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#include <d3d9.h>
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LPDIRECT3D9 g_pD3D = NULL;
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LPDIRECT3DDEVICE9 g_pD3DDevice = NULL;
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LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL; // 顶点buffer
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struct CUSTOMVERTEX
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{
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FLOAT x, y, z, rhw; // 顶点变换位置.
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DWORD colour; // 顶点颜色.
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};
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
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#define SafeRelease(pObject) if(pObject != NULL) {pObject->Release(); pObject=NULL;}
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HRESULT InitialiseD3D(HWND hWnd)
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{
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//首先创建主要的D3D对象.如果创建成功我们将会得到一个指向IDirect3D9接口的指针
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g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
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if(g_pD3D == NULL)
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{
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return E_FAIL;
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}
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//获取当前的显示模式
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D3DDISPLAYMODE d3ddm;
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if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
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{
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return E_FAIL;
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}
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//创建一个结构来保存我们设备的设置
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D3DPRESENT_PARAMETERS d3dpp;
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ZeroMemory(&d3dpp, sizeof(d3dpp));
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//设置该结构体属性值
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//我们想让我们的程序窗口化,并且设置了后缓冲的格式以匹配我们当前的显示模式
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d3dpp.Windowed = TRUE;
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d3dpp.SwapEffect = D3DSWAPEFFECT_COPY;
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d3dpp.PresentationInterval=D3DPRESENT_INTERVAL_DEFAULT;
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d3dpp.BackBufferFormat = d3ddm.Format;
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//创建一个Direct3D设备.
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if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pD3DDevice)))
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{
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return E_FAIL;
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}
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return S_OK;
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}
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HRESULT InitialiseVertexBuffer()
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{
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VOID* pVertices;
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//存储矩形的每一个顶点和它的颜色
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CUSTOMVERTEX cvVertices[] =
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{
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{250.0f, 100.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(255, 0, 0),}, //顶点 1 - 红色 (250, 100)
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{400.0f, 350.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 255, 0),}, //顶点 2 - 绿色 (400, 350)
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{100.0f, 350.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 0, 255),}, //顶点 3 - 蓝色 (100, 350)
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};
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//由设备创建顶点缓冲
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if(FAILED(g_pD3DDevice->CreateVertexBuffer(3 * sizeof(CUSTOMVERTEX),
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0, D3DFVF_CUSTOMVERTEX,
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D3DPOOL_DEFAULT, &g_pVertexBuffer,NULL)))
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{
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return E_FAIL;
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}
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//得到一个指向顶点缓冲顶点的指针并锁定顶点缓冲
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if(FAILED(g_pVertexBuffer->Lock(0, sizeof(cvVertices), ( void**)&pVertices, 0)))
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{
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return E_FAIL;
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}
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//将我们存储的顶点值拷贝到顶点缓冲
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memcpy(pVertices, cvVertices, sizeof(cvVertices));
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//解锁顶点缓冲
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g_pVertexBuffer->Unlock();
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return S_OK;
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}
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void Render()
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{
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if(g_pD3DDevice == NULL)
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{
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return;
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}
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//清除后缓冲为黑色
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g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
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//场景开始
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g_pD3DDevice->BeginScene();
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//渲染我们的矩形
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g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer,0, sizeof(CUSTOMVERTEX));
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g_pD3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
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g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
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//场景结束
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g_pD3DDevice->EndScene();
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//翻动前后缓冲以便后缓冲中渲染的一切能够显示在屏幕(前缓冲)上。
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g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
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}
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void CleanUp()
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{
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SafeRelease(g_pVertexBuffer);
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SafeRelease(g_pD3DDevice);
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SafeRelease(g_pD3D);
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}
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void GameLoop()
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{
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//进入游戏循环
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MSG msg;
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BOOL fMessage;
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PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
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while(msg.message != WM_QUIT)
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{
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fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);
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if(fMessage)
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{
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//处理消息
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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else
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{
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//没有要处理的消息,所以渲染当前场景
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Render();
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}
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}
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}
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//窗口消息处理
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LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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switch(msg)
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{
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case WM_DESTROY:
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PostQuitMessage(0);
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return 0;
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break;
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case WM_KEYUP:
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switch (wParam)
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{
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case VK_ESCAPE:
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//用户已经按了ESC键,所以退出
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DestroyWindow(hWnd);
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return 0;
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break;
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}
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break;
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}
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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//应用程序入口点
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INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
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{
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//注册窗口类
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WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WinProc, 0L, 0L,
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GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
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"DX Project 2", NULL};
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RegisterClassEx(&wc);
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//创建应用程序的窗口
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HWND hWnd = CreateWindow( "DX Project 2", "www.andypike.com: Tutorial 2",
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WS_OVERLAPPEDWINDOW, 50, 50, 500, 500,
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GetDesktopWindow(), NULL, wc.hInstance, NULL);
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//初始化 Direct3D
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if(SUCCEEDED(InitialiseD3D(hWnd)))
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{
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//显示我们的窗体
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ShowWindow(hWnd, SW_SHOWDEFAULT);
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UpdateWindow(hWnd);
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//初始化顶点缓冲
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if(SUCCEEDED(InitialiseVertexBuffer()))
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{
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//启动游戏运行:进入游戏循环
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GameLoop();
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}
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}
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CleanUp();
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UnregisterClass( "DX Project 2", wc.hInstance);
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return 0;
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}