InBlock.gif#include <d3dx9.h>
InBlock.gif
LPDIRECT3D9 g_pD3D = NULL;
InBlock.gifLPDIRECT3DDEVICE9 g_pD3DDevice = NULL;
InBlock.gifLPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL;     // 顶点buffer
InBlock.gif
struct CUSTOMVERTEX
InBlock.gif{
InBlock.gif  FLOAT x, y, z;      
InBlock.gif  DWORD colour;
InBlock.gif};
InBlock.gif
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
InBlock.gif

InBlock.gif#define SafeRelease(pObject) if(pObject != NULL) {pObject->Release(); pObject=NULL;}
InBlock.gif
HRESULT InitialiseD3D(HWND hWnd)
InBlock.gif{
InBlock.gif   //首先创建主要的D3D对象.如果创建成功我们将会得到一个指向IDirect3D9接口的指针
InBlock.gif  g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
InBlock.gif   if(g_pD3D == NULL)
InBlock.gif  {
InBlock.gif     return E_FAIL;
InBlock.gif  }
InBlock.gif
   //获取当前的显示模式
InBlock.gif  D3DDISPLAYMODE d3ddm;
InBlock.gif   if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
InBlock.gif  {
InBlock.gif     return E_FAIL;
InBlock.gif  }
InBlock.gif
   //创建一个结构来保存我们设备的设置
InBlock.gif  D3DPRESENT_PARAMETERS d3dpp;
InBlock.gif  ZeroMemory(&d3dpp, sizeof(d3dpp));
InBlock.gif
   //填充结构体
InBlock.gif   //我们想让我们的程序窗口化,并且设置了后缓冲的格式以匹配我们当前的显示模式
InBlock.gif  d3dpp.Windowed = TRUE;
InBlock.gif  d3dpp.SwapEffect    = D3DSWAPEFFECT_COPY;
InBlock.gif  d3dpp.PresentationInterval=D3DPRESENT_INTERVAL_DEFAULT;
InBlock.gif  d3dpp.BackBufferFormat = d3ddm.Format;
InBlock.gif
   //创建一个Direct3D设备.
InBlock.gif   if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
InBlock.gif    D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pD3DDevice)))
InBlock.gif  {
InBlock.gif     return E_FAIL;
InBlock.gif  }
InBlock.gif
   //开启背面拣选.因为我们想要隐藏多边形的背面
InBlock.gif  g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
InBlock.gif
   //关闭灯光因为我们指定我们的顶点具有颜色
InBlock.gif  g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
InBlock.gif
   return S_OK;
InBlock.gif}
InBlock.gif
HRESULT InitialiseVertexBuffer()
InBlock.gif{
InBlock.gif  VOID* pVertices;
InBlock.gif
   //存储立方体的每一个顶点和它的颜色
InBlock.gif   //确保多边形的顶点是按顺时针方向给定的
InBlock.gif   //这是因为逆时针的面将要被拣选
InBlock.gif   //我们将使用1个三角形带来渲染这些多边形(顶,边,底)
InBlock.gif  CUSTOMVERTEX cvVertices[] =
InBlock.gif  {  
InBlock.gif     //顶面
InBlock.gif    {-5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(0, 0, 255),},   //Vertex 0 - Blue
InBlock.gif    {-5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(255, 0, 0),},     //Vertex 1 - Red
InBlock.gif    {5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),},     //Vertex 2 - Red
InBlock.gif    {5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),},     //Vertex 3 - Green
InBlock.gif
     //面 1
InBlock.gif    {-5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),},   //Vertex 4 - Red
InBlock.gif    {-5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(0, 0, 255),},   //Vertex 5 - Blue
InBlock.gif    {5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(0, 255, 0),},   //Vertex 6 - Green
InBlock.gif    {5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),},     //Vertex 7 - Red
InBlock.gif
     //面 2
InBlock.gif    {5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 0, 255),},     //Vertex 8 - Blue
InBlock.gif    {5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),},     //Vertex 9 - Green
InBlock.gif
     //面 3
InBlock.gif    {-5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),},   //Vertex 10 - Green
InBlock.gif    {-5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(255, 0, 0),},     //Vertex 11 - Red
InBlock.gif
     //面 4
InBlock.gif    {-5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),},   //Vertex 12 - Red
InBlock.gif    {-5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(0, 0, 255),},   //Vertex 13 - Blue
InBlock.gif
     //底面
InBlock.gif    {5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(0, 255, 0),},   //Vertex 14 - Green
InBlock.gif    {5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 0, 255),},     //Vertex 15 - Blue
InBlock.gif    {-5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),},   //Vertex 16 - Red
InBlock.gif    {-5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),},   //Vertex 17 - Green
InBlock.gif  };
InBlock.gif
   //由我们的设备创建顶点buffer
InBlock.gif   if(FAILED(g_pD3DDevice->CreateVertexBuffer(18 * sizeof(CUSTOMVERTEX),
InBlock.gif    0, D3DFVF_CUSTOMVERTEX,
InBlock.gif    D3DPOOL_DEFAULT, &g_pVertexBuffer,NULL)))
InBlock.gif  {
InBlock.gif     return E_FAIL;
InBlock.gif  }
InBlock.gif

