VS2019+DX9开发环境

1 安装DirectX SDK

基于DX9和DX10开发app,需要安装 DirectX Software Development Kit
安装后,默认位于

C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)

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2 创建项目

打开vs,新建项目 --》 Windows桌面向导
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配置项目名和项目位置,创建
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选择桌面应用,选择空项目
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3 配置项目

3.1 VC++目录

右键项目——>属性——>VC++目录

(1)可执行文件目录

$(DXSDK_DIR)Utilities\bin\x64;$(DXSDK_DIR)Utilities\bin\x86;$(ExecutablePath)

(2)包含目录

$(DXSDK_DIR)Include;$(IncludePath)

(3)库目录

$(DXSDK_DIR)Lib\x64;$(LibraryPath)

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3.2 链接器

附加依赖项

dxerr.lib;dxguid.lib;d3dx9d.lib;d3d9.lib;winmm.lib;%(AdditionalDependencies)

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4 新建main(绘制三角形)

//-----------------------------------------------------------------------------
// File: Vertices.cpp
//
// Desc: In this tutorial, we are rendering some vertices. This introduces the
//       concept of the vertex buffer, a Direct3D object used to store
//       vertices. Vertices can be defined any way we want by defining a
//       custom structure and a custom FVF (flexible vertex format). In this
//       tutorial, we are using vertices that are transformed (meaning they
//       are already in 2D window coordinates) and lit (meaning we are not
//       using Direct3D lighting, but are supplying our own colors).
//
//-----------------------------------------------------------------------------
#include <d3d9.h>
#pragma warning( disable : 4996 ) // disable deprecated warning 
#include <strsafe.h>
#pragma warning( default : 4996 )




//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9             g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices

// A structure for our custom vertex type
struct CUSTOMVERTEX
{
    FLOAT x, y, z, rhw; // The transformed position for the vertex
    DWORD color;        // The vertex color
};

// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)




//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D(HWND hWnd)
{
    // Create the D3D object.
    if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
        return E_FAIL;

    // Set up the structure used to create the D3DDevice
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

    // Create the D3DDevice
    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: InitVB()
// Desc: Creates a vertex buffer and fills it with our vertices. The vertex
//       buffer is basically just a chuck of memory that holds vertices. After
//       creating it, we must Lock()/Unlock() it to fill it. For indices, D3D
//       also uses index buffers. The special thing about vertex and index
//       buffers is that they can be created in device memory, allowing some
//       cards to process them in hardware, resulting in a dramatic
//       performance gain.
//-----------------------------------------------------------------------------
HRESULT InitVB()
{
    // Initialize three vertices for rendering a triangle
    CUSTOMVERTEX vertices[] =
    {
        { 150.0f,  50.0f, 0.5f, 1.0f, 0xffff0000, }, // x, y, z, rhw, color
        { 250.0f, 250.0f, 0.5f, 1.0f, 0xff00ff00, },
        {  50.0f, 250.0f, 0.5f, 1.0f, 0xff00ffff, },
    };

    // Create the vertex buffer. Here we are allocating enough memory
    // (from the default pool) to hold all our 3 custom vertices. We also
    // specify the FVF, so the vertex buffer knows what data it contains.
    if (FAILED(g_pd3dDevice->CreateVertexBuffer(3 * sizeof(CUSTOMVERTEX),
        0, D3DFVF_CUSTOMVERTEX,
        D3DPOOL_DEFAULT, &g_pVB, NULL)))
    {
        return E_FAIL;
    }

    // Now we fill the vertex buffer. To do this, we need to Lock() the VB to
    // gain access to the vertices. This mechanism is required becuase vertex
    // buffers may be in device memory.
    VOID* pVertices;
    if (FAILED(g_pVB->Lock(0, sizeof(vertices), (void**)&pVertices, 0)))
        return E_FAIL;
    memcpy(pVertices, vertices, sizeof(vertices));
    g_pVB->Unlock();

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    if (g_pVB != NULL)
        g_pVB->Release();

    if (g_pd3dDevice != NULL)
        g_pd3dDevice->Release();

    if (g_pD3D != NULL)
        g_pD3D->Release();
}




//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    // Clear the backbuffer to a blue color
    g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0);

    // Begin the scene
    if (SUCCEEDED(g_pd3dDevice->BeginScene()))
    {
        // Draw the triangles in the vertex buffer. This is broken into a few
        // steps. We are passing the vertices down a "stream", so first we need
        // to specify the source of that stream, which is our vertex buffer. Then
        // we need to let D3D know what vertex shader to use. Full, custom vertex
        // shaders are an advanced topic, but in most cases the vertex shader is
        // just the FVF, so that D3D knows what type of vertices we are dealing
        // with. Finally, we call DrawPrimitive() which does the actual rendering
        // of our geometry (in this case, just one triangle).
        g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
        g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
        g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);

        // End the scene
        g_pd3dDevice->EndScene();
    }

    // Present the backbuffer contents to the display
    g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
}




//-----------------------------------------------------------------------------
// 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)
{
    UNREFERENCED_PARAMETER(hInst);

    // 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);

    // Create the application's window
    HWND hWnd = CreateWindow(L"D3D Tutorial", L"D3D Tutorial 02: Vertices",
        WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
        NULL, NULL, wc.hInstance, NULL);

    // Initialize Direct3D
    if (SUCCEEDED(InitD3D(hWnd)))
    {
        // Create the vertex buffer
        if (SUCCEEDED(InitVB()))
        {
            // Show the window
            ShowWindow(hWnd, SW_SHOWDEFAULT);
            UpdateWindow(hWnd);

            // Enter the message loop
            MSG msg;
            ZeroMemory(&msg, sizeof(msg));
            while (msg.message != WM_QUIT)
            {
                if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
                {
                    TranslateMessage(&msg);
                    DispatchMessage(&msg);
                }
                else
                    Render();
            }
        }
    }

    UnregisterClass(L"D3D Tutorial", wc.hInstance);
    return 0;
}

5 结果

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6 小节

DX10也是按照同样的配置方式即可。
注意:Arm和Arm64版本目前存在部分库被丢弃了,例如d3dx9.lib有x64和下6版本,但是没有arm64和arm版本,所以是不能直接编译成arm版应用的。

  • 要么将dx9所使用的方法重新在Windows SDK中的DX寻找替换;
  • 要么使用DX11以及以上版本进行DX应用开发。

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