DirectX环境配置:
当前环境配置:项目->属性->VC++目录->1)包含目录(编辑新建添加,找到DXsdk文件夹下的include文件夹完成添加DX有关的头文件)->2)库目录(编辑新建添加,找到DXsdk文件夹下的Lib文件夹中的x86完成添加DX有关的库的添加)
工程环境配置:属性管理器->Debug|Win32->双击“Microsoft.Cpp.Win32.user”->VC++目录->1)包含目录(编辑新建添加,找到DXsdk文件夹下的include文件夹完成添加DX有关的头文件)->2)库目录(编辑新建添加,找到DXsdk文件夹下的Lib文件夹中的x86完成添加DX有关的库的添加)
DirectX基本框架:
//-----------------------------------------------------------------------------
// File: main.cpp
//-----------------------------------------------------------------------------
#include <d3d9.h>
#include <d3dx9.h>
#pragma warning( disable : 4996 ) //屏蔽一些警告
#include <strsafe.h>
#pragma warning( default : 4996 )
#pragma comment(lib,"d3d9.lib")//引入dx的静态库
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; // 引擎指针,用来创建设备指针
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // 设备指针,所有渲染相关的操作全部是用设备指针来完成
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: 初始化D3D
//-----------------------------------------------------------------------------
HRESULT InitD3D(HWND hWnd)
{
// 创建D3D引擎指针
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
//设备参数结构体
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));//让一段内存归零
d3dpp.Windowed = TRUE;//是否窗口化
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;//交换方式(前后台的)
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;//后台缓冲区的格式
//创建设备指针
if (FAILED(g_pD3D->CreateDevice(
D3DADAPTER_DEFAULT, //显示设备的编号
D3DDEVTYPE_HAL,//设备类型
hWnd,//窗口句柄
D3DCREATE_SOFTWARE_VERTEXPROCESSING,//顶点处理方式
&d3dpp,//设备参数结构体
&g_pd3dDevice)))//设备指针的地址
{
return E_FAIL;
}
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;
//1.清空后台缓冲(其中包括颜色,深度,模板)
g_pd3dDevice->Clear(0, //要清空的矩形区域的个数
NULL,//要清空的矩形数组的首地址
D3DCLEAR_TARGET /*| D3DCLEAR_ZBUFFER*/, //要清空的内容
D3DCOLOR_XRGB(0, 0, 255), //要清空成的颜色
1.0f, //要清空成的深度
0);//要清空成的模板
//2. 开始渲染
if (SUCCEEDED(g_pd3dDevice->BeginScene()))
{
// 3.自己的渲染代码
// 4.结束渲染
g_pd3dDevice->EndScene();
}
// 5.前后台翻转
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;
case WM_PAINT:
Render();
ValidateRect(hWnd, NULL);//清空绘制区
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
//-----------------------------------------------------------------------------
// Name: wWinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, INT)
{
//注册窗口类
WNDCLASSEX wc =
{
sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"D3D Tutorial", NULL
};
RegisterClassEx(&wc);
//创建窗口
HWND hWnd = CreateWindow(L"D3D Tutorial", L"D3D Tutorial 01: CreateDevice",
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
NULL, NULL, wc.hInstance, NULL);
// 初始化D3D环境
if (SUCCEEDED(InitD3D(hWnd)))
{
// 显示更新窗口
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
// 进入主消息循环
MSG msg;
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
//注销窗口
UnregisterClass(L"D3D Tutorial", wc.hInstance);
return 0;
}
纯手打 如有错 请指教!