#include<d3d9.h> #pragma comment(lib, "d3d9.lib") #pragma comment(lib, "d3dx9.lib") #define WINDOW_CLASS "UGPDX" #define WINDOW_NAME "DirectX9 应用程序" bool InitializeD3D(HWND hWnd, bool fullscreen); void RenderScene(); void Shutdown(); // Direct3D object and device. LPDIRECT3D9 g_D3D = NULL; LPDIRECT3DDEVICE9 g_D3DDevice = NULL; LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch(msg) { case WM_DESTROY: PostQuitMessage(0); return 0; break; case WM_KEYUP: if(wParam == VK_ESCAPE) PostQuitMessage(0); break; } return DefWindowProc(hWnd, msg, wParam, lParam); } int WINAPI WinMain(HINSTANCE hInst, HINSTANCE prevhInst, LPSTR cmdLine, int show) { // 注册窗体类 WNDCLASSEX wcex = { 0 }; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInst; wcex.hIcon = NULL; wcex.hCursor = NULL; wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND); wcex.lpszMenuName = NULL; wcex.lpszClassName = WINDOW_CLASS; RegisterClassEx(&wcex); // 创建应用程序窗体 HWND hWnd = CreateWindow( WINDOW_CLASS, //类名 WINDOW_NAME, //窗体标题 WS_OVERLAPPEDWINDOW, //窗体样式 100, //X坐标 100, //Y坐标 640, //窗体宽 480, //窗体高 GetDesktopWindow(), //父窗体句柄 NULL, //菜单栏 hInst, //实例 NULL //创建参数 ); // 初始化Direct3D if (!InitializeD3D(hWnd, false)) return 0; // 显示窗体 ShowWindow(hWnd, SW_SHOWDEFAULT); UpdateWindow(hWnd); // 进入消息循环 MSG msg = {0}; while(msg.message != WM_QUIT) { if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else RenderScene(); } // 释放所有资源 Shutdown(); // 卸载窗口 UnregisterClass(WINDOW_CLASS, hInst); return 0; } bool InitializeD3D(HWND hWnd, bool fullscreen) { D3DDISPLAYMODE displayMode; // 创建D3D对象 g_D3D = Direct3DCreate9(D3D_SDK_VERSION); if(g_D3D == NULL) return false; // 获取桌面显示模式 if(FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &displayMode))) return false; // 设置用来创建D3DDevice的结构体 D3DPRESENT_PARAMETERS d3dpp = {0}; d3dpp.Windowed = !fullscreen; //是否全屏显示 d3dpp.BackBufferWidth = 640; //后台缓存的宽度 d3dpp.BackBufferHeight = 480; //后台缓存的高度 d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = displayMode.Format; // 创建D3DDevice HRESULT hResult = g_D3D->CreateDevice( D3DADAPTER_DEFAULT, //用于指定正在使用的显卡 D3DDEVTYPE_HAL, //硬件渲染D3DDEVTYPE_HAL,软件渲染D3DDEVTYPE_REF,不需要软硬件支持的D3DDEVTYPE_NULLREF,或是采用要进行渲染工作的可插拔软件的D3DDEVTYPE_SW hWnd, //窗口句柄 D3DCREATE_SOFTWARE_VERTEXPROCESSING, //指定设备的运行方式 &d3dpp, //指向D3DPRESENT_PARAMTERS结构 &g_D3DDevice //指向新创建的Direct3D设备对象 ); if(FAILED(hResult)) { return false; } return true; } void RenderScene() { // 清空后台缓冲 g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); // 开始渲染 g_D3DDevice->BeginScene(); // 这里添加渲染代码 // 结束渲染 g_D3DDevice->EndScene(); // 显示场景 g_D3DDevice->Present(NULL, NULL, NULL, NULL); } void Shutdown() { if(g_D3DDevice != NULL) g_D3DDevice->Release(); if(g_D3D != NULL) g_D3D->Release(); }
本节源代码请点击这里下载 DirectXCode2.zip