Directx3D9学习之一:环境搭建与运行第一个程序环境配置(基于VS2012与win7)
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一、搭建《DIRECTX.9.0.3D游戏开发编程基础》开发环境与第一个程序
1、下载directX库
vs2012以后的版本都集成了基本的directx库,所以如果不需要用到directx3D的扩展库(例如d3dx8~11.lib),则可以直接使用。但是龙书中则用到了d3dx9.lib库,因此还是需要下载微软的DirectX Software Development Kit,下载地址:http://www.microsoft.com/en-us/download/details.aspx?id=6812。
2、安装directX
直接安装即可,假如你先安装了vs2012,则安装到最后会有个报错,这个是由于微软单独的directx到2010_jun_10就没有了再更新,之后安装会检测你的vs版本,如果较新则会报错,其实这个错误不影响后续使用,想避免报错,有个笨方法就是先卸载vs,然后先安装directx3D,之后再安装vs。
3、第一个程序
//////////////////////////////////////////////////////////////////////////////////////////////////// // File: d3dUtility.h// // Author: Frank Luna (C) All Rights Reserved//// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0 //// Desc: Provides utility functions for simplifying common tasks.// //////////////////////////////////////////////////////////////////////////////////////////////////#ifndef __d3dUtilityH__#define __d3dUtilityH__#include <d3dx9.h>#include <string>namespace d3d{bool InitD3D(HINSTANCE hInstance, // [in] Application instance.int width, int height, // [in] Backbuffer dimensions.bool windowed, // [in] Windowed (true)or full screen (false).D3DDEVTYPE deviceType, // [in] HAL or REFIDirect3DDevice9** device);// [out]The created device.int EnterMsgLoop( bool (*ptr_display)(float timeDelta));LRESULT CALLBACK WndProc(HWND hwnd,UINT msg, WPARAM wParam,LPARAM lParam);template<class T> void Release(T t){if( t ){t->Release();t = 0;}}template<class T> void Delete(T t){if( t ){delete t;t = 0;}}}#endif // __d3dUtilityH__
//////////////////////////////////////////////////////////////////////////////////////////////////// // File: d3dUtility.cpp// // Author: Frank Luna (C) All Rights Reserved//// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0 //// Desc: Provides utility functions for simplifying common tasks.// //////////////////////////////////////////////////////////////////////////////////////////////////#include "d3dUtility.h"bool d3d::InitD3D(HINSTANCE hInstance,int width, int height,bool windowed,D3DDEVTYPE deviceType,IDirect3DDevice9** device){//// Create the main application window.//WNDCLASS wc;wc.style = CS_HREDRAW | CS_VREDRAW;wc.lpfnWndProc = (WNDPROC)d3d::WndProc; wc.cbClsExtra = 0;wc.cbWndExtra = 0;wc.hInstance = hInstance;wc.hIcon = LoadIcon(0, IDI_APPLICATION);wc.hCursor = LoadCursor(0, IDC_ARROW);wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);wc.lpszMenuName = 0;wc.lpszClassName = "Direct3D9App";if( !RegisterClass(&wc) ) {::MessageBox(0, "RegisterClass() - FAILED", 0, 0);return false;}HWND hwnd = 0;hwnd = ::CreateWindow("Direct3D9App", "Direct3D9App", WS_EX_TOPMOST,0, 0, width, height,0 /*parent hwnd*/, 0 /* menu */, hInstance, 0 /*extra*/); if( !hwnd ){::MessageBox(0, "CreateWindow() - FAILED", 0, 0);return false;}::ShowWindow(hwnd, SW_SHOW);::UpdateWindow(hwnd);//// Init D3D: //HRESULT hr = 0;// Step 1: Create the IDirect3D9 object.IDirect3D9* d3d9 = 0; d3d9 = Direct3DCreate9(D3D_SDK_VERSION); if( !d3d9 ){::MessageBox(0, "Direct3DCreate9() - FAILED", 0, 0);return false;}// Step 2: Check for hardware vp.D3DCAPS9 caps;d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT, deviceType, &caps);int vp = 0;if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;elsevp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;// Step 3: Fill out the D3DPRESENT_PARAMETERS structure. D3DPRESENT_PARAMETERS d3dpp;d3dpp.BackBufferWidth = width;d3dpp.BackBufferHeight = height;d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;d3dpp.BackBufferCount = 1;d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;d3dpp.MultiSampleQuality = 0;d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = hwnd;d3dpp.Windowed = windowed;d3dpp.EnableAutoDepthStencil = true; d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;d3dpp.Flags = 0;d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;// Step 4: Create the device.hr = d3d9->CreateDevice(D3DADAPTER_DEFAULT, // primary adapterdeviceType, // device typehwnd, // window associated with devicevp, // vertex processing &d3dpp, // present parameters device); // return created deviceif( FAILED(hr) ){// try again using a 16-bit depth bufferd3dpp.AutoDepthStencilFormat = D3DFMT_D16;hr = d3d9->CreateDevice(D3DADAPTER_DEFAULT,deviceType,hwnd,vp,&d3dpp,device);if( FAILED(hr) ){d3d9->Release(); // done with d3d9 object::MessageBox(0, "CreateDevice() - FAILED", 0, 0);return false;}}d3d9->Release(); // done with d3d9 objectreturn true;}int d3d::EnterMsgLoop( bool (*ptr_display)(float timeDelta) ){MSG msg;::ZeroMemory(&msg, sizeof(MSG));static float lastTime = (float)timeGetTime(); while(msg.message != WM_QUIT){if(::PeekMessage(&msg, 0, 0, 0, PM_REMOVE)){::TranslateMessage(&msg);::DispatchMessage(&msg);}else {float currTime = (float)timeGetTime();float timeDelta = (currTime - lastTime)*0.001f;ptr_display(timeDelta);lastTime = currTime; } } return msg.wParam;}
//////////////////////////////////////////////////////////////////////////////////////////////////// // File: d3dinit.cpp// // Author: Frank Luna (C) All Rights Reserved//// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0 //// Desc: Demonstrates how to initialize Direct3D, how to use the book's framework// functions, and how to clear the screen to black. Note that the Direct3D// initialization code is in the d3dUtility.h/.cpp files.// //////////////////////////////////////////////////////////////////////////////////////////////////#include "d3dUtility.h"//// Globals//IDirect3DDevice9* Device = 0; //// Framework Functions//bool Setup(){// Nothing to setup in this sample.return true;}void Cleanup(){// Nothing to cleanup in this sample.}bool Display(float timeDelta){if( Device ) // Only use Device methods if we have a valid device.{// Instruct the device to set each pixel on the back buffer black -// D3DCLEAR_TARGET: 0x00000000 (black) - and to set each pixel on// the depth buffer to a value of 1.0 - D3DCLEAR_ZBUFFER: 1.0f.Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);// Swap the back and front buffers.Device->Present(0, 0, 0, 0);}return true;}//// WndProc//LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam){switch( msg ){case WM_DESTROY:::PostQuitMessage(0);break;case WM_KEYDOWN:if( wParam == VK_ESCAPE )::DestroyWindow(hwnd);break;}return ::DefWindowProc(hwnd, msg, wParam, lParam);}//// WinMain//int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE prevInstance, PSTR cmdLine, int showCmd){if(!d3d::InitD3D(hinstance,640, 480, true, D3DDEVTYPE_HAL, &Device)){::MessageBox(0, "InitD3D() - FAILED", 0, 0);return 0;}if(!Setup()){::MessageBox(0, "Setup() - FAILED", 0, 0);return 0;}d3d::EnterMsgLoop( Display );Cleanup();Device->Release();return 0;}
4、让程序可运行
配置库与头文件路径:
右键工程项目,选择属性->配置属性->VC++目录,修改包含目录与库目录。如图所示,点击编辑选择到你所安装的目录例如我的库是:E:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Lib\x86,包含目录则是在Include中。
