地形系统,在游戏中肯定少不了滴。终于要开始学习这个东东啦!地形看起来非常神奇,绵延的山峦,横看成岭侧成峰,远近高低各不同,这么复杂的地形到底我们到底要怎么写呢?说实话不学这个之前我真的完全想不到地形的实现方法。
/************************************************************************/
/*封装三维地形的类 */
/************************************************************************/
#ifndef __TERRAIN_H_
#define __TERRAIN_H_
#include
#include
#pragma once
struct TERRAINVERTEX//地形的顶点格式
{
float _x, _y, _z;
float _u, _v;
TERRAINVERTEX(float x, float y, float z, float u, float v) : _x(x), _y(y),_z(z),_u(u),_v(v){}
static const DWORD FVF = D3DFVF_XYZ | D3DFVF_TEX1;
};
class CTerrain
{
private:
LPDIRECT3DDEVICE9 m_pDevice; //设备指针
LPDIRECT3DTEXTURE9 m_pTexture; //纹理坐标
LPDIRECT3DINDEXBUFFER9 m_pIndexBuffer; //索引缓存
LPDIRECT3DVERTEXBUFFER9 m_pVertexBuffer; //顶点缓存
std::vector m_vHeightInfo; //存放高度信息
int m_nCellsPerRow; //每行的单元数
int m_nCellsPerCol; //每列的单元数
int m_nVertsPerRow; //每行的顶点数
int m_nVertesPerCol; //每列的顶点数
int m_nNumVertices; //总共顶点数
float m_fTerrainWidth; //地形的宽度
float m_fTerrainDepth; //地形的深度
float m_fCellSpacing; //单元格的间距
float m_fHeightScale; //高度缩放系数
public:
CTerrain(IDirect3DDevice9 *pDv);
virtual ~CTerrain(void);
//从文件中加载高度图以及纹理
bool LoadTerrainFromFile(std::string RawFilename, std::string TextureFilename);
//地形初始化函数(行数,列数,间距,高度比例)
bool InitTerrain(int nRows, int nCols, float fSpace, float fScale);
//绘制地形函数
bool RenderTerrain(D3DXMATRIX* pMatWorld, bool bDrawFrame = false);
};
#endif
#include "stdafx.h"
#include "Terrain.h"
#include
CTerrain::CTerrain(IDirect3DDevice9 *pDv)
{
//各种初始化
m_pDevice = pDv;
m_pTexture = NULL;
m_pIndexBuffer = NULL;
m_pVertexBuffer = NULL;
m_nCellsPerRow = 0;
m_nCellsPerCol = 0;
m_nVertsPerRow = 0;
m_nVertesPerCol = 0;
m_nNumVertices = 0;
m_fTerrainWidth = 0.0f;
m_fTerrainDepth = 0.0f;
m_fCellSpacing = 0.0f;
m_fHeightScale = 0.0f;
}
CTerrain::~CTerrain(void)
{
}
bool CTerrain::LoadTerrainFromFile(std::string RawFilename, std::string TextureFilename)
{
//打开文件
using namespace std;
ifstream inFile;
inFile.open(RawFilename, std::ios::binary);
//移动到文件尾
inFile.seekg(0, std::ios::end);
std::vector inData(inFile.tellg());
inFile.seekg(std::ios::beg);
inFile.read((char*)&inData[0], inData.size());
inFile.close();
m_vHeightInfo.resize(inData.size());
for (int i = 0; i < inData.size(); i++)
{
m_vHeightInfo[i] = inData[i];
}
//加载地形纹理
if (FAILED(D3DXCreateTextureFromFile(m_pDevice, TextureFilename.c_str() ,&m_pTexture)))
return false;
return true;
}
bool CTerrain::InitTerrain(int nRows, int nCols, float fSpace, float fScale)
{
m_nCellsPerRow = nRows;
m_nCellsPerCol = nCols;
m_fCellSpacing = fSpace;
m_fHeightScale = fScale;
m_fTerrainWidth = m_fCellSpacing * m_nCellsPerRow;
m_fTerrainDepth = m_fCellSpacing * m_nCellsPerCol;
m_nVertsPerRow = m_nCellsPerRow + 1;
m_nVertesPerCol = m_nCellsPerCol + 1;
