D3D中粒子效果实现示例
源码及素材下载
大爆炸,烟雾痕迹甚至魔术飞弹尾部发出的微小火花,都是粒子(particle)所制造出来的特殊效果。在适当的时机,启用alpha混合并绘制粒子,这样粒子就能朝向观察点(使用公告板),得到的结果就是混合对象的抽象拼贴,他们可以用于创建一些奇妙的效果。
粒子奇妙的地方就在于粒子的大小实际上是任意的,原因在于可以创建一个缩放矩阵,使其同粒子多边形的世界变换矩阵结合起来。也就是说,除非粒子纹理不同,否则只需要使用一个多边形来绘制所有的粒子,无论如何,多边形的数目都必须同纹理的数目保持一致。
还需要创建粒子图像,图像中心为一个实心(不透明)圆形,向图像的边缘延伸,图像逐渐变透明,如下图所示:
接着,需要设置4个顶点,这4个顶点使用了2个多边形(可以使用三角形带进行优化)。顶点的坐标表示粒子的缺省大小,稍后需要将粒子进行缩放,以适合这个大小。每个粒子都可以拥有独特的属性,包括粒子颜色(通过使用材质来实现)。
接下来,将这个结构体同一个含有两个多边形(创建一个正方形)的顶点缓冲结合起来,以便将多边形渲染到3D设备上。在被绘制出来之前,每个粒子都需要通过它自己的世界矩阵进行定向(当然使用公告板)。然后将世界变换矩阵同每个粒子的缩放变换矩阵组合起来,再设置一个材质(使用 IDirect3DDevice::SetMaterial函数),用来改变粒子的颜色。最后,绘制粒子。
完整源码如下所示:
/*
**************************************************************************************
PURPOSE:
Particle Demo
Required libraries:
WINMM.lib, D3D9.LIB, D3DX9.LIB.
************************************************************************************** */
#include < windows.h >
#include < stdio.h >
#include " d3d9.h "
#include " d3dx9.h "
#pragma comment(lib, " winmm.lib " )
#pragma comment(lib, " d3d9.lib " )
#pragma comment(lib, " d3dx9.lib " )
#pragma warning(disable : 4305 4244 )
#define WINDOW_WIDTH 400
#define WINDOW_HEIGHT 400
#define Safe_Release(p) if((p)) (p)->Release();
// window handles, class and caption text.
HWND g_hwnd;
HINSTANCE g_inst;
static char g_class_name[] = " ParticleClass " ;
static char g_caption[] = " Particle Demo " ;
// the Direct3D and device object
IDirect3D9 * g_d3d = NULL;
IDirect3DDevice9 * g_d3d_device = NULL;
// the particle vertex buffer and texture
IDirect3DVertexBuffer9 * g_particle_vb = NULL;
IDirect3DTexture9 * g_particle_texture = NULL;
// The particle vertex format and descriptor
typedef struct
{
float x, y, z; // 3D coordinates
D3DCOLOR diffuse; // color
float u, v; // texture coordinates
} VERTEX;
#define VERTEX_FVF (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
// create a structure for tracking particles
struct PARTICLE
{
float x_pos, y_pos, z_pos; // coordinate
float x_add, y_add, z_add; // movement values
float red, green, blue; // colors
long timer, counter; // current and update counter
PARTICLE()
{
// position particle at origin
x_pos = y_pos = z_pos = 0.0 ;
// get a random update counter
counter = rand() % 50 + 10 ;
timer = 0 ;
// get a random speed
x_add = ( float )(rand() % 11 ) - 5.0 ;
y_add = ( float )(rand() % 11 ) - 5.0 ;
z_add = ( float )(rand() % 11 ) - 5.0 ;
// get a random color
red = ( float )(rand() % 101 ) / 100.0 ;
green = ( float )(rand() % 101 ) / 100.0 ;
blue = ( float )(rand() % 101 ) / 100.0 ;
}
};
PARTICLE * g_particles = NULL;
// --------------------------------------------------------------------------------
// Window procedure.
// --------------------------------------------------------------------------------
long WINAPI Window_Proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
PostQuitMessage( 0 );
return 0 ;
}
return ( long ) DefWindowProc(hwnd, msg, wParam, lParam);
}
// --------------------------------------------------------------------------------
// Copy vertex data into vertex buffer, create texture from file.
