D3D基本框架圖

/*
*    Direct3D Basecode Created By Ronny Andr?Reierstad
*    Window Code Originaly Created By Jeff Molofee 2000
*    A HUGE Thanks To Fredric Echols For Cleaning Up
*    And Optimizing This Code, Making It More Flexible!
*    If You Want More DirectX 3D Source Code
*    Visit Aron Tutorials http://www.morrowland.com/apron
*/

#include <windows.h>    // Header File For Windows
#include <d3dx9.h>    // Header File For DirectX 3D
#include <d3d9.h>    // Header File For DirectX 3D

HDC            hDC        = NULL;    // Private GDI Device Context
HWND          hWnd      = NULL;    // Holds Our Window Handle
HINSTANCE        hInstance;          // Holds The Instance Of The Application
LPDIRECT3D9        pD3D      = NULL;    // DirectX 3D Version 9
LPDIRECT3DDEVICE9    pD3DDevice    = NULL;    // DirectX 3D Rendering Device

bool  keys[256];      // Array Used For The Keyboard Routine
bool  active=TRUE;    // Window Active Flag Set To TRUE By Default
bool  fullscreen=TRUE;  // Fullscreen Flag Set To Fullscreen Mode By Default

LRESULT  CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);  // Declaration For WndProc
void ReSizeD3DScene(int width, int height);        // Declaration
void ReSizeD3DScene(int width, int height)        // Resize And Initialize The D3D Window
{
 if (height==0)                    // Prevent A Divide By Zero By
 {
  height=1;                    // Making Height Equal One
 }

 D3DXMATRIXA16 matProjection;            // Create A Projection Matrix

 // Calculate The Aspect Ratio Of The Window
 D3DXMatrixPerspectiveFovLH(&matProjection, 45.0f, (float)width/(float)height, 0.1f, 100.0f );

 pD3DDevice->SetTransform( D3DTS_PROJECTION, &matProjection );
 D3DXMatrixIdentity(&matProjection);          // Reset The Projection Matrix
}

int InitD3D()                     // All Setup For D3D Goes Here
{
 pD3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE ); // Enable Z-Buffer (Depth Buffer)
 pD3DDevice->SetRenderState(D3DRS_CULLMODE, FALSE); // Disable Backface Culling
 pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE); // Disable Light
 return TRUE;                   // Initialization Went OK
}

int DrawD3DScene()                    // Here's Where We Do All The Drawing
{
 pD3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, // Clear Screen And Depth Buffer
  D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,0.0f), 1.0f, 0 );

 pD3DDevice->BeginScene();

 // Nothing To draw!!!

 pD3DDevice->EndScene();

 pD3DDevice->Present( NULL, NULL, NULL, NULL );    // Display Result

 return TRUE;                    // Keep Going
}

void KillD3DWindow()                  // Properly Kill The Window
{
 if (pD3DDevice != NULL)  pD3DDevice->Release();    // Release D3D Device

 if (pD3D != NULL) pD3D->Release();          // Release D3D Interface

 if (fullscreen)                    // Are We In Fullscreen Mode?
 {
  ChangeDisplaySettings(NULL,0);          // If So Switch Back To The Desktop
  ShowCursor(TRUE);                // Show Mouse Pointer
 }

 if (hDC && !ReleaseDC(hWnd,hDC))          // Are We Able To Release The DC
 {
  MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  hDC=NULL;                    // Set DC To NULL
 }

 if (hWnd && !DestroyWindow(hWnd))          // Are We Able To Destroy The Window?
 {
  MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  hWnd=NULL;                    // Set hWnd To NULL
 }

 if (!UnregisterClass("Direct3D",hInstance))      // Are We Able To Unregister Class
 {
  MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  hInstance=NULL;                  // Set hInstance To NULL
 }
}

/*  This Code Creates Our DirectX 3D Window. Parameters Are:        *
*  title      - Title To Appear At The Top Of The Window        *
*  width      - Width Of The D3D Window Or Fullscreen Mode      *
*  height      - Height Of The D3D Window Or Fullscreen Mode      *
*  fullscreenflag  - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)  */

