运行结果:
源代码:
#include
#include
#include
#include
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#define WINDOW_TITLE L"Direct 3D输入控制"
#define SAFE_RELEASE(p) { if(p) {(p)->Release(); (p) = NULL;}} //销毁指针
#define SAFE_DELETE(p) {if(p) {delete (p); (p) = NULL;}}
//---------------------------------------【全局变量声明部分】------------------------------------------------
//描述:全局变量的声明
//-----------------------------------------------------------------------------------------------------------
LPDIRECT3DDEVICE9 g_pd3dDevice; //Direct 3D设备对象
LPD3DXFONT g_pTextFPS; //FPS的2D文本
LPD3DXFONT g_pTextAdapterName; //显卡名字的2D文本
LPD3DXFONT g_pTextHelpter; //帮助文本的2D文本
LPD3DXFONT g_pTextInfor; //绘制信息的2D文本
wchar_t g_strAdapterName[60]; //包括显卡名字的字符串
wchar_t g_strFPS[50]; //包含帧频率的字符数组
LPD3DXMESH g_pMesh; //网格对象
D3DMATERIAL9 *g_pMaterials; //网格的材质信息
LPDIRECT3DTEXTURE9 *g_pTextures; //网格的纹理信息
DWORD g_dwNumMtrls; //材质的数目
LPDIRECTINPUTDEVICE8 g_pMouseDevice; //鼠标设备
LPDIRECTINPUTDEVICE8 g_pKeyboardDevice; //键盘设备
D3DXMATRIX g_matWorld; //世界矩阵
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
HRESULT Direct3D_Init(HWND, HINSTANCE); //在这个函数中继续Direct3D的初始化
HRESULT Objects_Init(HWND); //在这个函数中进行要绘制的物体的资源初始化
void Direct3D_Render(HWND); //在这个函数中进行Direct3D渲染代码的书写
void Direct3D_Update(HWND);
void Direct3D_ClearUp(); //在这个函数中清理COM资源以及其他资源
float Get_FPS();
void Matrix_Set();
bool Device_Read(LPDIRECTINPUTDEVICE8, void*, long);
//----------------------------------------【WinMain()函数】-------------------------------------------------
//描述:Windows应用程序的入口函数
//-------------------------------------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPreInstance, LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX wndClass = {0};
wndClass.cbSize = sizeof(WNDCLASSEX);
wndClass.style = CS_HREDRAW | CS_VREDRAW;
wndClass.lpfnWndProc = (WNDPROC)WndProc;
wndClass.cbClsExtra = 0;
wndClass.cbWndExtra = 0;
wndClass.hInstance = hInstance;
wndClass.hIcon = (HICON)LoadImage(NULL, L"icon.ico", IMAGE_ICON, 0, 0, LR_LOADFROMFILE | LR_DEFAULTSIZE);
wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
wndClass.hbrBackground = (HBRUSH)GetStockObject(GRAY_BRUSH);
wndClass.lpszMenuName = NULL;
wndClass.lpszClassName = L"3DGameBase";
if(!RegisterClassEx(&wndClass))
return -1;
HWND hWnd = CreateWindow(L"3DGameBase", WINDOW_TITLE, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, hInstance, NULL);
MoveWindow(hWnd, 250, 80, WINDOW_WIDTH, WINDOW_HEIGHT, true);
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
PlaySound(L"Final Fantasy XIII.wav", NULL, SND_LOOP | SND_ASYNC | SND_FILENAME);
if(FAILED(Direct3D_Init(hWnd, hInstance)))
MessageBox(hWnd, L"Direct3D 初始化失败!", L"消息窗口", 0);
MSG msg = {0};
while(msg.message != WM_QUIT)
{
if(PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
Direct3D_Update(hWnd);
Direct3D_Render(hWnd);
}
}
UnregisterClass(L"3DGameBase", wndClass.hInstance);
return 0;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_PAINT:
Direct3D_Render(hWnd);
ValidateRect(hWnd, NULL); //使窗口区域生效
break;
case WM_KEYDOWN:
if(wParam == VK_ESCAPE)
DestroyWindow(hWnd);
break;
case WM_DESTROY:
//调用自定义的资源清理函数Direct3D_ClearUp();进行退出前的资源清理
Direct3D_ClearUp();
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
//---------------------------------------------【Direct3D_Init()函数】-----------------------------------------
//描述:Direct3D初始化函数,进行Direct3D的初始化
//---------------------------------------------------------------------------------------------------------------
HRESULT Direct3D_Init(HWND hWnd, HINSTANCE hInstance)
{
//---------------------------------------------------------------------------------------------------------------
//【Direct3D初始化步骤一】:创建Direct3D接口对象,以便用该Direct3D对象创建Direct3D设备对象
//---------------------------------------------------------------------------------------------------------------
LPDIRECT3D9 pD3D = NULL; //Direct3D接口对象的创建。
if((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) //初始化Direct3D接口对象,并进行DirectX版本协商。
return E_FAIL;
//---------------------------------------------------------------------------------------------------------------
//【Direct3D初始化步骤二】:获取硬件设备信息
//---------------------------------------------------------------------------------------------------------------
D3DCAPS9 caps;
int vp = 0;
if(FAILED(pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps)))
return E_FAIL;
if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
vp = D3DCREATE_HARDWARE_VERTEXPROCESSING; //支持硬件顶点运算,采用硬件顶点运算
else
vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING; //不支持硬件顶点运算,采用软件顶点运算
//---------------------------------------------------------------------------------------------------------------
//【Direct3D初始化步骤三】:填充D3DPRESENT_PARAMETERS结构体
//---------------------------------------------------------------------------------------------------------------
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.BackBufferWidth = WINDOW_WIDTH;
d3dpp.BackBufferHeight = WINDOW_HEIGHT;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
d3dpp.BackBufferCount = 1;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp.MultiSampleQuality = 0;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.Windowed = true;
d3dpp.EnableAutoDepthStencil = true;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.Flags = 0;
d3dpp.FullScreen_RefreshRateInHz = 0;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
//---------------------------------------------------------------------------------------------------------------
//【Direct3D初始化步骤四】:创建Direct3D设备接口。
//---------------------------------------------------------------------------------------------------------------
if(FAILED(pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, vp, &d3dpp, &g_pd3dDevice)))
return E_FAIL;
//获取显卡信息到g_strAdapterName中,并在显卡名称前加上“当前显卡型号:”字符串
//定义一个D3DADAPTER_IDENTIFIER9结构体,用于存储显卡信息
D3DADAPTER_IDENTIFIER9 Adapter;
//调用GetAdapterIdentifier,获取显卡信息
if(FAILED(pD3D->GetAdapterIdentifier(0, 0, &Adapter)))
return E_FAIL;
//显卡名称现在已经在Adapter.Description中了,但是其为char类型,我们要将其转为wchar_t类型
int len = MultiByteToWideChar(CP_ACP, 0, Adapter.Description, -1, NULL, 0);
//这步操作完成后,g_strAdapterName中就为当前我们的显卡类型名的wchar_t型字符串了
MultiByteToWideChar(CP_ACP, 0, Adapter.Description, -1, g_strAdapterName, len);
//定义一个临时字符串,且方便了把"当前显卡型号:"字符串引入我们的目的字符串中
wchar_t tempName[50] = L"当前显卡型号:";
//把当前我们的显卡名加到“当前显卡型号:”字符串后面,结果存在TempName中
wcscat_s(tempName, g_strAdapterName);
//把TempName中的结果拷贝到全局变量g_strAdapterName中
wcscpy_s(g_strAdapterName, tempName);
//--------------------------------------------------------------------------------------
//【DirectInput使用五步曲的前三步】:创设备,设格式,拿权力。在为鼠标设备初始化
//--------------------------------------------------------------------------------------
LPDIRECTINPUT8 pDirectInput;
DirectInput8Create(hInstance, DIRECTINPUT_VERSION, IID_IDirectInput8, (LPVOID*)&pDirectInput, NULL);
//创建DirectInput接口和设备
pDirectInput->CreateDevice(GUID_SysKeyboard, &g_pKeyboardDevice, NULL);
//设置数据格式和协作级别
g_pKeyboardDevice->SetDataFormat(&c_dfDIKeyboard);
g_pKeyboardDevice->SetCooperativeLevel(hWnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
//取得设备控制权
g_pKeyboardDevice->Acquire();
//在为键盘设备初始化
//创建DirectInput接口和设备
pDirectInput->CreateDevice(GUID_SysMouse, &g_pMouseDevice, NULL);
// 设置数据格式和协作级别
g_pMouseDevice->SetDataFormat(&c_dfDIMouse);
g_pMouseDevice->SetCooperativeLevel(hWnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
//获取设备控制权
g_pMouseDevice->Acquire();
SAFE_RELEASE(pDirectInput);
SAFE_RELEASE(pD3D); //LPDIRECT3D9接口对象的使命完成,将其释放掉
if(FAILED(Objects_Init(hWnd))) //调用一次Objects_Init,进行渲染资源的初始化
return E_FAIL;
return S_OK;
}
//------------------------------------------【Objects_Init()】函数---------------------------------------------
//描述:渲染资源初始化函数,在此函数中进行要被渲染的物体的资源的初始化
//---------------------------------------------------------------------------------------------------------------
HRESULT Objects_Init(HWND hWnd)
{
//创建字体
if(FAILED(D3DXCreateFont(g_pd3dDevice, 36, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY, 0, L"Calibri", &g_pTextFPS)))
return E_FAIL;
if(FAILED(D3DXCreateFont(g_pd3dDevice, 20, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY, 0, L"华文中宋", &g_pTextAdapterName)))
return E_FAIL;
if(FAILED(D3DXCreateFont(g_pd3dDevice, 23, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY, 0, L"微软雅黑", &g_pTextHelpter)))
return E_FAIL;
if(FAILED(D3DXCreateFont(g_pd3dDevice, 26, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY, 0, L"黑体", &g_pTextInfor)))
return E_FAIL;
LPD3DXBUFFER pAdjBuffer = NULL;
LPD3DXBUFFER pMtrlBuffer = NULL;
//从X文件中加载网格数据
D3DXLoadMeshFromX(L"miki.X", D3DXMESH_MANAGED, g_pd3dDevice, &pAdjBuffer, &pMtrlBuffer,
NULL, &g_dwNumMtrls, &g_pMesh);
//读取材质和纹理数据 创建一个结构体用于读取材质和纹理信息
D3DXMATERIAL *pMtrls = (D3DXMATERIAL*)pMtrlBuffer->GetBufferPointer();
//保存材质与纹理信息
g_pMaterials = new D3DMATERIAL9[g_dwNumMtrls];
g_pTextures = new LPDIRECT3DTEXTURE9[g_dwNumMtrls];
for(DWORD i = 0; i < g_dwNumMtrls; ++i)
{
//读取材质,并设置一下环境光的颜色值
g_pMaterials[i] = pMtrls[i].MatD3D;
g_pMaterials[i].Ambient = g_pMaterials[i].Diffuse;
//创建一下纹理对象
D3DXCreateTextureFromFileA(g_pd3dDevice, pMtrls[i].pTextureFilename, &g_pTextures[i]);
}
SAFE_RELEASE(pAdjBuffer);
SAFE_RELEASE(pMtrlBuffer);
Matrix_Set();
//设置光照
D3DLIGHT9 light;
ZeroMemory(&light, sizeof(light));
light.Type = D3DLIGHT_DIRECTIONAL;
light.Ambient = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
light.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
light.Specular = D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f);
light.Direction = D3DXVECTOR3(1.0f, 0.0f, 1.0f);
g_pd3dDevice->SetLight(0, &light);
g_pd3dDevice->LightEnable(0, true);
//设置渲染状态
g_pd3dDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);
//设置为线性纹理过滤
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
return S_OK;
}
void Matrix_Set()
{
D3DXMATRIX matView;
D3DXVECTOR3 vEye(0.0f, 0.0f, -250.f);
D3DXVECTOR3 vAt(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 vUp(0.0f, 1.0f, 0.0f);
D3DXMatrixLookAtLH(&matView, &vEye, &vAt, &vUp);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView);
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI / 4.0f, (float)WINDOW_WIDTH/WINDOW_HEIGHT, 1.0f, 1000.0f);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = WINDOW_WIDTH;
vp.Height = WINDOW_HEIGHT;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
g_pd3dDevice->SetViewport(&vp);
}
//-----------------------------------------【Get_FPS()函数】---------------------------------------------------
//描述:用于计算帧频率
//---------------------------------------------------------------------------------------------------------------
float Get_FPS()
{
//定义四个静态变量
static int frameCount = 0; //帧数
static float currentTime = 0; //当前时间
static float lastTime = 0; //上次计算帧频率的时间
static float fps = 0; //需要计算的fps值
++frameCount; //每调用一次此函数,帧数加一
