源码 #include <d3d8.h>LPDIRECT3D8 g_pD3D = NULL; LPDIRECT3DDEVICE8 g_pD3DDevice = NULL; LPDIRECT3DVERTEXBUFFER8 g_pVertexBuffer = NULL; // Buffer to hold vertices struct CUSTOMVERTEX { FLOAT x, y, z, rhw; // The transformed position for the vertex. DWORD colour; // The vertex colour. };#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)#define SafeRelease(pObject) if(pObject != NULL) {pObject->Release(); pObject=NULL;}HRESULT InitialiseD3D(HWND hWnd) { //First of all, create the main D3D object. If it is created successfully we //should get a pointer to an IDirect3D8 interface. g_pD3D = Direct3DCreate8(D3D_SDK_VERSION); if(g_pD3D == NULL) { return E_FAIL; } //Get the current display mode D3DDISPLAYMODE d3ddm; if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm))) { return E_FAIL; } //Create a structure to hold the settings for our device D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(d3dpp)); //Fill the structure. //We want our program to be windowed, and set the back buffer to a format //that matches our current display mode d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_COPY_VSYNC; d3dpp.BackBufferFormat = d3ddm.Format; //Create a Direct3D device. if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pD3DDevice))) { return E_FAIL; }
//Store each point of the triangle together with it's colour CUSTOMVERTEX cvVertices[] = { {250.0f, 100.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 1 - Red (250, 100) {400.0f, 350.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 255, 0),}, //Vertex 2 - Green (400, 350) {100.0f, 350.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 0, 255),}, //Vertex 3 - Blue (100, 350) }; //Create the vertex buffer from our device if(FAILED(g_pD3DDevice->CreateVertexBuffer(3 * sizeof(CUSTOMVERTEX), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVertexBuffer))) { return E_FAIL; } //Get a pointer to the vertex buffer vertices and lock the vertex buffer if(FAILED(g_pVertexBuffer->Lock(0, sizeof(cvVertices), (BYTE**)&pVertices, 0))) { return E_FAIL; } //Copy our stored vertices values into the vertex buffer memcpy(pVertices, cvVertices, sizeof(cvVertices)); //Unlock the vertex buffer g_pVertexBuffer->Unlock(); return S_OK; }void Render() { if(g_pD3DDevice == NULL) { return; } //Clear the backbuffer to black g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
//Begin the scene g_pD3DDevice->BeginScene(); //Rendering our triangle g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer, sizeof(CUSTOMVERTEX)); g_pD3DDevice->SetVertexShader(D3DFVF_CUSTOMVERTEX); g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1); //End the scene g_pD3DDevice->EndScene();
//Filp the back and front buffers so that whatever has been rendered on the back buffer //will now be visible on screen (front buffer). g_pD3DDevice->Present(NULL, NULL, NULL, NULL); }void CleanUp() { SafeRelease(g_pVertexBuffer); SafeRelease(g_pD3DDevice); SafeRelease(g_pD3D); }void GameLoop() { //Enter the game loop MSG msg; BOOL fMessage; PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
while(msg.message != WM_QUIT) { fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE); if(fMessage) { //Process message TranslateMessage(&msg); DispatchMessage(&msg); } else { //No message to process, so render the current scene Render(); } } }//The windows message handler LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch(msg) { case WM_DESTROY: PostQuitMessage(0); return 0; break; case WM_KEYUP: switch (wParam) { case VK_ESCAPE: //User has pressed the escape key, so quit DestroyWindow(hWnd); return 0; break; } break; } return DefWindowProc(hWnd, msg, wParam, lParam); }//Application entry point INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT) { //Register the window class WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, WinProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, "DX Project 2", NULL}; RegisterClassEx(&wc); //Create the application's window HWND hWnd = CreateWindow("DX Project 2", "www.andypike.com: Tutorial 2", WS_OVERLAPPEDWINDOW, 50, 50, 500, 500, GetDesktopWindow(), NULL, wc.hInstance, NULL); //Initialize Direct3D if(SUCCEEDED(InitialiseD3D(hWnd))) { //Show our window ShowWindow(hWnd, SW_SHOWDEFAULT); UpdateWindow(hWnd); //Initialize Vertex Buffer if(SUCCEEDED(InitialiseVertexBuffer())) { //Start game running: Enter the game loop GameLoop(); } }
例子
#include <d3d8.h>LPDIRECT3D8 g_pD3D = NULL;
LPDIRECT3DDEVICE8 g_pD3DDevice = NULL;
LPDIRECT3DVERTEXBUFFER8 g_pVertexBuffer = NULL; // Buffer to hold vertices
struct CUSTOMVERTEX
{
FLOAT x, y, z, rhw; // The transformed position for the vertex.
DWORD colour; // The vertex colour.
};#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)#define SafeRelease(pObject) if(pObject != NULL) {pObject->Release(); pObject=NULL;}HRESULT InitialiseD3D(HWND hWnd)
{
//First of all, create the main D3D object. If it is created successfully we
//should get a pointer to an IDirect3D8 interface.
g_pD3D = Direct3DCreate8(D3D_SDK_VERSION);
if(g_pD3D == NULL)
{
return E_FAIL;
} //Get the current display mode
D3DDISPLAYMODE d3ddm;
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
{
return E_FAIL;
} //Create a structure to hold the settings for our device
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp)); //Fill the structure.
//We want our program to be windowed, and set the back buffer to a format
//that matches our current display mode
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_COPY_VSYNC;
d3dpp.BackBufferFormat = d3ddm.Format; //Create a Direct3D device.
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pD3DDevice)))
{
return E_FAIL;
}
return S_OK;
}HRESULT InitialiseVertexBuffer()
{
VOID* pVertices;
//Store each point of the triangle together with it's colour
CUSTOMVERTEX cvVertices[] =
{
{250.0f, 100.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 1 - Red (250, 100)
{400.0f, 350.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 255, 0),}, //Vertex 2 - Green (400, 350)
{100.0f, 350.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 0, 255),}, //Vertex 3 - Blue (100, 350)
}; //Create the vertex buffer from our device
if(FAILED(g_pD3DDevice->CreateVertexBuffer(3 * sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVertexBuffer)))
{
return E_FAIL;
} //Get a pointer to the vertex buffer vertices and lock the vertex buffer
if(FAILED(g_pVertexBuffer->Lock(0, sizeof(cvVertices), (BYTE**)&pVertices, 0)))
{
return E_FAIL;
} //Copy our stored vertices values into the vertex buffer
memcpy(pVertices, cvVertices, sizeof(cvVertices)); //Unlock the vertex buffer
g_pVertexBuffer->Unlock(); return S_OK;
}void Render()
{
if(g_pD3DDevice == NULL)
{
return;
} //Clear the backbuffer to black
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
//Begin the scene
g_pD3DDevice->BeginScene();
//Rendering our triangle
g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer, sizeof(CUSTOMVERTEX));
g_pD3DDevice->SetVertexShader(D3DFVF_CUSTOMVERTEX);
g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
//End the scene
g_pD3DDevice->EndScene();
//Filp the back and front buffers so that whatever has been rendered on the back buffer
//will now be visible on screen (front buffer).
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}void CleanUp()
{
SafeRelease(g_pVertexBuffer);
SafeRelease(g_pD3DDevice);
SafeRelease(g_pD3D);
}void GameLoop()
{
//Enter the game loop
MSG msg;
BOOL fMessage; PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
while(msg.message != WM_QUIT)
{
fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE); if(fMessage)
{
//Process message
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
//No message to process, so render the current scene
Render();
} }
}//The windows message handler
LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break;
case WM_KEYUP:
switch (wParam)
{
case VK_ESCAPE:
//User has pressed the escape key, so quit
DestroyWindow(hWnd);
return 0;
break;
}
break; } return DefWindowProc(hWnd, msg, wParam, lParam);
}//Application entry point
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
{
//Register the window class
WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, WinProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"DX Project 2", NULL};
RegisterClassEx(&wc); //Create the application's window
HWND hWnd = CreateWindow("DX Project 2", "www.andypike.com: Tutorial 2",
WS_OVERLAPPEDWINDOW, 50, 50, 500, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL); //Initialize Direct3D
if(SUCCEEDED(InitialiseD3D(hWnd)))
{
//Show our window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd); //Initialize Vertex Buffer
if(SUCCEEDED(InitialiseVertexBuffer()))
{
//Start game running: Enter the game loop
GameLoop();
}
}
CleanUp(); UnregisterClass("DX Project 2", wc.hInstance);
return 0;
}