#include<d3d9.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#define WINDOW_CLASS "UGPDX"
#define WINDOW_NAME "第一个D3D应用程序"
bool InitializeD3D(HWND hWnd, bool fullscreen);
void RenderScene();
void Shutdown();
// Direct3D object and device.
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;
LRESULT WINAPI WndProc(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)
{
// 注册窗体类
WNDCLASSEX wcex = { 0 };
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInst;
wcex.hIcon = NULL;
wcex.hCursor = NULL;
wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = WINDOW_CLASS;
RegisterClassEx(&wcex);
// 创建应用程序窗体
HWND hWnd = CreateWindow(
WINDOW_CLASS, //类名
WINDOW_NAME, //窗体标题
WS_OVERLAPPEDWINDOW, //窗体样式
100, //X坐标
100, //Y坐标
640, //窗体宽
480, //窗体高
GetDesktopWindow(), //父窗体句柄
NULL, //菜单栏
hInst, //实例
NULL //创建参数
);
// 初始化Direct3D
if (!InitializeD3D(hWnd, false))
return 0;
// 显示窗体
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
// 进入消息循环
MSG msg = {0};
while(msg.message != WM_QUIT)
{
if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
RenderScene();
}
// 释放所有资源
Shutdown();
// 卸载窗口
UnregisterClass(WINDOW_CLASS, hInst);
return 0;
}
bool InitializeD3D(HWND hWnd, bool fullscreen)
{
D3DDISPLAYMODE displayMode;
// 创建D3D对象
g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
if(g_D3D == NULL) return false;
// 获取桌面显示模式
if(FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &displayMode)))
return false;
// 设置用来创建D3DDevice的结构体
D3DPRESENT_PARAMETERS d3dpp = {0};
d3dpp.Windowed = !fullscreen; //是否全屏显示
d3dpp.BackBufferWidth = 640; //后台缓存的宽度
d3dpp.BackBufferHeight = 480; //后台缓存的高度
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = displayMode.Format;
// 创建D3DDevice
HRESULT hResult = g_D3D->CreateDevice(
D3DADAPTER_DEFAULT, //用于指定正在使用的显卡
D3DDEVTYPE_HAL, //硬件渲染D3DDEVTYPE_HAL,软件渲染D3DDEVTYPE_REF,不需要软硬件支持的D3DDEVTYPE_NULLREF,或是采用要进行渲染工作的可插拔软件的D3DDEVTYPE_SW
hWnd, //窗口句柄
D3DCREATE_SOFTWARE_VERTEXPROCESSING, //指定设备的运行方式
&d3dpp, //指向D3DPRESENT_PARAMTERS结构
&g_D3DDevice //指向新创建的Direct3D设备对象
);
if(FAILED(hResult))
{
return false;
}
return true;
}
void RenderScene()
{
// 清空后台缓冲
g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
// 开始渲染
g_D3DDevice->BeginScene();
// 这里添加渲染代码
// 结束渲染
g_D3DDevice->EndScene();
// 显示场景
g_D3DDevice->Present(NULL, NULL, NULL, NULL);
}
void Shutdown()
{
if(g_D3DDevice != NULL) g_D3DDevice->Release();
if(g_D3D != NULL) g_D3D->Release();
}
[DirectX游戏开发笔记之二] 最简单的DirectX
最新推荐文章于 2014-05-20 14:48:19 发布