C++directx基本模板完整代码

#include <d3dx9.h>
#include <d3d9.h>
#include <math.h>
#include<windows.h>
#include<iostream>
#include<process.h>
#include<d3dx9core.h>
#pragma comment(lib,"winmm.lib")
#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
#define D3D_FVF_VERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
using namespace std;
// Desc: 全局变量
LPDIRECT3D9             g_pD3D = NULL; // Direct3D对象
LPDIRECT3DDEVICE9       Device = NULL; // Direct3D设备对象
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // 顶点缓冲区对象
LPDIRECT3DINDEXBUFFER9  g_pIB = NULL; // 索引缓冲区对象
struct CUSTOMVERTEX//存储顶点数据的结构体
{
    FLOAT x, y, z, rhw; 		// 经过坐标转换的顶点位置
    DWORD color;       			// 顶点漫反射颜色值
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)


// Desc: 初始化Direct3D
HRESULT InitD3D(HWND hWnd)
{
    //创建Direct3D对象, 该对象用于创建Direct3D设备对象
    if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
        return E_FAIL;

    //设置D3DPRESENT_PARAMETERS结构, 准备创建Direct3D设备对象
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

    //创建Direct3D设备对象
    if (FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
        D3DCREATE_SOFTWARE_VERTEXPROCESSING,
        &d3dpp, &Device)))
    {
        return E_FAIL;
    }
    if (FAILED(D3DXCreateFont(Device, 0, 0, 400, 0, TRUE, GB2312_CHARSET, OUT_TT_ONLY_PRECIS,DEFAULT_QUALITY, 0, L"Arail", &g_pFont)))
        return false;
    return S_OK; 
}


// Desc: 创建并填充顶点缓冲区和索引缓冲区
HRESULT InitVBAndIB()
{
    //顶点数据 
    CUSTOMVERTEX g_Vertices[361];
    g_Vertices[0].x = 300;
    g_Vertices[0].y = 250;
    g_Vertices[0].z = 0.5f;
    g_Vertices[0].rhw = 1.0f;
    g_Vertices[0].color = 0xffff0000;
    for (int i = 0; i < 360; i++)
    {
        g_Vertices[i + 1].x = (float)(200 * cos(i * 3.14159 / 180)) + 300;
        g_Vertices[i + 1].y = (float)(200 * sin(i * 3.14159 / 180)) + 250;
        g_Vertices[i + 1].z = 0.5f;
        g_Vertices[i + 1].rhw = 1.0f;
        g_Vertices[i + 1].color = 0xff00ff00;
    }

    //顶点索引数组
    //WORD g_Indices[] ={ 0,1,2, 0,2,3, 0,3,4, 0,4,5, 0,5,6, 0,6,7, 0,7,8, 0,8,1 };
    WORD g_Indices[1080];
    for (int i = 1; i < dingdianshu + 1; i++)
    {
        if (i == dingdianshu)
        {
            g_Indices[i * 3 - 3] = 0;
            g_Indices[i * 3 - 2] = i;
            g_Indices[i * 3 - 1] = 1;
        }
        else
        {
            g_Indices[i * 3 - 3] = 0;
            g_Indices[i * 3 - 2] = i;
            g_Indices[i * 3 - 1] = i + 1;
        }

    }


    //创建顶点缓冲区
    if (FAILED(Device->CreateVertexBuffer((dingdianshu + 1) * sizeof(CUSTOMVERTEX),
        0, D3DFVF_CUSTOMVERTEX,
        D3DPOOL_DEFAULT, &g_pVB, NULL)))
    {
        return E_FAIL;
    }

    //填充顶点缓冲区
    VOID* pVertices;
    if (FAILED(g_pVB->Lock(0, sizeof(g_Vertices), (void**)&pVertices, 0)))
        return E_FAIL;
    memcpy(pVertices, g_Vertices, sizeof(g_Vertices));
    g_pVB->Unlock();

    //创建索引缓冲区
    if (FAILED(Device->CreateIndexBuffer(dingdianshu * 3 * sizeof(WORD),
        0, D3DFMT_INDEX16,  //索引类型
        D3DPOOL_DEFAULT, &g_pIB, NULL)))
    {
        return E_FAIL;
    }

    //填充顶点缓冲区
    VOID* pIndices;
    if (FAILED(g_pIB->Lock(0, sizeof(g_Indices), (void**)&pIndices, 0)))
        return E_FAIL;
    memcpy(pIndices, g_Indices, sizeof(g_Indices));
    g_pIB->Unlock();

    return S_OK;
}


// Desc: 释放创建的对象
VOID Cleanup()
{
    //释放顶点缓冲区对象
    if (g_pVB != NULL)
        g_pVB->Release();

    //释放索引缓冲区对象
    if (g_pIB != NULL)
        g_pIB->Release();

    //释放Direct3D设备对象
    if (Device != NULL)
        Device->Release();

    //释放Direct3D对象
    if (g_pD3D != NULL)
        g_pD3D->Release();
}


#define D3D_FVF_VERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
// Desc: 渲染图形 
LPDIRECT3DVERTEXBUFFER9 D3DVertexBuffer = NULL;
VOID Render()
{
        //清空屏幕并填充背景颜色
        Device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
        Device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
        Device->BeginScene();//开始绘画
        Device->SetFVF(D3D_FVF_VERTEX);	// 设置灵活顶点格式
        /*此处填写绘画代码函数,比如
        Device->DrawPrimitiveUP(D3DPT_TRIANGLELIST(绘制三角形), 2(绘制数量), (void*)_paint(存有顶点数据结构体的数组), (结构体的大小));
        */
        Device->EndScene();//结束绘画


        //将在后台缓冲区绘制的图形提交到前台缓冲区显示
        Device->Present(NULL, NULL, NULL, NULL);
}


// Desc: 消息处理
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    switch (msg)
    {
    case WM_DESTROY:
        PostQuitMessage(0);
        return 0;
    }
    return DefWindowProc(hWnd, msg, wParam, lParam);
}
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
{
    //注册窗口类
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC | CS_HREDRAW | CS_VREDRAW, MsgProc, 0L, 0L,
                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                      L"ClassName", NULL };
    RegisterClassEx(&wc);
    //创建窗口
    HWND hWnd = CreateWindow(L"ClassName", L"CONCEAL-from Solitairs",
        WS_OVERLAPPEDWINDOW, 200, 100, 650, 650,
        GetDesktopWindow(), NULL, wc.hInstance, NULL);
    //初始化Direct3D
    if (SUCCEEDED(InitD3D(hWnd)))
    {
        //创建并填充顶点缓冲区和索引缓冲区
        if (SUCCEEDED(InitVBAndIB()))
        {
            //显示窗口
            ShowWindow(hWnd, SW_SHOWDEFAULT);
            UpdateWindow(hWnd);

            //进入消息循环
            MSG msg;
            ZeroMemory(&msg, sizeof(msg));
            while (msg.message != WM_QUIT)
            {
                if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) {
                    TranslateMessage(&msg);
                    DispatchMessage(&msg);
                }
                Render();//绘制函数
            }
        }
    }
    UnregisterClass(L"ClassName", wc.hInstance);
    return 0;
}

项目模板应该选择Windows桌面应用

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