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
原文转载自:hrome-extension://dbfmnekepjoapopniengjbcpnbljalfg/index.html
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
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