初始化directx窗体实例

#include "windows.h"
#include "windowsx.h"
#include "d3d9.h"
#include "d3dx9.h"
#include "tchar.h"

HWND g_hwnd;
LPDIRECT3D9 g_d3d9=NULL;
LPDIRECT3DDEVICE9 g_d3d9device=NULL;


LRESULT initgame(void );
LRESULT Render(void);

LRESULT CALLBACK wndproc(HWND hwnd,UINT message, WPARAM wpara,LPARAM lpara)
{
 switch(message)
 {
 case WM_DESTROY:
  PostQuitMessage(0);
  break; 
 } 
 return  DefWindowProc(hwnd,message,wpara,lpara);
}

int WINAPI WinMain( __in HINSTANCE instance, __in_opt HINSTANCE hPrevInstance, __in_opt LPSTR lpCmdLine, __in int nShowCmd )
{
 WNDCLASSEX wndclass;
 ZeroMemory(&wndclass,sizeof(wndclass));
 wndclass.cbSize=sizeof(wndclass);
 wndclass.lpszClassName=_T("game");
 wndclass.lpfnWndProc=wndproc;
 wndclass.hInstance=instance; 
 wndclass.style=CS_HREDRAW|CS_VREDRAW;
 wndclass.hCursor=LoadCursor(instance,IDC_ARROW);
 wndclass.hbrBackground=GetStockBrush(RGB(0,0,0));
 
 RegisterClassEx(&wndclass);
 g_hwnd=CreateWindow(_T("game"),_T("Directx例子"),WS_OVERLAPPEDWINDOW,100,100,400,600,NULL,NULL,instance,NULL);
 ShowWindow(g_hwnd,SW_SHOW);
 UpdateWindow(g_hwnd);
 MSG msg;
 initgame();
 while(true)
 {
  if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
  {
   if (msg.message==WM_QUIT)
    break;
   TranslateMessage(&msg);
   DispatchMessage(&msg);
  }
  Render();
 }

return 0;

}

LRESULT Render()
{
 g_d3d9device->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(255,0,0),1.0f,0);
 g_d3d9device->Present(NULL,NULL,NULL,NULL);


 return S_OK;
}
LRESULT initgame()
{
 D3DCAPS9 d3dcaps;
 ZeroMemory(&d3dcaps,sizeof(d3dcaps));
 D3DPRESENT_PARAMETERS pa;
 ZeroMemory(&pa,sizeof(pa));
 long v;

 g_d3d9= Direct3DCreate9(D3D_SDK_VERSION);
 g_d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,&d3dcaps); 

 if (d3dcaps.DevCaps&D3DDEVCAPS_HWTRANSFORMANDLIGHT) //硬件是否支持光照(硬件顶点处理)
 {
  v=D3DCREATE_HARDWARE_VERTEXPROCESSING;
 }
 else
 {
  v=D3DCREATE_SOFTWARE_VERTEXPROCESSING;
 }
 
 pa.Windowed=true; //是否窗口化
 pa.EnableAutoDepthStencil=true; //自动创建深度/模板缓冲
 pa.AutoDepthStencilFormat=D3DFMT_D16; //深度/模度格式
 pa.BackBufferCount=1;//后备缓冲表面数量
 pa.BackBufferFormat=D3DFMT_A8R8G8B8;//后备缓冲表面像素格式
 pa.SwapEffect=D3DSWAPEFFECT_DISCARD;//指定表面在交换链中的规则
 pa.FullScreen_RefreshRateInHz=D3DPRESENT_RATE_DEFAULT; //刷新率
 pa.MultiSampleType=D3DMULTISAMPLE_NONE; //全屏抗锯齿的类型
 pa.MultiSampleQuality=0;//全屏抗锯齿的质量等级

 if FAILED(g_d3d9->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,g_hwnd,v,&pa,&g_d3d9device))
 {
  return E_FAIL;
 }

 
 


}

posted @ 2009-05-30 20:38  I-Jie  阅读(982)  评论(0编辑  收藏  举报