/*
directx9学习笔记之三:利用纹理,屏幕输出图片 源代码
输出一张800*600的图片到屏幕。
*/
#include <stdio.h>
#include <windows.h>
#include "resource.h"//保护本地资源,程序图标
//保护d3d头文件和库文件
#include <d3d9.h>
#include <d3dx9.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
//定义窗体类名称、窗体标题、窗体宽度和高度(这个窗体没有菜单,有菜单需要加上菜单高度hMenu=GetSystemMetrics(SM_CYMENU); )
#define WINDOW_CLASS "Agame"
#define WINDOW_NAME "我的第一个游戏"
int WINDOW_WIDTH=800+GetSystemMetrics(SM_CXFRAME)*2;//设置窗体宽度=800(客户区宽度)+2个边框宽度
int WINDOW_HEIGHT=600+GetSystemMetrics(SM_CYCAPTION)+GetSystemMetrics(SM_CYFRAME)*2;//设置窗体高度=600(客户区高度)+标题栏高度+2个边框高度
#define WINDOW_TYPE WS_OVERLAPPEDWINDOW&~WS_MAXIMIZEBOX//层叠窗口、禁用最大化按钮
// 定义函数
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wp, LPARAM lp);
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE prevhInst,LPSTR cmdLine, int show);
bool InitializeD3D(HWND hWnd, bool fullscreen);
bool InitializeObjects();
void RenderScene();
void ReleaseD3D();
// 定义d3d接口、设备
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;
// 定义定点缓冲
LPDIRECT3DVERTEXBUFFER9 g_VertexBuffer = NULL;
//定义纹理
LPDIRECT3DTEXTURE9 g_D3DTexture=NULL;
D3DXMATRIX g_projection;
D3DXMATRIX g_ViewMatrix;
// 定义顶点结构
struct stD3DVertex
{
float x, y, z, rhw,u,v;//x,y,z坐标;rhw深度;u,v坐标
};
// 定义顶点格式标识符:x、y、z、深度、纹理
#define D3DFVF_VERTEX (D3DFVF_XYZRHW | D3DFVF_TEX1)
//消息处理函数
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wp, LPARAM lp)
{
switch(msg)
{
case WM_DESTROY:
PostQuitMessage(0);
ReleaseD3D();
return 0;
break;
case WM_KEYUP:
if(wp == VK_ESCAPE) PostQuitMessage(0);
break;
}
return DefWindowProc(hWnd, msg, wp, lp);
}
//winmain函数
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE prevhInst,
LPSTR cmdLine, int show)
{
// 定义windows类,并赋值
WNDCLASSEX wcex;
wcex.cbSize=sizeof(wcex);
wcex.style=CS_CLASSDC;
wcex.lpfnWndProc=MsgProc;
wcex.cbClsExtra=0;
wcex.cbWndExtra=0;
wcex.hInstance=hInst;
wcex.hIcon=LoadIcon(hInst,MAKEINTRESOURCE(IDI_APP));
wcex.hCursor=LoadCursor(NULL,IDC_ARROW);
wcex.hbrBackground=NULL;//(HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName=NULL;
wcex.lpszClassName=WINDOW_CLASS;
wcex.hIconSm=LoadIcon(hInst,MAKEINTRESOURCE(IDI_APP));
RegisterClassEx(&wcex);//注册windows类
// 创建窗口
HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME,WINDOW_TYPE, (GetSystemMetrics(SM_CXSCREEN)-800)/2,(GetSystemMetrics(SM_CYSCREEN)-600)/2,WINDOW_WIDTH, WINDOW_HEIGHT,NULL, NULL,hInst, NULL);
// 如果初始化d3d成功,则显示窗口
if(InitializeD3D(hWnd, false))
{
// 显示并更新窗口
ShowWindow(hWnd, SW_NORMAL);
UpdateWindow(hWnd);
//进入消息循环
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while(msg.message != WM_QUIT)
{
if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
RenderScene();
}
}
// 释放d3d
ReleaseD3D();
// 取消windows类注册
UnregisterClass(WINDOW_CLASS, wcex.hInstance);
return 0;
}
//初始化d3d
bool InitializeD3D(HWND hWnd, bool fullscreen)
{
// 设置显示参数、显示模式变量
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE displayMode;
// 创建d3d接口
if((g_D3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
return FALSE;
// Get the desktop display mode.
