思路如下:
(1)函数Do_Init初始化D3D,D3D设备,顶点缓冲,纹理;主要调用这几个函数:
Direct3DCreate9,GetAdapterDisplayMode,CreateDevice,CreateVertexBuffer, Lock,Unlock,D3DXCreateTextureFromFile。
(2)函数Do_Frame绘制一帧,主要调用这几个函数:
Clear,BeginScene,EndScene,SetStreamSource,SetFVF,SetTexture, DrawPrimitive。
(3)函数Do_Shutdown释放D3D资源。
源码如下:
#include
<
windows.h
>
#include
<
stdio.h
>
#include
"
d3d9.h
"
#include
"
d3dx9.h
"
#pragma comment(lib,
"
d3d9.lib
"
)
#pragma comment(lib,
"
d3dx9.lib
"
)
#define
WINDOW_WIDTH 400
#define
WINDOW_HEIGHT 400
#define
Safe_Release(p) if((p)) (p)->Release();
//
window handles, class and caption text.
HWND g_hwnd;
HINSTANCE g_inst;
static
char
g_class_name[]
=
"
Draw2DClass
"
;
static
char
g_caption[]
=
"
Draw2D Demo
"
;
//
the Direct3D and device object
IDirect3D9
*
g_d3d
=
NULL;
IDirect3DDevice9
*
g_d3d_device
=
NULL;
//
The 2D vertex format and descriptor
typedef
struct
{
float
x, y, z;
//
2D coordinates
float
rhw;
//
rhw
float
u, v;
//
texture coordinates
} VERTEX;
#define
VERTEX_FVF (D3DFVF_XYZRHW | D3DFVF_TEX1)
IDirect3DVertexBuffer9
*
g_vertex_buffer
=
NULL;
IDirect3DTexture9
*
g_texture
=
NULL;
//
--------------------------------------------------------------------------------
//
Window procedure.
//
--------------------------------------------------------------------------------
long
WINAPI Window_Proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch
(msg)
{
case
WM_DESTROY:
PostQuitMessage(
0
);
return
0
;
}
return
(
long
) DefWindowProc(hwnd, msg, wParam, lParam);
}
//
--------------------------------------------------------------------------------
//
Initialize d3d, d3d device, vertex buffer, texutre.
//
--------------------------------------------------------------------------------
BOOL Do_Init()
{
D3DPRESENT_PARAMETERS present_param;
D3DDISPLAYMODE display_mode;
BYTE
*
vertex_ptr;
//
initialize vertex data
VERTEX verts[]
=
{
{
50.0f
,
50.0f
,
1.0f
,
1.0f
,
0.0f
,
0.0f
},
{
350.0f
,
50.0f
,
1.0f
,
1.0f
,
1.0f
,
0.0f
},
{
50.0f
,
350.0f
,
1.0f
,
1.0f
,
0.0f
,
1.0f
},
{
350.0f
,
350.0f
,
1.0f
,
1.0f
,
1.0f
,
1.0f
}
};
//
do a windowed mode initialization of Direct3D
if
((g_d3d
=
Direct3DCreate9(D3D_SDK_VERSION))
==
NULL)
return
FALSE;
//
retrieves the current display mode of the adapter
if
(FAILED(g_d3d
->
GetAdapterDisplayMode(D3DADAPTER_DEFAULT,
&
display_mode)))
return
FALSE;
ZeroMemory(
&
present_param,
sizeof
(present_param));
//
initialize d3d presentation parameter
present_param.Windowed
=
TRUE;
present_param.SwapEffect
=
D3DSWAPEFFECT_DISCARD;
present_param.BackBufferFormat
=
display_mode.Format;
//
creates a device to represent the display adapter
if
(FAILED(g_d3d
->
CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&
present_param,
&
g_d3d_device)))
return
FALSE;
//
create the vertex buffer and set data
g_d3d_device
->
CreateVertexBuffer(
sizeof
(VERTEX)
*
4
,
0
, VERTEX_FVF, D3DPOOL_DEFAULT,
&
g_vertex_buffer, NULL);
//
locks a range of vertex data and obtains a pointer to the vertex buffer memory
g_vertex_buffer
->
Lock(
0
,
0
, (
void
**
)
&
vertex_ptr,
0
);
memcpy(vertex_ptr, verts,
sizeof
(verts));
//
unlocks vertex data
g_vertex_buffer
->
Unlock();
//
load the texture map
D3DXCreateTextureFromFile(g_d3d_device,
"
Texture.bmp
"
,
&
g_texture);
return
TRUE;
}
//
--------------------------------------------------------------------------------
//
Release all d3d resource.
