE;
ZeroMemory(
&
present_param,
sizeof
(present_param));
//
initialize d3d presentation parameter
present_param.Windowed
=
TRUE;
present_param.SwapEffect
=
D3DSWAPEFFECT_DISCARD;
present_param.BackBufferFormat
=
display_mode.Format;
present_param.EnableAutoDepthStencil
=
TRUE;
present_param.AutoDepthStencilFormat
=
D3DFMT_D16;
//
creates a device to represent the display adapter
if
(FAILED(g_d3d
->
CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&
present_param,
&
g_d3d_device)))
return
FALSE;
//
set render state
//
disable d3d lighting
g_d3d_device
->
SetRenderState(D3DRS_LIGHTING, FALSE);
//
enable z-buffer
g_d3d_device
->
SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
//
create and set the projection matrix
//
builds a left-handed perspective projection matrix based on a field of view
D3DXMatrixPerspectiveFovLH(
&
mat_proj, D3DX_PI
/
4.0
,
1.33333
,
1.0
,
1000.0
);
//
sets a single device transformation-related state
g_d3d_device
->
SetTransform(D3DTS_PROJECTION,
&
mat_proj);
//
create and set the view matrix
D3DXMatrixLookAtLH(
&
mat_view,
&
D3DXVECTOR3(
0.0
,
0.0
,
-
500.0
),
&
D3DXVECTOR3(
0.0f
,
0.0f
,
0.0f
),
&
D3DXVECTOR3(
0.0f
,
1.0f
,
0.0f
));
g_d3d_device
->
SetTransform(D3DTS_VIEW,
&
mat_view);
//
create the vertex buffer and set data
g_d3d_device
->
CreateVertexBuffer(
sizeof
(verts),
0
, VERTEX_FVF, D3DPOOL_DEFAULT,
&
g_vertex_buffer, NULL);
//
locks a range of vertex data and obtains a pointer to the vertex buffer memory
g_vertex_buffer
->
Lock(
0
,
0
, (
void
**
)
&
vertex_ptr,
0
);
memcpy(vertex_ptr, verts,
sizeof
(verts));
//
unlocks vertex data
g_vertex_buffer
->
Unlock();
return
TRUE;
}
//
--------------------------------------------------------------------------------
//
Release all d3d resource.
//
--------------------------------------------------------------------------------
BOOL Do_Shutdown()
{
Safe_Release(g_vertex_buffer);
Safe_Release(g_d3d_device);
Safe_Release(g_d3d);
return
TRUE;
}
//
--------------------------------------------------------------------------------
//
Render a frame.
//
--------------------------------------------------------------------------------
BOOL Do_Frame()
{
D3DXMATRIX mat_world;
//
clear device back buffer
g_d3d_device
->
Clear(
0
, NULL, D3DCLEAR_TARGET
|
D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(
0
,
0
,
0
,
255
),
1.0f
,
0
);
//
Begin scene
if
(SUCCEEDED(g_d3d_device
->
BeginScene()))
{
//
set the vertex stream, shader.
//
binds a vertex buffer to a device data stream
g_d3d_device
->
SetStreamSource(
0
, g_vertex_buffer,
0
,
sizeof
(VERTEX));
//
set the current vertex stream declation
g_d3d_device
->
SetFVF(VERTEX_FVF);
//
create and set the world transformation matrix
//
rotate object along y-axis
D3DXMatrixRotationY(
&
mat_world, (
float
) (timeGetTime()
/
1000.0
));
g_d3d_device
->
SetTransform(D3DTS_WORLD,
&
mat_world);
//
renders a sequence of noindexed, geometric primitives of the specified type from the current set
//
of data input stream.
g_d3d_device
->
DrawPrimitive(D3DPT_TRIANGLESTRIP,
0
,
4
);
//
draw next four polygons, but rotate on z-axis.
D3DXMatrixRotationZ(
&
mat_world,
-
(
float
)(timeGetTime()
/
1000.0
));
g_d3d_device
->
SetTransform(D3DTS_WORLD,
&
mat_world);
g_d3d_device
->
DrawPrimitive(D3DPT_TRIANGLESTRIP,
6
,
2
);
//
end the scene
g_d3d_device
->
EndScene();
}
//
present the contents of the next buffer in the sequence of back buffers owned by the device
g_d3d_device
->
Present(NULL, NULL, NULL, NULL);
return
TRUE;
}
//
--------------------------------------------------------------------------------
//
Main function, routine entry.
