#include <d3d9.h>
#include <d3dx9.h>
#include <stdio.h>
#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
#pragma comment(lib,"winmm.lib")
#define KeyDown(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define Msg(info) MessageBox(NULL,info,"message",MB_OK)
#define ErrorMsg(info) MessageBox(NULL,info,"error",MB_ICONSTOP)
#define SAFE_RELEASE_OBJ(pObject) if(pObject){pObject->Release();}
#define WND_CLASS "wndclass"
#define WND_TITLE "D3DApp Demo"
#define WND_WIDTH 400
#define WND_HEIGHT 300
HWND g_hwnd;
HINSTANCE g_hinst;
LPDIRECT3D9 g_d3d;
LPDIRECT3DDEVICE9 g_device;
LPDIRECT3DVERTEXBUFFER9 g_vb;
LPDIRECT3DINDEXBUFFER9 g_ib;
#define D3DFVF_CUSTOM (D3DFVF_XYZ | D3DFVF_DIFFUSE)
struct CustomVertex
{
float x,y,z;
long color;
};
bool InitGeometry()
{
CustomVertex cube[]=
{
-1,-1,-1,0X00FF00,
-1,1,-1,0XFF0000,
1,1,-1,0X0000FF,
1,-1,-1,0XFF00FF,
-1,-1,1,0XFFFF00,
-1,1,1,0XABCDEF,
1,1,1,0XFEDCBA,
1,-1,1,0XFF00
};
int cube_index_list[]=
{
0,1,2,
0,2,3,
4,6,5,
4,7,6,
4,5,1,
4,1,0,
3,2,6,
3,6,7,
1,5,6,
1,6,2,
4,0,3,
4,3,7
};
if(FAILED(g_device->CreateVertexBuffer(sizeof(cube), 0, D3DFVF_CUSTOM, D3DPOOL_DEFAULT, &g_vb, NULL)))
return false;
if(FAILED(g_device->CreateIndexBuffer(sizeof(cube_index_list), D3DUSAGE_WRITEONLY, D3DFMT_INDEX32, D3DPOOL_MANAGED, &g_ib, 0)))
return false;
// fill vextex buffer
void * paddr;
g_vb->Lock(0, 0, (void**)&paddr, 0);
memcpy(paddr, cube, sizeof(cube));
g_vb->Unlock();
// fill index buffer
int * pIndex = 0;
g_ib->Lock(0, 0, (void**)&pIndex, 0);
memcpy(pIndex, cube_index_list, sizeof(cube_index_list));
g_ib->Unlock();
return true;
}
bool InitD3D()
{
if(NULL==(g_d3d = Direct3DCreate9(D3D_SDK_VERSION)))
return false;
D3DDISPLAYMODE d3dpm;
if(FAILED(g_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3dpm)))
return false;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.hDeviceWindow = g_hwnd;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3dpm.Format;
if(FAILED(g_d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_device)))
return false;
g_device->SetRenderState(D3DRS_LIGHTING, FALSE);
g_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
return true;
}
bool InitApp()
{
if(!InitD3D() || !InitGeometry())
{
ErrorMsg("Unable to Initialize D3D !");
return false;
}
return true;
}
void SetupMatrix()
{
D3DXMATRIX world,view,proj;
D3DXVECTOR3 eye(0.0f, 2.0f, 6.0f),lookat(0.0f, 0.0f, 0.0f), updir(0.0f, 1.0f, 0.0f);
D3DXMatrixRotationY(&world, timeGetTime()/500.0f);
g_device->SetTransform(D3DTS_WORLD, &world);
D3DXMatrixLookAtLH(&view, &eye, &lookat, &updir);
g_device->SetTransform(D3DTS_VIEW, &view);
D3DXMatrixPerspectiveFovLH(&proj, D3DX_PI / 2.0f, WND_WIDTH/WND_HEIGHT, 1.0f, 1000.0f);
g_device->SetTransform(D3DTS_PROJECTION, &proj);
}
void Render()
{
g_device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
g_device->BeginScene();
SetupMatrix();
g_device->SetStreamSource(0, g_vb, 0, sizeof(CustomVertex));
g_device->SetIndices(g_ib);
g_device->SetFVF(D3DFVF_CUSTOM);
g_device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 8, 0, 12);
g_device->EndScene();
g_device->Present(NULL, NULL, NULL, NULL);
}
void ShutdownApp()
{
SAFE_RELEASE_OBJ(g_ib);
SAFE_RELEASE_OBJ(g_vb);
SAFE_RELEASE_OBJ(g_device);
SAFE_RELEASE_OBJ(g_d3d);
}
LRESULT CALLBACK MsgProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
switch(msg)
{
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
break;
}
return DefWindowProc(hwnd, msg, wparam, lparam);
}
int WINAPI WinMain(HINSTANCE hinst,HINSTANCE hprevinst, LPSTR cmdlint, INT show)
{
g_hinst = hinst;
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_CLASSDC;
wcex.lpfnWndProc = MsgProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = GetModuleHandle(NULL);
wcex.hIcon = LoadIcon(NULL, IDC_APPSTARTING);
wcex.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wcex.hCursor = LoadCursor( NULL, IDC_ARROW );
wcex.lpszClassName = WND_CLASS;
wcex.lpszMenuName = NULL;
wcex.hIconSm = LoadIcon(NULL, IDC_APPSTARTING);
if(!RegisterClassEx(&wcex))
{
ErrorMsg("RegisterClassEx failed!");
return 0;
}
g_hwnd = CreateWindow(WND_CLASS, WND_TITLE, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, WND_WIDTH, WND_HEIGHT,
NULL, NULL, hinst, NULL);
if(!g_hwnd)
return 0;
ShowWindow(g_hwnd, SW_SHOWNORMAL);
UpdateWindow(g_hwnd);
MSG msg={0};
if(!InitApp())
msg.message = WM_QUIT;
while(msg.message != WM_QUIT)
{
if(PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
Render();
}
ShutdownApp();
UnregisterClass(WND_CLASS, wcex.hInstance);
return 0;
}
3D编程-旋转的立方形
最新推荐文章于 2022-06-27 08:35:09 发布