// --------------------------------------------------------------------------------
BOOL Setup_Particles()
{
BYTE * vertex_ptr;
VERTEX verts[] = {
{ - 50.0f , 50.0f , 0.0f , 0xFFFFFFFF , 0.0f , 0.0f },
{ 50.0f , 50.0f , 0.0f , 0xFFFFFFFF , 1.0f , 0.0f },
{ - 50.0f , 0.0f , 0.0f , 0xFFFFFFFF , 0.0f , 1.0f },
{ 50.0f , 0.0f , 0.0f , 0xFFFFFFFF , 1.0f , 1.0f }
};
// create vertex buffers and stuff in data
if (FAILED(g_d3d_device -> CreateVertexBuffer( sizeof (verts), 0 , VERTEX_FVF, D3DPOOL_DEFAULT, & g_particle_vb, NULL)))
return FALSE;
// locks a range of vertex data and obtains a pointer to the vertex buffer memory
if (FAILED(g_particle_vb -> Lock( 0 , 0 , ( void ** ) & vertex_ptr, 0 )))
return FALSE;
memcpy(vertex_ptr, verts, sizeof (verts));
// unlocks vertex data
g_particle_vb -> Unlock();
// get textures
D3DXCreateTextureFromFile(g_d3d_device, " Particle.bmp " , & g_particle_texture);
// create some particles
g_particles = new PARTICLE[ 512 ];
return TRUE;
}
// --------------------------------------------------------------------------------
// Initialize d3d, d3d device, vertex buffer, texutre; set render state for d3d;
// set perspective matrix.
// --------------------------------------------------------------------------------
BOOL Do_Init()
{
D3DPRESENT_PARAMETERS present_param;
D3DDISPLAYMODE display_mode;
D3DXMATRIX mat_proj, mat_view;
// do a windowed mode initialization of Direct3D
if ((g_d3d = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
return FALSE;
// retrieves the current display mode of the adapter
if (FAILED(g_d3d -> GetAdapterDisplayMode(D3DADAPTER_DEFAULT, & display_mode)))
return FALSE;
ZeroMemory( & present_param, sizeof (present_param));
// initialize d3d presentation parameter
present_param.Windowed = TRUE;
present_param.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_param.BackBufferFormat = display_mode.Format;
present_param.EnableAutoDepthStencil = TRUE;
present_param.AutoDepthStencilFormat = D3DFMT_D16;
// creates a device to represent the display adapter
if (FAILED(g_d3d -> CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, & present_param, & g_d3d_device)))
return FALSE;
// set render state
// enable d3d lighting
g_d3d_device -> SetRenderState(D3DRS_LIGHTING, TRUE);
// enable z-buffer
g_d3d_device -> SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
// set ambient light to highest level (to see particles)
g_d3d_device -> SetRenderState(D3DRS_AMBIENT, 0xFFFFFFFF );
// create and set the projection matrix
// builds a left-handed perspective projection matrix based on a field of view
D3DXMatrixPerspectiveFovLH( & mat_proj, D3DX_PI / 4.0 , 1.0 , 1.0 , 1000.0 );
// sets a single device transformation-related state
g_d3d_device -> SetTransform(D3DTS_PROJECTION, & mat_proj);
// create and set the view transformation
D3DXMatrixLookAtLH( & mat_view, & D3DXVECTOR3( 0.0f , 0.0f , - 500.0f ), & D3DXVECTOR3( 0.0f , 0.0f , 0.0f ),
& D3DXVECTOR3( 0.0f , 1.0f , 0.0f ));
g_d3d_device -> SetTransform(D3DTS_VIEW, & mat_view);
// create the meshes
Setup_Particles();
return TRUE;
}
// --------------------------------------------------------------------------------
// Release all d3d resource.
// --------------------------------------------------------------------------------
BOOL Do_Shutdown()
{
delete[] g_particles;
Safe_Release(g_particle_vb);
Safe_Release(g_particle_texture);
Safe_Release(g_d3d_device);
Safe_Release(g_d3d);
return TRUE;
}
// --------------------------------------------------------------------------------
// Render a frame.