//
--------------------------------------------------------------------------------
int
WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line,
int
cmd_show)
{
WNDCLASSEX win_class;
MSG msg;
g_inst
=
inst;
//
create window class and register it
win_class.cbSize
=
sizeof
(win_class);
win_class.style
=
CS_CLASSDC;
win_class.lpfnWndProc
=
Window_Proc;
win_class.cbClsExtra
=
0
;
win_class.cbWndExtra
=
0
;
win_class.hInstance
=
inst;
win_class.hIcon
=
LoadIcon(NULL, IDI_APPLICATION);
win_class.hCursor
=
LoadCursor(NULL, IDC_ARROW);
win_class.hbrBackground
=
NULL;
win_class.lpszMenuName
=
NULL;
win_class.lpszClassName
=
g_class_name;
win_class.hIconSm
=
LoadIcon(NULL, IDI_APPLICATION);
if
(
!
RegisterClassEx(
&
win_class))
return
FALSE;
//
create the main window
g_hwnd
=
CreateWindow(g_class_name, g_caption, WS_CAPTION
|
WS_SYSMENU,
0
,
0
,
WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, inst, NULL);
if
(g_hwnd
==
NULL)
return
FALSE;
ShowWindow(g_hwnd, SW_NORMAL);
UpdateWindow(g_hwnd);
//
initialize game
if
(Do_Init()
==
FALSE)
return
FALSE;
//
start message pump, waiting for signal to quit.
ZeroMemory(
&
msg,
sizeof
(MSG));
while
(msg.message
!=
WM_QUIT)
{
if
(PeekMessage(
&
msg, NULL,
0
,
0
, PM_REMOVE))
{
TranslateMessage(
&
msg);
DispatchMessage(
&
msg);
}
//
draw a frame
if
(Do_Frame()
==
FALSE)
break
;
}
//
run shutdown function
Do_Shutdown();
UnregisterClass(g_class_name, inst);
return
(
int
) msg.wParam;
}
效果图:
第一种方法称为画家算法(painter's algorithm)。这种方法将对象划分成不同的多边形,由后往前对这些多边形进行排序,再按照排好的顺序绘制出这些多边形。采用这种方法绘制多边形,能够确保前面的多边形总是在其后多边形之前进行绘制。
深度排序的第二种方法称为z缓冲方法(z- buffer),它是图形硬件设备使用最多的方法。这种方法依赖于像素,每个像素都有一个z值(z值是像素距离观察者的距离)。当每个像素被写入时,渲染器首先检查是否已经存在一个z值更小的像素,如果不存在,这个像素就被绘制出来;如果存在,就跳过该像素。
许多 3D图形加速卡都有一个内置的z缓冲,这也是深度排序选择z缓冲方法的原因。在应用程序中使用z缓冲,最容易的方法就是在创建设备对象以及设置显示方式的时候初始化z缓冲,如下所示:
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(
&
d3dpp,
sizeof
(d3dpp));
d3dpp.Windowed
=
TRUE;
d3dpp.SwapEffect
=
D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat
=
d3ddm.Format;
d3dpp.EnableAutoDepthStencil
=
TRUE;
d3dpp.AutoDepthStencilFormat
=
D3DFMT_D16;
if
(FAILED(g_pD3D
->
CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&
d3dpp,
&
g_pD3DDevice)))
return
FALSE;
//
Set the rendering states
g_pD3DDevice
->
SetRenderState(D3DRS_LIGHTING, FALSE);
g_pD3DDevice
->
SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
同时在绘制每帧之前应该用IDirect3DDevice9::Clear来清除z缓存。
//
clear device back buffer
g_d3d_device
->
Clear(
0
, NULL, D3DCLEAR_TARGET
|
D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(
0
,
0
,
0
,
255
),
1.0f
,
0
);
完整代码如下所示:
/*
**************************************************************************************
PURPOSE:
ZBuffer Demo
Required libraries:
WINMM.LIB, D3D9.LIB, D3DX9.LIB.
**************************************************************************************
*/
#include
<
windows.h
>
#include
<
stdio.h
>
#include
"
d3d9.h
"
#include
"
d3dx9.h
"
#pragma comment(lib,
"
winmm.lib
"
)
#pragma comment(lib,
"
d3d9.lib
"
)
#pragma comment(lib,
"
d3dx9.lib
"
)
#pragma warning(disable :
4305
)
#define
WINDOW_WIDTH 400
#define
WINDOW_HEIGHT 400
#define
Safe_Release(p) if((p)) (p)->Release();
//
window handles, class and caption text.
