一、搭建《DIRECTX.9.0.3D游戏开发编程基础》开发环境与第一个程序
1、下载directX库
vs2012以后的版本都集成了基本的directx库,所以如果不需要用到directx3D的扩展库(例如d3dx8~11.lib),则可以直接使用。但是龙书中则用到了d3dx9.lib库,因此还是需要下载微软的DirectX Software Development Kit,下载地址:http://www.microsoft.com/en-us/download/details.aspx?id=6812。
2、安装directX
直接安装即可,假如你先安装了vs2012,则安装到最后会有个报错,这个是由于微软单独的directx到2010_jun_10就没有了再更新,之后安装会检测你的vs版本,如果较新则会报错,其实这个错误不影响后续使用,想避免报错,有个笨方法就是先卸载vs,然后先安装directx3D,之后再安装vs。
3、第一个程序
//
//
// File: d3dUtility.h
//
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0
//
// Desc: Provides utility functions for simplifying common tasks.
//
//
#ifndef __d3dUtilityH__
#define __d3dUtilityH__
#include <d3dx9.h>
#include <string>
namespace d3d
{
bool InitD3D(
HINSTANCE hInstance, // [in] Application instance.
int width, int height, // [in] Backbuffer dimensions.
bool windowed, // [in] Windowed (true)or full screen (false).
D3DDEVTYPE deviceType, // [in] HAL or REF
IDirect3DDevice9** device);// [out]The created device.
int EnterMsgLoop(
bool (*ptr_display)(float timeDelta));
LRESULT CALLBACK WndProc(
HWND hwnd,
UINT msg,
WPARAM wParam,
LPARAM lParam);
template<class T> void Release(T t)
{
if( t )
{
t->Release();
t = 0;
}
}
template<class T> void Delete(T t)
{
if( t )
{
delete t;
t = 0;
}
}
}
#endif // __d3dUtilityH__
//
//
// File: d3dUtility.cpp
//
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0
//
// Desc: Provides utility functions for simplifying common tasks.
//
//
#include "d3dUtility.h"
bool d3d::InitD3D(
HINSTANCE hInstance,
int width, int height,
bool windowed,
D3DDEVTYPE deviceType,
IDirect3DDevice9** device)
{
//
// Create the main application window.
//
WNDCLASS wc;
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)d3d::WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(0, IDI_APPLICATION);
wc.hCursor = LoadCursor(0, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wc.lpszMenuName = 0;
wc.lpszClassName = "Direct3D9App";
if( !RegisterClass(&wc) )
{
::MessageBox(0, "RegisterClass() - FAILED", 0, 0);
return false;
}
HWND hwnd = 0;
hwnd = ::CreateWindow("Direct3D9App", "Direct3D9App",
WS_EX_TOPMOST,
0, 0, width, height,
0 /*parent hwnd*/, 0 /* menu */, hInstance, 0 /*extra*/);
if( !hwnd )
{
::MessageBox(0, "CreateWindow() - FAILED", 0, 0);
return false;
}
::ShowWindow(hwnd, SW_SHOW);
::UpdateWindow(hwnd);
//
// Init D3D:
//
HRESULT hr = 0;
// Step 1: Create the IDirect3D9 object.
IDirect3D9* d3d9 = 0;
d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
if( !d3d9 )
{
::MessageBox(0, "Direct3DCreate9() - FAILED", 0, 0);
return false;
}
// Step 2: Check for hardware vp.
D3DCAPS9 caps;
d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT, deviceType, &caps);
int vp = 0;
if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
// Step 3: Fill out the D3DPRESENT_PARAMETERS structure.
