#include"stdafx.h"
#include"混合纹理1.h"
#include<d3d9.h>
#include<d3dx9.h>
#include<mmsystem.h>
#include<windows.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
/**-----------------------------------------------------------------------------
* 全局参数
*------------------------------------------------------------------------------
*/
LPDIRECT3D9 g_pD3D = NULL; /// 创建D3D设备的D3D对象参数
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; /// 渲染中使用的D3D设备
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; /// 储存顶点的顶点缓冲
LPDIRECT3DTEXTURE9 g_pTex0= NULL; /// Texture 0(壁面)
LPDIRECT3DTEXTURE9 g_pTex1= NULL; /// Texture 1(光影贴图)
D3DXMATRIXA16 g_matAni;
/// 定义用户顶点的结构体
struct CUSTOMVERTEX
{
FLOAT x, y, z; /// 顶点的变换坐标
DWORD color; /// 顶点的颜色
FLOAT u,v;
};
/// 表现用户顶点结构体信息的FVF值
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1|D3DFVF_TEXCOORDSIZE2(0))
/**-----------------------------------------------------------------------------
* Direct3D初始化
*------------------------------------------------------------------------------
*/
HRESULT InitD3D( HWND hWnd )
{
/// 创建一个用来创建设备的D3D对象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
/// 创建设备的结构体
/// 绘制复杂对象时需要Z-缓冲.
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
/// 创建设备
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
/// 起到卷起功能.
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE ,D3DCULL_NONE );
/// 起到Z-缓冲功能.
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE , TRUE );
/// 顶点具有颜色值,起到光源功能.
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE);
return S_OK;
}
/**-----------------------------------------------------------------------------
* 创建顶点缓冲,设置顶点值.
*------------------------------------------------------------------------------
*/
HRESULT InitVB()
{
/// 渲染一个正方体(cube)需要8个顶点声明
CUSTOMVERTEX vertices[] =
{
{ -1, 1, 0 , 0xffffffff, 0, 0 },/// v0
{ 1, 1, 0 , 0x00000000, 1, 0 },/// v1
{ -1, -1, 0 , 0x00000000, 0, 1 },/// v2
{ 1, -1, 0 , 0x00000000, 1, 1 },/// v3
};
/// 创建顶点缓冲
/// 设置储存8个用户顶点的存储器.
/// 指定FVF,指定数据的储存格式.
if(FAILED( g_pd3dDevice->CreateVertexBuffer(4*sizeof(CUSTOMVERTEX),0,D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT,&g_pVB,NULL)))
return E_FAIL;
/// 将顶点数据写入顶点缓冲.
/// 调用顶点的Lock()函数来定义指针.
VOID* pVertices;
if(FAILED (g_pVB->Lock(0, sizeof(vertices), (void **)&pVertices, 0)))
return E_FAIL;
memcpy(pVertices , vertices, sizeof(vertices));
g_pVB->Unlock();
return S_OK;
}
HRESULT InitTexture()
{
/* if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, L"env2.bmp", &g_pTex0 ) ) )
return E_FAIL;
*/
if( FAILED (D3DXCreateTextureFromFile (g_pd3dDevice ,L"env2.bmp",&g_pTex0)))
return E_FAIL;
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, L"spotlite.bmp", &g_pTex1 ) ) )
return E_FAIL;
return S_OK;
}
/**-----------------------------------------------------------------------------
* 几何信息初始化
*------------------------------------------------------------------------------
*/
HRESULT InitGeometry()
{
if( FAILED( InitVB() ) ) return E_FAIL; //初始化缓冲区
if( FAILED( InitTexture() ) ) return E_FAIL; //初始化文件的设备
return S_OK;
}
/**-----------------------------------------------------------------------------
* 创建摄像机矩阵
*------------------------------------------------------------------------------
*/
void SetupCamera()
{
/// 创建世界矩阵
/* D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity( &matWorld );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
*/
/// 创建视图矩阵
D3DXVECTOR3 vEyePt( 0.0f, 0.0f,-3.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
/// 创建投影矩阵
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
/**-----------------------------------------------------------------------------
* 创建动画矩阵
*------------------------------------------------------------------------------
*/
VOID Animate()
{
D3DXMatrixIdentity( &g_matAni );
D3DXMatrixRotationZ( &g_matAni, GetTickCount()/500.0f );/// 网格的Z轴旋转矩阵
}
/**-----------------------------------------------------------------------------
* 删除初始化对象
*------------------------------------------------------------------------------
*/
VOID Cleanup()
{
if( g_pVB != NULL )
g_pVB->Release();
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
/**-----------------------------------------------------------------------------
* 绘制网格
*------------------------------------------------------------------------------
*/
void DrawMesh( D3DXMATRIXA16* pMat )
{
g_pd3dDevice->SetTransform( D3DTS_WORLD ,pMat);
g_pd3dDevice->SetStreamSource(0 ,g_pVB ,0, sizeof( CUSTOMVERTEX) );//这三个函数超级重要
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP ,0,2);
}
/**-----------------------------------------------------------------------------
* 绘图
*------------------------------------------------------------------------------
*/
VOID Render()
{
D3DXMATRIXA16 matWorld;
/// 后置缓冲和Z-缓冲初始化
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
/// 创建动画矩阵
Animate(); //设置Ani
/// 开始渲染LINEAR
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
g_pd3dDevice->SetTexture( 0, g_pTex0 ); /// 在0号纹理层固定纹理(壁面)
g_pd3dDevice->SetTexture( 1, g_pTex1 ); /// 在1号纹理层固定纹理(光影贴图)
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );/// 0号纹理:使用0号纹理索引
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 );/// 1号纹理:使用0号纹理索引
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );/// 0号纹理层的放大滤镜
g_pd3dDevice->SetSamplerState( 1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );/// 1号纹理层的放大滤镜
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_MODULATE );/// 运用MODULATE运算进行颜色混合
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
g_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
g_pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
DrawMesh( &g_matAni ); //设置各种值
/// 结束渲染
g_pd3dDevice->EndScene();
}
/// 显示后置缓冲的画面!
