首先申明这个程序是根据翁云兵 翻译的<<3D游戏程序设计入门(DirectX® 9.0)>>修改的; 下面那个程序什么都没有完成,就是创建一个窗口.但是麻雀虽小,里面的所有的D3D基本功能都包含了. 不怕笑话,这个程序我研究了2天. 把这个坎过去了就好办了,接下来要学的东西就应该轻松点了.起码理解起来没什么问题了. 利用D3D做程序无非是两步: 1)创建设备 2)利用创建的设备来完成要做的任务,然后释放设备 还有下面的程序主要是研究这样创建设备的,至于利用这样利用设备是下次文章的主题了;
-----------------------------------------------------------------------------------------------------------------------test.cpp
#include "d3dUtility.h"
//全局变量,定义设备 IDirect3DDevice9* Device = 0;
//在这个程序中,我们不需要使用任何资源或触发任何事件,所以这两个函数都为空 bool Setup() { return true; } void Cleanup() { }
//HRESULT IDirect3DDevice9::Clear(DWORD Count,const D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil); //IDirect3DDevice9::Clear函数的声名 /*下面是对CLEAR的各个参数的说明 Count——pRects组中的矩形的个数; pRects——将要清除的屏幕矩形的数组,这使我们可以清除屏幕的某一部分; Flags——指定在哪些表面上执行清除表面的操作; D3DCLEAR_TARGET——目的表面,通常为后备表面; D3DCLEAR_ZBUFFER——深度缓冲; D3DCLEAR_STENCIL——模版缓冲; Color——使用什么颜色填充清除的表面; Z——设置深度缓冲的值; Stencil——设置模版缓冲的值*/
//屏幕被填充后,要调用IDirecte3DDevice9::Present方法进行后备表面的交换
bool Display(float timeDelta) { if( Device ) { Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); Device->Present(0, 0, 0, 0);// present backbuffer } return true; }
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch( msg ) { case WM_DESTROY: ::PostQuitMessage(0); break; case WM_KEYDOWN: if( wParam == VK_ESCAPE ) ::DestroyWindow(hwnd); break; } return ::DefWindowProc(hwnd, msg, wParam, lParam); }
int WINAPI WinMain(HINSTANCE hinstance,HINSTANCE prevInstance,PSTR cmdLine,int showCmd)
{ //初始化主显示窗口和Direct3D if(!d3d::InitD3D(hinstance, 800, 600, true, D3DDEVTYPE_HAL, &Device)) { ::MessageBox(0, "InitD3D() - FAILED", 0, 0); return 0; } //调用Setup进行程序的准备工作 if(!Setup()) { ::MessageBox(0, "Setup() - FAILED", 0, 0); return 0; }
//使用Display函数作为参数进入消息循环 d3d::EnterMsgLoop( Display ); //清除应用程序最后释放IDirecte3DDevice9对象 Cleanup(); Device->Release(); return 0; } ----------------------------------------------------------------------------------------------------------------------
#ifndef __d3dUtilityH__ #define __d3dUtilityH__
#include <d3dx9.h> #include <string>
namespace d3d { bool InitD3D( HINSTANCE hInstance, // [in] Application instance. int width, int height, // [in] Backbuffer dimensions. bool windowed, // [in] Windowed (true)or full screen (false). D3DDEVTYPE deviceType, // [in] HAL or REF IDirect3DDevice9** device);// [out]The created device.
int EnterMsgLoop( bool (*ptr_display)(float timeDelta));
LRESULT CALLBACK WndProc( HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
template<class T> void Release(T t) { if( t ) { t->Release(); t = 0; } } template<class T> void Delete(T t) { if( t ) { delete t; t = 0; } } }
#endif // __d3dUtilityH__
#include "d3dUtility.h"
//InitD3D主要功能是注册和创建主窗口,检查设备的兼容性,决定是用硬件支持方式还是软件支持方式 // bool d3d::InitD3D( HINSTANCE hInstance, int width, int height, bool windowed, D3DDEVTYPE deviceType, IDirect3DDevice9** device) { // // Create the main application window. //
WNDCLASS wc;
wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = (WNDPROC)d3d::WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = LoadIcon(0, IDI_APPLICATION); wc.hCursor = LoadCursor(0, IDC_ARROW); wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); wc.lpszMenuName = 0; wc.lpszClassName = "Direct3D9App";
if( !RegisterClass(&wc) ) { ::MessageBox(0, "RegisterClass() - FAILED", 0, 0); return false; } HWND hwnd = 0; hwnd = ::CreateWindow("Direct3D9App", "Direct3D9App", WS_EX_TOPMOST, 0, 0, width, height, 0 /*parent hwnd*/, 0 /* menu */, hInstance, 0 /*extra*/);
if( !hwnd ) { ::MessageBox(0, "CreateWindow() - FAILED", 0, 0); return false; }
::ShowWindow(hwnd, SW_SHOW); ::UpdateWindow(hwnd);
// // Init D3D: //
HRESULT hr = 0;
// Step 1: Create the IDirect3D9 object. //1. 获得一个IDirect3D9接口指针。 //这个接口用于获得物理设备的信息和创建一个IDirect3DDevice9接口, //它是一个代表我们显示3D图形的物理设备的C++对象。 IDirect3D9* d3d9 = 0; d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
if( !d3d9 ) { ::MessageBox(0, "Direct3DCreate9() - FAILED", 0, 0); return false; }
// Step 2: Check for hardware vp. //检查硬件是否支持,要是不支持那么使用软件方式,并且得到硬件信息 //deviceType 来记录DeviceType的类型 D3DCAPS9 caps; d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT, deviceType, &caps);
int vp = 0; if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ) vp = D3DCREATE_HARDWARE_VERTEXPROCESSING; else vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
// Step 3: Fill out the D3DPRESENT_PARAMETERS structure. //填充D3DPRESENT_PARAMETERS结构 D3DPRESENT_PARAMETERS d3dpp; d3dpp.BackBufferWidth = width; d3dpp.BackBufferHeight = height; d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; d3dpp.BackBufferCount = 1; d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; d3dpp.MultiSampleQuality = 0; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = hwnd; d3dpp.Windowed = windowed; d3dpp.EnableAutoDepthStencil = true; d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; d3dpp.Flags = 0; d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
// Step 4: Create the device. //创建设备
hr = d3d9->CreateDevice( D3DADAPTER_DEFAULT, // primary adapter主显卡 deviceType, // device type hwnd, // window associated with device邦定的窗口 vp, // vertex processing顶点处理方式 &d3dpp, // present parameters device); // return created device返回的设备 |