游戏.2D图片
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/**************************************************
WinMain.cpp
2-D Drawing Demo (Draw2D)
我们需要建立一个图片文件Texture.bmp
Required libraries:
D3D9.LIB and D3DX9.LIB
http://blog.csdn.net/chinayaosir qq:44633197
**************************************************/
// Include files
#include <windows.h>
#include <stdio.h>
#include "d3d9.h"
#include "d3dx9.h"
// Window handles, class and caption text
HWND g_hWnd;
HINSTANCE g_hInst;
static char g_szClass[] = "Draw2DClass";
static char g_szCaption[] = "Draw2D Demo ";
// The Direct3D and Device object
IDirect3D9 *g_pD3D = NULL;
IDirect3DDevice9 *g_pD3DDevice = NULL;
// The 2-D vertex format and descriptor
typedef struct {
FLOAT x, y, z; // 2-D coordinates
FLOAT rhw; // rhw
FLOAT u, v; // Texture coordinates
} sVertex;
#define VERTEXFVF (D3DFVF_XYZRHW | D3DFVF_TEX1)
// Vertex buffer
IDirect3DVertexBuffer9 *g_pVB = NULL;
// Texture
IDirect3DTexture9 *g_pTexture = NULL;
// Function prototypes
int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, /
LPSTR szCmdLine, int nCmdShow);
long FAR PASCAL WindowProc(HWND hWnd, UINT uMsg, /
WPARAM wParam, LPARAM lParam);
BOOL DoInit();
BOOL DoShutdown();
BOOL DoFrame();
BOOL SetupMeshes();
int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, /
LPSTR szCmdLine, int nCmdShow)
{
WNDCLASSEX wcex;
MSG Msg;
g_hInst = hInst;
// Create the window class here and register it
wcex.cbSize = sizeof(wcex);
wcex.style = CS_CLASSDC;
wcex.lpfnWndProc = WindowProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInst;
wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = NULL;
wcex.lpszMenuName = NULL;
wcex.lpszClassName = g_szClass;
wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if(!RegisterClassEx(&wcex))
return FALSE;
// Create the Main Window
g_hWnd = CreateWindow(g_szClass, g_szCaption,
WS_CAPTION | WS_SYSMENU,
0, 0, 400, 400,
NULL, NULL,
hInst, NULL );
if(!g_hWnd)
return FALSE;
ShowWindow(g_hWnd, SW_NORMAL);
UpdateWindow(g_hWnd);
// Run init function and return on error
if(DoInit() == FALSE)
return FALSE;
// Start message pump, waiting for signal to quit
ZeroMemory(&Msg, sizeof(MSG));
while(Msg.message != WM_QUIT) {
if(PeekMessage(&Msg, NULL, 0, 0, PM_REMOVE)) {
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
if(DoFrame() == FALSE)
break;
}
// Run shutdown function
DoShutdown();
UnregisterClass(g_szClass, hInst);
return Msg.wParam;
}
long FAR PASCAL WindowProc(HWND hWnd, UINT uMsg, /
WPARAM wParam, LPARAM lParam)
{
switch(uMsg) {
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
BOOL DoInit()
{
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
BYTE *Ptr;
sVertex Verts[4] = {
{ 50.0f, 50.0f, 1.0f, 1.0f, 0.0f, 0.0f },
{ 350.0f, 50.0f, 1.0f, 1.0f, 1.0f, 0.0f },
{ 50.0f, 350.0f, 1.0f, 1.0f, 0.0f, 1.0f },
{ 350.0f, 350.0f, 1.0f, 1.0f, 1.0f, 1.0f }
};
// Do a windowed mode initialization of Direct3D
if((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
return FALSE;
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
return FALSE;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = FALSE;
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pD3DDevice)))
return FALSE;
// Create the vertex buffer and set data
g_pD3DDevice->CreateVertexBuffer(sizeof(sVertex)*4, 0, /
VERTEXFVF, D3DPOOL_DEFAULT, /
&g_pVB, NULL);
g_pVB->Lock(0,0, (void**)&Ptr, 0);
memcpy(Ptr, Verts, sizeof(Verts));
g_pVB->Unlock();
// Load the texture map
D3DXCreateTextureFromFile(g_pD3DDevice, "Texture.bmp", &g_pTexture);
return TRUE;
}
BOOL DoShutdown()
{
// Release vertex buffer
if(g_pVB != NULL)
g_pVB->Release();
// Release texture
if(g_pTexture != NULL)
g_pTexture->Release();
// Release device and 3D objects
if(g_pD3DDevice != NULL)
g_pD3DDevice->Release();
if(g_pD3D != NULL)
g_pD3D->Release();
return TRUE;
}
BOOL DoFrame()
{
// Clear device backbuffer
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, /
D3DCOLOR_RGBA(0,64,128,255), 1.0f, 0);
// Begin scene
if(SUCCEEDED(g_pD3DDevice->BeginScene())) {
// Set the vertex stream, shader, and texture
g_pD3DDevice->SetStreamSource(0, g_pVB, 0, sizeof(sVertex));
g_pD3DDevice->SetFVF(VERTEXFVF);
g_pD3DDevice->SetTexture(0, g_pTexture);
// Draw the vertex buffer
g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
// Release texture
g_pD3DDevice->SetTexture(0, NULL);
// End the scene
g_pD3DDevice->EndScene();
}
// Display the scene
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
return TRUE;
}
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