my first d3d application 哈哈哈。

呵呵,其实还蛮简单的,在d3d第一个例子,createdevice的基础上 照着书打了一个三角形的代码

总结一下,流程就是,main函数-》创建d3d设备-》创建顶点buff-》渲染。就出现了。

 

下一步研究下怎么贴图~

 

//-----------------------------------------------------------------------------
// 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 <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
LPDIRECT3DVERTEXBUFFER9 g_pVB=NULL;

struct CUSTOMVERTEX
{
float x,y,z,rhw;
DWORD color;
};



HRESULT InitVB()
{
CUSTOMVERTEX vertices[]=
{
{100.0f,400.0f,0.5f,1.0f,0xffff0000,},
{300.0f,50.0f,0.5f,1.0f,0xff00ff00,},
{500.0f,400.0f,0.5f,1.0f,0xff0000ff,},
};

if(FAILED(g_pd3dDevice->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),0,D3DFVF_XYZRHW|D3DFVF_DIFFUSE,D3DPOOL_DEFAULT,&g_pVB,NULL)))
{
return E_FAIL;
}

VOID *pVertices;

if(FAILED(g_pVB->Lock(0,sizeof(vertices),(void**)&pVertices,0)))
{
return E_FAIL;
}
memcpy(pVertices,vertices,sizeof(vertices));
g_pVB->Unlock();
return S_OK;
}
//-----------------------------------------------------------------------------
// 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()
{
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();

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

if( g_pVB != NULL )
g_pVB->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( 45, 50, 170 ), 1.0f, 0 );

// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
g_pd3dDevice->SetStreamSource(0,g_pVB,0,sizeof(CUSTOMVERTEX));
g_pd3dDevice->SetFVF(D3DFVF_XYZRHW|D3DFVF_DIFFUSE);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,1);
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: wWinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI wWinMain( HINSTANCE hInst, HINSTANCE, LPWSTR, INT )
{
UNREFERENCED_PARAMETER( hInst );

// Register the window class
WNDCLASSEX wc =
{
sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle( NULL ), NULL, NULL, NULL, NULL,
L"D3D Tutorial", NULL
};
RegisterClassEx( &wc );

// Create the application's window
HWND hWnd = CreateWindow( L"D3D Tutorial", L"D3D Tutorial 01: CreateDevice",
WS_OVERLAPPEDWINDOW, 200, 100, 600, 500,
NULL, NULL, wc.hInstance, NULL );

// Initialize Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
// Show the window
InitVB();
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );

// Enter the message loop
MSG msg;
while( GetMessage( &msg, NULL, 0, 0 ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
}

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



posted @ 2011-07-13 09:43  4lan  阅读(255)  评论(1编辑  收藏  举报