// --------------------------------------------------------------------------------
BOOL Do_Frame()
{
D3DXMATRIX mat_view, mat_world, mat_transposed, mat_transform;
static D3DMATERIAL9 s_material;
static BOOL s_is_mat_init = TRUE;
static DWORD s_counter = timeGetTime();
// limit to 30fps
if (timeGetTime() < s_counter + 33 )
return TRUE;
s_counter = timeGetTime();
// configure the material if first time called
if (s_is_mat_init = TRUE)
{
s_is_mat_init = FALSE;
ZeroMemory( & s_material, sizeof (s_material));
s_material.Diffuse.a = s_material.Ambient.a = 0.5f ;
}
// clear device back buffer
g_d3d_device -> Clear( 0 , NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA( 0 , 64 , 128 , 255 ), 1.0f , 0 );
// Begin scene
if (SUCCEEDED(g_d3d_device -> BeginScene()))
{
// set the particle source, shader, texture.
g_d3d_device -> SetStreamSource( 0 , g_particle_vb, 0 , sizeof (VERTEX));
g_d3d_device -> SetFVF(VERTEX_FVF);
g_d3d_device -> SetTexture( 0 , g_particle_texture);
// get and set the transposed view matrix (billboard technique)
g_d3d_device -> GetTransform(D3DTS_VIEW, & mat_view);
D3DXMatrixTranspose( & mat_transposed, & mat_view);
// enable alpha blending
g_d3d_device -> SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_d3d_device -> SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_d3d_device -> SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
// loop through all particles and draw them
for ( short i = 0 ; i < 512 ; i ++ )
{
// move particle first
g_particles[i].x_pos += g_particles[i].x_add;
g_particles[i].y_pos += g_particles[i].y_add;
g_particles[i].z_pos += g_particles[i].z_add;
// reverse movements if past counter
if ((g_particles[i].timer += 1 ) >= g_particles[i].counter)
{
g_particles[i].timer = 0 ;
g_particles[i].x_add *= - 1.0f ;
g_particles[i].y_add *= - 1.0f ;
g_particles[i].z_add *= - 1.0f ;
}
// setup the particle's world transformation
D3DXMatrixTranslation( & mat_transform, g_particles[i].x_pos, g_particles[i].y_pos, g_particles[i].z_pos);
D3DXMatrixMultiply( & mat_world, & mat_transform, & mat_transposed);
g_d3d_device -> SetTransform(D3DTS_WORLD, & mat_world);
// set the particle's material
s_material.Diffuse.r = s_material.Ambient.r = g_particles[i].red;
s_material.Diffuse.g = s_material.Ambient.g = g_particles[i].green;
s_material.Diffuse.b = s_material.Ambient.b = g_particles[i].blue;
// Sets the material properties for the device
g_d3d_device -> SetMaterial( & s_material);
// draw the particle
g_d3d_device -> DrawPrimitive(D3DPT_TRIANGLESTRIP, 0 , 2 );
}
// release texture
g_d3d_device -> SetTexture( 0 , NULL);
// end the scene
g_d3d_device -> EndScene();
}
// present the contents of the next buffer in the sequence of back buffers owned by the device
g_d3d_device -> Present(NULL, NULL, NULL, NULL);
return TRUE;
}
// --------------------------------------------------------------------------------
// Main function, routine entry.
// --------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line, int cmd_show)
{
WNDCLASSEX win_class;
MSG msg;
g_inst = inst;
// create window class and register it
win_class.cbSize = sizeof (win_class);
win_class.style = CS_CLASSDC;
win_class.lpfnWndProc = Window_Proc;
win_class.cbClsExtra = 0 ;
win_class.cbWndExtra = 0 ;
win_class.hInstance = inst;
win_class.hIcon = LoadIcon(NULL, IDI_APPLICATION);
win_class.hCursor = LoadCursor(NULL, IDC_ARROW);
win_class.hbrBackground = NULL;
win_class.lpszMenuName = NULL;
win_class.lpszClassName = g_class_name;
win_class.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if ( ! RegisterClassEx( & win_class))
return FALSE;
// create the main window
g_hwnd = CreateWindow(g_class_name, g_caption, WS_CAPTION | WS_SYSMENU, 0 , 0 ,
WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, inst, NULL);
if (g_hwnd == NULL)
return FALSE;
ShowWindow(g_hwnd, SW_NORMAL);
UpdateWindow(g_hwnd);
// initialize game
if (Do_Init() == FALSE)
return FALSE;
// start message pump, waiting for signal to quit.
