数字时钟DigitalClock尝试--续(2)终于画出时间了,挺漂漂的,吼吼

数字时钟DigitalClock尝试--续(2)终于画出时间了,挺漂漂的,吼吼
效果:
数字时钟DigitalClock尝试--续(2)终于画出时间了,挺漂漂的,吼吼_第1张图片
解说:

画横着的segment
数字时钟DigitalClock尝试--续(2)终于画出时间了,挺漂漂的,吼吼_第2张图片

画cell,就是画小方块;还有每个segment的索引编号
数字时钟DigitalClock尝试--续(2)终于画出时间了,挺漂漂的,吼吼_第3张图片

代码:

#include 
<d3dx9.h>
#pragma warning( disable : 4996 ) 
// disable deprecated warning 
#include <strsafe.h>
#pragma warning( 
default  : 4996 ) 

//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9             g_pD3D       = NULL;  // Used to create the D3DDevice
LPDIRECT3DDEVICE9       g_pd3dDevice = NULL;  // Our rendering device
LPDIRECT3DVERTEXBUFFER9 g_pVB        = NULL;  // Buffer to hold vertices 顶点Buffer


const   static   float  c_fSharpH = 4.0f;       // 尖头的高度(注意:尖头是直角的,所以尖头那个三角形的高和底边的一半相等)
const   static   float  c_fMid = 30.0f;         // 中段的宽度
const   static   float  c_fOffsetSmall = 1.0f;  // 微调

const   static   float  c_fHeight = 6.0f;       // 小方块对角线/2

const   float  c_fGap = 2.0f;                 // 数字间或数字与冒号的距离

float  fNumberWidth = 4*c_fSharpH+2*c_fOffsetSmall+c_fMid;  // 一个数字的宽度
float  fCellWidth = 2*c_fHeight;                            // 小方块的宽度

// A structure for our custom vertex type 
// 自定义顶点类型
struct  CUSTOMVERTEX
{
    D3DXVECTOR4 position; 
// The transformed position for the vertex
    DWORD color;           // The vertex color
};

// Our custom FVF, which describes our custom vertex structure
#define  D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)

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

    
// Set up the structure used to create the D3DDevice
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory( &d3dpp, 
sizeof (d3dpp) );
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

    
// Create the D3DDevice
     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_pVB != NULL )        
        g_pVB->Release();

    
if ( g_pd3dDevice != NULL ) 
        g_pd3dDevice->Release();

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

VOID DrawSegment(
const  CUSTOMVERTEX* pVerticesTemplate, size_t sizeTemplate, D3DXVECTOR4& vectorOffset)
{
    
if ( g_pVB != NULL )        
        g_pVB->Release();

    CUSTOMVERTEX tmpVitices[6];
    memcpy(tmpVitices, pVerticesTemplate, sizeTemplate);
    
for  ( int  i = 0; i < 6; ++i)
    {
        tmpVitices[i].position += vectorOffset;
    }
    g_pd3dDevice->CreateVertexBuffer( 6*
sizeof (CUSTOMVERTEX),
        0, D3DFVF_CUSTOMVERTEX,
        D3DPOOL_DEFAULT, &g_pVB, NULL );

    VOID* pVertices; 
// 输出参数
    g_pVB->Lock( 0,  sizeof (tmpVitices), ( void **)&pVertices, 0 );
    memcpy( pVertices, tmpVitices, 
sizeof (tmpVitices) );
    g_pVB->Unlock();
    g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, 
sizeof (CUSTOMVERTEX) );
    g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
    g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 4 );
}


///  画一个数字
VOID DrawDigit( int  nNumber,  float  fStartXOffset = 0.0f,  float  fStartYOffset = 0.0f)
{
    
// 0x1代表有,0x3代表有并且横着
     const   static  BYTE  SevenSegment [10][7] = {
        3, 1,     1,     0,     1,     1,     3,             
// 0
        0, 0,     1,     0,     0,     1,     0,              // 1
        3, 0,     1,     3,     1,     0,     3,              // 2
        3, 0,     1,     3,     0,     1,     3,              // 3
        0, 1,     1,     3,     0,     1,     0,              // 4
        3, 1,     0,     3,     0,     1,     3,              // 5
        3, 1,     0,     3,     1,     1,     3,              // 6
        3, 0,     1,     0,     0,     1,     0,              // 7
        3, 1,     1,     3,     1,     1,     3,              // 8
        3, 1,     1,     3,     0,     1,     3 } ;         // 9
    //  0  1    2   3   4   5   6

    
const   static   float  c_fStartX = c_fOffsetSmall + c_fSharpH;
    
const   static   float  c_fStartY = 0.0f;

