3D静态世界

#include<d3d9.h>
#include<d3dx9.h>
#define WINDOW_CLASS    "UGPDX"
#define WINDOW_NAME     "Built-in Direct3D Shapes"
#define WINDOW_WIDTH    640
#define WINDOW_HEIGHT   480
bool InitializeD3D(HWND hWnd, bool fullscreen);
bool InitializeObjects();
void RenderScene();
void Shutdown();
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;
D3DXMATRIX g_projection;
D3DXMATRIX g_ViewMatrix;
D3DXMATRIX g_WorldMatrix;
LPD3DXMESH g_teapot = NULL;
LPD3DXMESH g_cube = NULL;
LPD3DXMESH g_sphere = NULL;
LPD3DXMESH g_torus = NULL;
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wp, LPARAM lp)
{
   switch(msg)
      {
         case WM_DESTROY:
            PostQuitMessage(0);
            return 0;
            break;

         case WM_KEYUP:
            if(wp == VK_ESCAPE) PostQuitMessage(0);
            break;
      }

   return DefWindowProc(hWnd, msg, wp, lp);
}
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE ph, LPSTR cmd, int s)
{
   WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
                     GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                     WINDOW_CLASS, NULL };
   RegisterClassEx(&wc);
   HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME,
      WS_OVERLAPPEDWINDOW, 100, 100, WINDOW_WIDTH, WINDOW_HEIGHT,
      GetDesktopWindow(), NULL, wc.hInstance, NULL);
   if(InitializeD3D(hWnd, false))
      {
         // 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
                  RenderScene();
            }
      }

   // Release any and all resources.
   Shutdown();

   // Unregister our window.
   UnregisterClass(WINDOW_CLASS, wc.hInstance);
   return 0;
}
bool InitializeD3D(HWND hWnd, bool fullscreen)
{
   D3DDISPLAYMODE displayMode;
   g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
   if(g_D3D == NULL) return false;
   if(FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,
      &displayMode))) return false;
   D3DPRESENT_PARAMETERS d3dpp;
   ZeroMemory(&d3dpp, sizeof(d3dpp));
   if(fullscreen)
      {
         d3dpp.Windowed = FALSE;
         d3dpp.BackBufferWidth = WINDOW_WIDTH;
         d3dpp.BackBufferHeight = WINDOW_HEIGHT;
      }
   else
      d3dpp.Windowed = TRUE;
   d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
   d3dpp.BackBufferFormat = displayMode.Format;
   if(FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
      hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp,
      &g_D3DDevice))) return false;
   D3DXMatrixPerspectiveFovLH(&g_projection, 45.0f,
      WINDOW_WIDTH/WINDOW_HEIGHT, 0.1f, 1000.0f);
   g_D3DDevice->SetTransform(D3DTS_PROJECTION, &g_projection);
   if(!InitializeObjects()) return false;
   return true;
}
bool InitializeObjects()
{
   g_D3DDevice->SetRenderState(D3DRS_LIGHTING,false);
   if(FAILED(D3DXCreateTeapot(g_D3DDevice, &g_teapot, NULL)))
      return false;
   if(FAILED(D3DXCreateBox(g_D3DDevice, 2, 2, 2, &g_cube, NULL)))
      return false;
   if(FAILED(D3DXCreateSphere(g_D3DDevice, 1.5, 25, 25,
      &g_sphere, NULL))) return false;
   if(FAILED(D3DXCreateTorus(g_D3DDevice, 0.5f, 1.2f, 25, 25,
      &g_torus, NULL))) return false;
   D3DXVECTOR3 cameraPos(0.0f, 0.0f, -8.0f);
   D3DXVECTOR3 lookAtPos(0.0f, 0.0f, 0.0f);
   D3DXVECTOR3 upDir(0.0f, 1.0f, 0.0f);
   D3DXMatrixLookAtLH(&g_ViewMatrix, &cameraPos,
                      &lookAtPos, &upDir);
   return true;
}
void RenderScene()
{
   g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET,
                      D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
   g_D3DDevice->BeginScene();
   g_D3DDevice->SetTransform(D3DTS_VIEW, &g_ViewMatrix);
      D3DXMatrixTranslation(&g_WorldMatrix, 2.0f, -2.0, 0.0f);
      g_D3DDevice->SetTransform(D3DTS_WORLD, &g_WorldMatrix);
      g_teapot->DrawSubset(0);
      D3DXMatrixTranslation(&g_WorldMatrix, -2.0f, -2.0, 0.0f);
      g_D3DDevice->SetTransform(D3DTS_WORLD, &g_WorldMatrix);
      g_cube->DrawSubset(0);
      D3DXMatrixTranslation(&g_WorldMatrix, 2.0f, 2.0, 0.0f);
      g_D3DDevice->SetTransform(D3DTS_WORLD, &g_WorldMatrix);
      g_sphere->DrawSubset(0);
      D3DXMatrixTranslation(&g_WorldMatrix, -2.0f, 2.0, 0.0f);
      g_D3DDevice->SetTransform(D3DTS_WORLD, &g_WorldMatrix);
      g_torus->DrawSubset(0);
   g_D3DDevice->EndScene();
   g_D3DDevice->Present(NULL, NULL, NULL, NULL);
}
void Shutdown()
{
   if(g_D3DDevice != NULL) g_D3DDevice->Release();
   if(g_D3D != NULL) g_D3D->Release();
   if(g_teapot != NULL) { g_teapot->Release(); g_teapot = NULL; }
   if(g_cube != NULL) { g_cube->Release(); g_cube = NULL; }
   if(g_sphere != NULL) { g_sphere->Release(); g_sphere = NULL; }
   if(g_torus != NULL) { g_torus->Release(); g_torus = NULL; }
}

3D静态世界_第1张图片

你可能感兴趣的:(3D静态世界)