其实,OpenGL和D3D混合起来是不太困难的,
看NeHe教程,并利用源代码,组合D3D即可.
/*
文件:ogld3dmain.cpp
日期:2006-06-07
修改人:microsoftxiao
目的:OpenGL和D3D混合例子
*/
#include "stdafx.h"
/*
* This Code Was Created By Jeff Molofee 2000
* A HUGE Thanks To Fredric Echols For Cleaning Up
* And Optimizing This Code, Making It More Flexible!
* If You've Found This Code Useful, Please Let Me Know.
* Visit My Site At nehe.gamedev.net
*/
HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application
TCHAR xTitle[] = "OpenGL和D3D9";
bool keys[256]; // Array Used For The Keyboard Routine
bool active = TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen = false; // Fullscreen Flag Set To Fullscreen Mode By Default
bool graphOglorD3D = true; // OpenGL 或者 D3D
//D3D9
LPDIRECT3D9 lpd3d = NULL;
LPDIRECT3DDEVICE9 lpd3dDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 lpd3dVB = NULL;
//自定义结构
struct CUSTOMTRIANGLE{
float x,y,z;
DWORD color;
};
#define D3DFVF_CUSTOM (D3DFVF_XYZ|D3DFVF_DIFFUSE)
//OpenGL
GLfloat rtri = 10.0f; //三角形旋转角度
GLfloat rquad = 10.0f; //四边形旋转角度
HRESULT d3dSetupMatrix()
{
D3DXMATRIX matWorld,matView,matProj;
//摄影机和眼睛位置
D3DXVECTOR3 eye(0.0f,0.0f,-5.0f);
D3DXVECTOR3 Camera(0.0f,0.0f,0.0f);
D3DXVECTOR3 Up(0.0f,1.0f,0.0f);
//世界
D3DXMatrixIdentity(&matWorld);
lpd3dDevice->SetTransform(D3DTS_WORLD,&matWorld);
//视图
D3DXMatrixLookAtLH(&matView,&eye,&Camera,&Up);
lpd3dDevice->SetTransform(D3DTS_VIEW,&matView);
//投影
D3DXMatrixPerspectiveFovLH(&matProj,D3DX_PI/4,1.0f,1.0f,100.0f);
lpd3dDevice->SetTransform(D3DTS_PROJECTION,&matProj);
return S_OK;
}
HRESULT d3dCleanup()
{
if(lpd3dVB != NULL)
lpd3dVB->Release();
if(lpd3dDevice != NULL)
lpd3dDevice->Release();
if(lpd3d != NULL)
lpd3d->Release();
return S_OK;
}
HRESULT d3dInit(HWND hWnd)
{
lpd3d = Direct3DCreate9(D3D_SDK_VERSION);
D3DDISPLAYMODE d3ddm;
ZeroMemory(&d3ddm,sizeof(d3ddm));
lpd3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&d3ddm);
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp,sizeof(d3dpp));
d3dpp.Windowed = true;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
//创建d3d设备
lpd3d->CreateDevice(D3DADAPTER_DEFAULT, //默认显示设备
D3DDEVTYPE_HAL, //模拟或硬件加速
hWnd, //窗口句柄
D3DCREATE_SOFTWARE_VERTEXPROCESSING, //软件或硬件顶点处理方式
&d3dpp,&lpd3dDevice);
{
if(lpd3dDevice !=NULL)
MessageBox(NULL,"d3dDevice正常工作","Enb",0);
//控制渲染管线
lpd3dDevice->SetRenderState(D3DRS_LIGHTING,false);
CUSTOMTRIANGLE g_Triangle[]={
{-1.0f,-1.0f,0.0f,0x00ff0000},
{0.0f,1.0f,0.0f,0x0000ff00},
{1.0f,-1.0f,0.0f,0x000000ff},
//背面
{-1.0f,-1.0f,0.0f,0x00000000},
{0.0f,1.0f,0.0f,0x00000000},
{1.0f,-1.0f,0.0f,0x00000000},
};
lpd3dDevice->CreateVertexBuffer(6 * sizeof(CUSTOMTRIANGLE),0,D3DFVF_CUSTOM,
D3DPOOL_DEFAULT,
&lpd3dVB,NULL);
void* pTriangle = NULL;
lpd3dVB->Lock(0,sizeof(g_Triangle),(void**)&pTriangle,0);