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
/**-----------------------------------------------------------------------------
* 窗口过程
*------------------------------------------------------------------------------
*/
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 );
}
/**-----------------------------------------------------------------------------
* 程序的起始地址
*------------------------------------------------------------------------------
*/
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
/// 注册窗口类
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"BasicFrame", NULL };
RegisterClassEx( &wc );
/// 创建窗口
HWND hWnd = CreateWindow( L"BasicFrame", L"LightMapping",
WS_OVERLAPPEDWINDOW, 100, 100, 500, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
/// Direct3D初始化
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
if( SUCCEEDED( InitGeometry() ) )
{
/// 创建摄像机矩阵
SetupCamera();
/// 显示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
/// 消息循环
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
/// 消息队列中有消息时,调用相应的处理过程
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
/// 如果没有需要处理的消息,调用Render()函数
Render();
}
}
}
/// 删除注册的类
UnregisterClass( L"D3D Tutorial", wc.hInstance );
return 0;
}
#include"混合纹理1.h"
#include<d3d9.h>
#include<d3dx9.h>
#include<mmsystem.h>
#include<windows.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
/**-----------------------------------------------------------------------------
* 全局参数
*------------------------------------------------------------------------------
*/
LPDIRECT3D9 g_pD3D = NULL; /// 创建D3D设备的D3D对象参数
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; /// 渲染中使用的D3D设备
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; /// 储存顶点的顶点缓冲
LPDIRECT3DTEXTURE9 g_pTex0= NULL; /// Texture 0(壁面)
LPDIRECT3DTEXTURE9 g_pTex1= NULL; /// Texture 1(光影贴图)
D3DXMATRIXA16 g_matAni;
/// 定义用户顶点的结构体
struct CUSTOMVERTEX
{
FLOAT x, y, z; /// 顶点的变换坐标
DWORD color; /// 顶点的颜色
FLOAT u,v;
};
/// 表现用户顶点结构体信息的FVF值
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1|D3DFVF_TEXCOORDSIZE2(0))
/**-----------------------------------------------------------------------------
* Direct3D初始化
*------------------------------------------------------------------------------
*/
HRESULT InitD3D( HWND hWnd )
{
/// 创建一个用来创建设备的D3D对象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
/// 创建设备的结构体
/// 绘制复杂对象时需要Z-缓冲.
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
/// 创建设备
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
/// 起到卷起功能.
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE ,D3DCULL_NONE );
/// 起到Z-缓冲功能.
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE , TRUE );
/// 顶点具有颜色值,起到光源功能.
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE);
return S_OK;
}
/**-----------------------------------------------------------------------------
* 创建顶点缓冲,设置顶点值.
*------------------------------------------------------------------------------
*/
HRESULT InitVB()
{
/// 渲染一个正方体(cube)需要8个顶点声明
CUSTOMVERTEX vertices[] =
{
{ -1, 1, 0 , 0xffffffff, 0, 0 },/// v0
{ 1, 1, 0 , 0x00000000, 1, 0 },/// v1
{ -1, -1, 0 , 0x00000000, 0, 1 },/// v2
{ 1, -1, 0 , 0x00000000, 1, 1 },/// v3
};
/// 创建顶点缓冲
/// 设置储存8个用户顶点的存储器.
