C++一个重要的应用就是游戏开发, 而游戏开发就不得不谈directx,关于directx的众多知识本人还没有这个资格去谈论,只是刚刚起步开始学习,第一课也就是和大多数新东西一样的环境安装配置。
学习DirectX游戏开发当然要安装的就是DirectX SDK,一下是DX SDK的下载地址:http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=6812没有钱最新的是June 2010版本了,我安装的是February 2010版的,然后就是一个IDE了,一直都用VS,所以当然首选VS2010咯!
至于安装就没有什么多数的了,安装好后就是配置了。
1. 首先把DirectX SDK安装目录中Lib和Include目录下的文件分别拷贝到VS2010安装目录中的Lib和Include目录;
2. 打开vs2010新建一个Win32--> Win32项目,然后在应用程序设置中附加选项设置为 “空项目” 如图:
创建好项目后添加一个类粘贴一下代码:
#pragma comment (lib,"d3d9.lib")
#pragma comment (lib,"d3dx9.lib")
#pragma comment (lib,"winmm.lib")
#include <Windows.h>
#include <d3dx9.h>
#include <MMSystem.h>
LPDIRECT3D9 g_pD3D;
LPDIRECT3DDEVICE9 g_pd3dDevice;
LPDIRECT3DVERTEXBUFFER9 g_pVB;
struct CUSTOMVERTEX{
FLOAT x, y, z;
DWORD color;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
HRESULT InitObject()
{
CUSTOMVERTEX triangle[] =
{
{ -1.0f,-1.0f, 0.0f, 0xffff0000, },
{ 1.0f,-1.0f, 0.0f, 0xff0000ff, },
{ 0.0f, 1.0f, 0.0f, 0xffffffff, }
};
if (FAILED(g_pd3dDevice->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL)))
return E_FAIL;
VOID* pVertices;
if (FAILED(g_pVB->Lock(0,sizeof(triangle), &pVertices, 0)))
return E_FAIL;
memcpy(pVertices, triangle, sizeof(triangle));
g_pVB->Unlock();
return S_OK;
}
HRESULT InitD3D(HWND hWnd)
{
g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if (NULL == g_pD3D)
return E_FAIL;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
if(FAILED( g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice)))
{
return E_FAIL;
}
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
// Turn off D3D lighting, since we are providing our own vertex colors
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
if (FAILED(InitObject()))
return E_FAIL;
return S_OK;
}
void SetupMatrices()
{
D3DXMATRIX matWorld;
UINT iTime = timeGetTime() % 1000;
FLOAT fAngle = iTime * ( 2.0f * D3DX_PI ) / 1000.0f;
D3DXMatrixRotationY(&matWorld, fAngle);
g_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld);
D3DXVECTOR3 vEyePt(0.0f, 3.0f, -5.0f);
D3DXVECTOR3 vLookAtPt(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 vUp(0.0f, 1.0f, 0.0f);
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookAtPt, &vUp);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView);
D3DXMATRIX matPoj;
D3DXMatrixPerspectiveFovLH(&matPoj, D3DX_PI/4, 1.0f, 1.0f, 100.0f);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matPoj);
}
void Render()
{
g_pd3dDevice->Clear(0,NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0);
g_pd3dDevice->BeginScene();
SetupMatrices();
g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
g_pd3dDevice->EndScene();
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
}
void Cleanup()
{
if (g_pd3dDevice)
g_pd3dDevice->Release();
if (g_pD3D)
g_pD3D->Release();
if (g_pVB)
g_pVB->Release();
}
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
case WM_PAINT:
ValidateRect(hWnd, NULL);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
INT WINAPI WinMain(__in HINSTANCE hInstance, __in_opt HINSTANCE hPrevInstance, __in_opt LPSTR lpCmdLine, __in int nShowCmd )
{
WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0, 0, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"Direct3D", NULL};
RegisterClassEx(&wc);
// Create the application window
HWND hWnd = CreateWindow(L"Direct3D",
L"Learn", WS_OVERLAPPEDWINDOW,
100, 100, 300, 300,
GetDesktopWindow(),
NULL, wc.hInstance, NULL);
//
ShowWindow(hWnd, SW_SHOW);
if (SUCCEEDED(InitD3D(hWnd)))
{
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
Render();
}
}
UnregisterClass( L"Direct3D", wc.hInstance );
Cleanup();
return nShowCmd;
}
好了,运行下结果如下:
这样就成功了,代码以后在学习吧,这个方法省去了点击打开链接http://www.cnblogs.com/lovestudy/archive/2012/04/26/2471228.html中提到的方法中的很多步骤,而且不用每次新建一个项目就要很多配置,在每次新建项目只需要加入以下代码:
#pragma comment (lib,"d3d9.lib")
#pragma comment (lib,"d3dx9.lib")
#pragma comment (lib,"winmm.lib")
即可完成配置,刚开始很简单,继续加油吧!