D3DPRESENT_PARAMETERS d3dpp;
d3dpp.BackBufferWidth = width;
d3dpp.BackBufferHeight = height;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
d3dpp.BackBufferCount = 1;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp.MultiSampleQuality = 0;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hwnd;
d3dpp.Windowed = windowed;
d3dpp.EnableAutoDepthStencil = true;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.Flags = 0;
d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
// Step 4: Create the device.
hr = d3d9->CreateDevice(
D3DADAPTER_DEFAULT, // primary adapter
deviceType, // device type
hwnd, // window associated with device
vp, // vertex processing
&d3dpp, // present parameters
device); // return created device
if( FAILED(hr) )
{
// try again using a 16-bit depth buffer
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
hr = d3d9->CreateDevice(
D3DADAPTER_DEFAULT,
deviceType,
hwnd,
vp,
&d3dpp,
device);
if( FAILED(hr) )
{
d3d9->Release(); // done with d3d9 object
::MessageBox(0, "CreateDevice() - FAILED", 0, 0);
return false;
}
}
d3d9->Release(); // done with d3d9 object
return true;
}
int d3d::EnterMsgLoop( bool (*ptr_display)(float timeDelta) )
{
MSG msg;
::ZeroMemory(&msg, sizeof(MSG));
static float lastTime = (float)timeGetTime();
while(msg.message != WM_QUIT)
{
if(::PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
::TranslateMessage(&msg);
::DispatchMessage(&msg);
}
else
{
float currTime = (float)timeGetTime();
float timeDelta = (currTime - lastTime)*0.001f;
ptr_display(timeDelta);
lastTime = currTime;
}
}
return msg.wParam;
}
//
//
// File: d3dinit.cpp
//
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0
//
// Desc: Demonstrates how to initialize Direct3D, how to use the book's framework
// functions, and how to clear the screen to black. Note that the Direct3D
// initialization code is in the d3dUtility.h/.cpp files.
//
//
#include "d3dUtility.h"
//
// Globals
//
IDirect3DDevice9* Device = 0;
//
// Framework Functions
//
bool Setup()
{
// Nothing to setup in this sample.
return true;
}
void Cleanup()
{
// Nothing to cleanup in this sample.
}
bool Display(float timeDelta)
{
if( Device ) // Only use Device methods if we have a valid device.
{
// Instruct the device to set each pixel on the back buffer black -
// D3DCLEAR_TARGET: 0x00000000 (black) - and to set each pixel on
// the depth buffer to a value of 1.0 - D3DCLEAR_ZBUFFER: 1.0f.
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
// Swap the back and front buffers.
Device->Present(0, 0, 0, 0);
}
return true;
}
//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch( msg )
{
case WM_DESTROY:
::PostQuitMessage(0);
break;
case WM_KEYDOWN:
if( wParam == VK_ESCAPE )
::DestroyWindow(hwnd);
break;
}
return ::DefWindowProc(hwnd, msg, wParam, lParam);
}
//
// WinMain
//
int WINAPI WinMain(HINSTANCE hinstance,
HINSTANCE prevInstance,
PSTR cmdLine,
int showCmd)
{
if(!d3d::InitD3D(hinstance,
640, 480, true, D3DDEVTYPE_HAL, &Device))
{
::MessageBox(0, "InitD3D() - FAILED", 0, 0);
return 0;
}
if(!Setup())
{
::MessageBox(0, "Setup() - FAILED", 0, 0);
return 0;
}
d3d::EnterMsgLoop( Display );
Cleanup();
Device->Release();
return 0;
}
4、让程序可运行
配置库与头文件路径:
右键工程项目,选择属性->配置属性->VC++目录,修改包含目录与库目录。如图所示,点击编辑选择到你所安装的目录例如我的库是:E:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Lib\x86,包含目录则是在Include中。
这个配置完后,如果程序还是不能运行,则需要通过链接器直接指定要链接的库了。