m_nNumVertices = m_nVertsPerRow * m_nVertesPerCol;
//将高度与高度系数相乘,得到范围更广的高度
for (int i = 0; i < m_vHeightInfo.size(); i++)
{
m_vHeightInfo[i] *= m_fHeightScale;
}
//处理顶点
//创建
if (FAILED(m_pDevice->CreateVertexBuffer(m_nNumVertices * sizeof(TERRAINVERTEX), D3DUSAGE_WRITEONLY, TERRAINVERTEX::FVF, D3DPOOL_DEFAULT, &m_pVertexBuffer, 0)))
return false;
//加锁
TERRAINVERTEX *pVertices = NULL;
m_pVertexBuffer->Lock(0, 0, (void**)&pVertices, 0);
//访问,赋值
float fStartX = -m_fTerrainWidth / 2.0f; //起点的X坐标
float fEndX = m_fTerrainWidth / 2.0f; //终点的X坐标
float fStartZ = m_fTerrainDepth / 2.0f; //起点的Z坐标
float fEndZ = -m_fTerrainDepth / 2.0f; //终点的Z坐标
float fCoordU = 3.0f / (float)m_nCellsPerRow;//指定纹理的横坐标
float fCoordV = 3.0f / (float)m_nCellsPerCol;//指定纹理的纵坐标
int nIndex = 0, i = 0, j = 0;
for (float z = fStartZ; z > fEndZ; z -= m_fCellSpacing, i++)
{
j = 0;
for (float x = fStartX; x < fEndX; x += m_fCellSpacing, j++)
{
nIndex = i * m_nCellsPerRow + j; //指定顶点在顶点缓存的位置
pVertices[nIndex] = TERRAINVERTEX(x, m_vHeightInfo[nIndex], z, j * fCoordU, i * fCoordV);//将高度值以及纹理坐标信息赋值
nIndex++;
}
}
//解锁
m_pVertexBuffer->Unlock();
//处理索引
//创建索引
if(FAILED(m_pDevice->CreateIndexBuffer(m_nNumVertices * 6 * sizeof(WORD), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &m_pIndexBuffer, 0)))
return false;
//加锁
WORD* pIndices = NULL;
m_pIndexBuffer->Lock(0, 0, (void**)&pIndices, 0);
//赋值
nIndex = 0;
for (int row = 0; row < m_nCellsPerRow - 1; row++)//行遍历
{
for (int col = 0; col < m_nCellsPerCol - 1; col++)//列遍历
{
//三角形ABC三个顶点
pIndices[nIndex] = row * m_nCellsPerRow + col;//A
pIndices[nIndex + 1] = row * m_nCellsPerRow + col + 1;//B
pIndices[nIndex + 2] = (row + 1) * m_nCellsPerRow + col;//C
//三角形CBD三个顶点
pIndices[nIndex + 3] = (row + 1) * m_nCellsPerRow + col;//C
pIndices[nIndex + 4] = row * m_nCellsPerRow + col + 1;//B
pIndices[nIndex + 5] = (row + 1) * m_nCellsPerRow + col + 1;//D
nIndex += 6;
}
}
//解锁
m_pIndexBuffer->Unlock();
return true;
}
bool CTerrain::RenderTerrain(D3DXMATRIX *pMatWorld, bool bRenderFrame)
{
m_pDevice->SetStreamSource(0, m_pVertexBuffer, 0, sizeof(TERRAINVERTEX));
m_pDevice->SetFVF(TERRAINVERTEX::FVF);
m_pDevice->SetIndices(m_pIndexBuffer);
m_pDevice->SetTexture(0, m_pTexture);
m_pDevice->SetRenderState(D3DRS_LIGHTING, false);
m_pDevice->SetTransform(D3DTS_WORLD, pMatWorld);
m_pDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, m_nNumVertices, 0, m_nNumVertices * 2);
m_pDevice->SetRenderState(D3DRS_LIGHTING, true);
m_pDevice->SetTexture(0, 0);
return true;
}
CTerrain* g_pTerrian = NULL; //地形类指针
//创建地形
void CreateTerrain()
{
g_pTerrian = new CTerrain(g_pDevice);
g_pTerrian->LoadTerrainFromFile(TEXT("heighmap.raw"), TEXT("terraintexture.jpg"));
g_pTerrian->InitTerrain(200, 200, 30.0f, 3.0f);
}
//绘制地形
g_pTerrian->RenderTerrain(&matWorld4, false);
(露馅了...)
