#include "windows.h"
#include "windowsx.h"
#include "d3d9.h"
#include "d3dx9.h"
#include "tchar.h"
HWND g_hwnd;
LPDIRECT3D9 g_d3d9=NULL;
LPDIRECT3DDEVICE9 g_d3d9device=NULL;
LRESULT initgame(void );
LRESULT Render(void);
LRESULT CALLBACK wndproc(HWND hwnd,UINT message, WPARAM wpara,LPARAM lpara)
{
switch(message)
{
case WM_DESTROY:
PostQuitMessage(0);
break;
}
return DefWindowProc(hwnd,message,wpara,lpara);
}
int WINAPI WinMain( __in HINSTANCE instance, __in_opt HINSTANCE hPrevInstance, __in_opt LPSTR lpCmdLine, __in int nShowCmd )
{
WNDCLASSEX wndclass;
ZeroMemory(&wndclass,sizeof(wndclass));
wndclass.cbSize=sizeof(wndclass);
wndclass.lpszClassName=_T("game");
wndclass.lpfnWndProc=wndproc;
wndclass.hInstance=instance;
wndclass.style=CS_HREDRAW|CS_VREDRAW;
wndclass.hCursor=LoadCursor(instance,IDC_ARROW);
wndclass.hbrBackground=GetStockBrush(RGB(0,0,0));
RegisterClassEx(&wndclass);
g_hwnd=CreateWindow(_T("game"),_T("Directx例子"),WS_OVERLAPPEDWINDOW,100,100,400,600,NULL,NULL,instance,NULL);
ShowWindow(g_hwnd,SW_SHOW);
UpdateWindow(g_hwnd);
MSG msg;
initgame();
while(true)
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
if (msg.message==WM_QUIT)
break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
Render();
}
return 0;
}
LRESULT Render()
{
g_d3d9device->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(255,0,0),1.0f,0);
g_d3d9device->Present(NULL,NULL,NULL,NULL);
return S_OK;
}
LRESULT initgame()
{
D3DCAPS9 d3dcaps;
ZeroMemory(&d3dcaps,sizeof(d3dcaps));
D3DPRESENT_PARAMETERS pa;
ZeroMemory(&pa,sizeof(pa));
long v;
g_d3d9= Direct3DCreate9(D3D_SDK_VERSION);
g_d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,&d3dcaps);
if (d3dcaps.DevCaps&D3DDEVCAPS_HWTRANSFORMANDLIGHT) //硬件是否支持光照(硬件顶点处理)
{
v=D3DCREATE_HARDWARE_VERTEXPROCESSING;
}
else
{
v=D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
pa.Windowed=true; //是否窗口化
pa.EnableAutoDepthStencil=true; //自动创建深度/模板缓冲
pa.AutoDepthStencilFormat=D3DFMT_D16; //深度/模度格式
pa.BackBufferCount=1;//后备缓冲表面数量
pa.BackBufferFormat=D3DFMT_A8R8G8B8;//后备缓冲表面像素格式
pa.SwapEffect=D3DSWAPEFFECT_DISCARD;//指定表面在交换链中的规则
pa.FullScreen_RefreshRateInHz=D3DPRESENT_RATE_DEFAULT; //刷新率
pa.MultiSampleType=D3DMULTISAMPLE_NONE; //全屏抗锯齿的类型
pa.MultiSampleQuality=0;//全屏抗锯齿的质量等级
if FAILED(g_d3d9->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,g_hwnd,v,&pa,&g_d3d9device))
{
return E_FAIL;
}
}