【游戏开发】directx游戏项目——第一部分(未完)

目的:

编写启动渲染系统的代码,用于初始化Direct3D,将屏幕清屏为指定的颜色以及关闭系统。

 

//main.h

#ifndef _UGP_MAIN_H_
#define _UGP_MAIN_H_

#include "StrandedEngine/engine.h"
#pragma comment (lib,"lib/StrandedEngine.lib")

//窗口类名
#define WINDOW_CLASS "StrandedGame"
//窗口名
#define WINDOW_NAME "Stranded"
//窗口宽
#define WIN_WIDTH 800
//窗口高
#define WIN_HEIGHT 600
//全屏
#define FULLSCREEN 1

//初始化引擎
bool InitializeEngine();
//关闭引擎
void ShutdownEngine();

//游戏初始化
bool GameInitialize();
//游戏循环
void GameLoop();
//游戏结束
void GameShutdown();

#endif
//main.cpp

#include "main.h"
HWND g_hwnd;
CRenderInterface *g_Render = NULL;

//消息过程处理函数
LRESULT WINAPI MsgProc(HWND hd, 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(hd, msg, wp, lp);
}

//主函数入口
int WINAPI WinMain(HINSTANCE h, HINSTANCE p, LPSTR cmd, int show)
{
    //设置窗口
	WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc,
		0L, 0L, GetModuleHandle(NULL), NULL, NULL,
		NULL, NULL, WINDOW_CLASS, NULL };

    //注册窗口
	RegisterClassEx(&wc);

    //判断是否全屏
	if (FULLSCREEN)
	{
        //创建窗口
		g_hwnd = CreateWindowEx(NULL, WINDOW_CLASS, WINDOW_NAME,
			WS_POPUP | WS_SYSMENU | WS_VISIBLE, 0, 0,
			NULL, NULL, h, NULL);
	}
	else
	{
		g_hwnd = CreateWindowEx(NULL, WINDOW_CLASS, WINDOW_NAME,
			WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0,
			0, WIN_WIDTH, WIN_HEIGHT,
			NULL, NULL, h, NULL);
	}

	if (g_hwnd)
	{    
        //显示窗口
		ShowWindow(g_hwnd, SW_SHOWDEFAULT);
        //更新窗口
		UpdateWindow(g_hwnd);
	}
    
    //初始化引擎
	if (InitializeEngine())
	{    
        //游戏初始化
		if (GameInitialize())
		{
            //消息
			MSG msg;

            //清空消息
			ZeroMemory(&msg, sizeof(msg));

            //设置鼠标位置
			SetCursorPos(0, 0);

            //消息不退出时
			while (msg.message != WM_QUIT)
			{

                //捕捉消息
				if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
				{
                    //转换消息
					TranslateMessage(&msg);

                    //发送消息
					DispatchMessage(&msg);
				}
				else
                    //游戏循环
					GameLoop();
			}
		}
	}

    //关闭游戏
	GameShutdown();

    //关闭游戏引擎
	ShutdownEngine();

    //取消注册窗口类
	UnregisterClass(WINDOW_CLASS, wc.hInstance);
}

//初始化引擎
bool InitializeEngine()
{
	if (!CreateD3DRender(&g_Render))return false;
	if (!g_Render->Initialize(WIN_WIDTH, WIN_HEIGHT,
		g_hwnd, FULLSCREEN))return false;
	g_Render->SetClearCol(0, 0, 0);
	return true;
}

//关闭引擎
void ShutdownEngine()
{
	if (g_Render)
	{
		g_Render->Shutdown();
		delete g_Render;
		g_Render = NULL;
	}
}

//初始化游戏
bool GameInitilize()
{
	return true;
}

//游戏循环
void GameLoop()
{
	if (!g_Render)return;
	g_Render->StartRender(1, 1, 0);
	g_Render->EndRendering();
}

//关闭游戏
void GameShutdown()
{

}
//engine.h

#ifndef _UGP_ENGINE_H_
#define _UGP_ENGINE_H_

#include "RenderInterface.h"
#include "D3DRenderer.h"

#endif
//defines.h

#ifndef _UGP_DEFINES_H_
#define _UGP_DEFINES_H_

#include 

#define UGP_INVALID -1
#define UGP_OK		1
#define UGP_FAIL	0

#define WinHWND HWND

typedef long VertexType;

enum PrimType
{
	NULL_TYPE,
	POINT_LIST,
	TRIANGLE_LIST,
	TRIANGLE_STRIP,
	TRIANGLE_FAN,
	LINE_LIST,
	LINT_STRIP
};

#define UGPCOLOR_ARGB(a,r,g,b) ((unsigned long)((((a)&0xff)<<24)|\

(((r)& 0xff) << 16) | (((g)& 0xff) << 8) | \

((b)& 0xff)))

 

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