DXUT
dxut是官方提供的一套Directx开发框架,它将一些没有技术含量的功能如窗口创建,设备创建,消息循环,顶点坐标转换,鼠标操作等封装起来,让我们专注于自己的核心代码,这样一来便娱乐了身心。
dxut具体提供了什么功能:
- 简化了窗口、Direct3D设备创建
- 声明设备事件
- 在窗口模式和全屏模式间切换
- 简单好用的计时器
- 特别好用的摄像机类
每个功能对应的api
简化了窗口、Direct3D设备创建
DXUTCreateWindow( L"EmptyProject" );//这行代码在WinMain中,根本不用改它
DXUTCreateDevice( true, 640, 480 );//这行也是,有了框架,我好像没有用CreateDevice创建过设备对象!!
特别好用的摄像机类
CModelViewerCamera modelCamera;//能让茶壶动起来的东西 ,有了摄像机的好处就是
//可以通过鼠标来旋转物体,不需要你写矩阵了。
最重要的部分
最重要的当然是渲染了!!!当然前提是你缓冲区得要有数据!可以在OnD3D9CreateDevice
中填充缓冲区
//--------------------------------------------------------------------------------------
// Render the scene using the D3D9 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
HRESULT hr;
// Clear the render target and the zbuffer
V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 45, 50, 170 ), 1.0f, 0 ) );
// Set world matrix
D3DXMATRIX world = *modelCamera.GetWorldMatrix();
pd3dDevice->SetTransform(D3DTS_WORLD, &world);
// Set view matrix
D3DXMATRIX view = *modelCamera.GetViewMatrix();
pd3dDevice->SetTransform(D3DTS_VIEW, &view);
// Set projection matrix
D3DXMATRIX proj = *modelCamera.GetProjMatrix();
pd3dDevice->SetTransform(D3DTS_PROJECTION, &proj);
// Render the scene
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
mesh->DrawSubset(0);//render teapot
V( pd3dDevice->EndScene() );
}
}
你需要做的
在这里告诉计算机相机在哪?要往哪里看?
//--------------------------------------------------------------------------------------
// Create any D3D9 resources that will live through a device reset (D3DPOOL_MANAGED)
// and aren't tied to the back buffer size
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D9CreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
D3DXVECTOR3 eyePt(0.0f, 0.0f, -5.0f);//where eye
D3DXVECTOR3 lookAt(0.0f, 0.0f, 0.0f);//looat at where
modelCamera.SetViewParams(&eyePt, &lookAt);//有了这个camera后,之前定义的setupMatrix可以删了
D3DXCreateTeapot(pd3dDevice, &mesh, NULL);//create teapot
return S_OK;
}
告诉计算机投影参数,投影大小,这里基本上写死
//--------------------------------------------------------------------------------------
// Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT)
// or that are tied to the back buffer size
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
modelCamera.SetProjParams(D3DX_PI / 4, fAspectRatio, 0.1f, 1000.0f);
modelCamera.SetWindow(pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height);
return S_OK;
}
完整的程序
//--------------------------------------------------------------------------------------
// File: EmptyProject.cpp
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "DXUT.h"
#include "resource.h"
#include "DXUTcamera.h"
//====================================
//全局变量
//===================================
ID3DXMesh *mesh = 0;//mesh pointeer for teapot
CModelViewerCamera modelCamera;//能让茶壶动起来的东西
//--------------------------------------------------------------------------------------
// Rejects any D3D9 devices that aren't acceptable to the app by returning false
//--------------------------------------------------------------------------------------
bool CALLBACK IsD3D9DeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat,
bool bWindowed, void* pUserContext )
{
// Typically want to skip back buffer formats that don't support alpha blending
IDirect3D9* pD3D = DXUTGetD3D9Object();
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
return false;
return true;
}
//--------------------------------------------------------------------------------------
// Before a device is created, modify the device settings as needed
//--------------------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, void* pUserContext )
{
return true;
}
//--------------------------------------------------------------------------------------
// Create any D3D9 resources that will live through a device reset (D3DPOOL_MANAGED)
// and aren't tied to the back buffer size
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D9CreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
D3DXVECTOR3 eyePt(0.0f, 0.0f, -5.0f);//where eye
D3DXVECTOR3 lookAt(0.0f, 0.0f, 0.0f);//looat at where
modelCamera.SetViewParams(&eyePt, &lookAt);//有了这个camera后,之前定义的setupMatrix可以删了
D3DXCreateTeapot(pd3dDevice, &mesh, NULL);//create teapot
return S_OK;
}
//--------------------------------------------------------------------------------------
// Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT)
// or that are tied to the back buffer size
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
modelCamera.SetProjParams(D3DX_PI / 4, fAspectRatio, 0.1f, 1000.0f);
modelCamera.SetWindow(pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height);
return S_OK;
}
//--------------------------------------------------------------------------------------
// Handle updates to the scene. This is called regardless of which D3D API is used
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext )
{
modelCamera.FrameMove(fElapsedTime);//写死
}
//======================================
//告诉相机看什么?往哪看? //有了相机就不需要这个函数了!
