DirectX 9.0 C++ 教程 第一个程序

网友投稿 386 2022-11-30

DirectX 9.0 C++ 教程 第一个程序

开发环境设定参考 上篇文章

效果图:

1. 初始化 Direct3D

1.creating a Direct3D object

LPDIRECT3D9 g_pD3D = NULL;if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) ) //函数调用失败返回NULL return E_FAIL;

2.填充 D3DPRESENT_PARAMETERS structure. 这个结构体有很多属性,具体参考SDK 文档

D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; //True为窗口模式,False为全屏模式 d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

3.Create the device.

//CreateDevice 函数定义HRESULT CreateDevice( UINT Adapter, //使用哪块显卡,D3DADAPTER_DEFAULT表示主显卡,电脑有些支持多块显卡 D3DDEVTYPE DeviceType, //D3DDEVTYPE_HAL,参考下面的图,如果显卡不支持某些DirectX特性,这里可以设置为D3DDEVTYPE_REF,速度会很慢 HWND hFocusWindow,//窗口句柄,这个要参考Windows 程序 DWORD BehaviorFlags, //D3DCREATE_HARDWARE_VERTEXPROCESSING性能会好些如果显卡支持这功能,D3DCREATE_SOFTWARE_VERTEXPROCESSING D3DPRESENT_PARAMETERS *pPresentationParameters,//第二步填充的结构体 IDirect3DDevice9 **ppReturnedDeviceInterface //返回创建好的Device);

具体例子:

LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = FALSE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice ) ) ) { return E_FAIL; }

4.Draws the scene

//Clear 函数定义HRESULT Clear( DWORD Count, //pRects中的矩形数量. 必须设置为 0 如果 pRects 是 NULL const D3DRECT *pRects, //可以具体到一个矩形,设置NULL或0表示,整个 viewport 矩形 DWORD Flags, //Flags:D3DCLEAR_STENCIL,D3DCLEAR_TARGET,D3DCLEAR_ZBUFFER D3DCOLOR Color, //颜色 float Z, //Clear the depth buffer to this new z value,范围[0-1] DWORD Stencil //Clear the stencil buffer to this new value,范围 0 to 2的n次方);//具体例子:g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );

接下来开始scene,我们这里没有绘制任何东西,所以BeginScene和EndScene中间是空的。

// Begin the sceneg_pd3dDevice->BeginScene();// Rendering of scene objects happens here// End the sceneg_pd3dDevice->EndScene();

2.完整代码(还需要会点Windows下面的编程,什么消息队列等):

//-----------------------------------------------------------------------------// File: CreateDevice.cpp//// Desc: This is the first tutorial for using Direct3D. In this tutorial, all// we are doing is creating a Direct3D device and using it to clear the// window.//// Copyright (c) Microsoft Corporation. All rights reserved.//-----------------------------------------------------------------------------#include #include //-----------------------------------------------------------------------------// Global variables//-----------------------------------------------------------------------------LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDeviceLPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device//-----------------------------------------------------------------------------// Name: InitD3D()// Desc: Initializes Direct3D//-----------------------------------------------------------------------------HRESULT InitD3D( HWND hWnd ){ // Create the D3D object, which is needed to create the D3DDevice. if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) ) return E_FAIL; //Fill out the D3DPRESENT_PARAMETERS structure. D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = FALSE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Create the Direct3D device. if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice ) ) ) { return E_FAIL; } // Device state would normally be set here return S_OK;}//-----------------------------------------------------------------------------// Name: Cleanup()// Desc: Releases all previously initialized objects//-----------------------------------------------------------------------------VOID Cleanup(){ if( g_pd3dDevice != NULL) g_pd3dDevice->Release(); if( g_pD3D != NULL) g_pD3D->Release();}//-----------------------------------------------------------------------------// Name: Render()// Desc: Draws the scene//-----------------------------------------------------------------------------VOID Render(){ if( NULL == g_pd3dDevice ) return; // Clear the backbuffer to a blue color g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 ); // Begin the scene if( SUCCEEDED( g_pd3dDevice->BeginScene() ) ) { // Rendering of scene objects can happen here // End the scene g_pd3dDevice->EndScene(); } // Present the backbuffer contents to the display g_pd3dDevice->Present( NULL, NULL, NULL, NULL );}//-----------------------------------------------------------------------------// Name: MsgProc()// Desc: The window's message handler//-----------------------------------------------------------------------------LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ){ switch( msg ) { case WM_DESTROY: Cleanup(); PostQuitMessage( 0 ); return 0; case WM_PAINT: Render(); ValidateRect( hWnd, NULL ); return 0; } return DefWindowProc( hWnd, msg, wParam, lParam );}//-----------------------------------------------------------------------------// Name: WinMain()// Desc: The application's entry point//-----------------------------------------------------------------------------INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT ){ // Register the window class WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, "D3D Tutorial", NULL }; RegisterClassEx( &wc ); // Create the application's window HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 01: CreateDevice", WS_OVERLAPPEDWINDOW, 100, 100, 300, 300, GetDesktopWindow(), NULL, wc.hInstance, NULL ); // Initialize Direct3D if( SUCCEEDED( InitD3D( hWnd ) ) ) { // Show the window ShowWindow( hWnd, SW_SHOWDEFAULT ); UpdateWindow( hWnd ); // Enter the message loop MSG msg; while( GetMessage( &msg, NULL, 0, 0 ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } } UnregisterClass( "D3D Tutorial", wc.hInstance ); return 0;}

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