DirectX 9.0 C++ 教程 第一个程序

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开发环境设定参考 上篇文章 DirectX 9.0 C++ 教程 开发环境设定

效果图:

1. 初始化 Direct3D

1.creating a Direct3D object

LPDIRECT3D9             g_pD3D       = NULL;if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )      //函数调用失败返回NULL    return E_FAIL;

2.填充 D3DPRESENT_PARAMETERS structure. 这个结构体有很多属性,具体参考SDK 文档

D3DPRESENT_PARAMETERS d3dpp;     ZeroMemory( &d3dpp, sizeof(d3dpp) );    d3dpp.Windowed = TRUE;                   //True为窗口模式,False为全屏模式                d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

3.Create the device.

//CreateDevice 函数定义HRESULT CreateDevice(              UINT Adapter,          //使用哪块显卡,D3DADAPTER_DEFAULT表示主显卡,电脑有些支持多块显卡    D3DDEVTYPE DeviceType, //D3DDEVTYPE_HAL,参考下面的图,如果显卡不支持某些DirectX特性,这里可以设置为D3DDEVTYPE_REF,速度会很慢    HWND hFocusWindow,//窗口句柄,这个要参考Windows 程序    DWORD BehaviorFlags, //D3DCREATE_HARDWARE_VERTEXPROCESSING性能会好些如果显卡支持这功能,D3DCREATE_SOFTWARE_VERTEXPROCESSING    D3DPRESENT_PARAMETERS *pPresentationParameters,//第二步填充的结构体    IDirect3DDevice9 **ppReturnedDeviceInterface //返回创建好的Device);


具体例子:

LPDIRECT3DDEVICE9       g_pd3dDevice = NULL;D3DPRESENT_PARAMETERS d3dpp;     ZeroMemory( &d3dpp, sizeof(d3dpp) );    d3dpp.Windowed = FALSE;    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,                                      &d3dpp, &g_pd3dDevice ) ) )    {        return E_FAIL;    }

4.Draws the scene

//Clear 函数定义HRESULT Clear(              DWORD Count, //pRects中的矩形数量. 必须设置为 0 如果 pRects 是 NULL    const D3DRECT *pRects, //可以具体到一个矩形,设置NULL或0表示,整个 viewport 矩形    DWORD Flags,      //Flags:D3DCLEAR_STENCIL,D3DCLEAR_TARGET,D3DCLEAR_ZBUFFER    D3DCOLOR Color,   //颜色    float Z,          //Clear the depth buffer to this new z value,范围[0-1]    DWORD Stencil     //Clear the stencil buffer to this new value,范围 0 to 2的n次方);//具体例子:g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );

接下来开始scene,我们这里没有绘制任何东西,所以BeginScene和EndScene中间是空的。

// Begin the sceneg_pd3dDevice->BeginScene();// Rendering of scene objects happens here// End the sceneg_pd3dDevice->EndScene();

2.完整代码(还需要会点Windows下面的编程,什么消息队列等):

//-----------------------------------------------------------------------------// 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>#include <strsafe.h>//-----------------------------------------------------------------------------// Global variables//-----------------------------------------------------------------------------LPDIRECT3D9             g_pD3D       = NULL; // Used to create the D3DDeviceLPDIRECT3DDEVICE9       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;    //Fill out the D3DPRESENT_PARAMETERS structure.D3DPRESENT_PARAMETERS d3dpp;     ZeroMemory( &d3dpp, sizeof(d3dpp) );    d3dpp.Windowed = FALSE;    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;    // Create the Direct3D device.     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();}//-----------------------------------------------------------------------------// 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), 1.0f, 0 );        // 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, 0L, 0L,                       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, 100, 100, 300, 300,                              GetDesktopWindow(), NULL, wc.hInstance, NULL );    // Initialize Direct3D    if( SUCCEEDED( InitD3D( hWnd ) ) )    {         // Show the window        ShowWindow( hWnd, SW_SHOWDEFAULT );        UpdateWindow( hWnd );        // Enter the message loop        MSG msg;         while( GetMessage( &msg, NULL, 0, 0 ) )        {            TranslateMessage( &msg );            DispatchMessage( &msg );        }    }    UnregisterClass( "D3D Tutorial", wc.hInstance );    return 0;}

文章源地址:http://www.waitingfy.com/?p=185

程序下载:Tutorial1  (本站下载。)

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