这个配置完后,如果程序还是不能运行,则需要通过链接器直接指定要链接的库了。
还是右键工程项目,选择属性->配置属性->连接器->输入->附加依赖项,输入如下:
最后大功告成结果:
二、简单暴力第一个Directx3D程序
其实如果不使用dirctX3D的扩展库,直接使用VS2012的基本directX3D也可以直接写个最简单的DirectX3D程序,代码如下,
第一种:直接使用代码设置链
主要使用了一些设置链,以下代码相当于设置了指定链:
#pragma comment(lib, "d3d9.lib") #pragma comment(lib, "ddraw.lib")
#ifndef UNICODE#define UNICODE#endif#include <d3d9.h>#include <ddraw.h> #pragma comment(lib, "d3d9.lib") #pragma comment(lib, "ddraw.lib") //-------------------------------------------- //全局变量 //-------------------------------------------- LPDIRECT3D9 g_pD3D =NULL;//Direct3D对象 //g_pD3D是Direct3D接口指针 LPDIRECT3DDEVICE9 g_pd3dDevice=NULL;//Direct3D设备对象 //-------------------------------------------- //Desc:初始化Direct3D //-------------------------------------------- HRESULT InitD3D(HWND hWnd) { //创建Direct3D对象,该对象用来创建Direct3D设备对象 if(NULL==(g_pD3D=Direct3DCreate9(D3D_SDK_VERSION))) return E_FAIL; //设置D3DPRESENT_PARAMETERS结构,准备创建Direct3D设备对象) D3DPRESENT_PARAMETERS d3dpp;//创建Direct3D设备对象参数d3dpp ZeroMemory(&d3dpp,sizeof(d3dpp)); d3dpp.Windowed =TRUE;//窗口还是全屏幕 d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;//后台缓存复制到前台后,清除后台缓存 d3dpp.BackBufferFormat =D3DFMT_UNKNOWN;//后台缓存格式和前台缓存格式相同 //创建Direct3D设备对象 if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL ,hWnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING,&d3dpp,&g_pd3dDevice))) //参数说明,按顺序:Adapter指定显卡序号,默认显卡,指定设备类型(HAL,硬件抽象层设备),窗口指针,软件运算方式) { return E_FAIL; } return S_OK; } //---------------------------------------------- //Desc:释放创建对象 //---------------------------------------------- VOID Cleanup() { //释放Direct3D设备对象 if (g_pd3dDevice!=NULL) g_pd3dDevice->Release();//对应COM计数器会减1 //释放Direct3D对象 if (g_pD3D!=NULL) g_pD3D->Release();//对应COM计数器会减1 } //---------------------------------------------- //Desc:渲染图形 //---------------------------------------------- VOID Render() { //清空后台缓冲 g_pd3dDevice->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(255,0,0),1.0f,0); //矩形数量;要清空的矩形区域,若值为NULL,则第一个参数为0;清空的内容:颜色缓冲区;清空颜色缓冲区后颜色缓冲区的值;颜色深度;模板值 if (SUCCEEDED(g_pd3dDevice->BeginScene())) { //在后台缓冲区绘制图形 //结束在后台缓冲区绘制图形 g_pd3dDevice->EndScene(); } //将在后台缓冲区绘制的图形提交到前台缓冲区显示 g_pd3dDevice->Present(NULL,NULL,NULL,NULL); //参数说明:复制源的矩形区域指针;复制目标的矩形区域指针;当前窗口指针;最小更新区域指针 } //----------------------------------------------- //Desc:消息处理 //----------------------------------------------- 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); } //----------------------------------------------- //Desc:程序入口 //----------------------------------------------- INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT) { //注册窗口类 WNDCLASSEX wc={sizeof(WNDCLASSEX),CS_CLASSDC, MsgProc,0L,0L,GetModuleHandle(NULL),NULL,NULL,NULL,NULL,L"ClassName",NULL}; RegisterClassEx( &wc); //创建窗口 HWND hWnd=CreateWindow(L"ClassName",L"最简单的Direct3D程序",WS_OVERLAPPEDWINDOW,0,0,1024,768,NULL,NULL,wc.hInstance,NULL); //初始化Direct3D if (SUCCEEDED(InitD3D(hWnd))) { //显示主窗口 ShowWindow(hWnd,SW_SHOWDEFAULT); UpdateWindow(hWnd); //进入消息循环 MSG msg; ZeroMemory(&msg,sizeof(msg)); while(msg.message!=WM_QUIT) { if(PeekMessage(&msg,NULL,0U,0U,PM_REMOVE))//PeekMessage和GetMessage的区别 //PeekMessage过程中用来处理Render而GetMessage过门不入,不会抢系统控制权 { TranslateMessage(&msg);//消息转换 DispatchMessage(&msg);//消息传递给窗口过程函数 } else { Render();//渲染图形,渲染函数一般都是在程序空闲时调用的 } } } UnregisterClass(L"ClassName",wc.hInstance);//参数作用:要注销的类名字符串指针;应用程序句柄 return 0; }
第二种:连接器中设置
其实也可以直接还是右键工程项目,选择属性->配置属性->连接器->输入->附加依赖项,输入:
d3d9.lib
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