HWND g_hwnd;
HINSTANCE g_inst;
static
char
g_class_name[]
=
"
ZBufferClass
"
;
static
char
g_caption[]
=
"
ZBuffer Demo
"
;
//
the Direct3D and device object
IDirect3D9
*
g_d3d
=
NULL;
IDirect3DDevice9
*
g_d3d_device
=
NULL;
//
The 3D vertex format and descriptor
typedef
struct
{
float
x, y, z;
//
3D coordinates
D3DCOLOR color;
//
diffuse color
} VERTEX;
#define
VERTEX_FVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)
IDirect3DVertexBuffer9
*
g_vertex_buffer
=
NULL;
//
--------------------------------------------------------------------------------
//
Window procedure.
//
--------------------------------------------------------------------------------
long
WINAPI Window_Proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch
(msg)
{
case
WM_DESTROY:
PostQuitMessage(
0
);
return
0
;
}
return
(
long
) DefWindowProc(hwnd, msg, wParam, lParam);
}
//
--------------------------------------------------------------------------------
//
Initialize d3d, d3d device, vertex buffer; set render state for d3d;
//
set perspective matrix and view matrix.
//
--------------------------------------------------------------------------------
BOOL Do_Init()
{
D3DPRESENT_PARAMETERS present_param;
D3DDISPLAYMODE display_mode;
D3DXMATRIX mat_proj, mat_view;
BYTE
*
vertex_ptr;
//
initialize vertex data
VERTEX verts[]
=
{
{
-
100.0f
,
-
100.0f
,
0.0f
, D3DCOLOR_RGBA(
255
,
0
,
0
,
255
) },
{
-
100.0f
,
100.0f
,
0.0f
, D3DCOLOR_RGBA(
255
,
0
,
0
,
255
) },
{
100.0f
,
-
100.0f
,
0.0f
, D3DCOLOR_RGBA(
255
,
0
,
0
,
255
) },
{
100.0f
,
100.0f
,
0.0f
, D3DCOLOR_RGBA(
255
,
0
,
0
,
255
) },
{
-
100.0f
,
-
100.0f
,
0.0f
, D3DCOLOR_RGBA(
255
,
0
,
0
,
255
) },
{
-
100.0f
,
100.0f
,
0.0f
, D3DCOLOR_RGBA(
255
,
0
,
0
,
255
) },
{
-
100.0f
,
-
100.0f
,
0.0f
, D3DCOLOR_RGBA(
0
,
0
,
255
,
255
) },
{
-
100.0f
,
100.0f
,
0.0f
, D3DCOLOR_RGBA(
0
,
0
,
255
,
255
) },
{
100.0f
,
-
100.0f
,
0.0f
, D3DCOLOR_RGBA(
0
,
0
,
255
,
255
) },
{
100.0f
,
100.0f
,
0.0f
, D3DCOLOR_RGBA(
0
,
0
,
255
,
255
) },
};
//
do a windowed mode initialization of Direct3D
if
((g_d3d
=
Direct3DCreate9(D3D_SDK_VERSION))
==
NULL)
return
FALSE;
//
retrieves the current display mode of the adapter
if
(FAILED(g_d3d
->
GetAdapterDisplayMode(D3DADAPTER_DEFAULT,
&
display_mode)))
return
FALSE;
ZeroMemory(
&
present_param,
sizeof
(present_param));
//
initialize d3d presentation parameter
present_param.Windowed
=
TRUE;
present_param.SwapEffect
=
D3DSWAPEFFECT_DISCARD;
present_param.BackBufferFormat
=
display_mode.Format;
present_param.EnableAutoDepthStencil
=
TRUE;
present_param.AutoDepthStencilFormat
=
D3DFMT_D16;
//
creates a device to represent the display adapter
if
(FAILED(g_d3d
->
CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&
present_param,
&
g_d3d_device)))
return
FALSE;
//
set render state
//
disable d3d lighting
g_d3d_device
->
SetRenderState(D3DRS_LIGHTING, FALSE);
//
enable z-buffer
g_d3d_device
->
SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
//
create and set the projection matrix
//
builds a left-handed perspective projection matrix based on a field of view
D3DXMatrixPerspectiveFovLH(
&
mat_proj, D3DX_PI
/
4.0
,
1.33333
,
1.0
,
1000.0
);
//
sets a single device transformation-related state
g_d3d_device
->
SetTransform(D3DTS_PROJECTION,
&
mat_proj);
//
create and set the view matrix
D3DXMatrixLookAtLH(
&
mat_view,
&
D3DXVECTOR3(
0.0
,
0.0
,
-
500.0
),
&
D3DXVECTOR3(
0.0f
,
0.0f
,
0.0f
),
&
D3DXVECTOR3(
0.0f
,
1.0f
,
0.0f
));
g_d3d_device
->
SetTransform(D3DTS_VIEW,
&
mat_view);
//
create the vertex buffer and set data
g_d3d_device
->
CreateVertexBuffer(
sizeof
(verts),
0
, VERTEX_FVF, D3DPOOL_DEFAULT,
&
g_vertex_buffer, NULL);
//
locks a range of vertex data and obtains a pointer to the vertex buffer memory
g_vertex_buffer
->
Lock(
0
,
0
, (
void
**
)
&
vertex_ptr,
0
);
memcpy(vertex_ptr, verts,
sizeof
(verts));
//
unlocks vertex data
g_vertex_buffer
->
Unlock();
return
TRUE;
}
//
--------------------------------------------------------------------------------
//
Release all d3d resource.
