#include <d3d9.h>
LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pD3DDevice = NULL;
HRESULT InitialiseD3D(HWND hWnd)
{
//首先创建主要的D3D对象.如果创建成功我们将会得到一个指向IDirect3D8接口的指针
g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if (g_pD3D == NULL)
{
return E_FAIL;
}
//获取当前的显示模式
D3DDISPLAYMODE d3ddm;
if (FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
{
return E_FAIL;
}
//创建一个结构来放置我们设备的设置信息
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof (d3dpp));
//设置该结构体属性值
//我们想让我们的程序窗口化,并且设置了后缓冲的格式以匹配我们当前的显示模式
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_COPY;
d3dpp.PresentationInterval=D3DPRESENT_INTERVAL_DEFAULT;
d3dpp.BackBufferFormat = d3ddm.Format;
//创建一个Direct3D设备
if (FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pD3DDevice)))
{
return E_FAIL;
}
return S_OK;
}
void Render()
{
if (g_pD3DDevice == NULL)
{
return ;
}
//清除后缓冲为绿色
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 255, 0), 1.0f, 0);
//开始场景
g_pD3DDevice->BeginScene();
//我们的游戏对象的渲染放到这里
//结束场景
g_pD3DDevice->EndScene();
//翻动前后缓冲以便后缓冲中渲染的一切能够显示在屏幕(前缓冲)上。
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}
void CleanUp()
{
if (g_pD3DDevice != NULL)
{
g_pD3DDevice->Release();
g_pD3DDevice = NULL;
}
if (g_pD3D != NULL)
{
g_pD3D->Release();
g_pD3D = NULL;
}
}
void GameLoop()
{
//进入游戏循环
MSG msg;
BOOL fMessage;
PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
while (msg.message != WM_QUIT)
{
fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);
if (fMessage)
{
//处理消息
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
//没有要处理的消息,所以渲染当前场景
Render();
}
}
}
//窗口消息处理
LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break ;
case WM_KEYUP:
switch (wParam)
{
case VK_ESCAPE:
//用户已经按了ESC键,所以退出
DestroyWindow(hWnd);
return 0;
break ;
}
break ;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
//应用程序入口点
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
{
//注册窗口类
WNDCLASSEX wc = { sizeof (WNDCLASSEX), CS_CLASSDC, WinProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"DX Project 1" , NULL};
RegisterClassEx(&wc);
//创建应用程序的窗口
HWND hWnd = CreateWindow( "DX Project 1" , "www.andypike.com: Tutorial 1" ,
WS_OVERLAPPEDWINDOW, 50, 50, 500, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL);
//初始化 Direct3D
if (SUCCEEDED(InitialiseD3D(hWnd)))
{
//显示我们的窗体
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
//启动游戏运行:进入游戏循环
GameLoop();
}
CleanUp();
UnregisterClass( "DX Project 1" , wc.hInstance);
return 0;
LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pD3DDevice = NULL;
HRESULT InitialiseD3D(HWND hWnd)
{
//首先创建主要的D3D对象.如果创建成功我们将会得到一个指向IDirect3D8接口的指针
g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if (g_pD3D == NULL)
{
return E_FAIL;
}
//获取当前的显示模式
D3DDISPLAYMODE d3ddm;
if (FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
{
return E_FAIL;
}
//创建一个结构来放置我们设备的设置信息
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof (d3dpp));
//设置该结构体属性值
//我们想让我们的程序窗口化,并且设置了后缓冲的格式以匹配我们当前的显示模式
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_COPY;
d3dpp.PresentationInterval=D3DPRESENT_INTERVAL_DEFAULT;
d3dpp.BackBufferFormat = d3ddm.Format;
//创建一个Direct3D设备
if (FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pD3DDevice)))
{
return E_FAIL;
}
return S_OK;
}
void Render()
{
if (g_pD3DDevice == NULL)
{
return ;
}
//清除后缓冲为绿色
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 255, 0), 1.0f, 0);
//开始场景
g_pD3DDevice->BeginScene();
//我们的游戏对象的渲染放到这里
//结束场景
g_pD3DDevice->EndScene();
//翻动前后缓冲以便后缓冲中渲染的一切能够显示在屏幕(前缓冲)上。
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}
void CleanUp()
{
if (g_pD3DDevice != NULL)
{
g_pD3DDevice->Release();
g_pD3DDevice = NULL;
}
if (g_pD3D != NULL)
{
g_pD3D->Release();
g_pD3D = NULL;
}
}
void GameLoop()
{
//进入游戏循环
MSG msg;
BOOL fMessage;
PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
while (msg.message != WM_QUIT)
{
fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);
if (fMessage)
{
//处理消息
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
//没有要处理的消息,所以渲染当前场景
Render();
}
}
}
//窗口消息处理
LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break ;
case WM_KEYUP:
switch (wParam)
{
case VK_ESCAPE:
//用户已经按了ESC键,所以退出
DestroyWindow(hWnd);
return 0;
break ;
}
break ;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
//应用程序入口点
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
{
//注册窗口类
WNDCLASSEX wc = { sizeof (WNDCLASSEX), CS_CLASSDC, WinProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"DX Project 1" , NULL};
RegisterClassEx(&wc);
//创建应用程序的窗口
HWND hWnd = CreateWindow( "DX Project 1" , "www.andypike.com: Tutorial 1" ,
WS_OVERLAPPEDWINDOW, 50, 50, 500, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL);
//初始化 Direct3D
if (SUCCEEDED(InitialiseD3D(hWnd)))
{
//显示我们的窗体
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
//启动游戏运行:进入游戏循环
GameLoop();
}
CleanUp();
UnregisterClass( "DX Project 1" , wc.hInstance);
return 0;
}
本文转自 xcf007 51CTO博客,原文链接:http://blog.51cto.com/xcf007/325454,如需转载请自行联系原作者