• 游戏程序设计学习初窥简单DirectX代码实现


    两天了,不知道一直在忙什么。不想浪费时间继续directX的学习。闲话少说。。。步入正题。。

    前天把管道渲染基本流程过了一遍,现在一起看看,实际的代码是怎样实现的。

    #include <d3dx9.h>
    #define MAX_LOADSTRING 100
    
    // 全局变量:
    HINSTANCE hInst;				                // 当前实例
    TCHAR szTitle[MAX_LOADSTRING];					// 标题栏文本
    TCHAR szWindowClass[MAX_LOADSTRING];		        	// 主窗口类名
    LPDIRECT3D9 g_pD3D = NULL;
    LPDIRECT3DDEVICE9 g_pD3DDevice = NULL;
    LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL; // Buffer to hold vertices
    
    //定义顶点信息的结构体
    struct CUSTOMVERTEX
    {
        FLOAT x, y, z, rhw;		// The transformed position for the vertex.
        DWORD colour;			// The vertex colour.
    };
    
    //定义自由顶点格式
    #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
    
    //定义释放COM对象的宏
    #define SafeRelease(pObject) if(pObject != NULL) {pObject->Release(); pObject=NULL;}
    
    // 此代码模块中包含的函数的前向声明:
    ATOM				MyRegisterClass(HINSTANCE hInstance);
    BOOL				InitInstance(HINSTANCE, int);
    LRESULT CALLBACK	WndProc(HWND, UINT, WPARAM, LPARAM);
    LRESULT CALLBACK	About(HWND, UINT, WPARAM, LPARAM);
    
    //初始化D3D设备
    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.
    	//取得D3D9的对象
        g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
        if(g_pD3D == NULL)
        {
            return E_FAIL;
        }
    
    	//得到当前的显示模式
        //Get the current display mode
        D3DDISPLAYMODE d3ddm;
        if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
        {
            return E_FAIL;
        }
    
    	//创建一个D3D设备
        //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;//全屏模式还是窗口模式
        d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;//后台缓冲区复制到前台时,清除后台缓冲区内容
        d3dpp.BackBufferFormat = d3ddm.Format;//屏幕的显示模式
    
    	//创建一个Direct3D设备
        //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;
    	
    	//顶点信息数组
    	//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)
    	};
    
    	//通过设备创建顶点缓冲
    	//Create the vertex buffer from our device
    	if(FAILED(g_pD3DDevice->CreateVertexBuffer(3 * sizeof(CUSTOMVERTEX),
                                                   0, D3DFVF_CUSTOMVERTEX,
                                                   D3DPOOL_DEFAULT, &g_pVertexBuffer,NULL)))
    	{
    		return E_FAIL;
    	}
    
    	//锁定顶点缓冲,并得到一个存放顶点信息的缓冲区的指针
    	//Get a pointer to the vertex buffer vertices and lock the vertex buffer
    	if(FAILED(g_pVertexBuffer->Lock(0, sizeof(cvVertices), (void**)&pVertices, 0)))
    	{
    		return E_FAIL;
    	}
    
    	//复制顶点信息
    	//Copy our stored vertices values into the vertex buffer
    	memcpy(pVertices, cvVertices, sizeof(cvVertices));
    
    	//解锁顶点缓冲区
    	//Unlock the vertex buffer
    	g_pVertexBuffer->Unlock();
    
        return S_OK;
    }
    
    void Render()
    {
        if(g_pD3DDevice == NULL)
        {
            return;
        }
    
        //Clear the backbuffer to black
    	//清空后备缓冲区为黑色
        g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
        
        //Begin the scene
    	//开始绘制场景
        g_pD3DDevice->BeginScene();
        
    
        //Rendering our triangle
    	//渲染三角形
    	g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer, 0, sizeof(CUSTOMVERTEX));
    	g_pD3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
    	g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
    
    
        //End the scene
    	//结束绘制场景
        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).
    	//翻页显示
        g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
    }
    
    //释放所使用到的所有COM对象
    void CleanUp()
    {
    	SafeRelease(g_pVertexBuffer);
    	SafeRelease(g_pD3DDevice);
    	SafeRelease(g_pD3D);
    }
    
    //游戏循环
    void GameLoop()
    {
        //进入游戏循环
        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)
            {
                //处理消息
                TranslateMessage(&msg);
                DispatchMessage(&msg);
            }
            else
            {
                //No message to process, so render the current scene
    			//如果没有消息,则渲染当前的场景
                Render();
            }
    
