Template

创建win32应用程序空工程

//main.cpp
//time: 01/08/2013

#include<d3d9.h>
#include <d3dx9.h>

#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")

#define WINDOW_CLASS "UGPDX"
#define WINDOW_NAME  "Template"
#define WINDOW_WIDTH  640
#define WINDOW_HEIGHT 480

bool InitializeD3D(HWND hWnd,bool fullscreen);
bool InitializeObjects();
void RenderScene();
void Shutdown();

//Direct3D object and device
LPDIRECT3D9 g_D3D=NULL;
LPDIRECT3DDEVICE9 g_D3DDevice=NULL;

//Matrices  矩阵
D3DXMATRIX g_projection;
D3DXMATRIX g_ViewMatrix;
D3DXMATRIX g_WorldMatrix;

LRESULT WINAPI MsgProc(HWND hWnd,UINT msg,WPARAM wp,LPARAM lp)
{
 switch(msg)
 {
 case WM_DESTROY:
  PostQuitMessage(0);
  return 0;
  break;

 case WM_KEYUP:
  if(wp == VK_ESCAPE) PostQuitMessage(0);
  break;
 }
    return DefWindowProc(hWnd,msg,wp,lp);
}

int WINAPI WinMain(HINSTANCE hInst,HINSTANCE ph,LPSTR cmd,int s)
{
 WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
  GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
  WINDOW_CLASS, NULL };

 RegisterClassEx(&wc);
 HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME,
  WS_OVERLAPPEDWINDOW, 100, 100, WINDOW_WIDTH, WINDOW_HEIGHT,
  GetDesktopWindow(), NULL, wc.hInstance, NULL);

 // Initialize Direct3D
 if(InitializeD3D(hWnd, false))
 {
  // Show the window
  ShowWindow(hWnd, SW_SHOWDEFAULT);
  UpdateWindow(hWnd);

  // Enter the message loop
  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();
  }
 }

 // Release any and all resources.
 Shutdown();

 // Unregister our window.
 UnregisterClass(WINDOW_CLASS, wc.hInstance);
 return 0;
}

bool InitializeD3D(HWND hWnd, bool fullscreen)
{
 D3DDISPLAYMODE displayMode;

 // Create the D3D object.
 g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
 if(g_D3D == NULL) return false;

 // Get the desktop display mode.
 if(FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,
  &displayMode))) return false;

 // Set up the structure used to create the D3DDevice
 D3DPRESENT_PARAMETERS d3dpp;
 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;

 // Create the D3DDevice
 if(FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
  hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE,
  &d3dpp, &g_D3DDevice))) return false;


 // Initialize any objects we will be displaying.
 if(!InitializeObjects()) return false;

 return true;
}


bool InitializeObjects()
{
 // Set the projection matrix.
 D3DXMatrixPerspectiveFovLH(&g_projection, 45.0f,
  WINDOW_WIDTH/WINDOW_HEIGHT, 0.1f, 1000.0f);

 g_D3DDevice->SetTransform(D3DTS_PROJECTION, &g_projection);

 // Set default rendering states.
 g_D3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);

 // Define camera information.
 D3DXVECTOR3 cameraPos(0.0f, 0.0f, -1.0f);
 D3DXVECTOR3 lookAtPos(0.0f, 0.0f, 0.0f);
 D3DXVECTOR3 upDir(0.0f, 1.0f, 0.0f);

 // Build view matrix.
 D3DXMatrixLookAtLH(&g_ViewMatrix, &cameraPos,
  &lookAtPos, &upDir);

 return true;
}


void RenderScene()
{
 // Clear the back buffer.
 g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET,
  D3DCOLOR_XRGB(0,0,0), 1.0f, 0);

 // Begin the scene.  Start rendering.
 g_D3DDevice->BeginScene();

 // Apply the view (camera).
 g_D3DDevice->SetTransform(D3DTS_VIEW, &g_ViewMatrix);

 // End the scene.  Stop rendering.
 g_D3DDevice->EndScene();

 // Display the scene.
 g_D3DDevice->Present(NULL, NULL, NULL, NULL);
}


void Shutdown()
{
 if(g_D3DDevice != NULL) g_D3DDevice->Release();
 if(g_D3D != NULL) g_D3D->Release();

 g_D3DDevice = NULL;
 g_D3D = NULL;
}

posted @ 2013-08-01 11:25  露水上的青蛙  阅读(268)  评论(0编辑  收藏  举报