还是右键工程项目,选择属性->配置属性->连接器->输入->附加依赖项,输入如下:
最后大功告成结果:
二、简单暴力第一个Directx3D程序
其实如果不使用dirctX3D的扩展库,直接使用VS2012的基本directX3D也可以直接写个最简单的DirectX3D程序,代码如下,
第一种:直接使用代码设置链
主要使用了一些设置链,以下代码相当于设置了指定链:
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "ddraw.lib")
#ifndef UNICODE
#define UNICODE
#endif
#include <d3d9.h>
#include <ddraw.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "ddraw.lib")
//--------------------------------------------
//全局变量
//--------------------------------------------
LPDIRECT3D9 g_pD3D =NULL;//Direct3D对象
//g_pD3D是Direct3D接口指针
LPDIRECT3DDEVICE9 g_pd3dDevice=NULL;//Direct3D设备对象
//--------------------------------------------
//Desc:初始化Direct3D
//--------------------------------------------
HRESULT InitD3D(HWND hWnd)
{
//创建Direct3D对象,该对象用来创建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;//创建Direct3D设备对象参数d3dpp
ZeroMemory(&d3dpp,sizeof(d3dpp));
d3dpp.Windowed =TRUE;//窗口还是全屏幕
d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;//后台缓存复制到前台后,清除后台缓存
d3dpp.BackBufferFormat =D3DFMT_UNKNOWN;//后台缓存格式和前台缓存格式相同
//创建Direct3D设备对象
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL ,hWnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING,&d3dpp,&g_pd3dDevice)))
//参数说明,按顺序:Adapter指定显卡序号,默认显卡,指定设备类型(HAL,硬件抽象层设备),窗口指针,软件运算方式)
{
return E_FAIL;
}
return S_OK;
}
//----------------------------------------------
//Desc:释放创建对象
//----------------------------------------------
VOID Cleanup()
{
//释放Direct3D设备对象
if (g_pd3dDevice!=NULL)
g_pd3dDevice->Release();//对应COM计数器会减1
//释放Direct3D对象
if (g_pD3D!=NULL)
g_pD3D->Release();//对应COM计数器会减1
}
//----------------------------------------------
//Desc:渲染图形
//----------------------------------------------
VOID Render()
{
//清空后台缓冲
g_pd3dDevice->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(255,0,0),1.0f,0);
//矩形数量;要清空的矩形区域,若值为NULL,则第一个参数为0;清空的内容:颜色缓冲区;清空颜色缓冲区后颜色缓冲区的值;颜色深度;模板值
if (SUCCEEDED(g_pd3dDevice->BeginScene()))
{
//在后台缓冲区绘制图形
//结束在后台缓冲区绘制图形
g_pd3dDevice->EndScene();
}
//将在后台缓冲区绘制的图形提交到前台缓冲区显示
g_pd3dDevice->Present(NULL,NULL,NULL,NULL);
//参数说明:复制源的矩形区域指针;复制目标的矩形区域指针;当前窗口指针;最小更新区域指针
}
//-----------------------------------------------
//Desc:消息处理
//-----------------------------------------------
LRESULT WINAPI MsgProc(HWND hWnd,UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
case WM_DESTROY:
Cleanup();
PostQuitMessage(0);
return 0;
case WM_PAINT:
Render();
ValidateRect(hWnd,NULL);
return 0;
}
return DefWindowProc(hWnd,msg,wParam,lParam);
}
//-----------------------------------------------
//Desc:程序入口
//-----------------------------------------------
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
{
//注册窗口类
WNDCLASSEX wc={sizeof(WNDCLASSEX),CS_CLASSDC, MsgProc,0L,0L,GetModuleHandle(NULL),NULL,NULL,NULL,NULL,L"ClassName",NULL};
RegisterClassEx( &wc);
//创建窗口
HWND hWnd=CreateWindow(L"ClassName",L"最简单的Direct3D程序",WS_OVERLAPPEDWINDOW,0,0,1024,768,NULL,NULL,wc.hInstance,NULL);
//初始化Direct3D
if (SUCCEEDED(InitD3D(hWnd)))
{
//显示主窗口
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))//PeekMessage和GetMessage的区别
//PeekMessage过程中用来处理Render而GetMessage过门不入,不会抢系统控制权
{
TranslateMessage(&msg);//消息转换
DispatchMessage(&msg);//消息传递给窗口过程函数
}
else
{
Render();//渲染图形,渲染函数一般都是在程序空闲时调用的
}
}
}
UnregisterClass(L"ClassName",wc.hInstance);//参数作用:要注销的类名字符串指针;应用程序句柄
return 0;
}
第二种:连接器中设置
其实也可以直接还是右键工程项目,选择属性->配置属性->连接器->输入->附加依赖项,输入:
d3d9.lib