CodeTemp

#include "DirectxProject.h"

#include<d3d9.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#define WINDOW_CLASS _T("UGPDX")
#define WINDOW_NAME _T("Blank D3D Window")
// Function Prototypes...
bool InitializeD3D(HWND hWnd, bool fullscreen);
void RenderScene();
void Shutdown();
// Direct3D object and device.
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;
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;
    }
    return DefWindowProc(hWnd, msg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE prevhInst, LPSTR cmdLine, int show)
{
    // Register the window class
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
        GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
        WINDOW_CLASS, NULL };
    RegisterClassEx(&wc);
    // Create the application's window

    HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME, WS_OVERLAPPEDWINDOW,
        100, 100, 640, 480, GetDesktopWindow(), NULL,
        wc.hInstance, NULL);
    // Initialize Direct3D
    if(InitializeD3D(hWnd, false))
    {
        // Show the window
        ShowWindow(hWnd, SW_SHOWDEFAULT);
        UpdateWindow(hWnd);
        // Enter the message loop
        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();
        }
    }
    // Release any and all resources.
    Shutdown();
    // Unregister our window.
    UnregisterClass(WINDOW_CLASS, wc.hInstance);
    return 0;
}
bool InitializeD3D(HWND hWnd, bool fullscreen)
{
    D3DDISPLAYMODE displayMode;
    // Create the D3D object.
    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;
    // Set up the structure used to create the D3DDevice
    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;
    d3dpp.EnableAutoDepthStencil = TRUE;
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
    // Create the D3DDevice
    if(FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
        D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_D3DDevice)))
    {
        return false;
    }
    return true;
}
void RenderScene()
{
    // Clear the backbuffer.
    g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
    // Begin the scene. Start rendering.
    g_D3DDevice->BeginScene();
    // End the scene. Stop rendering.
    g_D3DDevice->EndScene();
    // Display the scene.
    g_D3DDevice->Present(NULL, NULL, NULL, NULL);
}
void Shutdown()
{
    if(g_D3DDevice != NULL) g_D3DDevice->Release();
    if(g_D3D != NULL) g_D3D->Release();
}


 

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