C++ Exercises(十一)

1

#include <d3d9.h>
#pragma warning( disable : 4996 ) // disable deprecated warning 
#include 
<strsafe.h>
#pragma warning( default : 4996 ) 

//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9             g_pD3D       = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9       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;

    
// Set up the structure used to create the D3DDevice. Most parameters are
    
// zeroed out. We set Windowed to TRUE, since we want to do D3D in a
    
// window, and then set the SwapEffect to "discard", which is the most
    
// efficient method of presenting the back buffer to the display.  And 
    
// we request a back buffer format that matches the current desktop display 
    
// format.
    D3DPRESENT_PARAMETERS d3dpp; 
    ZeroMemory( 
&d3dpp, sizeof(d3dpp) );
    d3dpp.Windowed 
= TRUE;
    d3dpp.SwapEffect 
= D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat 
= D3DFMT_UNKNOWN;

    
// Create the Direct3D device. Here we are using the default adapter (most
    
// systems only have one, unless they have multiple graphics hardware cards
    
// installed) and requesting the HAL (which is saying we want the hardware
    
// device rather than a software one). Software vertex processing is 
    
// specified since we know it will work on all cards. On cards that support 
    
// hardware vertex processing, though, we would see a big performance gain 
    
// by specifying hardware vertex processing.
    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()
{
    
//释放D3D设备对象
    if( g_pd3dDevice != NULL) 
        g_pd3dDevice
->Release();

    
//释放D3D对象
    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), 1.0f0 );
    
// 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, 0L0L
                      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, 
100100300300,
                              NULL, NULL, wc.hInstance, NULL );
    
// Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    
//初始化成功
        
// Show the window
        ShowWindow( hWnd, SW_SHOWDEFAULT );
        UpdateWindow( hWnd );
        
// Enter the message loop
        MSG msg; 
        
while(true)
        
{
            
if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
            
{//消息处理
                if(msg.message==WM_QUIT)
                    
break;
                TranslateMessage(
&msg);
                DispatchMessage(
&msg);
            }

            
else
            
{//空闲时绘制
                Render();
            }

        }

    }

    UnregisterClass( 
"D3D Tutorial", wc.hInstance );
    
return 0;
}





2


#include 
<d3d9.h>
#pragma warning( disable : 4996 ) // disable deprecated warning 
#include 
<strsafe.h>
#pragma warning( default : 4996 ) 

LPDIRECT3D9             g_pD3D       
= NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER9 g_pVB        = NULL; // Buffer to hold vertices 顶点缓冲区

// A structure for our custom vertex type
struct CUSTOMVERTEX
{
    FLOAT x, y, z, rhw; 
// The transformed position for the vertex
    DWORD color;        // The vertex color
}
;

// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)

HRESULT InitD3D( HWND hWnd )
{
    
// Create the D3D object.
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        
return E_FAIL;

    
// Set up the structure used to create the D3DDevice
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory( 
&d3dpp, sizeof(d3dpp) );
    d3dpp.Windowed 
= TRUE;
    d3dpp.SwapEffect 
= D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat 
= D3DFMT_UNKNOWN;

    
// Create the D3DDevice
    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;
}


HRESULT InitVB()
{
    
// Initialize three vertices for rendering a triangle
    CUSTOMVERTEX vertices[] =
    
{
        
150.0f,  50.0f0.5f1.0f0xffff0000, }// x, y, z, rhw, color
        250.0f250.0f0.5f1.0f0xff00ff00, },
        
{  50.0f250.0f0.5f1.0f0xff00ffff, },
    }
;

    
// Create the vertex buffer. Here we are allocating enough memory
    
// (from the default pool) to hold all our 3 custom vertices. We also
    
// specify the FVF, so the vertex buffer knows what data it contains.
    if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
                                                  
0, D3DFVF_CUSTOMVERTEX,
                                                  D3DPOOL_DEFAULT, 
&g_pVB, NULL ) ) )
    
{
        
return E_FAIL;
    }


    
// Now we fill the vertex buffer. To do this, we need to Lock() the VB to
    
// gain access to the vertices. This mechanism is required becuase vertex
    
// buffers may be in device memory.
    VOID* pVertices;
    
if( FAILED( g_pVB->Lock( 0sizeof(vertices), (void**)&pVertices, 0 ) ) )
        
return E_FAIL;
    memcpy( pVertices, vertices, 
sizeof(vertices) );
    g_pVB
->Unlock();

    
return S_OK;
}

VOID Cleanup()
{
    
if( g_pVB != NULL )        
        g_pVB
->Release();

    
if( g_pd3dDevice != NULL ) 
        g_pd3dDevice
->Release();

    
if( g_pD3D != NULL )       
        g_pD3D
->Release();
}


VOID Render()
{
    
// Clear the backbuffer to a blue color
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f0 );

    
// Begin the scene
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    
{
        
// Draw the triangles in the vertex buffer.
        g_pd3dDevice->SetStreamSource( 0, g_pVB, 0sizeof(CUSTOMVERTEX) );
        g_pd3dDevice
->SetFVF( D3DFVF_CUSTOMVERTEX );
        g_pd3dDevice
->DrawPrimitive( D3DPT_TRIANGLELIST, 01 );

        
// End the scene
        g_pd3dDevice->EndScene();
    }


    
// Present the backbuffer contents to the display
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}


LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    
switch( msg )
    
{
        
case WM_DESTROY:
            Cleanup();
            PostQuitMessage( 
0 );
            
return 0;
    }


    
return DefWindowProc( hWnd, msg, wParam, lParam );
}



INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
    
// Register the window class
    WNDCLASSEX wc = sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L0L
                      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, 
100100300300,
                              NULL, NULL, wc.hInstance, NULL );
   
// Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    
//初始化成功
        
// Create the vertex buffer
        if( SUCCEEDED( InitVB() ) )
        
{
            
// Show the window
            ShowWindow( hWnd, SW_SHOWDEFAULT );
            UpdateWindow( hWnd );
            
// Enter the message loop
            MSG msg; 
            
while(true)
            
{
                
if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
                
{//消息处理
                    if(msg.message==WM_QUIT)
                        
break;
                    TranslateMessage(
&msg);
                    DispatchMessage(
&msg);
                }

                
else
                
{//空闲时绘制
                    Render();
                }

            }

        }

    }

    UnregisterClass( 
"D3D Tutorial", wc.hInstance );
    
return 0;
}


posted on 2008-04-26 20:40  Phinecos(洞庭散人)  阅读(607)  评论(1编辑  收藏  举报

导航