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#include <d3dx9.h>
LPDIRECT3D9 g_pD3D = NULL;
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LPDIRECT3DDEVICE9 g_pD3DDevice = NULL;
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LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL; // 顶点buffer
struct CUSTOMVERTEX
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{
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FLOAT x, y, z;
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DWORD colour;
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};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
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#define SafeRelease(pObject) if(pObject != NULL) {pObject->Release(); pObject=NULL;}
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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}
//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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}
//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));
//填充结构体
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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;
//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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}
//开启背面拣选.因为我们想要隐藏多边形的背面
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g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
//关闭灯光因为我们指定我们的顶点具有颜色
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g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
return S_OK;
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}
HRESULT InitialiseVertexBuffer()
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{
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VOID* pVertices;
//存储立方体的每一个顶点和它的颜色
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//确保多边形的顶点是按顺时针方向给定的
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//这是因为逆时针的面将要被拣选
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//我们将使用1个三角形带来渲染这些多边形(顶,边,底)
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CUSTOMVERTEX cvVertices[] =
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{
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//顶面
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{-5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(0, 0, 255),}, //Vertex 0 - Blue
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{-5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 1 - Red
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{5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 2 - Red
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{5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),}, //Vertex 3 - Green
//面 1
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{-5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 4 - Red
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{-5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(0, 0, 255),}, //Vertex 5 - Blue
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{5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(0, 255, 0),}, //Vertex 6 - Green
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{5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 7 - Red
//面 2
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{5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 0, 255),}, //Vertex 8 - Blue
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{5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),}, //Vertex 9 - Green
//面 3
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{-5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),}, //Vertex 10 - Green
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{-5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 11 - Red
//面 4
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{-5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 12 - Red
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{-5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(0, 0, 255),}, //Vertex 13 - Blue
//底面
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{5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(0, 255, 0),}, //Vertex 14 - Green
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{5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 0, 255),}, //Vertex 15 - Blue
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{-5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 16 - Red
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{-5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),}, //Vertex 17 - Green
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};
//由我们的设备创建顶点buffer
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if(FAILED(g_pD3DDevice->CreateVertexBuffer(18 * 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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}
//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));
//解锁顶点缓冲
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g_pVertexBuffer->Unlock();
return S_OK;
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}
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void SetupRotation()
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{
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//这里我们将要沿着x,y,z轴选择我们的世界
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D3DXMATRIX matWorld, matWorldX, matWorldY, matWorldZ;
//创建变换矩阵
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D3DXMatrixRotationX(&matWorldX, timeGetTime()/400.0f);
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D3DXMatrixRotationY(&matWorldY, timeGetTime()/400.0f);
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D3DXMatrixRotationZ(&matWorldZ, timeGetTime()/400.0f);
//通过相乘合并变换
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D3DXMatrixMultiply(&matWorld, &matWorldX, &matWorldY);
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D3DXMatrixMultiply(&matWorld, &matWorld, &matWorldZ);
//应用变换
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g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
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}
void SetupCamera()
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{
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//这里我们设置摄影机
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//摄影机有3个设置: "摄影机位置", "观察点位置" and "Up Direction"
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//我们设置如下:
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//摄影机位置: (0, 0, -30)
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//观察点位置: (0, 0, 0)
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//Up direction: Y-Axis.
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D3DXMATRIX matView;
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D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(0.0f, 0.0f,-30.0f), //摄影机位置
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&D3DXVECTOR3(0.0f, 0.0f, 0.0f), //观察点位置
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&D3DXVECTOR3(0.0f, 1.0f, 0.0f)); //Up Direction
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g_pD3DDevice->SetTransform(D3DTS_VIEW, &matView);
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}
void SetupPerspective()
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{
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//这里我们设置视野,纵横比例,远近截面
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D3DXMATRIX matProj;
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D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1.0f, 1.0f, 500.0f);
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g_pD3DDevice->SetTransform(D3DTS_PROJECTION, &matProj);
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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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}
//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);
//场景开始
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g_pD3DDevice->BeginScene();
//设置旋转,摄影机和透视矩阵
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SetupRotation();
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SetupCamera();
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SetupPerspective();
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//渲染我们的对象
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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_TRIANGLESTRIP, 0, 2); //顶
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g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4, 8); //侧
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g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 14, 2); //底
//场景结束
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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。
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g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
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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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}
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;
PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
while(msg.message != WM_QUIT)
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{
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fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);
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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}
//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;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
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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 3", NULL};
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RegisterClassEx(&wc);
//创建应用程序的窗口
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HWND hWnd = CreateWindow( "DX Project 3", "www.andypike.com: Tutorial 3",
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WS_OVERLAPPEDWINDOW, 50, 50, 500, 500,
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GetDesktopWindow(), NULL, wc.hInstance, NULL);
//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);
//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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}
CleanUp();
UnregisterClass( "DX Project 3", wc.hInstance);
return 0;
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}