ZeroMemory( & msg, sizeof (MSG));
while (msg.message != WM_QUIT)
{
if (PeekMessage( & msg, NULL, 0 , 0 , PM_REMOVE))
{
TranslateMessage( & msg);
DispatchMessage( & msg);
}
// draw a frame
if (Do_Frame() == FALSE)
break ;
}
// run shutdown function
Do_Shutdown();
UnregisterClass(g_class_name, inst);
return ( int ) msg.wParam;
}
PURPOSE:
Particle Demo
Required libraries:
WINMM.lib, D3D9.LIB, D3DX9.LIB.
************************************************************************************** */
#include < windows.h >
#include < stdio.h >
#include " d3d9.h "
#include " d3dx9.h "
#pragma comment(lib, " winmm.lib " )
#pragma comment(lib, " d3d9.lib " )
#pragma comment(lib, " d3dx9.lib " )
#pragma warning(disable : 4305 4244 )
#define WINDOW_WIDTH 400
#define WINDOW_HEIGHT 400
#define Safe_Release(p) if((p)) (p)->Release();
// window handles, class and caption text.
HWND g_hwnd;
HINSTANCE g_inst;
static char g_class_name[] = " ParticleClass " ;
static char g_caption[] = " Particle Demo " ;
// the Direct3D and device object
IDirect3D9 * g_d3d = NULL;
IDirect3DDevice9 * g_d3d_device = NULL;
// the particle vertex buffer and texture
IDirect3DVertexBuffer9 * g_particle_vb = NULL;
IDirect3DTexture9 * g_particle_texture = NULL;
// The particle vertex format and descriptor
typedef struct
{
float x, y, z; // 3D coordinates
D3DCOLOR diffuse; // color
float u, v; // texture coordinates
} VERTEX;
#define VERTEX_FVF (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
// create a structure for tracking particles
struct PARTICLE
{
float x_pos, y_pos, z_pos; // coordinate
float x_add, y_add, z_add; // movement values
float red, green, blue; // colors
long timer, counter; // current and update counter
PARTICLE()
{
// position particle at origin
x_pos = y_pos = z_pos = 0.0 ;
// get a random update counter
counter = rand() % 50 + 10 ;
timer = 0 ;
// get a random speed
x_add = ( float )(rand() % 11 ) - 5.0 ;
y_add = ( float )(rand() % 11 ) - 5.0 ;
z_add = ( float )(rand() % 11 ) - 5.0 ;
// get a random color
red = ( float )(rand() % 101 ) / 100.0 ;
green = ( float )(rand() % 101 ) / 100.0 ;
blue = ( float )(rand() % 101 ) / 100.0 ;
}
};
PARTICLE * g_particles = NULL;
// --------------------------------------------------------------------------------
// Window procedure.
// --------------------------------------------------------------------------------
long WINAPI Window_Proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
PostQuitMessage( 0 );
return 0 ;
}
return ( long ) DefWindowProc(hwnd, msg, wParam, lParam);
}
// --------------------------------------------------------------------------------
// Copy vertex data into vertex buffer, create texture from file.