好了,下面是main函数.cpp文件,一个比较完整的demo:
// D3DDemo.cpp : 定义应用程序的入口点。
//
#include "stdafx.h"
#include "D3DDemo.h"
#include "DirectInput.h"
#include "Camera.h"
#include "Terrain.h"
#include "Mesh.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
// 此代码模块中包含的函数的前向声明:
HWND g_hWnd;
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
//---------改造3D窗口需要的内容------------
LPDIRECT3D9 g_pD3D = NULL; //D3D接口指针
LPDIRECT3DDEVICE9 g_pDevice = NULL; //D3D设备指针
CDirectInput* g_pDirectInput = NULL; //控制指针
CCamera* g_pCamera = NULL; //摄像机指针
CTerrain* g_pTerrian = NULL; //地形类指针
CMesh* g_pMesh1 = NULL; //网格对象指针1
CMesh* g_pMesh2 = NULL; //网格对象指针2
CMesh* g_pMesh3 = NULL; //网格对象指针3
LPDIRECT3DTEXTURE9 g_pGroundTexture = NULL; //地面纹理
D3DXMATRIX g_matWorld; //世界矩阵
//------------绘制图形步骤1.定义灵活顶点格式
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_TEX1)//坐标为经过变换的屏幕坐标,顶点的颜色
//------------绘制图形步骤2.根据上面定义的顶点格式,创建一个顶点的结构体
struct stVertex
{
float _x, _y, _z; //位置坐标
float _u, _v; //纹理坐标
stVertex(float x, float y, float z, float u, float v) : _x(x), _y(y), _z(z), _u(u), _v(v){}
stVertex(){}
};
//----------绘制图形步骤3.声明一个顶点缓冲区指针&一个索引缓冲区指针
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
//初始化顶点缓冲区
void initVB()
{
//----------绘制图形步骤4.定义一个结构体数组用来给每个顶点赋值
//数组中存储当前程序中顶点的数据
stVertex vertex[4];
// 正面顶点数据
vertex[0] = stVertex(-500.0f, 0.0f, -500.0f, 0.0f, 1.0f);
vertex[1] = stVertex(-500.0f, 0.0f, 500.0f, 0.0f, 0.0f);
vertex[2] = stVertex( 500.0f, 0.0f, -500.0f, 1.0f, 1.0f);
vertex[3] = stVertex( 500.0f, 0.0f, 500.0f, 1.0f, 0.0f);
//----------绘制图形步骤5.为定点缓冲区分配内存,并将数组中的顶点值拷贝到顶点缓冲区中
//通过设备指针来创建顶点缓冲区,用来存储顶点数据
g_pDevice->CreateVertexBuffer(
sizeof(vertex), //顶点缓冲区大小
D3DUSAGE_WRITEONLY, //顶点缓冲区作用
D3DFVF_CUSTOMVERTEX, //通知系统顶点格式
D3DPOOL_MANAGED, //顶点缓冲区存储位置,此处表示由系统处理
&g_pVB, //返回顶点缓冲区指针
NULL //系统保留参数,NULL
);
void* pVertices = NULL;
//锁定顶点缓冲区,向其中拷贝数据
g_pVB->Lock(
0, //锁定的偏移量
sizeof(vertex), //锁定的大小
&pVertices, //锁定之后存储空间
0 //锁定的标识,0
);
//将数组中的内容拷贝到缓冲区中
memcpy(pVertices, vertex, sizeof(vertex));
//解锁
g_pVB->Unlock();
//创建纹理
D3DXCreateTextureFromFile(g_pDevice, TEXT("texture.png"), &g_pGroundTexture);
}
void onCreatD3D()
{
g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if (!g_pD3D)
return;
//检测硬件设备能力的方法
/*D3DCAPS9 caps;
ZeroMemory(&caps, sizeof(caps));
g_pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);*/
//获得相关信息,屏幕大小,像素点属性
D3DDISPLAYMODE d3ddm;
ZeroMemory(&d3ddm, sizeof(d3ddm));
g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm);
//设置全屏模式
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