//
--------------------------------------------------------------------------------
BOOL Do_Shutdown()
{
Safe_Release(g_vertex_buffer);
Safe_Release(g_d3d_device);
Safe_Release(g_d3d);
return
TRUE;
}
//
--------------------------------------------------------------------------------
//
Render a frame.
//
--------------------------------------------------------------------------------
BOOL Do_Frame()
{
D3DXMATRIX mat_world;
//
clear device back buffer
g_d3d_device
->
Clear(
0
, NULL, D3DCLEAR_TARGET
|
D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(
0
,
0
,
0
,
255
),
1.0f
,
0
);
//
Begin scene
if
(SUCCEEDED(g_d3d_device
->
BeginScene()))
{
//
set the vertex stream, shader.
//
binds a vertex buffer to a device data stream
g_d3d_device
->
SetStreamSource(
0
, g_vertex_buffer,
0
,
sizeof
(VERTEX));
//
set the current vertex stream declation
g_d3d_device
->
SetFVF(VERTEX_FVF);
//
create and set the world transformation matrix
//
rotate object along y-axis
D3DXMatrixRotationY(
&
mat_world, (
float
) (timeGetTime()
/
1000.0
));
g_d3d_device
->
SetTransform(D3DTS_WORLD,
&
mat_world);
//
renders a sequence of noindexed, geometric primitives of the specified type from the current set
//
of data input stream.
g_d3d_device
->
DrawPrimitive(D3DPT_TRIANGLESTRIP,
0
,
4
);
//
draw next four polygons, but rotate on z-axis.
D3DXMatrixRotationZ(
&
mat_world,
-
(
float
)(timeGetTime()
/
1000.0
));
g_d3d_device
->
SetTransform(D3DTS_WORLD,
&
mat_world);
g_d3d_device
->
DrawPrimitive(D3DPT_TRIANGLESTRIP,
6
,
2
);
//
end the scene
g_d3d_device
->
EndScene();
}
//
present the contents of the next buffer in the sequence of back buffers owned by the device
g_d3d_device
->
Present(NULL, NULL, NULL, NULL);
return
TRUE;
}
//
--------------------------------------------------------------------------------
//
Main function, routine entry.
//
--------------------------------------------------------------------------------
int
WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line,
int
cmd_show)
{
WNDCLASSEX win_class;
MSG msg;
g_inst
=
inst;
//
create window class and register it
win_class.cbSize
=
sizeof
(win_class);
win_class.style
=
CS_CLASSDC;
win_class.lpfnWndProc
=
Window_Proc;
win_class.cbClsExtra
=
0
;
win_class.cbWndExtra
=
0
;
win_class.hInstance
=
inst;
win_class.hIcon
=
LoadIcon(NULL, IDI_APPLICATION);
win_class.hCursor
=
LoadCursor(NULL, IDC_ARROW);
win_class.hbrBackground
=
NULL;
win_class.lpszMenuName
=
NULL;
win_class.lpszClassName
=
g_class_name;
win_class.hIconSm
=
LoadIcon(NULL, IDI_APPLICATION);
if
(
!
RegisterClassEx(
&
win_class))
return
FALSE;
//
create the main window
g_hwnd
=
CreateWindow(g_class_name, g_caption, WS_CAPTION
|
WS_SYSMENU,
0
,
0
,
WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, inst, NULL);
if
(g_hwnd
==
NULL)
return
FALSE;
ShowWindow(g_hwnd, SW_NORMAL);
UpdateWindow(g_hwnd);
//
initialize game
if
(Do_Init()
==
FALSE)
return
FALSE;
//
start message pump, waiting for signal to quit.
ZeroMemory(
&
msg,
sizeof
(MSG));
while
(msg.message
!=
WM_QUIT)
{
if
(PeekMessage(
&
msg, NULL,
0
,
0
, PM_REMOVE))
{
TranslateMessage(
&
msg);
DispatchMessage(
&
msg);
}
//
draw a frame
if
(Do_Frame()
==
FALSE)
break
;
}
//
run shutdown function
Do_Shutdown();
UnregisterClass(g_class_name, inst);
return
(
int
) msg.wParam;
}
效果图:
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