// --------------------------------------------------------------------------------
BOOL Setup_Particles()
{
BYTE * vertex_ptr;
VERTEX verts[] = {
{ - 50.0f , 50.0f , 0.0f , 0xFFFFFFFF , 0.0f , 0.0f },
{ 50.0f , 50.0f , 0.0f , 0xFFFFFFFF , 1.0f , 0.0f },
{ - 50.0f , 0.0f , 0.0f , 0xFFFFFFFF , 0.0f , 1.0f },
{ 50.0f , 0.0f , 0.0f , 0xFFFFFFFF , 1.0f , 1.0f }
};
// create vertex buffers and stuff in data
if (FAILED(g_d3d_device -> CreateVertexBuffer( sizeof (verts), 0 , VERTEX_FVF, D3DPOOL_DEFAULT, & g_particle_vb, NULL)))
return FALSE;
// locks a range of vertex data and obtains a pointer to the vertex buffer memory
if (FAILED(g_particle_vb -> Lock( 0 , 0 , ( void ** ) & vertex_ptr, 0 )))
return FALSE;
memcpy(vertex_ptr, verts, sizeof (verts));
// unlocks vertex data
g_particle_vb -> Unlock();
// get textures
D3DXCreateTextureFromFile(g_d3d_device, " Particle.bmp " , & g_particle_texture);
// create some particles
g_particles = new PARTICLE[ 512 ];
return TRUE;
}
// --------------------------------------------------------------------------------
// Initialize d3d, d3d device, vertex buffer, texutre; set render state for d3d;
// set perspective matrix.
// --------------------------------------------------------------------------------
BOOL Do_Init()
{
D3DPRESENT_PARAMETERS present_param;
D3DDISPLAYMODE display_mode;
D3DXMATRIX mat_proj, mat_view;
// do a windowed mode initialization of Direct3D
if ((g_d3d = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
return FALSE;
// retrieves the current display mode of the adapter
if (FAILED(g_d3d -> GetAdapterDisplayMode(D3DADAPTER_DEFAULT, & display_mode)))
return FALSE;
ZeroMemory( & present_param, sizeof (present_param));
// initialize d3d presentation parameter
present_param.Windowed = TRUE;
present_param.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_param.BackBufferFormat = display_mode.Format;
present_param.EnableAutoDepthStencil = TRUE;
present_param.AutoDepthStencilFormat = D3DFMT_D16;
// creates a device to represent the display adapter
if (FAILED(g_d3d -> CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, & present_param, & g_d3d_device)))
return FALSE;
// set render state
// enable d3d lighting
g_d3d_device -> SetRenderState(D3DRS_LIGHTING, TRUE);
// enable z-buffer
g_d3d_device -> SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
// set ambient light to highest level (to see particles)
g_d3d_device -> SetRenderState(D3DRS_AMBIENT, 0xFFFFFFFF );
// create and set the projection matrix
// builds a left-handed perspective projection matrix based on a field of view
D3DXMatrixPerspectiveFovLH( & mat_proj, D3DX_PI / 4.0 , 1.0 , 1.0 , 1000.0 );
// sets a single device transformation-related state
g_d3d_device -> SetTransform(D3DTS_PROJECTION, & mat_proj);
// create and set the view transformation
D3DXMatrixLookAtLH( & mat_view, & D3DXVECTOR3( 0.0f , 0.0f , - 500.0f ), & D3DXVECTOR3( 0.0f , 0.0f , 0.0f ),
& D3DXVECTOR3( 0.0f , 1.0f , 0.0f ));
g_d3d_device -> SetTransform(D3DTS_VIEW, & mat_view);
// create the meshes
Setup_Particles();
return TRUE;
}
// --------------------------------------------------------------------------------
// Release all d3d resource.
// --------------------------------------------------------------------------------
BOOL Do_Shutdown()
{
delete[] g_particles;
Safe_Release(g_particle_vb);
Safe_Release(g_particle_texture);
Safe_Release(g_d3d_device);
Safe_Release(g_d3d);
return TRUE;
}
// --------------------------------------------------------------------------------
// Render a frame.
// --------------------------------------------------------------------------------
BOOL Do_Frame()
{
D3DXMATRIX mat_view, mat_world, mat_transposed, mat_transform;
static D3DMATERIAL9 s_material;
static BOOL s_is_mat_init = TRUE;
static DWORD s_counter = timeGetTime();
// limit to 30fps
if (timeGetTime() < s_counter + 33 )
return TRUE;
s_counter = timeGetTime();
// configure the material if first time called
if (s_is_mat_init = TRUE)
{
s_is_mat_init = FALSE;
ZeroMemory( & s_material, sizeof (s_material));
s_material.Diffuse.a = s_material.Ambient.a = 0.5f ;
}
// clear device back buffer
g_d3d_device -> Clear( 0 , NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA( 0 , 64 , 128 , 255 ), 1.0f , 0 );
// Begin scene
if (SUCCEEDED(g_d3d_device -> BeginScene()))
{
// set the particle source, shader, texture.