    
// 横着的segment
     static  CUSTOMVERTEX verticesSegmentHori[] =
    {
        
/*0*/ { D3DXVECTOR4( c_fStartX,                      c_fStartY+c_fSharpH,    0.5f, 1.0f), 0xffff0000, }, 
        
/*1*/ { D3DXVECTOR4( c_fStartX+c_fSharpH,              c_fStartY,              0.5f, 1.0f), 0xffff0000, },
        
/*2*/ { D3DXVECTOR4( c_fStartX+c_fSharpH,              c_fStartY+2*c_fSharpH,  0.5f, 1.0f), 0xffff0000, },
        
/*3*/ { D3DXVECTOR4( c_fStartX+c_fSharpH+c_fMid,      c_fStartY,              0.5f, 1.0f), 0xffff0000, },
        
/*4*/ { D3DXVECTOR4( c_fStartX+c_fSharpH+c_fMid,      c_fStartY+2*c_fSharpH,  0.5f, 1.0f), 0xffff0000, },
        
/*5*/ { D3DXVECTOR4( c_fStartX+c_fSharpH*2+c_fMid,   c_fStartY+c_fSharpH,    0.5f, 1.0f), 0xffff0000, },
    };
    
// 竖着的segment
     static  CUSTOMVERTEX verticesSegmentVert[] =
    {
        
/*0*/ { D3DXVECTOR4( c_fStartX+c_fSharpH,     c_fStartY,                    0.5f, 1.0f), 0xffff0000, }, 
        
/*1*/ { D3DXVECTOR4( c_fStartX+2*c_fSharpH,   c_fStartY+c_fSharpH,          0.5f, 1.0f), 0xffff0000, },
        
/*2*/ { D3DXVECTOR4( c_fStartX,               c_fStartY+c_fSharpH,          0.5f, 1.0f), 0xffff0000, },
        
/*3*/ { D3DXVECTOR4( c_fStartX+2*c_fSharpH,   c_fStartY+c_fSharpH+c_fMid,   0.5f, 1.0f), 0xffff0000, },
        
/*4*/ { D3DXVECTOR4( c_fStartX,               c_fStartY+c_fSharpH+c_fMid,   0.5f, 1.0f), 0xffff0000, },
        
/*5*/ { D3DXVECTOR4( c_fStartX+c_fSharpH,     c_fStartY+2*c_fSharpH+c_fMid, 0.5f, 1.0f), 0xffff0000, },
    };
    
// 每个segment的偏移向量
    D3DXVECTOR4 vector4Offset[] = 
    {
        
/*0*/ D3DXVECTOR4(fStartXOffset
            , fStartYOffset, 0.0f, 0.0f),
        
/*1*/ D3DXVECTOR4(fStartXOffset-c_fSharpH-c_fOffsetSmall
            , fStartYOffset+c_fSharpH+c_fOffsetSmall, 0.0f, 0.0f),
        
/*2*/ D3DXVECTOR4(fStartXOffset-c_fSharpH-c_fOffsetSmall+c_fMid+2*c_fSharpH+2*c_fOffsetSmall
            , fStartYOffset+c_fSharpH+c_fOffsetSmall, 0.0f, 0.0f),
        
/*3*/ D3DXVECTOR4(fStartXOffset
            , fStartYOffset+c_fMid+2*c_fSharpH+2*c_fOffsetSmall, 0.0f, 0.0f),
        
/*4*/ D3DXVECTOR4(fStartXOffset-c_fSharpH-c_fOffsetSmall
            , fStartYOffset+c_fSharpH+c_fOffsetSmall+(2*c_fSharpH+c_fMid+2*c_fOffsetSmall), 0.0f, 0.0f),
        
/*5*/ D3DXVECTOR4(fStartXOffset-c_fSharpH-c_fOffsetSmall+c_fMid+2*c_fSharpH+2*c_fOffsetSmall
            , fStartYOffset+c_fSharpH+c_fOffsetSmall+(2*c_fSharpH+c_fMid+2*c_fOffsetSmall), 0.0f, 0.0f),
        