/*d3dpp.Windowed = false;
d3dpp.BackBufferWidth = d3ddm.Width;
d3dpp.BackBufferHeight = d3ddm.Height;*/
d3dpp.Windowed = true;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.BackBufferCount = 1;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;//交换后原缓冲区数据丢弃
//是否开启自动深度模板缓冲
d3dpp.EnableAutoDepthStencil = true;
//当前自动深度模板缓冲的格式
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;//每个像素点有16位的存储空间,存储离摄像机的距离
g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pDevice);
if (!g_pDevice)
return;
//设置渲染状态,设置启用深度值
g_pDevice->SetRenderState(D3DRS_ZENABLE, true);
//设置渲染状态,关闭灯光
g_pDevice->SetRenderState(D3DRS_LIGHTING, false);
//设置渲染状态,裁剪模式
g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
//g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) ;
}
void CreateMesh()
{
g_pMesh1 = new CMesh(g_pDevice);
g_pMesh1->CreateMesh("miki.X");
g_pMesh2 = new CMesh(g_pDevice);
g_pMesh2->CreateMesh("Demon.X");
g_pMesh3 = new CMesh(g_pDevice);
g_pMesh3->CreateMesh("dragon.X");
}
void CreateCamera()
{
g_pCamera = new CCamera(g_pDevice);
g_pCamera->SetCameraPosition(&D3DXVECTOR3(0.0f, 500.0f, -500.0f));
g_pCamera->SetTargetPosition(&D3DXVECTOR3(0.0f, 500.0f, 0.0f));
g_pCamera->SetViewMatrix();
g_pCamera->SetProjectionMartix();
}
void CreateTerrain()
{
g_pTerrian = new CTerrain(g_pDevice);
g_pTerrian->LoadTerrainFromFile(TEXT("heighmap.raw"), TEXT("terraintexture.jpg"));
g_pTerrian->InitTerrain(200, 200, 30.0f, 3.0f);
}
void onInit()
{
//初始化D3D
onCreatD3D();
//初始化顶点缓冲区
initVB();
//创建Mesh模型
CreateMesh();
//创建摄像机
CreateCamera();
//创建地形
CreateTerrain();
}
void onDestroy()
{
SAFE_DELETE(g_pDirectInput);
SAFE_DELETE(g_pCamera);
SAFE_DELETE(g_pTerrian);
SAFE_RELEASE(g_pDevice);
}
void onLogic(float fElapsedTime)
{
//使用DirectInput类读取数据
g_pDirectInput->GetInput();
// 沿摄像机各分量移动视角
if (g_pDirectInput->IsKeyDown(DIK_A)) g_pCamera->MoveAlongRightVec(-10.0f);
if (g_pDirectInput->IsKeyDown(DIK_D)) g_pCamera->MoveAlongRightVec( 10.0f);
if (g_pDirectInput->IsKeyDown(DIK_W)) g_pCamera->MoveAlongLookVec( 10.0f);
if (g_pDirectInput->IsKeyDown(DIK_S)) g_pCamera->MoveAlongLookVec(-10.0f);
if (g_pDirectInput->IsKeyDown(DIK_I)) g_pCamera->MoveAlongUpVec( 10.0f);
if (g_pDirectInput->IsKeyDown(DIK_K)) g_pCamera->MoveAlongUpVec(-10.0f);
//沿摄像机各分量旋转视角
if (g_pDirectInput->IsKeyDown(DIK_LEFT)) g_pCamera->RotationUpVec(-0.003f);
if (g_pDirectInput->IsKeyDown(DIK_RIGHT)) g_pCamera->RotationUpVec( 0.003f);
if (g_pDirectInput->IsKeyDown(DIK_UP)) g_pCamera->RotationRightVec(-0.003f);