g_d3d_device -> SetStreamSource( 0 , g_particle_vb, 0 , sizeof (VERTEX));
g_d3d_device -> SetFVF(VERTEX_FVF);
g_d3d_device -> SetTexture( 0 , g_particle_texture);
// get and set the transposed view matrix (billboard technique)
g_d3d_device -> GetTransform(D3DTS_VIEW, & mat_view);
D3DXMatrixTranspose( & mat_transposed, & mat_view);
// enable alpha blending
g_d3d_device -> SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_d3d_device -> SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_d3d_device -> SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
// loop through all particles and draw them
for ( short i = 0 ; i < 512 ; i ++ )
{
// move particle first
g_particles[i].x_pos += g_particles[i].x_add;
g_particles[i].y_pos += g_particles[i].y_add;
g_particles[i].z_pos += g_particles[i].z_add;
// reverse movements if past counter
if ((g_particles[i].timer += 1 ) >= g_particles[i].counter)
{
g_particles[i].timer = 0 ;
g_particles[i].x_add *= - 1.0f ;
g_particles[i].y_add *= - 1.0f ;
g_particles[i].z_add *= - 1.0f ;
}
// setup the particle's world transformation
D3DXMatrixTranslation( & mat_transform, g_particles[i].x_pos, g_particles[i].y_pos, g_particles[i].z_pos);
D3DXMatrixMultiply( & mat_world, & mat_transform, & mat_transposed);
g_d3d_device -> SetTransform(D3DTS_WORLD, & mat_world);
// set the particle's material
s_material.Diffuse.r = s_material.Ambient.r = g_particles[i].red;
s_material.Diffuse.g = s_material.Ambient.g = g_particles[i].green;
s_material.Diffuse.b = s_material.Ambient.b = g_particles[i].blue;
// Sets the material properties for the device
g_d3d_device -> SetMaterial( & s_material);
// draw the particle
g_d3d_device -> DrawPrimitive(D3DPT_TRIANGLESTRIP, 0 , 2 );
}
// release texture
g_d3d_device -> SetTexture( 0 , NULL);
// end the scene
g_d3d_device -> EndScene();
}
// present the contents of the next buffer in the sequence of back buffers owned by the device
g_d3d_device -> Present(NULL, NULL, NULL, NULL);
return TRUE;
}
// --------------------------------------------------------------------------------
// Main function, routine entry.
// --------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line, int cmd_show)
{
WNDCLASSEX win_class;
MSG msg;
g_inst = inst;
// create window class and register it
win_class.cbSize = sizeof (win_class);
win_class.style = CS_CLASSDC;
win_class.lpfnWndProc = Window_Proc;
win_class.cbClsExtra = 0 ;
win_class.cbWndExtra = 0 ;
win_class.hInstance = inst;
win_class.hIcon = LoadIcon(NULL, IDI_APPLICATION);
win_class.hCursor = LoadCursor(NULL, IDC_ARROW);
win_class.hbrBackground = NULL;
win_class.lpszMenuName = NULL;
win_class.lpszClassName = g_class_name;
win_class.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if ( ! RegisterClassEx( & win_class))
return FALSE;
// create the main window
g_hwnd = CreateWindow(g_class_name, g_caption, WS_CAPTION | WS_SYSMENU, 0 , 0 ,
WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, inst, NULL);
if (g_hwnd == NULL)
return FALSE;
ShowWindow(g_hwnd, SW_NORMAL);
UpdateWindow(g_hwnd);
// initialize game
if (Do_Init() == FALSE)
return FALSE;
// start message pump, waiting for signal to quit.
ZeroMemory( & msg, sizeof (MSG));
while (msg.message != WM_QUIT)
{
if (PeekMessage( & msg, NULL, 0 , 0 , PM_REMOVE))
{
TranslateMessage( & msg);
DispatchMessage( & msg);
}
// draw a frame
if (Do_Frame() == FALSE)
break ;
}
// run shutdown function
Do_Shutdown();
UnregisterClass(g_class_name, inst);
return ( int ) msg.wParam;
}
效果图: