#include <d3d9.h>
#pragma warning( disable : 4996 ) // disable deprecated warning
#include <strsafe.h>
#pragma warning( default : 4996 )
bool InitD3D(HWND hWnd, bool fullscreen);
void RenderScene();
void ShutDown();
bool InitializeObjects();
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_VertexBuffer = NULL;
struct stD3DVertex
{
float x, y, z,w;
unsigned long color;
};
#define D3DFVF_VERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break;
case WM_KEYUP:
if (wParam == VK_ESCAPE)
PostQuitMessage(0);
break;
default:
break;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE prevInst, LPSTR cmdLine, int show)
{
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0, 0, hInst, NULL, NULL, NULL, NULL, L"UGPDX", NULL };
RegisterClassEx(&wc);
HWND hWnd = CreateWindow(L"UGPDX", L"Blank D3D Window", WS_OVERLAPPEDWINDOW, 100, 100, 640, 480, GetDesktopWindow(), NULL, wc.hInstance, NULL);
if (InitD3D(hWnd, false))
{
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
{
RenderScene();
}
}
}
ShutDown();
UnregisterClass(L"UGPDX", wc.hInstance);
return 0;
}
bool InitD3D(HWND hWnd, bool fullscreen)
{
D3DDISPLAYMODE displayMode;
g_D3D = Direct3DCreate9(D3D9b_SDK_VERSION);
if (g_D3D == NULL)
return false;
if (FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &displayMode)))
return false;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
if (fullscreen)
{
d3dpp.Windowed = FALSE;
d3dpp.BackBufferWidth = 640;
d3dpp.BackBufferHeight = 480;
}
else
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = displayMode.Format;
if (FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_D3DDevice)))
return false;
if (!InitializeObjects()) return false;
return true;
}
void RenderScene()
{
g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
g_D3DDevice->BeginScene();
g_D3DDevice->SetStreamSource(0, g_VertexBuffer, 0, sizeof(stD3DVertex));
g_D3DDevice->SetFVF(D3DFVF_VERTEX);
g_D3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
g_D3DDevice->EndScene();
g_D3DDevice->Present(NULL, NULL, NULL, NULL);
}
void ShutDown()
{
if (g_D3DDevice != NULL)
g_D3DDevice->Release();
if (g_D3D != NULL)
g_D3D->Release();
if (g_VertexBuffer != NULL)
g_VertexBuffer->Release();
g_D3D = NULL;
g_D3DDevice = NULL;
g_VertexBuffer = NULL;
}
bool InitializeObjects()
{
stD3DVertex objData[] =
{
{ 220, 150.0f, 0.5f, 1, D3DCOLOR_XRGB(255, 0, 0), },
{ 420, 150, 0.5f, 1, D3DCOLOR_XRGB(0, 255, 0), },
{ 220.0f, 350, 0.5f, 1, D3DCOLOR_XRGB(0, 0, 255), },
{ 420, 350, 0.5f, 1, D3DCOLOR_XRGB(0, 0, 255), },
};
if (FAILED(g_D3DDevice->CreateVertexBuffer(sizeof(objData), 0, D3DFVF_VERTEX, D3DPOOL_DEFAULT, &g_VertexBuffer, NULL)))
return false;
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;
}
方形
最新推荐文章于 2023-10-29 15:50:04 发布