DirectX 9.0 C++ 教程 第一个程序

开发环境设定参考 上篇文章 DirectX 9.0 C++ 教程 开发环境设定

效果图:

DirectX 9.0 C++ 教程 第一个程序_第1张图片

1. 初始化 Direct3D

1.creating a Direct3D object

LPDIRECT3D9             g_pD3D       = NULL;
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )      //函数调用失败返回NULL
    return E_FAIL;

2.填充 D3DPRESENT_PARAMETERS structure. 这个结构体有很多属性,具体参考SDK 文档

D3DPRESENT_PARAMETERS d3dpp; 
    ZeroMemory( &d3dpp, sizeof(d3dpp) );
    d3dpp.Windowed = TRUE;                   //True为窗口模式,False为全屏模式            
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

3.Create the device.

//CreateDevice 函数定义
HRESULT CreateDevice(          
    UINT Adapter,          //使用哪块显卡,D3DADAPTER_DEFAULT表示主显卡,电脑有些支持多块显卡
    D3DDEVTYPE DeviceType, //D3DDEVTYPE_HAL,参考下面的图,如果显卡不支持某些DirectX特性,这里可以设置为D3DDEVTYPE_REF,速度会很慢
    HWND hFocusWindow,//窗口句柄,这个要参考Windows 程序
    DWORD BehaviorFlags, //D3DCREATE_HARDWARE_VERTEXPROCESSING性能会好些如果显卡支持这功能,D3DCREATE_SOFTWARE_VERTEXPROCESSING
    D3DPRESENT_PARAMETERS *pPresentationParameters,//第二步填充的结构体
    IDirect3DDevice9 **ppReturnedDeviceInterface //返回创建好的Device
);

DirectX 9.0 C++ 教程 第一个程序_第2张图片

具体例子:

LPDIRECT3DDEVICE9       g_pd3dDevice = NULL;
D3DPRESENT_PARAMETERS d3dpp; 
    ZeroMemory( &d3dpp, sizeof(d3dpp) );
    d3dpp.Windowed = FALSE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      &d3dpp, &g_pd3dDevice ) ) )
    {
        return E_FAIL;
    }

4.Draws the scene

//Clear 函数定义
HRESULT Clear(          
    DWORD Count, //pRects中的矩形数量. 必须设置为 0 如果 pRects 是 NULL
    const D3DRECT *pRects, //可以具体到一个矩形,设置NULL或0表示,整个 viewport 矩形
    DWORD Flags,      //Flags:D3DCLEAR_STENCIL,D3DCLEAR_TARGET,D3DCLEAR_ZBUFFER
    D3DCOLOR Color,   //颜色
    float Z,          //Clear the depth buffer to this new z value,范围[0-1]
    DWORD Stencil     //Clear the stencil buffer to this new value,范围 0 to 2的n次方
);
//具体例子:
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );

接下来开始scene,我们这里没有绘制任何东西,所以BeginScene和EndScene中间是空的。

// Begin the scene
g_pd3dDevice->BeginScene();

// Rendering of scene objects happens here

// End the scene
g_pd3dDevice->EndScene();

2.完整代码(还需要会点Windows下面的编程,什么消息队列等):

//-----------------------------------------------------------------------------
// File: CreateDevice.cpp
//
// Desc: This is the first tutorial for using Direct3D. In this tutorial, all
//       we are doing is creating a Direct3D device and using it to clear the
//       window.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include <d3d9.h>
#include <strsafe.h>




//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9             g_pD3D       = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering device




//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    // Create the D3D object, which is needed to create the D3DDevice.
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        return E_FAIL;

    //Fill out the D3DPRESENT_PARAMETERS structure.
		D3DPRESENT_PARAMETERS d3dpp; 
    ZeroMemory( &d3dpp, sizeof(d3dpp) );
    d3dpp.Windowed = FALSE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

    // Create the Direct3D device. 
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      &d3dpp, &g_pd3dDevice ) ) )
    {
        return E_FAIL;
    }

    // Device state would normally be set here

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    if( g_pd3dDevice != NULL) 
        g_pd3dDevice->Release();

    if( g_pD3D != NULL)
        g_pD3D->Release();
}




//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    if( NULL == g_pd3dDevice )
        return;

    // Clear the backbuffer to a blue color
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
    
    // Begin the scene
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
        // Rendering of scene objects can happen here
    
        // End the scene
        g_pd3dDevice->EndScene();
    }

    // Present the backbuffer contents to the display
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}




//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
        case WM_DESTROY:
            Cleanup();
            PostQuitMessage( 0 );
            return 0;

        case WM_PAINT:
            Render();
            ValidateRect( hWnd, NULL );
            return 0;
    }

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




//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
    // Register the window class
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, 
                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                      "D3D Tutorial", NULL };
    RegisterClassEx( &wc );

    // Create the application's window
    HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 01: CreateDevice", 
                              WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
                              GetDesktopWindow(), NULL, wc.hInstance, NULL );

    // Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    { 
        // Show the window
        ShowWindow( hWnd, SW_SHOWDEFAULT );
        UpdateWindow( hWnd );

        // Enter the message loop
        MSG msg; 
        while( GetMessage( &msg, NULL, 0, 0 ) )
        {
            TranslateMessage( &msg );
            DispatchMessage( &msg );
        }
    }

    UnregisterClass( "D3D Tutorial", wc.hInstance );
    return 0;
}




文章源地址:http://www.waitingfy.com/?p=185

程序下载:Tutorial1  (本站下载。)

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