//获取系统时间, timeGetTime() 返回系统时间,以毫秒为单位,乘以0.001得到秒
currentTime = timeGetTime() * 0.001f;
//如果当前时间减去之前计算帧频率的时间大于1秒钟,就进行帧频率的更新,并将帧数归零
if(currentTime - lastTime > 1.0f) //将时间控制在1秒钟
{
fps = frameCount / (currentTime - lastTime); //计算这一秒的fps值
frameCount = 0; //将本次帧数清零
lastTime = currentTime; //将当前时间赋给上次计算帧频率的时间,作为下一秒的基准时间
}
return fps;
}
//---------------------------------------【Device_Read()函数】-------------------------------------------------
//描述:智能读取设备的输入数据
//---------------------------------------------------------------------------------------------------------------
bool Device_Read(LPDIRECTINPUTDEVICE8 pDIDevice, void *pBuffer, long lSize)
{
HRESULT hr;
while(true)
{
pDIDevice->Poll(); //轮询设备
pDIDevice->Acquire(); //获取设备的控制权
if(SUCCEEDED(hr = pDIDevice->GetDeviceState(lSize, pBuffer)))
break;
if(hr != DIERR_NOTACQUIRED || hr != DIERR_INPUTLOST)
return false;
if(FAILED(pDIDevice->Acquire()))
return false;
}
return true;
}
void Direct3D_Update(HWND hWnd)
{
static DIMOUSESTATE g_diMouseState;
ZeroMemory(&g_diMouseState, sizeof(g_diMouseState));
static char g_KeyboardBuffer[256];
ZeroMemory(&g_KeyboardBuffer, sizeof(g_KeyboardBuffer));
// 读取鼠标输入
Device_Read(g_pMouseDevice, &g_diMouseState, sizeof(g_diMouseState));
// 读取键盘输入
Device_Read(g_pKeyboardDevice, &g_KeyboardBuffer, sizeof(g_KeyboardBuffer));
// 获取键盘消息并给予设置相应的填充模式
if(g_KeyboardBuffer[DIK_1] & 0x80)
g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); //若数字键1被按下,进行实体填充
if(g_KeyboardBuffer[DIK_2] & 0x80)
g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); //若数字键2被按下,进行线框填充
//按住鼠标左键并拖动,为平移操作
static float fPosX = 0.0f, fPosY = 0.0f, fPosZ = 0.0f;
if(g_diMouseState.rgbButtons[0] & 0x80)
{
fPosX += g_diMouseState.lX * 0.08f;
fPosY -= g_diMouseState.lY * 0.08f;
}
//鼠标滚轮,为观察点收缩操作
fPosZ -= g_diMouseState.lZ * 0.02f;
//A,W,S,D键平移物体
if(g_KeyboardBuffer[DIK_W] & 0x80)
fPosY += 0.08f;
if(g_KeyboardBuffer[DIK_S] & 0x80)
fPosY -= 0.08f;
if(g_KeyboardBuffer[DIK_A] & 0x80)
fPosX -= 0.08f;
if(g_KeyboardBuffer[DIK_D] & 0x80)
fPosX += 0.08f;
D3DXMatrixTranslation(&g_matWorld, fPosX, fPosY, fPosZ);
// 按住鼠标右键并拖动,为旋转操作
static float fAngleX = 0.0f, fAngleY = 0.0f;
if(g_diMouseState.rgbButtons[1] & 0x80)
{
fAngleX -= g_diMouseState.lY * 0.01f;
fAngleY -= g_diMouseState.lX * 0.01f;
}
//上下左右键旋转物体
if(g_KeyboardBuffer[DIK_UP] & 0x80)
fAngleX += 0.005f;
if(g_KeyboardBuffer[DIK_DOWN] & 0x80)
fAngleX -= 0.005f;
if(g_KeyboardBuffer[DIK_LEFT] & 0x80)
fAngleY -= 0.005f;
if(g_KeyboardBuffer[DIK_RIGHT] & 0x80)
fAngleY += 0.005f;
D3DXMATRIX Rx, Ry;
D3DXMatrixRotationX(&Rx, fAngleX);
D3DXMatrixRotationY(&Ry, fAngleY);
g_matWorld = Rx * Ry * g_matWorld;
g_pd3dDevice->SetTransform(D3DTS_WORLD, &g_matWorld);
}
//----------------------------------------【Direct3D_Render()函数】--------------------------------------------
//描述:使用Direct3D进行渲染
//---------------------------------------------------------------------------------------------------------------
void Direct3D_Render(HWND hWnd)
{
//---------------------------------------------------------------------------------------------------------------
//【Direct3D渲染步骤一】:清屏操作
//---------------------------------------------------------------------------------------------------------------
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
//定义一个矩形,用来获取主窗口矩形
RECT formatRect;
GetClientRect(hWnd, &formatRect);
//---------------------------------------------------------------------------------------------------------------
//【Direct3D渲染步骤二】:开始绘制
//---------------------------------------------------------------------------------------------------------------
