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  • 2. D3DBlankWindow添加透视投影矩阵

    #include<d3d9.h>
    #include
    <d3dx9.h>

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

    #define WINDOW_CLASS "UGPDX"
    #define WINDOW_NAME "Template"
    #define WINDOW_WIDTH 640
    #define WINDOW_HEIGHT 480

    // 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;

    // Matrices.
    D3DXMATRIX g_projection;
    D3DXMATRIX g_ViewMatrix;
    D3DXMATRIX g_WorldMatrix;


    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 ph, LPSTR cmd, int s)
    {
    // Register the window class
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
    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, WINDOW_WIDTH, WINDOW_HEIGHT,
    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
    = WINDOW_WIDTH;
    d3dpp.BackBufferHeight
    = WINDOW_HEIGHT;
    }
    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
    | D3DCREATE_PUREDEVICE,
    &d3dpp, &g_D3DDevice))) return false;


    // Initialize any objects we will be displaying.
    if(!InitializeObjects()) return false;

    return true;
    }


    bool InitializeObjects()
    {
    // Set the projection matrix.
    D3DXMatrixPerspectiveFovLH(&g_projection, 45.0f,
    WINDOW_WIDTH
    /WINDOW_HEIGHT, 0.1f, 1000.0f);

    g_D3DDevice
    ->SetTransform(D3DTS_PROJECTION, &g_projection);

    // Set default rendering states.
    g_D3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);

    // Define camera information.
    D3DXVECTOR3 cameraPos(0.0f, 0.0f, -1.0f);
    D3DXVECTOR3 lookAtPos(
    0.0f, 0.0f, 0.0f);
    D3DXVECTOR3 upDir(
    0.0f, 1.0f, 0.0f);

    // Build view matrix.
    D3DXMatrixLookAtLH(&g_ViewMatrix, &cameraPos,
    &lookAtPos, &upDir);

    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();

    // Apply the view (camera).
    g_D3DDevice->SetTransform(D3DTS_VIEW, &g_ViewMatrix);

    // End the scene. Stop rendering.
    g_D3DDevice->EndScene();

    // Display the scene.
    g_D3DDevice->Present(NULL, NULL, NULL, NULL);
    }


    void Shutdown()
    {
    // Release all resources.
    if(g_D3DDevice != NULL) g_D3DDevice->Release();
    if(g_D3D != NULL) g_D3D->Release();

    g_D3DDevice
    = NULL;
    g_D3D
    = NULL;
    }

      

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  • 原文地址:https://www.cnblogs.com/kex1n/p/2145451.html
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