if (g_pDirectInput->IsKeyDown(DIK_DOWN)) g_pCamera->RotationRightVec( 0.003f);
if (g_pDirectInput->IsKeyDown(DIK_J)) g_pCamera->RotationLookVec(-0.001f);
if (g_pDirectInput->IsKeyDown(DIK_L)) g_pCamera->RotationLookVec( 0.001f);
//鼠标控制右向量和上向量的旋转
//g_pCamera->RotationUpVec(g_pDirectInput->MouseDX()* 0.001f);
//g_pCamera->RotationRightVec(g_pDirectInput->MouseDY() * 0.001f);
//鼠标滚轮控制观察点收缩操作
static FLOAT fPosZ=0.0f;
fPosZ += g_pDirectInput->MouseDZ()*3.0f;
//计算并设置取景变换矩阵
D3DXMATRIX matView;
g_pCamera->CalculateViewMatrix(&matView);
g_pDevice->SetTransform(D3DTS_VIEW, &matView);
//把正确的世界变换矩阵存到g_matWorld中
D3DXMatrixTranslation(&g_matWorld, 0.0f, 0.0f, fPosZ);
}
void Transform()
{
//WorldTransform:世界变换
D3DXMATRIXA16 matWorld;
D3DXMATRIXA16 matScaling;
//生成缩放矩阵
D3DXMatrixScaling(&matScaling, 0.8f, 0.8f, 0.8f);
//生成绕Y轴旋转矩阵,存储于矩阵中
D3DXMatrixRotationY(
&matWorld, //输出矩阵
10.0f //角度
);
matWorld = matScaling * matWorld;
g_pDevice->SetTransform(D3DTS_WORLD, &matWorld);
//ViewTransform:取景变换
D3DXVECTOR3 vEyePt(0.0f, 0.0f, -500.0f); //摄像机世界坐标
D3DXVECTOR3 vLookatPt(0.0f, 0.0f, 0.0f); //观察点世界坐标
D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f); //摄像机的上向量,通常为(0.0f, 1.0f, 0.0f)
D3DXMATRIXA16 matView; //View变换的矩阵
//根据上面的结果计算出矩阵,存入矩阵中
D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec);
//进行取景变换
g_pDevice->SetTransform(D3DTS_VIEW, &matView);
//ProjectionTransform:投影变换
D3DXMATRIXA16 matProj; //投影变换矩阵
//生成投影变换矩阵,存入上面的矩阵中
D3DXMatrixPerspectiveFovLH(
&matProj, //输出结果矩阵
D3DX_PI / 4, //视域角度,一般为PI/4
1.0f, //显示屏的长宽比
1.0f, //视截体中近截面距离摄像机的位置
1000.0f //视截体中远截面距离摄像机的位置
);
//进行投影变换
g_pDevice->SetTransform(D3DTS_PROJECTION, &matProj);
}
void onRender(float fElasedTime)
{
//前两个参数是0和NULL时,清空整个游戏窗口的内容(清的是后台)
//第三个是清除的对象:前面表示清除颜色缓冲区,后面表示清除深度缓冲区,D3DCLEAR_STENCIL清空模板缓冲区
g_pDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,100,100), 1.0f, 0);
g_pDevice->BeginScene();
//Transform();
//----------绘制图形步骤6.设置数据源,设置灵活顶点格式,绘制图元
// //设置数据流来源
//g_pDevice->SetStreamSource(
// 0, //数据流管道号(0-15)
// g_pVB, //数据来源
// 0, //数据流偏移量
// sizeof(stVertex) //每个数据的字节数大小
// );
// //通知系统数据格式,以便解析数据
//g_pDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
//D3DXMATRIX matWorld;
//D3DXMatrixTranslation(&matWorld, 0.0f, 0.0f, 200.0f);
//g_pDevice->SetRenderState(D3DRS_LIGHTING, false);
//g_pDevice->SetTransform(D3DTS_WORLD, &matWorld);
//g_pDevice->SetTexture(0, g_pGroundTexture);
绘制图元
//g_pDevice->DrawPrimitive(
// D3DPT_TRIANGLESTRIP, //三角形列
// 0, //起始点编号
// 2 //图元数量
// );
D3DXMATRIX matWorld1, matWorld2, matWorld3, matWorld4;