InBlock.gif   //得到一个指向顶点缓冲顶点的指针并锁定顶点缓冲
InBlock.gif   if(FAILED(g_pVertexBuffer->Lock(0, sizeof(cvVertices), ( void**)&pVertices, 0)))
InBlock.gif  {
InBlock.gif     return E_FAIL;
InBlock.gif  }
InBlock.gif
   //将我们存储的顶点值拷贝到顶点缓冲
InBlock.gif  memcpy(pVertices, cvVertices, sizeof(cvVertices));
InBlock.gif
   //解锁顶点缓冲
InBlock.gif  g_pVertexBuffer->Unlock();
InBlock.gif
   return S_OK;
InBlock.gif}
InBlock.gif

InBlock.gif void SetupRotation()
InBlock.gif{
InBlock.gif   //这里我们将要沿着x,y,z轴选择我们的世界
InBlock.gif  D3DXMATRIX matWorld, matWorldX, matWorldY, matWorldZ;
InBlock.gif
   //创建变换矩阵
InBlock.gif  D3DXMatrixRotationX(&matWorldX, timeGetTime()/400.0f);
InBlock.gif  D3DXMatrixRotationY(&matWorldY, timeGetTime()/400.0f);  
InBlock.gif  D3DXMatrixRotationZ(&matWorldZ, timeGetTime()/400.0f);  
InBlock.gif
   //通过相乘合并变换
InBlock.gif  D3DXMatrixMultiply(&matWorld, &matWorldX, &matWorldY);
InBlock.gif  D3DXMatrixMultiply(&matWorld, &matWorld, &matWorldZ);
InBlock.gif
   //应用变换
InBlock.gif  g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
InBlock.gif}
InBlock.gif
void SetupCamera()
InBlock.gif{
InBlock.gif   //这里我们设置摄影机
InBlock.gif   //摄影机有3个设置: "摄影机位置", "观察点位置" and "Up Direction"
InBlock.gif   //我们设置如下:
InBlock.gif   //摄影机位置:  (0, 0, -30)
InBlock.gif   //观察点位置: (0, 0, 0)
InBlock.gif   //Up direction:    Y-Axis.
InBlock.gif  D3DXMATRIX matView;
InBlock.gif  D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(0.0f, 0.0f,-30.0f),     //摄影机位置
InBlock.gif    &D3DXVECTOR3(0.0f, 0.0f, 0.0f),     //观察点位置
InBlock.gif    &D3DXVECTOR3(0.0f, 1.0f, 0.0f));     //Up Direction
InBlock.gif  g_pD3DDevice->SetTransform(D3DTS_VIEW, &matView);
InBlock.gif}
InBlock.gif
void SetupPerspective()
InBlock.gif{
InBlock.gif   //这里我们设置视野,纵横比例,远近截面
InBlock.gif  D3DXMATRIX matProj;
InBlock.gif  D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1.0f, 1.0f, 500.0f);
InBlock.gif  g_pD3DDevice->SetTransform(D3DTS_PROJECTION, &matProj);
InBlock.gif}
InBlock.gif

InBlock.gif void Render()
InBlock.gif{
InBlock.gif   if(g_pD3DDevice == NULL)
InBlock.gif  {
InBlock.gif     return;
InBlock.gif  }
InBlock.gif
   //清除后缓冲为黑色
InBlock.gif  g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
InBlock.gif
   //场景开始
InBlock.gif  g_pD3DDevice->BeginScene();
InBlock.gif
   //设置旋转,摄影机和透视矩阵
InBlock.gif  SetupRotation();
InBlock.gif  SetupCamera();
InBlock.gif  SetupPerspective();
InBlock.gif