//=======================================
VOID setupMatric(IDirect3DDevice9* pd3dDevice) {
//set view matrix
D3DXVECTOR3 vEyePt(0.0f, 0.0f, -5.0f);//眼睛位置
D3DXVECTOR3 vLookatPt(0.0f, 0.0f, 0.0f);//看哪里
D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);//向上向量
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH(&matView, &vEyePt,&vLookatPt,&vUpVec);
pd3dDevice->SetTransform(D3DTS_VIEW, &matView);//告诉d设备
//set projection matrix
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI / 4, 1.0f, 1.0f, 1000.0f);
pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);
}
//--------------------------------------------------------------------------------------
// Render the scene using the D3D9 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
HRESULT hr;
//setupMatric(pd3dDevice);//set matrix,谁还自己搞矩阵啊,用camera
// Clear the render target and the zbuffer
V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 45, 50, 170 ), 1.0f, 0 ) );
// Set world matrix
D3DXMATRIX world = *modelCamera.GetWorldMatrix();
pd3dDevice->SetTransform(D3DTS_WORLD, &world);
// Set view matrix
D3DXMATRIX view = *modelCamera.GetViewMatrix();
pd3dDevice->SetTransform(D3DTS_VIEW, &view);
// Set projection matrix
D3DXMATRIX proj = *modelCamera.GetProjMatrix();
pd3dDevice->SetTransform(D3DTS_PROJECTION, &proj);
// Render the scene
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
mesh->DrawSubset(0);//render teapot
V( pd3dDevice->EndScene() );
}
}
//--------------------------------------------------------------------------------------
// Handle messages to the application
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
bool* pbNoFurtherProcessing, void* pUserContext )
{
modelCamera.HandleMessages(hWnd, uMsg, wParam, lParam);
return 0;
}
//--------------------------------------------------------------------------------------
// Release D3D9 resources created in the OnD3D9ResetDevice callback
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9LostDevice( void* pUserContext )
{
}
//--------------------------------------------------------------------------------------
// Release D3D9 resources created in the OnD3D9CreateDevice callback
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9DestroyDevice( void* pUserContext )
{
if (mesh != NULL) {
mesh->Release();//release point
}
}
//--------------------------------------------------------------------------------------
// Initialize everything and go into a render loop
//--------------------------------------------------------------------------------------
INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR, int )
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
// Set the callback functions
DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable );
DXUTSetCallbackD3D9DeviceCreated( OnD3D9CreateDevice );
DXUTSetCallbackD3D9DeviceReset( OnD3D9ResetDevice );
DXUTSetCallbackD3D9FrameRender( OnD3D9FrameRender );
DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice );
DXUTSetCallbackD3D9DeviceDestroyed( OnD3D9DestroyDevice );
DXUTSetCallbackDeviceChanging( ModifyDeviceSettings );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackFrameMove( OnFrameMove );
// TODO: Perform any application-level initialization here
// Initialize DXUT and create the desired Win32 window and Direct3D device for the application
DXUTInit( true, true ); // Parse the command line and show msgboxes
DXUTSetHotkeyHandling( true, true, true ); // handle the default hotkeys
DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen
DXUTCreateWindow( L"EmptyProject" );
DXUTCreateDevice( true, 640, 480 );
// Start the render loop
DXUTMainLoop();
// TODO: Perform any application-level cleanup here
return DXUTGetExitCode();
}