        }
    }
    
    int APIENTRY _tWinMain(HINSTANCE hInstance,
                         HINSTANCE hPrevInstance,
                         LPTSTR    lpCmdLine,
                         int       nCmdShow)
    {
        //Register the window class
    	//注册Windows的窗口类
        WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, 
                         GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                         "D3DDrawGraphics", NULL};
        RegisterClassEx(&wc);
    
        //Create the application's window
    	//创建一个窗口
        HWND hWnd = CreateWindow("D3DDrawGraphics", "D3D绘制简单图形", 
                                  WS_OVERLAPPEDWINDOW, 50, 50, 500, 500,
                                  GetDesktopWindow(), NULL, wc.hInstance, NULL);
    
        //Initialize Direct3D
    	//初始化Direct3D
        if(SUCCEEDED(InitialiseD3D(hWnd)))
        { 
            //Show our window
    		//显示窗口
            ShowWindow(hWnd, SW_SHOWDEFAULT);
            UpdateWindow(hWnd);
    
    		//Initialize Vertex Buffer
    		//初始化顶点缓冲
    		if(SUCCEEDED(InitialiseVertexBuffer()))
    		{
    			//Start game running: Enter the game loop
    			//开始游戏: 进入游戏循环
    			GameLoop();
    		}
        }
        
        CleanUp();
    
    	//撤销窗口类的注册
        UnregisterClass("D3DDrawGraphics", wc.hInstance);
        
        return 0;
    }
    
    
    
    //
    //  函数: MyRegisterClass()
    //
    //  目的: 注册窗口类。
    //
    //  注释: 
    //
    //    仅当希望在已添加到 Windows 95 的
    //    “RegisterClassEx”函数之前此代码与 Win32 系统兼容时,
    //    才需要此函数及其用法。调用此函数
    //    十分重要,这样应用程序就可以获得关联的
    //   “格式正确的”小图标。
    //
    ATOM MyRegisterClass(HINSTANCE hInstance)
    {
    	WNDCLASSEX wcex;
    
    	wcex.cbSize = sizeof(WNDCLASSEX); 
    
    	wcex.style			= CS_HREDRAW | CS_VREDRAW;
    	wcex.lpfnWndProc	= (WNDPROC)WndProc;
    	wcex.cbClsExtra		= 0;
    	wcex.cbWndExtra		= 0;
    	wcex.hInstance		= hInstance;
    	wcex.hIcon			= LoadIcon(hInstance, (LPCTSTR)IDI_MY);
    	wcex.hCursor		= LoadCursor(NULL, IDC_ARROW);
    	wcex.hbrBackground	= (HBRUSH)(COLOR_WINDOW+1);
    	wcex.lpszMenuName	= (LPCTSTR)IDC_MY;
    	wcex.lpszClassName	= szWindowClass;
    	wcex.hIconSm		= LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);
    
    	return RegisterClassEx(&wcex);
    }
    
    //
    //   函数: InitInstance(HANDLE, int)
    //
    //   目的: 保存实例句柄并创建主窗口
    //
    //   注释: 
    //
    //        在此函数中,我们在全局变量中保存实例句柄并
    //        创建和显示主程序窗口。
    //
    BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
    {
       HWND hWnd;
    
       hInst = hInstance; // 将实例句柄存储在全局变量中
    
       hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
          CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
    
       if (!hWnd)
       {
          return FALSE;
       }
    
       ShowWindow(hWnd, nCmdShow);
       UpdateWindow(hWnd);
    
       return TRUE;
    }
    
    //
    //  函数: WndProc(HWND, unsigned, WORD, LONG)
    //
    //  目的: 处理主窗口的消息。
    //
    //  WM_COMMAND	- 处理应用程序菜单
    //  WM_PAINT	- 绘制主窗口
    //  WM_DESTROY	- 发送退出消息并返回
    //
    //
    LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
    {
        switch(message)
        {
            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, message, wParam, lParam);
    }
    
    // “关于”框的消息处理程序。
    LRESULT CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
    {
    	switch (message)
    	{
    	case WM_INITDIALOG:
    		return TRUE;
    
    	case WM_COMMAND:
    		if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL) 
    		{
    			EndDialog(hDlg, LOWORD(wParam));
    			return TRUE;
    		}
    		break;
    	}
    	return FALSE;
    }
    

      

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  • 原文地址:https://www.cnblogs.com/sunshinewave/p/2699342.html
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