BOOL CreateD3DWindow(char* title, int width, int height, bool fullscreenflag)
{
 WNDCLASS  wc;
 DWORD    dwExStyle;        // Window Extended Style
 DWORD    dwStyle;        // Window Style
 RECT    WindowRect;        // Grabs Rectangle Upper Left / Lower Right Values
 WindowRect.left=(long)0;      // Set Left Value To 0
 WindowRect.right=(long)width;    // Set Right Value To Requested Width
 WindowRect.top=(long)0;        // Set Top Value To 0
 WindowRect.bottom=(long)height;    // Set Bottom Value To Requested Height

 fullscreen=fullscreenflag;      // Set The Global Fullscreen Flag

 hInstance      = GetModuleHandle(NULL);        // Grab An Instance For Our Window
 wc.style      = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;  // Redraw On Size, And Own DC For Window.
 wc.lpfnWndProc    = (WNDPROC) WndProc;          // WndProc Handles Messages
 wc.cbClsExtra    = 0;                  // No Extra Window Data
 wc.cbWndExtra    = 0;                  // No Extra Window Data
 wc.hInstance    = hInstance;              // Set The Instance
 wc.hIcon      = LoadIcon(NULL, IDI_WINLOGO);      // Load The Default Icon
 wc.hCursor      = LoadCursor(NULL, IDC_ARROW);      // Load The Arrow Pointer
 wc.hbrBackground  = NULL;                  // No Background Required For D3D
 wc.lpszMenuName    = NULL;                  // We Don't Want A Menu
 wc.lpszClassName  = "Direct3D";              // Set The Class Name

 if (!RegisterClass(&wc))                  // Attempt To Register The Window Class
 {
  MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;                      // Return FALSE
 }

 if (fullscreen)                        // Fullscreen Mode?
 {
  dwExStyle=WS_EX_APPWINDOW;                // Window Extended Style
  dwStyle=WS_POPUP;                    // Windows Style
  ShowCursor(FALSE);                    // Hide Mouse Pointer
 }
 else
 {
  dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;      // Window Extended Style
  dwStyle=WS_OVERLAPPEDWINDOW;              // Windows Style
 }

 AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);  // Adjust Window To True Requested Size

 // Create The Window
 if (!(hWnd=CreateWindowEx(  dwExStyle,              // Extended Style For The Window
  "Direct3D",              // Class Name
  title,                // Window Title
  dwStyle |              // Defined Window Style
  WS_CLIPSIBLINGS |          // Required Window Style
  WS_CLIPCHILDREN,          // Required Window Style
  0, 0,                // Window Position
  WindowRect.right-WindowRect.left,  // Calculate Window Width
  WindowRect.bottom-WindowRect.top,  // Calculate Window Height
  NULL,                // No Parent Window
  NULL,                // No Menu
  hInstance,              // Instance
  NULL)))                // Dont Pass Anything To WM_CREATE
 {
  KillD3DWindow();              // Reset The Display
  MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;                // Return FALSE
 }

 if (!(hDC=GetDC(hWnd)))              // Did We Get A Device Context?
 {
  KillD3DWindow();                // Reset The Display
  MessageBox(NULL,"Can't Create A Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;                // Return FALSE
 }

 pD3D = Direct3DCreate9( D3D_SDK_VERSION );    // Check For The Correct DirectX 3D version
 if ( pD3D == NULL )
 {
  KillD3DWindow();              // Reset The Display
  MessageBox(NULL,"Can't find D3D SDK Version 9.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;                // Return FALSE
 }

 D3DPRESENT_PARAMETERS d3dpp=          // d3dpp Tells Windows How We Want Things To Be
 {
  width,                    // Back Buffer Width
   height,                    // Back Buffer Height
   D3DFMT_R5G6B5,                // Back Buffer Format (Color Depth)
   1,                      // Back Buffer Count (Double Buffer)
   D3DMULTISAMPLE_NONE,            // No Multi Sample Type
   0,                      // No Multi Sample Quality
   D3DSWAPEFFECT_DISCARD,            // Swap Effect (Fast)
   hWnd,                    // The Window Handle
   !fullscreen,                // Windowed or Fullscreen
   TRUE,                    // Enable Auto Depth Stencil
   D3DFMT_D16,                  // 16Bit Z-Buffer (Depth Buffer)
   0,                      // No Flags
   D3DPRESENT_RATE_DEFAULT,          // Default Refresh Rate
   D3DPRESENT_INTERVAL_DEFAULT          // Default Presentation Interval (vertical sync)
 };

 // Check The Wanted Surface Format.
 if ( FAILED( pD3D->CheckDeviceFormat( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
  d3dpp.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
  D3DRTYPE_SURFACE, d3dpp.AutoDepthStencilFormat ) ) )
 {
  KillD3DWindow();              // Reset The Display
  MessageBox(NULL,"Can't Find Surface Format.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;                // Return FALSE
 }

 // Create The DirectX 3D Device
 if(FAILED( pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
  D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pD3DDevice ) ) )
 {
  KillD3DWindow();              // Reset The Display
  MessageBox(NULL,"Can't Create DirectX 3D Device.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;                // Return FALSE
 }

 ShowWindow(hWnd,SW_SHOW);            // Show The Window
 SetForegroundWindow(hWnd);            // Slightly Higher Priority
 SetFocus(hWnd);                  // Sets Keyboard Focus To The Window
 ReSizeD3DScene(width, height);          // Set Up Our Perspective D3D Screen

 if (!InitD3D())                  // Initialize Our Newly Created D3D Window
 {
  KillD3DWindow();              // Reset The Display
  MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;                // Return FALSE
 }

 return TRUE;
}

LRESULT CALLBACK WndProc(  HWND  hWnd,
       UINT  uMsg,
       WPARAM  wParam,
       LPARAM  lParam )
{
 switch( uMsg )
 {
 case WM_ACTIVATE:              // Watch For Window Activate Message
  {
   if (!HIWORD(wParam))          // Check Minimization State
   {
    active=TRUE;            // Program Is Active
   }
   else
   {
    active=FALSE;            // Program Is No Longer Active
   }

   return 0;                // Return To The Message Loop
  }

 case WM_SYSCOMMAND:              // Intercept System Commands
  {
   switch (wParam)              // Check System Calls
   {
   case SC_SCREENSAVE:          // Screensaver Trying To Start?
   case SC_MONITORPOWER:        // Monitor Trying To Enter Powersave?
    return 0;              // Prevent From Happening
   }
   break;                  // Exit
  }

 case WM_CLOSE:                // Did We Receive A Close Message?
  {
   PostQuitMessage(0);            // Send A Quit Message
   return 0;                // Jump Back
  }

 case WM_KEYDOWN:              // Is A Key Being Held Down?
  {
   keys[wParam] = TRUE;          // If So, Mark It As TRUE
   return 0;                // Jump Back
  }

 case WM_KEYUP:                // Has A Key Been Released?
  {
   keys[wParam] = FALSE;          // If So, Mark It As FALSE
   return 0;                // Jump Back
  }

 case WM_SIZE:                // Resize The Direct3D Window
  {
   if(!fullscreen)
    ReSizeD3DScene(LOWORD(lParam), HIWORD(lParam)); // LoWord=Width, HiWord=Height
   return 0;                // Jump Back
  }
 }

 // Pass All Unhandled Messages To DefWindowProc
 return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

int WINAPI WinMain( HINSTANCE  hInstance,
       HINSTANCE  hPrevInstance,
       LPSTR    lpCmdLine,
       int      nCmdShow )
{

 MSG msg;
 BOOL  done=FALSE;                // Bool Variable To Exit Loop

 // Ask The User Which Screen Mode They Prefer
 if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
 {
  fullscreen=FALSE;              // Windowed Mode
 }

 // Create Our DirectX 3D Window
 if (!CreateD3DWindow("Apron Tutorials Direct3D Framework",640,480,fullscreen))
 {
  return 0;                  // Quit If Window Was Not Created
 }

 while(!done)                  // Loop That Runs While done=FALSE
 {
  if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))  // Is There A Message Waiting?
  {
   if (msg.message==WM_QUIT)        // Have We Received A Quit Message?
   {
    done=TRUE;              // If So done=TRUE
   }
   else                  // If Not, Deal With Window Messages
   {
    TranslateMessage(&msg);        // Translate The Message
    DispatchMessage(&msg);        // Dispatch The Message
   }
  }
  else                    // If There Are No Messages
  {
   // Draw The Scene. Watch For ESC Key And Quit Messages From DrawD3DScene()
   if ((active && !DrawD3DScene()) || keys[VK_ESCAPE])  // Active? Was There A Quit Received?
   {
    done=TRUE;              // ESC or DrawD3DScene Signalled A Quit
   }

   if (keys[VK_F1])            // Is F1 Being Pressed?
   {
    keys[VK_F1]=FALSE;          // If So Make Key FALSE
    KillD3DWindow();          // Kill Our Current Window
    fullscreen=!fullscreen;        // Toggle Fullscreen / Windowed Mode
    // Recreate Our DirectX 3D Window
    if (!CreateD3DWindow("Apron Tutorials Direct3D Framework",640,480,fullscreen))
    {
     return 0;            // Quit If Window Was Not Created
    }
   }
  }
 }

 // Shutdown
 KillD3DWindow();
 return (msg.wParam);              // Exit The Program
}

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