D3DXMatrixTranslation(&matWorld1, 0.0f, 600.0f, 0.0f);
D3DXMatrixTranslation(&matWorld2, 500.0f, 500.0f, 0.0f);
D3DXMatrixTranslation(&matWorld3, 0.0f, 500.0f, 0.0f);
D3DXMatrixTranslation(&matWorld4, 0.0f, 0.0f, 0.0f);
g_pMesh1->DrawMesh(matWorld1);
g_pMesh2->DrawMesh(matWorld2);
g_pMesh3->DrawMesh(matWorld3);
g_pTerrian->RenderTerrain(&matWorld4, false);
g_pDevice->EndScene();
g_pDevice->Present(NULL, NULL, NULL, NULL);
}
int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
_In_opt_ HINSTANCE hPrevInstance,
_In_ LPTSTR lpCmdLine,
_In_ int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
// TODO: 在此放置代码。
MSG msg;
HACCEL hAccelTable;
// 初始化全局字符串
LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadString(hInstance, IDC_D3DDEMO, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// 执行应用程序初始化:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_D3DDEMO));
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
static DWORD dwTime = timeGetTime();
DWORD dwCurrentTime = timeGetTime();
DWORD dwElapsedTime = dwCurrentTime - dwTime;
float fElapsedTime = dwElapsedTime * 0.001f;
//------------渲染和逻辑部分代码----------
onLogic(fElapsedTime);
onRender(fElapsedTime);
//-----------------------------------------
if (dwElapsedTime < 1000 / 60)
{
Sleep(1000/ 60 - dwElapsedTime);
}
dwTime = dwCurrentTime;
}
}
onDestroy();
return (int) msg.wParam;
}
//
// 函数: MyRegisterClass()
//
// 目的: 注册窗口类。
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_D3DDEMO));
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = MAKEINTRESOURCE(IDC_D3DDEMO);
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));
return RegisterClassEx(&wcex);
}
//
// 函数: InitInstance(HINSTANCE, 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)
{
hInst = hInstance; // 将实例句柄存储在全局变量中
g_hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
if (!g_hWnd)
{
return FALSE;
}
//初始化DirectInput类
g_pDirectInput = new CDirectInput();
g_pDirectInput->Init(g_hWnd, hInst, DISCL_FOREGROUND|DISCL_NONEXCLUSIVE, DISCL_FOREGROUND|DISCL_NONEXCLUSIVE);
SetMenu(g_hWnd, NULL);
ShowWindow(g_hWnd, nCmdShow);
UpdateWindow(g_hWnd);
onInit();
return TRUE;
}
//
// 函数: WndProc(HWND, UINT, WPARAM, LPARAM)
//
// 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 g_hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_KEYDOWN:
if (wParam == VK_ESCAPE)
PostQuitMessage(0);
break;
case WM_CLOSE:
DestroyWindow(g_hWnd);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(g_hWnd, message, wParam, lParam);
}
return 0;
}