转自http://blog.csdn.net/poem_qianmo/article/details/7774929
#include<d3d9.h>#pragma comment(lib, "d3d9.lib")#pragma comment(lib, "d3dx9.lib")#define WINDOW_CLASS "UGPDX"#define WINDOW_NAME "Drawing Lines"// Function Prototypes...bool InitializeD3D(HWND hWnd, bool fullscreen);bool InitializeObjects();void RenderScene();void Shutdown();// Direct3D object and device.LPDIRECT3D9 g_D3D = NULL;LPDIRECT3DDEVICE9 g_D3DDevice = NULL;// Vertex buffer to hold the geometry.LPDIRECT3DVERTEXBUFFER9 g_VertexBuffer = NULL;// A structure for our custom vertex typestruct stD3DVertex{ float x, y, z, rhw; unsigned long color;};// Our custom FVF, which describes our custom vertex structure.#define D3DFVF_VERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE) LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wp, LPARAM lp){ switch(msg) { case WM_DESTROY: PostQuitMessage(0); return 0; break; case WM_KEYUP: if(wp == VK_ESCAPE) PostQuitMessage(0); break; } return DefWindowProc(hWnd, msg, wp, lp);}int WINAPI WinMain(HINSTANCE hInst, HINSTANCE prevhInst, LPSTR cmdLine, int show){ // Register the window class WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0, 0, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, WINDOW_CLASS, NULL }; RegisterClassEx(&wc); // Create the application's window HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME, WS_OVERLAPPEDWINDOW, 100, 100, 640, 480, GetDesktopWindow(), NULL, wc.hInstance, NULL); // Initialize Direct3D if(InitializeD3D(hWnd, false)) { // Show the window ShowWindow(hWnd, SW_SHOWDEFAULT); UpdateWindow(hWnd); // Enter the message loop MSG msg; ZeroMemory(&msg, sizeof(msg)); while(msg.message != WM_QUIT) { if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else RenderScene(); } } // Release any and all resources. Shutdown(); // Unregister our window. UnregisterClass(WINDOW_CLASS, wc.hInstance); return 0;}bool InitializeD3D(HWND hWnd, bool fullscreen){ D3DDISPLAYMODE displayMode; // Create the D3D object. g_D3D = Direct3DCreate9(D3D_SDK_VERSION); if(g_D3D == NULL) return false; // Get the desktop display mode. if(FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &displayMode))) return false; // Set up the structure used to create the D3DDevice D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(d3dpp)); if(fullscreen) { d3dpp.Windowed = FALSE; d3dpp.BackBufferWidth = 640; d3dpp.BackBufferHeight = 480; } else d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = displayMode.Format; // Create the D3DDevice if(FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_D3DDevice))) return false; // Initialize any objects we will be displaying. if(!InitializeObjects()) return false; return true;}bool InitializeObjects(){ unsigned long col = D3DCOLOR_XRGB(255, 255, 255); // Fill in our structure to draw an object. // x, y, z, rhw, color. stD3DVertex objData[] = { { 420.0f, 150.0f, 0.5f, 1.0f, col, }, { 420.0f, 350.0f, 0.5f, 1.0f, col, }, { 220.0f, 150.0f, 0.5f, 1.0f, col, }, { 220.0f, 350.0f, 0.5f, 1.0f, col, }, }; // Create the vertex buffer. if(FAILED(g_D3DDevice->CreateVertexBuffer(sizeof(objData), 0, D3DFVF_VERTEX, D3DPOOL_DEFAULT, &g_VertexBuffer, NULL))) return false; // Fill the vertex buffer. void *ptr; if(FAILED(g_VertexBuffer->Lock(0, sizeof(objData), (void**)&ptr, 0))) return false; memcpy(ptr, objData, sizeof(objData)); g_VertexBuffer->Unlock(); return true;}void RenderScene(){ // Clear the backbuffer. g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); // Begin the scene. Start rendering. g_D3DDevice->BeginScene(); // Render object. g_D3DDevice->SetStreamSource(0, g_VertexBuffer, 0, sizeof(stD3DVertex)); g_D3DDevice->SetFVF(D3DFVF_VERTEX); g_D3DDevice->DrawPrimitive(D3DPT_LINELIST, 0, 2); // End the scene. Stop rendering. g_D3DDevice->EndScene(); // Display the scene. g_D3DDevice->Present(NULL, NULL, NULL, NULL);}void Shutdown(){ if(g_D3DDevice != NULL) g_D3DDevice->Release(); if(g_D3D != NULL) g_D3D->Release(); if(g_VertexBuffer != NULL) g_VertexBuffer->Release(); g_D3DDevice = NULL; g_D3D = NULL; g_VertexBuffer = NULL;}