11. D3D程序简单模板

#include<d3d9.h>
#include
<d3dx9.h>

#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")

#define WINDOW_CLASS "UGPDX"
#define WINDOW_NAME "Template"
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480

// Function Prototypes...
bool InitializeD3D(HWND hWnd, bool fullscreen);
bool InitializeObjects();
void RenderScene();
void Shutdown();


// Direct3D object and device.
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice
= NULL;

// Matrices.
D3DXMATRIX g_projection;
D3DXMATRIX g_ViewMatrix;
D3DXMATRIX g_WorldMatrix;


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)
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
WINDOW_CLASS, NULL };

RegisterClassEx(
&wc);

// Create the application's window
HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME,
WS_OVERLAPPEDWINDOW,
100, 100, WINDOW_WIDTH, WINDOW_HEIGHT,
GetDesktopWindow(), NULL, wc.hInstance, NULL);

// Initialize Direct3D
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;

// Create the D3D object.
g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
if(g_D3D == NULL) return false;

// Get the desktop display mode.
if(FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,
&displayMode))) return false;

// Set up the structure used to create the D3DDevice
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;

// Create the D3DDevice
if(FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING
| D3DCREATE_PUREDEVICE,
&d3dpp, &g_D3DDevice))) return false;


// Initialize any objects we will be displaying.
if(!InitializeObjects()) return false;

return true;
}


bool InitializeObjects()
{
// Set the projection matrix.
D3DXMatrixPerspectiveFovLH(&g_projection, 45.0f,
WINDOW_WIDTH
/WINDOW_HEIGHT, 0.1f, 1000.0f);

g_D3DDevice
->SetTransform(D3DTS_PROJECTION, &g_projection);

// Set default rendering states.
g_D3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);

// Define camera information.
D3DXVECTOR3 cameraPos(0.0f, 0.0f, -1.0f);
D3DXVECTOR3 lookAtPos(
0.0f, 0.0f, 0.0f);
D3DXVECTOR3 upDir(
0.0f, 1.0f, 0.0f);

// Build view matrix.
D3DXMatrixLookAtLH(&g_ViewMatrix, &cameraPos,
&lookAtPos, &upDir);

return true;
}


void RenderScene()
{
// Clear the backbuffer.
g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET,
D3DCOLOR_XRGB(
0,0,0), 1.0f, 0);

// Begin the scene. Start rendering.
g_D3DDevice->BeginScene();

// Apply the view (camera).
g_D3DDevice->SetTransform(D3DTS_VIEW, &g_ViewMatrix);

// End the scene. Stop rendering.
g_D3DDevice->EndScene();

// Display the scene.
g_D3DDevice->Present(NULL, NULL, NULL, NULL);
}


void Shutdown()
{
// Release all resources.
if(g_D3DDevice != NULL) g_D3DDevice->Release();
if(g_D3D != NULL) g_D3D->Release();

g_D3DDevice
= NULL;
g_D3D
= NULL;
}

  

原文地址:https://www.cnblogs.com/kex1n/p/2145968.html