g_pd3dDevice->BeginScene(); //开始绘制
//---------------------------------------------------------------------------------------------------------------
//【Direct3D渲染步骤三】:正式绘制
//---------------------------------------------------------------------------------------------------------------
//用一个for循环,进行网格各个部分的绘制
for(DWORD i = 0; i < g_dwNumMtrls; ++i)
{
g_pd3dDevice->SetMaterial(&g_pMaterials[i]);
g_pd3dDevice->SetTexture(0, g_pTextures[i]);
g_pMesh->DrawSubset(i);
}
//在窗口右上角处,显示每秒帧数
swprintf_s(g_strFPS, L"FPS:%.3f", Get_FPS());
g_pTextFPS->DrawText(0, g_strFPS, -1, &formatRect, DT_TOP | DT_RIGHT, D3DCOLOR_XRGB(255,255,255));
//显示显卡类型名
g_pTextAdapterName->DrawText(0, g_strAdapterName, -1, &formatRect, DT_TOP | DT_LEFT, D3DXCOLOR(1.0f, 0.5f, 0.0f, 1.0f));
formatRect.top = 30;
static wchar_t strInfor[256] = {0};
// 输出绘制信息
swprintf_s(strInfor, L"模型坐标:(%.2f, %.2f, %.2f)", g_matWorld._41, g_matWorld._42, g_matWorld._43);
g_pTextInfor->DrawText(0, strInfor, -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(135, 239, 136, 255));
// 输出帮助信息
formatRect.top = 380;
g_pTextHelpter->DrawText(0, L"控制说明:", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(235,123,230,255));
formatRect.top += 35;
g_pTextHelpter->DrawText(0, L" 按住鼠标左键并拖动:平移模型", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT,
D3DCOLOR_RGBA(255,200,0,255));
formatRect.top += 25;
g_pTextHelpter->DrawText(0, L" 按住鼠标右键并拖动:旋转模型", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT,
D3DCOLOR_RGBA(255,200,0,255));
formatRect.top += 25;
g_pTextHelpter->DrawText(0, L" 按住鼠标滚轮:拉伸模型", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT,
D3DCOLOR_RGBA(255,200,0,255));
formatRect.top += 25;
g_pTextHelpter->DrawText(0, L" W、S、A、D键:平移模型 ", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT,
D3DCOLOR_RGBA(255,200,0,255));
formatRect.top += 25;
g_pTextHelpter->DrawText(0, L" 上、下、左、右键:旋转模型 ", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT,
D3DCOLOR_RGBA(255,200,0,255));
formatRect.top += 25;
g_pTextHelpter->DrawText(0, L" 数字键1和2:在实体填充与线框填充之间切换", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT,
D3DCOLOR_RGBA(255,200,0,255));
formatRect.top += 25;
g_pTextHelpter->DrawText(0, L" ESC键 : 退出程序", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT,
D3DCOLOR_RGBA(255,200,0,255));
//---------------------------------------------------------------------------------------------------------------
//【Direct3D渲染步骤四】:结束绘制
//---------------------------------------------------------------------------------------------------------------
g_pd3dDevice->EndScene(); //结束绘制
//---------------------------------------------------------------------------------------------------------------
//【Direct3D渲染步骤五】:显示翻转
//---------------------------------------------------------------------------------------------------------------
g_pd3dDevice->Present(NULL, NULL, NULL, NULL); //翻转与显示
}
//------------------------------------------------【Direct3D_ClearUp函数】------------------------------------------
//描述:资源清理函数,在此函数中进行程序退出前资源的清理工作
//-------------------------------------------------------------------------------------------------------------------
void Direct3D_ClearUp()
{
//释放获得的设备
g_pMouseDevice->Unacquire();
g_pKeyboardDevice->Unacquire();
//释放COM接口对象
SAFE_RELEASE(g_pd3dDevice);
SAFE_RELEASE(g_pTextFPS);
SAFE_RELEASE(g_pTextHelpter);
SAFE_RELEASE(g_pTextAdapterName);
SAFE_RELEASE(g_pTextInfor);
for(DWORD i = 0; i < g_dwNumMtrls; ++i)
SAFE_RELEASE(g_pTextures[i]);
SAFE_DELETE(g_pTextures);
SAFE_RELEASE(g_pMesh);
SAFE_DELETE(g_pMaterials);
SAFE_RELEASE(g_pMouseDevice);
SAFE_RELEASE(g_pKeyboardDevice);
}