#include "stdafx.h"
#include "D3D_Win32_Frame.h"
//-----------------------------------------------------------------------------
// File: CreateDevice.cpp
//
// Desc: This is the first tutorial for using Direct3D. In this tutorial, all
// we are doing is creating a Direct3D device and using it to clear the
// window.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include <d3d9.h>
#include <d3dx9.h>
#pragma warning( disable : 4996 ) // disable deprecated warning
#include <strsafe.h>
#pragma warning( default : 4996 )
#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
struct Vertex
{
float x,y,z;
DWORD colour;
};
#define VERTEX_FVF (D3DFVF_XYZ|D3DFVF_DIFFUSE)
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object, which is needed to create the D3DDevice.
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
D3DDISPLAYMODE d3ddm;
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
{
return E_FAIL;
}
// Set up the structure used to create the D3DDevice. Most parameters are
// zeroed out. We set Windowed to TRUE, since we want to do D3D in a
// window, and then set the SwapEffect to "discard", which is the most
// efficient method of presenting the back buffer to the display. And
// we request a back buffer format that matches the current desktop display
// format.
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof( d3dpp ) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
//d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
// Create the Direct3D device. Here we are using the default adapter (most
// systems only have one, unless they have multiple graphics hardware cards
// installed) and requesting the HAL (which is saying we want the hardware
// device rather than a software one). Software vertex processing is
// specified since we know it will work on all cards. On cards that support
// hardware vertex processing, though, we would see a big performance gain
// by specifying hardware vertex processing.
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
// Device state would normally be set here
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
if( NULL == g_pd3dDevice )
return;
g_pd3dDevice->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(125,125,125),1.0,0);
const float PI =3.1415926;
D3DXMATRIX perMat;
//D3DXMatrixPerspectiveFovLH(&perMat, PI/2, 1, 1.0, 500);
D3DXMatrixOrthoLH(&perMat,500,500,1.0,500);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION,&perMat);
D3DXVECTOR3 vEyePt( 0.0f, 0.0f,0.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 1.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
//三角形
IDirect3DVertexBuffer9 *pVB = NULL;
if( FAILED(g_pd3dDevice->CreateVertexBuffer(3*(sizeof Vertex),0,VERTEX_FVF,D3DPOOL_DEFAULT,&pVB,NULL)) )
{
//create VB failed.
MessageBox(NULL,_T("failed VB."),NULL,0);
}
// Vertex cvVertices[] =
// {
// {-100.0f, 0.0f, 50.0f ,D3DCOLOR_XRGB(255, 0, 0)},
// {100.0f, 0.0f, 50.0f ,D3DCOLOR_XRGB(255, 0, 0)},
// {0.0f, 100.0f, 50.0f ,D3DCOLOR_XRGB(255, 0, 0)},
// };
Vertex cvVertices[] =
{
{0.0f, 100.0f, 50.0f ,D3DCOLOR_XRGB(255, 0, 0)},
{100.0f, 0.0f, 50.0f ,D3DCOLOR_XRGB(255, 0, 0)},
{-100.0f, 0.0f, 50.0f ,D3DCOLOR_XRGB(255, 0, 0)},
};
void *pVertex = NULL;
pVB->Lock(0,sizeof cvVertices,&pVertex,0);
memcpy(pVertex,cvVertices,sizeof cvVertices);
pVB->Unlock();
// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
// Rendering of scene objects can happen here
// End the scene
g_pd3dDevice->SetStreamSource(0,pVB,0,sizeof Vertex);
g_pd3dDevice->SetFVF(VERTEX_FVF);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,1);
g_pd3dDevice->EndScene();
}
// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
pVB->Release();
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: wWinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI wWinMain( HINSTANCE hInst, HINSTANCE, LPWSTR, INT )
{
// Register the window class
WNDCLASSEX wc =
{
sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle( NULL ), NULL, NULL, NULL, NULL,
L"D3D Tutorial", NULL
};
RegisterClassEx( &wc );
int scrWidth=GetSystemMetrics(SM_CXSCREEN);
int scrHeight=GetSystemMetrics(SM_CYSCREEN);
RECT rect;
rect.left = scrWidth / 4;
rect.top = scrHeight / 4;
rect.bottom = scrHeight - rect.top;
rect.right = scrWidth - rect.left;
// Create the application's window
HWND hWnd = CreateWindow( L"D3D Tutorial", L"D3D Tutorial 01: CreateDevice",
WS_OVERLAPPEDWINDOW,rect.left,rect.top,scrWidth/2, scrHeight/2,
NULL, NULL, wc.hInstance, NULL );
// Initialize Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
// Show the window
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
// Enter the message loop
MSG msg;
PeekMessage(&msg,0,0,0,PM_NOREMOVE);
while( msg.message != WM_QUIT )
{
if (PeekMessage( &msg, NULL, 0, 0,PM_REMOVE ))
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
Render();
}
}
}
UnregisterClass( L"D3D Tutorial", wc.hInstance );
return 0;
}
#include "D3D_Win32_Frame.h"
//-----------------------------------------------------------------------------
// File: CreateDevice.cpp
//
// Desc: This is the first tutorial for using Direct3D. In this tutorial, all
// we are doing is creating a Direct3D device and using it to clear the
// window.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include <d3d9.h>
#include <d3dx9.h>
#pragma warning( disable : 4996 ) // disable deprecated warning
#include <strsafe.h>
#pragma warning( default : 4996 )
#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
struct Vertex
{
float x,y,z;
DWORD colour;
};
#define VERTEX_FVF (D3DFVF_XYZ|D3DFVF_DIFFUSE)
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object, which is needed to create the D3DDevice.
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
D3DDISPLAYMODE d3ddm;
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
{
return E_FAIL;
}
// Set up the structure used to create the D3DDevice. Most parameters are
// zeroed out. We set Windowed to TRUE, since we want to do D3D in a
// window, and then set the SwapEffect to "discard", which is the most
// efficient method of presenting the back buffer to the display. And
// we request a back buffer format that matches the current desktop display
// format.
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof( d3dpp ) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
//d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
// Create the Direct3D device. Here we are using the default adapter (most
// systems only have one, unless they have multiple graphics hardware cards
// installed) and requesting the HAL (which is saying we want the hardware
// device rather than a software one). Software vertex processing is
// specified since we know it will work on all cards. On cards that support
// hardware vertex processing, though, we would see a big performance gain
// by specifying hardware vertex processing.
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
// Device state would normally be set here
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
if( NULL == g_pd3dDevice )
return;
g_pd3dDevice->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(125,125,125),1.0,0);
const float PI =3.1415926;
D3DXMATRIX perMat;
//D3DXMatrixPerspectiveFovLH(&perMat, PI/2, 1, 1.0, 500);
D3DXMatrixOrthoLH(&perMat,500,500,1.0,500);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION,&perMat);
D3DXVECTOR3 vEyePt( 0.0f, 0.0f,0.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 1.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
//三角形
IDirect3DVertexBuffer9 *pVB = NULL;
if( FAILED(g_pd3dDevice->CreateVertexBuffer(3*(sizeof Vertex),0,VERTEX_FVF,D3DPOOL_DEFAULT,&pVB,NULL)) )
{
//create VB failed.
MessageBox(NULL,_T("failed VB."),NULL,0);
}
// Vertex cvVertices[] =
// {
// {-100.0f, 0.0f, 50.0f ,D3DCOLOR_XRGB(255, 0, 0)},
// {100.0f, 0.0f, 50.0f ,D3DCOLOR_XRGB(255, 0, 0)},
// {0.0f, 100.0f, 50.0f ,D3DCOLOR_XRGB(255, 0, 0)},
// };
Vertex cvVertices[] =
{
{0.0f, 100.0f, 50.0f ,D3DCOLOR_XRGB(255, 0, 0)},
{100.0f, 0.0f, 50.0f ,D3DCOLOR_XRGB(255, 0, 0)},
{-100.0f, 0.0f, 50.0f ,D3DCOLOR_XRGB(255, 0, 0)},
};
void *pVertex = NULL;
pVB->Lock(0,sizeof cvVertices,&pVertex,0);
memcpy(pVertex,cvVertices,sizeof cvVertices);
pVB->Unlock();
// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
// Rendering of scene objects can happen here
// End the scene
g_pd3dDevice->SetStreamSource(0,pVB,0,sizeof Vertex);
g_pd3dDevice->SetFVF(VERTEX_FVF);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,1);
g_pd3dDevice->EndScene();
}
// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
pVB->Release();
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: wWinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI wWinMain( HINSTANCE hInst, HINSTANCE, LPWSTR, INT )
{
// Register the window class
WNDCLASSEX wc =
{
sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle( NULL ), NULL, NULL, NULL, NULL,
L"D3D Tutorial", NULL
};
RegisterClassEx( &wc );
int scrWidth=GetSystemMetrics(SM_CXSCREEN);
int scrHeight=GetSystemMetrics(SM_CYSCREEN);
RECT rect;
rect.left = scrWidth / 4;
rect.top = scrHeight / 4;
rect.bottom = scrHeight - rect.top;
rect.right = scrWidth - rect.left;
// Create the application's window
HWND hWnd = CreateWindow( L"D3D Tutorial", L"D3D Tutorial 01: CreateDevice",
WS_OVERLAPPEDWINDOW,rect.left,rect.top,scrWidth/2, scrHeight/2,
NULL, NULL, wc.hInstance, NULL );
// Initialize Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
// Show the window
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
// Enter the message loop
MSG msg;
PeekMessage(&msg,0,0,0,PM_NOREMOVE);
while( msg.message != WM_QUIT )
{
if (PeekMessage( &msg, NULL, 0, 0,PM_REMOVE ))
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
Render();
}
}
}
UnregisterClass( L"D3D Tutorial", wc.hInstance );
return 0;
}