dx9学习2

#include <d3d9.h>

LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pD3DDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL; // 顶点buffer


struct CUSTOMVERTEX
{
  FLOAT x, y, z, rhw;     // 顶点变换位置.
  DWORD colour;       // 顶点颜色.
};

#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)

#define SafeRelease(pObject) if(pObject != NULL) {pObject->Release(); pObject=NULL;}

HRESULT InitialiseD3D(HWND hWnd)
{
   //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
  g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
   if(g_pD3D == NULL)
  {
     return E_FAIL;
  }

   //获取当前的显示模式
  D3DDISPLAYMODE d3ddm;
   if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
  {
     return E_FAIL;
  }

   //创建一个结构来保存我们设备的设置
  D3DPRESENT_PARAMETERS d3dpp;    
  ZeroMemory(&d3dpp, sizeof(d3dpp));

   //设置该结构体属性值
   //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
  d3dpp.Windowed = TRUE;
  d3dpp.SwapEffect    = D3DSWAPEFFECT_COPY;
  d3dpp.PresentationInterval=D3DPRESENT_INTERVAL_DEFAULT;
  d3dpp.BackBufferFormat = d3ddm.Format;

   //创建一个Direct3D设备.
   if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,    
    D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pD3DDevice)))
  {
     return E_FAIL;
  }

   return S_OK;
}

HRESULT InitialiseVertexBuffer()
{
  VOID* pVertices;

   //存储矩形的每一个顶点和它的颜色
  CUSTOMVERTEX cvVertices[] =
  {
    {250.0f, 100.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(255, 0, 0),},   //顶点 1 - 红色  (250, 100)
    {400.0f, 350.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 255, 0),},   //顶点 2 - 绿色  (400, 350)
    {100.0f, 350.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 0, 255),},   //顶点 3 - 蓝色  (100, 350)
  };

   //由设备创建顶点缓冲
   if(FAILED(g_pD3DDevice->CreateVertexBuffer(3 * sizeof(CUSTOMVERTEX),
    0, D3DFVF_CUSTOMVERTEX,
    D3DPOOL_DEFAULT, &g_pVertexBuffer,NULL)))
  {
     return E_FAIL;
  }

   //得到一个指向顶点缓冲顶点的指针并锁定顶点缓冲
   if(FAILED(g_pVertexBuffer->Lock(0, sizeof(cvVertices), ( void**)&pVertices, 0)))
  {
     return E_FAIL;
  }

   //将我们存储的顶点值拷贝到顶点缓冲
  memcpy(pVertices, cvVertices, sizeof(cvVertices));

   //解锁顶点缓冲
  g_pVertexBuffer->Unlock();

   return S_OK;
}

void Render()
{
   if(g_pD3DDevice == NULL)
  {
     return;
  }

   //清除后缓冲为黑色
  g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

   //场景开始
  g_pD3DDevice->BeginScene();


   //渲染我们的矩形
  g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer,0, sizeof(CUSTOMVERTEX));
  g_pD3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
  g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);


   //场景结束
  g_pD3DDevice->EndScene();

   //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。
  g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}

void CleanUp()
{
  SafeRelease(g_pVertexBuffer);
  SafeRelease(g_pD3DDevice);
  SafeRelease(g_pD3D);
}

void GameLoop()
{
   //进入游戏循环
  MSG msg;    
  BOOL fMessage;

  PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);

   while(msg.message != WM_QUIT)
  {
    fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);

     if(fMessage)
    {
       //处理消息
      TranslateMessage(&msg);
      DispatchMessage(&msg);
    }
     else
    {
       //没有要处理的消息,所以渲染当前场景
      Render();
    }

  }
}

//窗口消息处理
LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
   switch(msg)
  {
   case WM_DESTROY:
    PostQuitMessage(0);
     return 0;
     break;
   case WM_KEYUP:    
     switch (wParam)
    {    
     case VK_ESCAPE:
       //用户已经按了ESC键,所以退出
      DestroyWindow(hWnd);
       return 0;
       break;
    }    
     break;

  }

   return DefWindowProc(hWnd, msg, wParam, lParam);
}

//应用程序入口点
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
{
   //注册窗口类
  WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WinProc, 0L, 0L,    
    GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
     "DX Project 2", NULL};
  RegisterClassEx(&wc);

   //创建应用程序的窗口
  HWND hWnd = CreateWindow( "DX Project 2", "www.andypike.com: Tutorial 2",    
    WS_OVERLAPPEDWINDOW, 50, 50, 500, 500,
    GetDesktopWindow(), NULL, wc.hInstance, NULL);

   //初始化 Direct3D
   if(SUCCEEDED(InitialiseD3D(hWnd)))
  {    
     //显示我们的窗体
    ShowWindow(hWnd, SW_SHOWDEFAULT);
    UpdateWindow(hWnd);

     //初始化顶点缓冲
     if(SUCCEEDED(InitialiseVertexBuffer()))
    {
       //启动游戏运行:进入游戏循环
      GameLoop();
    }
  }

  CleanUp();

  UnregisterClass( "DX Project 2", wc.hInstance);

   return 0;
}

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