InBlock.gif   //渲染我们的对象
InBlock.gif  g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer,0, sizeof(CUSTOMVERTEX));
InBlock.gif  g_pD3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
InBlock.gif  g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);     //顶
InBlock.gif  g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4, 8);     //侧
InBlock.gif  g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 14, 2);   //底
InBlock.gif
   //场景结束
InBlock.gif  g_pD3DDevice->EndScene();
InBlock.gif
   //翻动前后缓冲以便后缓冲中渲染的一切能够显示在屏幕(前缓冲)上。
InBlock.gif  g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
InBlock.gif}
InBlock.gif
void CleanUp()
InBlock.gif{
InBlock.gif  SafeRelease(g_pVertexBuffer);
InBlock.gif  SafeRelease(g_pD3DDevice);
InBlock.gif  SafeRelease(g_pD3D);
InBlock.gif}
InBlock.gif
void GameLoop()
InBlock.gif{
InBlock.gif   //进入游戏循环
InBlock.gif  MSG msg;
InBlock.gif  BOOL fMessage;
InBlock.gif
  PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
InBlock.gif
   while(msg.message != WM_QUIT)
InBlock.gif  {
InBlock.gif    fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);
InBlock.gif
     if(fMessage)
InBlock.gif    {
InBlock.gif       //处理消息
InBlock.gif      TranslateMessage(&msg);
InBlock.gif      DispatchMessage(&msg);
InBlock.gif    }
InBlock.gif     else
InBlock.gif    {
InBlock.gif       //没有要处理的消息,所以渲染当前场景
InBlock.gif      Render();
InBlock.gif    }
InBlock.gif
  }
InBlock.gif}
InBlock.gif
//窗口消息处理
InBlock.gifLRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
InBlock.gif{
InBlock.gif   switch(msg)
InBlock.gif  {
InBlock.gif   case WM_DESTROY:
InBlock.gif    PostQuitMessage(0);
InBlock.gif     return 0;
InBlock.gif     break;
InBlock.gif   case WM_KEYUP:
InBlock.gif     switch (wParam)
InBlock.gif    {
InBlock.gif     case VK_ESCAPE:
InBlock.gif       //用户已经按了ESC键,所以退出
InBlock.gif      DestroyWindow(hWnd);
InBlock.gif       return 0;
InBlock.gif       break;
InBlock.gif    }
InBlock.gif     break;
InBlock.gif
  }
InBlock.gif
   return DefWindowProc(hWnd, msg, wParam, lParam);
InBlock.gif}
InBlock.gif
//应用程序入口点
InBlock.gifINT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
InBlock.gif{
InBlock.gif   //注册窗口类
InBlock.gif  WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WinProc, 0L, 0L,
InBlock.gif    GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
InBlock.gif     "DX Project 3", NULL};
InBlock.gif  RegisterClassEx(&wc);
InBlock.gif
   //创建应用程序的窗口
InBlock.gif  HWND hWnd = CreateWindow( "DX Project 3", "www.andypike.com: Tutorial 3",
InBlock.gif    WS_OVERLAPPEDWINDOW, 50, 50, 500, 500,
InBlock.gif    GetDesktopWindow(), NULL, wc.hInstance, NULL);
InBlock.gif
   //初始化 Direct3D
InBlock.gif   if(SUCCEEDED(InitialiseD3D(hWnd)))
InBlock.gif  {
InBlock.gif     //显示我们的窗体
InBlock.gif    ShowWindow(hWnd, SW_SHOWDEFAULT);
InBlock.gif    UpdateWindow(hWnd);
InBlock.gif
     //初始化顶点缓冲
InBlock.gif     if(SUCCEEDED(InitialiseVertexBuffer()))
InBlock.gif    {
InBlock.gif       //启动游戏运行:进入游戏循环
InBlock.gif      GameLoop();
InBlock.gif    }
InBlock.gif  }
InBlock.gif
  CleanUp();
InBlock.gif
  UnregisterClass( "DX Project 3", wc.hInstance);
InBlock.gif
   return 0;
InBlock.gif}