两天了,不知道一直在忙什么。不想浪费时间继续directX的学习。闲话少说。。。步入正题。。
前天把管道渲染基本流程过了一遍,现在一起看看,实际的代码是怎样实现的。
#include <d3dx9.h>
#define MAX_LOADSTRING 100
// 全局变量:
HINSTANCE hInst; // 当前实例
TCHAR szTitle[MAX_LOADSTRING]; // 标题栏文本
TCHAR szWindowClass[MAX_LOADSTRING]; // 主窗口类名
LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pD3DDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL; // Buffer to hold vertices
//定义顶点信息的结构体
struct CUSTOMVERTEX
{
FLOAT x, y, z, rhw; // The transformed position for the vertex.
DWORD colour; // The vertex colour.
};
//定义自由顶点格式
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
//定义释放COM对象的宏
#define SafeRelease(pObject) if(pObject != NULL) {pObject->Release(); pObject=NULL;}
// 此代码模块中包含的函数的前向声明:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
LRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM);
//初始化D3D设备
HRESULT InitialiseD3D(HWND hWnd)
{
//First of all, create the main D3D object. If it is created successfully we
//should get a pointer to an IDirect3D8 interface.
//取得D3D9的对象
g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if(g_pD3D == NULL)
{
return E_FAIL;
}
//得到当前的显示模式
//Get the current display mode
D3DDISPLAYMODE d3ddm;
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
{
return E_FAIL;
}
//创建一个D3D设备
//Create a structure to hold the settings for our device
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
//Fill the structure.
//We want our program to be windowed, and set the back buffer to a format
//that matches our current display mode
d3dpp.Windowed = TRUE;//全屏模式还是窗口模式
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;//后台缓冲区复制到前台时,清除后台缓冲区内容
d3dpp.BackBufferFormat = d3ddm.Format;//屏幕的显示模式
//创建一个Direct3D设备
//Create a Direct3D device.
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pD3DDevice)))
{
return E_FAIL;
}
return S_OK;
}
HRESULT InitialiseVertexBuffer()
{
VOID* pVertices;
//顶点信息数组
//Store each point of the triangle together with it's colour
CUSTOMVERTEX cvVertices[] =
{
{250.0f, 100.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 1 - Red (250, 100)
{400.0f, 350.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 255, 0),}, //Vertex 2 - Green (400, 350)
{100.0f, 350.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 0, 255),}, //Vertex 3 - Blue (100, 350)
};
//通过设备创建顶点缓冲
//Create the vertex buffer from our device
if(FAILED(g_pD3DDevice->CreateVertexBuffer(3 * sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVertexBuffer,NULL)))
{
return E_FAIL;
}
//锁定顶点缓冲,并得到一个存放顶点信息的缓冲区的指针
//Get a pointer to the vertex buffer vertices and lock the vertex buffer
if(FAILED(g_pVertexBuffer->Lock(0, sizeof(cvVertices), (void**)&pVertices, 0)))
{
return E_FAIL;
}
//复制顶点信息
//Copy our stored vertices values into the vertex buffer
memcpy(pVertices, cvVertices, sizeof(cvVertices));
//解锁顶点缓冲区
//Unlock the vertex buffer
g_pVertexBuffer->Unlock();
return S_OK;
}
void Render()
{
if(g_pD3DDevice == NULL)
{
return;
}
//Clear the backbuffer to black
//清空后备缓冲区为黑色
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
//Begin the scene
//开始绘制场景
g_pD3DDevice->BeginScene();
//Rendering our triangle
//渲染三角形
g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer, 0, sizeof(CUSTOMVERTEX));
g_pD3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
//End the scene
//结束绘制场景
g_pD3DDevice->EndScene();
//Filp the back and front buffers so that whatever has been rendered on the back buffer
//will now be visible on screen (front buffer).
//翻页显示
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}
//释放所使用到的所有COM对象
void CleanUp()
{
SafeRelease(g_pVertexBuffer);
SafeRelease(g_pD3DDevice);
SafeRelease(g_pD3D);
}
//游戏循环
void GameLoop()
{
//进入游戏循环
MSG msg;
BOOL fMessage;
PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
while(msg.message != WM_QUIT)
{
fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);
if(fMessage)
{
//处理消息
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
//No message to process, so render the current scene
//如果没有消息,则渲染当前的场景
Render();
}
}
}
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
//Register the window class
//注册Windows的窗口类
WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"D3DDrawGraphics", NULL};
RegisterClassEx(&wc);
//Create the application's window
//创建一个窗口
HWND hWnd = CreateWindow("D3DDrawGraphics", "D3D绘制简单图形",
WS_OVERLAPPEDWINDOW, 50, 50, 500, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL);
//Initialize Direct3D
//初始化Direct3D
if(SUCCEEDED(InitialiseD3D(hWnd)))
{
//Show our window
//显示窗口
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
//Initialize Vertex Buffer
//初始化顶点缓冲
if(SUCCEEDED(InitialiseVertexBuffer()))
{
//Start game running: Enter the game loop
//开始游戏: 进入游戏循环
GameLoop();
}
}
CleanUp();
//撤销窗口类的注册
UnregisterClass("D3DDrawGraphics", wc.hInstance);
return 0;
}
//
// 函数: MyRegisterClass()
//
// 目的: 注册窗口类。
//
// 注释:
//
// 仅当希望在已添加到 Windows 95 的
// “RegisterClassEx”函数之前此代码与 Win32 系统兼容时,
// 才需要此函数及其用法。调用此函数
// 十分重要,这样应用程序就可以获得关联的
// “格式正确的”小图标。
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = (WNDPROC)WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_MY);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = (LPCTSTR)IDC_MY;
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);
return RegisterClassEx(&wcex);
}
//
// 函数: InitInstance(HANDLE, int)
//
// 目的: 保存实例句柄并创建主窗口
//
// 注释:
//
// 在此函数中,我们在全局变量中保存实例句柄并
// 创建和显示主程序窗口。
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HWND hWnd;
hInst = hInstance; // 将实例句柄存储在全局变量中
hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
if (!hWnd)
{
return FALSE;
}
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
return TRUE;
}
//
// 函数: WndProc(HWND, unsigned, WORD, LONG)
//
// 目的: 处理主窗口的消息。
//
// WM_COMMAND - 处理应用程序菜单
// WM_PAINT - 绘制主窗口
// WM_DESTROY - 发送退出消息并返回
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break;
case WM_KEYUP:
switch (wParam)
{
case VK_ESCAPE:
//User has pressed the escape key, so quit
DestroyWindow(hWnd);
return 0;
break;
}
break;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}
// “关于”框的消息处理程序。
LRESULT CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_INITDIALOG:
return TRUE;
case WM_COMMAND:
if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
{
EndDialog(hDlg, LOWORD(wParam));
return TRUE;
}
break;
}
return FALSE;
}