1.DirectX SDK 下载地址:http://www.microsoft.com/downloads/en/details.aspx?displaylang=en&FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba
2.安装SDK
3.以vs2010为例子,配置开发环境。
首先,创建win32工程,然后修改工程的属性。以下是工程的属性页。修改包含目录和库目录。
在链接->输入:
d3d9.lib
d3dx10d.lib
d3dx9d.lib
dxerr.lib
dxguid.lib
winmm.lib
comctl32.lib
4.主要代码CreateDevice.cpp:
1: //-----------------------------------------------------------------------------
2: // File: CreateDevice.cpp
3: //
4: // Desc: This is the first tutorial for using Direct3D. In this tutorial, all
5: // we are doing is creating a Direct3D device and using it to clear the
6: // window.
7: //
8: // Copyright (c) Microsoft Corporation. All rights reserved.
9: //-----------------------------------------------------------------------------
10: #include <d3d9.h>
11: #pragma warning( disable : 4996 ) // 禁用过时警告
12: #include <strsafe.h>
13: #pragma warning( default : 4996 )
14:
15:
16:
17:
18: //-----------------------------------------------------------------------------
19: // 全局变量
20: //-----------------------------------------------------------------------------
21: LPDIRECT3D9 g_pD3D = NULL; // 用于创建D3D设备
22: LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // 我们的渲染设备
23:
24:
25:
26:
27: //-----------------------------------------------------------------------------
28: // Name: InitD3D()
29: // Desc: 初始化 Direct3D
30: //-----------------------------------------------------------------------------
31: HRESULT InitD3D( HWND hWnd )
32: {
33: // 创建D3D的对象,这是需要创建D3DDevice。
34: if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
35: return E_FAIL;
36:
37: // Set up the structure used to create the D3DDevice. Most parameters are
38: // zeroed out. We set Windowed to TRUE, since we want to do D3D in a
39: // window, and then set the SwapEffect to "discard", which is the most
40: // efficient method of presenting the back buffer to the display. And
41: // we request a back buffer format that matches the current desktop display
42: // format.
43: /*ZeroMemory() ZeroMemory宏用0来填充一块内存区域。
44: 为了避免优化编译器的意外的影响,请使用SecureZeroMemory函数。
45: void ZeroMemory(
46: PVOID Destination,
47: SIZE_T Length
48: );
49: 参数:
50: Destination :指向一块准备用0来填充的内存区域的开始地址。
51: Length :准备用0来填充的内存区域的大小,按字节来计算。
52: 返回值:无
53: ZeroMemory 只是将指定的内存块清零.
54: 使用结构前清零, 而不让结构的成员数值具有不确定性, 是一个好的编程习惯
55: */
56:
57: D3DPRESENT_PARAMETERS d3dpp;
58: ZeroMemory( &d3dpp, sizeof( d3dpp ) );
59: d3dpp.Windowed = TRUE; //不是全屏
60: d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
61: d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
62:
63: //创建Direct3D 设备. 在这里,我们使用默认的适配器 (大多数的
64: // 系统只有一块显卡, 除非我们有多卡互联)
65: // 和需要硬件抽象层 (就像我们希望的是硬件设备而非软件
66: // 当我们想知道它在所有的卡上都可以使用的时,我们
67: //会使用软件顶点处理 。对于支持硬件顶点处理的显卡,会有性能上的较大提升
68:
69: if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
70: D3DCREATE_SOFTWARE_VERTEXPROCESSING,
71: &d3dpp, &g_pd3dDevice ) ) )
72: {
73: return E_FAIL;
74: }
75:
76: // 设备状态通常会设定在这里
77:
78: return S_OK;
79: }
80:
81:
82:
83:
84: //-----------------------------------------------------------------------------
85: // Name: Cleanup()
86: // Desc: 释放预先初始化的对象
87: //-----------------------------------------------------------------------------
88: VOID Cleanup()
89: {
90: if( g_pd3dDevice != NULL )
91: g_pd3dDevice->Release();
92:
93: if( g_pD3D != NULL )
94: g_pD3D->Release();
95: }
96:
97:
98:
99:
100: //-----------------------------------------------------------------------------
101: // Name: Render()
102: // Desc: 绘制场景
103: //-----------------------------------------------------------------------------
104: VOID Render()
105: {
106: if( NULL == g_pd3dDevice )
107: return;
108:
109: // 清除后台缓冲区为蓝色
110: g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0, 0, 255 ), 1.0f, 0 );
111:
112: // 场景开始
113: if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
114: {
115: // Rendering of scene objects can happen here
116:
117: // 场景结束
118: g_pd3dDevice->EndScene();
119: }
120:
121: // Present the backbuffer contents to the display
122: g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
123: }
124:
125:
126:
127:
128: //-----------------------------------------------------------------------------
129: // Name: MsgProc()
130: // Desc: 窗体消息句柄
131: //-----------------------------------------------------------------------------
132: LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
133: {
134: switch( msg )
135: {
136: case WM_DESTROY:
137: Cleanup();
138: PostQuitMessage( 0 );
139: return 0;
140:
141: case WM_PAINT:
142: Render();
143: ValidateRect( hWnd, NULL );
144: return 0;
145: }
146:
147: return DefWindowProc( hWnd, msg, wParam, lParam );
148: }
149:
150:
151:
152:
153: //-----------------------------------------------------------------------------
154: // Name: wWinMain()
155: // Desc: 应用程序的入口
156: //-----------------------------------------------------------------------------
157: INT WINAPI wWinMain( HINSTANCE hInst, HINSTANCE, LPWSTR, INT )
158: {
159: UNREFERENCED_PARAMETER( hInst );
160:
161: // 注册窗体类
162: WNDCLASSEX wc =
163: {
164: sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0L, 0L,
165: GetModuleHandle( NULL ), NULL, NULL, NULL, NULL,
166: L"D3D Tutorial", NULL
167: };
168: RegisterClassEx( &wc );
169:
170: // 创建应用程序窗口
171: HWND hWnd = CreateWindow( L"D3D Tutorial", L"D3D Tutorial 01: CreateDevice",
172: WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
173: NULL, NULL, wc.hInstance, NULL );
174:
175: // 初始化 Direct3D
176: if( SUCCEEDED( InitD3D( hWnd ) ) )
177: {
178: // 显示窗体
179: ShowWindow( hWnd, SW_SHOWDEFAULT );
180: UpdateWindow( hWnd );
181:
182: // 进入消息循环
183: MSG msg;
184: while( GetMessage( &msg, NULL, 0, 0 ) )
185: {
186: TranslateMessage( &msg );
187: DispatchMessage( &msg );
188: }
189: }
190:
191: UnregisterClass( L"D3D Tutorial", wc.hInstance );
192: return 0;
193: }
然后,创建一个资源图标资源文件。
以上是完整的directx的helloworld!