/*6*/ D3DXVECTOR4(fStartXOffset
            , fStartYOffset+c_fMid*2+4*c_fSharpH+4*c_fOffsetSmall, 0.0f, 0.0f),
    };
    
    
for  ( int  nSeg = 0; nSeg < 7; ++nSeg)
    {
        BYTE bySeg = SevenSegment[nNumber][nSeg];
        
if  (bySeg & 0x1)
        {
            
// 有此段 
             if  (bySeg & 0x2) 
            {
                
// 横着的
                DrawSegment(verticesSegmentHori,  sizeof (verticesSegmentHori), vector4Offset[nSeg]);
            }
            
else
            {
                
// 竖着的
                DrawSegment(verticesSegmentVert,  sizeof (verticesSegmentVert), vector4Offset[nSeg]);
            }
        }
    }
}

VOID DrawTwoDigits(
int  nNumber,  float  fStartXOffset = 0.0f,  float  fStartYOffset = 0.0f)
{
    DrawDigit(nNumber/10, fStartXOffset, fStartYOffset);
    fStartXOffset += (fNumberWidth + c_fGap);
    DrawDigit(nNumber%10, fStartXOffset, fStartYOffset);
}

// 画一个小方块
VOID DrawCell(D3DXVECTOR4& vectorOffset)
{
    
static  DWORD dwColor = 0xff00ff00;

    
static  CUSTOMVERTEX vertices[] =
    {
        
/*0*/ { D3DXVECTOR4( 0.0f,        c_fHeight,    0.5f, 1.0f), dwColor, }, 
        
/*1*/ { D3DXVECTOR4( c_fHeight,   0.0f,         0.5f, 1.0f), dwColor, },
        
/*2*/ { D3DXVECTOR4( c_fHeight,   c_fHeight*2,  0.5f, 1.0f), dwColor, },
        
/*3*/ { D3DXVECTOR4( c_fHeight*2, c_fHeight,    0.5f, 1.0f), dwColor, },
    };
    
if ( g_pVB != NULL )        
        g_pVB->Release();

    CUSTOMVERTEX tmpVitices[4];
    memcpy(tmpVitices, vertices, 
sizeof (vertices));
    
for  ( int  i = 0; i < 4; ++i)
    {
        tmpVitices[i].position += vectorOffset;
    }
    g_pd3dDevice->CreateVertexBuffer( 4*
sizeof (CUSTOMVERTEX),
        0, D3DFVF_CUSTOMVERTEX,
        D3DPOOL_DEFAULT, &g_pVB, NULL );

    VOID* pVertices; 
// 输出参数
    g_pVB->Lock( 0,  sizeof (tmpVitices), ( void **)&pVertices, 0 );
    memcpy( pVertices, tmpVitices, 
sizeof (tmpVitices) );
    g_pVB->Unlock();
    g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, 
sizeof (CUSTOMVERTEX) );
    g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
    g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
}

///  画冒号
VOID DrawColon( float  fStartXOffset = 0.0f,  float  fStartYOffset = 0.0f,  float  fGap = 50.0f)
{
    DrawCell(D3DXVECTOR4(fStartXOffset, fStartYOffset, 0.0f, 0.0f));
    DrawCell(D3DXVECTOR4(fStartXOffset, fStartYOffset+fGap, 0.0f, 0.0f));
}

VOID DrawTime()
{
    
float  fStartX = 30.0f;
    
float  fStartY = 30.0f;

    
float  fColonOffsetY = c_fMid/2+3*c_fSharpH-c_fHeight;

    SYSTEMTIME st ;
    GetLocalTime(&st);

    DrawTwoDigits(st.wHour, fStartX, fStartY);

    fStartX += 2*(fNumberWidth+c_fGap);
    DrawColon(fStartX, fStartY+fColonOffsetY, c_fMid+2*c_fOffsetSmall);

    fStartX += (fCellWidth+c_fGap);
    DrawTwoDigits(st.wMinute, fStartX, fStartY);

    fStartX += 2*(fNumberWidth+c_fGap);
    DrawColon(fStartX, fStartY+fColonOffsetY, c_fMid+2*c_fOffsetSmall);

    fStartX += (fCellWidth+c_fGap);
    DrawTwoDigits(st.wSecond, fStartX, fStartY);
}

//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    
// Clear the backbuffer to a blue color
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_X#000000, 1.0f, 0 );

    
// Begin the scene
     if ( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
        DrawTime();

        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;
    }

    
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", "DxDigitalClock",
        WS_OVERLAPPEDWINDOW, 100, 100, 400, 200,
        NULL, 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;
        ZeroMemory( &msg, 
sizeof (msg) );
        
while ( msg.message!=WM_QUIT )
        {
            
if ( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
            {
                TranslateMessage( &msg );
                DispatchMessage( &msg );
            }
            
else
                Render();
        }
    }
    UnregisterClass( "D3D Tutorial", wc.hInstance );
    
return  0;
}



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