//
--------------------------------------------------------------------------------
BOOL Do_Shutdown()
{
Safe_Release(g_vertex_buffer);
Safe_Release(g_texture);
Safe_Release(g_d3d_device);
Safe_Release(g_d3d);
return
TRUE;
}
//
--------------------------------------------------------------------------------
//
Render a frame.
//
--------------------------------------------------------------------------------
BOOL Do_Frame()
{
//
clear device back buffer
g_d3d_device
->
Clear(
0
, NULL, D3DCLEAR_TARGET, D3DCOLOR_RGBA(
0
,
64
,
128
,
255
),
1.0f
,
0
);
//
Begin scene
if
(SUCCEEDED(g_d3d_device
->
BeginScene()))
{
//
set the vertex stream, shader, and texture.
//
binds a vertex buffer to a device data stream
g_d3d_device
->
SetStreamSource(
0
, g_vertex_buffer,
0
,
sizeof
(VERTEX));
//
set the current vertex stream declation
g_d3d_device
->
SetFVF(VERTEX_FVF);
//
assigns a texture to a stage for a device
g_d3d_device
->
SetTexture(
0
, g_texture);
//
renders a sequence of noindexed, geometric primitives of the specified type from the current set
//
of data input stream.
g_d3d_device
->
DrawPrimitive(D3DPT_TRIANGLESTRIP,
0
,
2
);
//
release texture
g_d3d_device
->
SetTexture(
0
, NULL);
//
end the scene
g_d3d_device
->
EndScene();
}
//
present the contents of the next buffer in the sequence of back buffers owned by the device
g_d3d_device
->
Present(NULL, NULL, NULL, NULL);
return
TRUE;
}
//
--------------------------------------------------------------------------------
//
Main function, routine entry.
//
--------------------------------------------------------------------------------
int
WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line,
int
cmd_show)
{
WNDCLASSEX win_class;
MSG msg;
g_inst
=
inst;
//
create window class and register it
win_class.cbSize
=
sizeof
(win_class);
win_class.style
=
CS_CLASSDC;
win_class.lpfnWndProc
=
Window_Proc;
win_class.cbClsExtra
=
0
;
win_class.cbWndExtra
=
0
;
win_class.hInstance
=
inst;
win_class.hIcon
=
LoadIcon(NULL, IDI_APPLICATION);
win_class.hCursor
=
LoadCursor(NULL, IDC_ARROW);
win_class.hbrBackground
=
NULL;
win_class.lpszMenuName
=
NULL;
win_class.lpszClassName
=
g_class_name;
win_class.hIconSm
=
LoadIcon(NULL, IDI_APPLICATION);
if
(
!
RegisterClassEx(
&
win_class))
return
FALSE;
//
create the main window
g_hwnd
=
CreateWindow(g_class_name, g_caption, WS_CAPTION
|
WS_SYSMENU,
0
,
0
,
WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, inst, NULL);
if
(g_hwnd
==
NULL)
return
FALSE;
ShowWindow(g_hwnd, SW_NORMAL);
UpdateWindow(g_hwnd);
//
initialize game
if
(Do_Init()
==
FALSE)
return
FALSE;
//
start message pump, waiting for signal to quit.
ZeroMemory(
&
msg,
sizeof
(MSG));
while
(msg.message
!=
WM_QUIT)
{
if
(PeekMessage(
&
msg, NULL,
0
,
0
, PM_REMOVE))
{
TranslateMessage(
&
msg);
DispatchMessage(
&
msg);
}
//
draw a frame
if
(Do_Frame()
==
FALSE)
break
;
}
//
run shutdown function
Do_Shutdown();
UnregisterClass(g_class_name, inst);
return
(
int
) msg.wParam;
}
效果: