DirectX游戏开发编程基础之Directx安装与vs2010测试

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C++一个重要的应用就是游戏开发, 而游戏开发就不得不谈directx,关于directx的众多知识本人还没有这个资格去谈论,只是刚刚起步开始学习,第一课也就是和大多数新东西一样的环境安装配置。

学习DirectX游戏开发当然要安装的就是DirectX SDK,一下是DX SDK的下载地址:http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=6812没有钱最新的是June 2010版本了,我安装的是February 2010版的,然后就是一个IDE了,一直都用VS,所以当然首选VS2010咯!

至于安装就没有什么多数的了,安装好后就是配置了。

1. 首先把DirectX SDK安装目录中Lib和Include目录下的文件分别拷贝到VS2010安装目录中的Lib和Include目录;

2. 打开vs2010新建一个Win32--> Win32项目,然后在应用程序设置中附加选项设置为 “空项目” 如图:

创建好项目后添加一个类粘贴一下代码:

#pragma comment (lib,"d3d9.lib")#pragma comment (lib,"d3dx9.lib")#pragma comment (lib,"winmm.lib")#include <Windows.h>#include <d3dx9.h>#include <MMSystem.h>LPDIRECT3D9 g_pD3D;LPDIRECT3DDEVICE9 g_pd3dDevice;LPDIRECT3DVERTEXBUFFER9 g_pVB;struct CUSTOMVERTEX{    FLOAT x, y, z;    DWORD color;};#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)HRESULT InitObject(){    CUSTOMVERTEX triangle[] =     {        { -1.0f,-1.0f, 0.0f, 0xffff0000, },        {  1.0f,-1.0f, 0.0f, 0xff0000ff, },        {  0.0f, 1.0f, 0.0f, 0xffffffff, }  };    if (FAILED(g_pd3dDevice->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL)))        return E_FAIL;    VOID* pVertices;    if (FAILED(g_pVB->Lock(0,sizeof(triangle), &pVertices, 0)))        return E_FAIL;    memcpy(pVertices, triangle, sizeof(triangle));    g_pVB->Unlock();    return S_OK;}HRESULT InitD3D(HWND hWnd){    g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);    if (NULL == g_pD3D)        return E_FAIL;    D3DPRESENT_PARAMETERS d3dpp;    ZeroMemory(&d3dpp, sizeof(d3dpp));    d3dpp.Windowed = TRUE;    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;    }    g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);    // Turn off D3D lighting, since we are providing our own vertex colors    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );    if (FAILED(InitObject()))        return E_FAIL;    return S_OK;}void SetupMatrices(){    D3DXMATRIX matWorld;    UINT iTime = timeGetTime() % 1000;    FLOAT fAngle = iTime * ( 2.0f * D3DX_PI ) / 1000.0f;    D3DXMatrixRotationY(&matWorld, fAngle);    g_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld);    D3DXVECTOR3 vEyePt(0.0f, 3.0f, -5.0f);    D3DXVECTOR3 vLookAtPt(0.0f, 0.0f, 0.0f);    D3DXVECTOR3 vUp(0.0f, 1.0f, 0.0f);    D3DXMATRIXA16 matView;    D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookAtPt, &vUp);    g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView);    D3DXMATRIX matPoj;    D3DXMatrixPerspectiveFovLH(&matPoj, D3DX_PI/4, 1.0f, 1.0f, 100.0f);    g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matPoj);}void Render(){    g_pd3dDevice->Clear(0,NULL,  D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0);    g_pd3dDevice->BeginScene();    SetupMatrices();    g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));    g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);    g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);    g_pd3dDevice->EndScene();    g_pd3dDevice->Present(NULL, NULL, NULL, NULL);}void Cleanup(){    if (g_pd3dDevice)        g_pd3dDevice->Release();    if (g_pD3D)        g_pD3D->Release();    if (g_pVB)        g_pVB->Release();}LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam){    switch (msg)    {    case WM_DESTROY:       PostQuitMessage(0);        return 0;    case WM_PAINT:        ValidateRect(hWnd, NULL);        return 0;   }    return DefWindowProc(hWnd, msg, wParam, lParam);}INT WINAPI WinMain(__in HINSTANCE hInstance, __in_opt HINSTANCE hPrevInstance, __in_opt LPSTR lpCmdLine, __in int nShowCmd ){    WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0, 0,    GetModuleHandle(NULL), NULL, NULL, NULL, NULL,     L"Direct3D", NULL};    RegisterClassEx(&wc);    // Create the application window    HWND hWnd = CreateWindow(L"Direct3D", L"Learn", WS_OVERLAPPEDWINDOW,        100, 100, 300, 300,         GetDesktopWindow(), NULL, wc.hInstance, NULL);    //ShowWindow(hWnd, SW_SHOW);    if (SUCCEEDED(InitD3D(hWnd)))    {ShowWindow(hWnd, SW_SHOWDEFAULT);        UpdateWindow(hWnd);       MSG msg;        ZeroMemory(&msg, sizeof(msg));    while (msg.message != WM_QUIT)   {         if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))     {           TranslateMessage(&msg);     DispatchMessage(&msg);      }          else           Render();       }           }       UnregisterClass( L"Direct3D", wc.hInstance );    Cleanup();return nShowCmd;}

好了,运行下结果如下:


这样就成功了,代码以后在学习吧,这个方法省去了点击打开链接http://www.cnblogs.com/lovestudy/archive/2012/04/26/2471228.html中提到的方法中的很多步骤,而且不用每次新建一个项目就要很多配置,在每次新建项目只需要加入以下代码:

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

即可完成配置,刚开始很简单,继续加油吧!


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