/// 指定FVF,指定数据的储存格式.
if(FAILED( g_pd3dDevice->CreateVertexBuffer(4*sizeof(CUSTOMVERTEX),0,D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT,&g_pVB,NULL)))
return E_FAIL;
/// 将顶点数据写入顶点缓冲.
/// 调用顶点的Lock()函数来定义指针.
VOID* pVertices;
if(FAILED (g_pVB->Lock(0, sizeof(vertices), (void **)&pVertices, 0)))
return E_FAIL;
memcpy(pVertices , vertices, sizeof(vertices));
g_pVB->Unlock();
return S_OK;
}
HRESULT InitTexture()
{
/* if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, L"env2.bmp", &g_pTex0 ) ) )
return E_FAIL;
*/
if( FAILED (D3DXCreateTextureFromFile (g_pd3dDevice ,L"env2.bmp",&g_pTex0)))
return E_FAIL;
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, L"spotlite.bmp", &g_pTex1 ) ) )
return E_FAIL;
return S_OK;
}
/**-----------------------------------------------------------------------------
* 几何信息初始化
*------------------------------------------------------------------------------
*/
HRESULT InitGeometry()
{
if( FAILED( InitVB() ) ) return E_FAIL; //初始化缓冲区
if( FAILED( InitTexture() ) ) return E_FAIL; //初始化文件的设备
return S_OK;
}
/**-----------------------------------------------------------------------------
* 创建摄像机矩阵
*------------------------------------------------------------------------------
*/
void SetupCamera()
{
/// 创建世界矩阵
/* D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity( &matWorld );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
*/
/// 创建视图矩阵
D3DXVECTOR3 vEyePt( 0.0f, 0.0f,-3.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
/// 创建投影矩阵
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
/**-----------------------------------------------------------------------------
* 创建动画矩阵
*------------------------------------------------------------------------------
*/
VOID Animate()
{
D3DXMatrixIdentity( &g_matAni );
D3DXMatrixRotationZ( &g_matAni, GetTickCount()/500.0f );/// 网格的Z轴旋转矩阵
}
/**-----------------------------------------------------------------------------
* 删除初始化对象
*------------------------------------------------------------------------------
*/
VOID Cleanup()
{
if( g_pVB != NULL )
g_pVB->Release();
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
/**-----------------------------------------------------------------------------
* 绘制网格
*------------------------------------------------------------------------------
*/
void DrawMesh( D3DXMATRIXA16* pMat )
{
g_pd3dDevice->SetTransform( D3DTS_WORLD ,pMat);
g_pd3dDevice->SetStreamSource(0 ,g_pVB ,0, sizeof( CUSTOMVERTEX) );//这三个函数超级重要
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP ,0,2);
}
/**-----------------------------------------------------------------------------
* 绘图
*------------------------------------------------------------------------------
*/
VOID Render()
{
D3DXMATRIXA16 matWorld;
/// 后置缓冲和Z-缓冲初始化
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
/// 创建动画矩阵
Animate(); //设置Ani
/// 开始渲染LINEAR
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
g_pd3dDevice->SetTexture( 0, g_pTex0 ); /// 在0号纹理层固定纹理(壁面)
g_pd3dDevice->SetTexture( 1, g_pTex1 ); /// 在1号纹理层固定纹理(光影贴图)
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );/// 0号纹理:使用0号纹理索引
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 );/// 1号纹理:使用0号纹理索引
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );/// 0号纹理层的放大滤镜
g_pd3dDevice->SetSamplerState( 1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );/// 1号纹理层的放大滤镜
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_MODULATE );/// 运用MODULATE运算进行颜色混合
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
g_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
g_pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
DrawMesh( &g_matAni ); //设置各种值
/// 结束渲染
g_pd3dDevice->EndScene();
}
/// 显示后置缓冲的画面!
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
/**-----------------------------------------------------------------------------
* 窗口过程
*------------------------------------------------------------------------------
*/
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 );
}
/**-----------------------------------------------------------------------------
* 程序的起始地址
*------------------------------------------------------------------------------
*/
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
/// 注册窗口类
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"BasicFrame", NULL };
RegisterClassEx( &wc );
/// 创建窗口
HWND hWnd = CreateWindow( L"BasicFrame", L"LightMapping",
WS_OVERLAPPEDWINDOW, 100, 100, 500, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
/// Direct3D初始化
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
if( SUCCEEDED( InitGeometry() ) )
{
/// 创建摄像机矩阵
SetupCamera();
/// 显示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
/// 消息循环
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
/// 消息队列中有消息时,调用相应的处理过程
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
/// 如果没有需要处理的消息,调用Render()函数
Render();
}
}
}
/// 删除注册的类
UnregisterClass( L"D3D Tutorial", wc.hInstance );
return 0;
}