if(FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&displayMode)))
return false;
//D3DADAPTER_DEFAULT桌面窗口显示模式
ZeroMemory(&d3dpp, sizeof(d3dpp));
if(fullscreen)
{
d3dpp.Windowed = FALSE;
d3dpp.BackBufferWidth = WINDOW_WIDTH;
d3dpp.BackBufferHeight = WINDOW_HEIGHT;
}
else
{
d3dpp.Windowed = TRUE;
}
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = displayMode.Format;
// 创建d3d设备---D3DADAPTER_DEFAULT主显卡
if(FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL, hWnd,D3DCREATE_HARDWARE_VERTEXPROCESSING ,&d3dpp, &g_D3DDevice)))
return false;
// 输出D3DCREATE_SOFTWARE_VERTEXPROCESSING D3DCREATE_HARDWARE_VERTEXPROCESSING
if(!InitializeObjects()) return false;
return true;
}
//
bool InitializeObjects()
{
// 创建顶点数组
//顶点数组:x坐标、y坐标、z坐标、深度、u坐标、v坐标---uv坐标设置错误也会导致图片不显示
stD3DVertex objData[] =
{
{ 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,0.0f},
{ 800.0f, 0.0f, 0.0f, 1.0f, 1.0f,0.0f},
{ 0.0f, 600.0f, 0.0f, 1.0f, 0.0f,1.0f},
{ 800.0f, 600.0f, 0.0f, 1.0f, 1.0f,1.0f}
};
// 创建顶点缓冲
if(FAILED(g_D3DDevice->CreateVertexBuffer(sizeof(objData), 0,D3DFVF_VERTEX, D3DPOOL_DEFAULT, &g_VertexBuffer,NULL)))
return false;
// 填充顶点缓冲
void *ptr;
if(FAILED(g_VertexBuffer->Lock(0,sizeof(objData),(void**)&ptr, 0)))
return false;
memcpy(ptr, objData, sizeof(objData));
g_VertexBuffer->Unlock();
//从图片创建纹理
if(D3DXCreateTextureFromFile(g_D3DDevice, "logo.jpg",&g_D3DTexture) != D3D_OK)
return false;
return true;
}
//渲染函数
void RenderScene()
{
#pragma region renderscene
//清除d3d设备缓存.
g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET,D3DCOLOR_RGBA(0,0,0,255), 1.0f, 0);
// 开始渲染
g_D3DDevice->BeginScene();
// 将顶点缓存设置为渲染流
g_D3DDevice->SetStreamSource(0, g_VertexBuffer, 0,sizeof(stD3DVertex));
g_D3DDevice->SetFVF(D3DFVF_VERTEX);//设置顶点渲染格式
//设置纹理
g_D3DDevice->SetTexture(0,g_D3DTexture);
g_D3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);//绘制要渲染的图元
/*
D3DPT_POINTLIST 点
D3DPT_LINELIST 线
D3DPT_LINESTRIP 多条连续线段 1,2;2,3
D3DPT_TRIANGLELIST 三角形
D3DPT_TRIANGLESTRIP 多个三角形1,2,3;2,3,4 三角形带
D3DPT_TRIANGLEFAN 1,2,3;1,3,4 三角形扇
*/
g_D3DDevice->SetTexture(0,NULL);
// 结束渲染
g_D3DDevice->EndScene();
// Display the scene.
g_D3DDevice->Present(NULL, NULL, NULL, NULL);//在屏幕上显示渲染结果
#pragma endregion renderscene
}
void ReleaseD3D()
{
#pragma region released3d
if(g_D3DDevice != NULL) g_D3DDevice->Release();
if(g_D3D != NULL) g_D3D->Release();
if(g_VertexBuffer != NULL) g_VertexBuffer->Release();
if (g_D3DTexture!=NULL) g_D3DTexture->Release();
{
}
g_D3DDevice = NULL;
g_D3D = NULL;
g_VertexBuffer = NULL;
g_D3DTexture=NULL;
#pragma endregion released3d
}