memcpy(pTriangle,g_Triangle,sizeof(g_Triangle));
lpd3dVB->Unlock();
}
return S_OK;
}
//渲染场景
HRESULT d3dRender()
{
if(lpd3dDevice == NULL)
return E_FAIL;
lpd3dDevice->Clear(0,0,D3DCLEAR_TARGET,0x000000ff,1.0f,0);
lpd3dDevice->BeginScene();
{
d3dSetupMatrix(); //注意 世界 视图 投影顺序
D3DXMATRIX matObj;
D3DXMatrixRotationY(&matObj,timeGetTime()/1000.0f);
lpd3dDevice->SetTransform(D3DTS_WORLD,&matObj);
//绘制
lpd3dDevice->SetStreamSource(0,lpd3dVB,0,sizeof(CUSTOMTRIANGLE));
lpd3dDevice->SetFVF(D3DFVF_CUSTOM);
lpd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);
}
lpd3dDevice->EndScene();
lpd3dDevice->Present(0,0,0,0);
Sleep(12);
return S_OK;
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}
glViewport(0,0,width,height); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); //设置为投影透视矩阵 相当于SetTransform
glLoadIdentity(); //设置为单位矩阵 D3DXMatrixIdentity();
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); //D3DXMatrixPerspectiveFovLH();
glMatrixMode(GL_MODELVIEW); //设置为视图矩阵 相当于SetTransform
glLoadIdentity(); //设置为单位矩阵
}
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
//可以这么认为D3D照搬了OpenGL的概念和描述 - 也就是说 D3D和OpenGL可以一一对应
glShadeModel(GL_SMOOTH); // Enable Smooth Shading 设置阴影模式,相当于 SetRenderState(D3DRS_SHADEMODE,DWORD);
//IDirect3DDevice9::Clear() - 将深度缓冲,清理颜色,设置模板缓冲通过一个函数解决
glClearColor(0.0f, 0.0f, 1.0f, 0.0f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
return TRUE; // Initialization Went OK
}
//绘制场景
int glRender(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer - 相当于IDirect3DDevice9::Clear()
{
//可以感受到OpenGL在概念上相当的清晰
//这比通过顶点缓冲区创建 三角形容易得多,这也是造成新手学习 D3D吃力的原因之一
glLoadIdentity();
glTranslatef(-1.5f,0.0f,-6.0f);
glRotatef(rtri,0.0f,1.0f,0.0f);//相当于D3DXMatrixRotationX();
glBegin(GL_TRIANGLES); //我们将要绘制三角形
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(-1.0f,-1.0f,0.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,-1.0f,0.0f);
glEnd();
//一切都可以在原点绘制,然后通过平移,旋转,缩放
glLoadIdentity();
glTranslatef(1.5f,0.0f,-6.0f);
glRotatef(rquad,1.0f,0.0f,0.0f); //相当于D3DXMatrixRotationX Y Z
//在这里OpenGL可以通过一条语句控制绕X,Y,Z旋转,而D3D则分为3个语句
//而有的D3D一条语句,OpenGL则拆成多个语句
//四边形
glBegin(GL_QUADS);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(-1.0f,1.0f,0.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(1.0f,1.0f,0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,-1.0f,0.0f);
glColor3f(0.0f,0.0f,0.0f);
glVertex3f(-1.0f,-1.0f,0.0f);
glEnd();
}
rtri += 10.0f;
rquad -= 0.15f;
return TRUE; // Everything Went OK
}
GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}
if (hRC) // Do We Have A Rendering Context?
{
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
{
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL; // Set RC To NULL
}
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("OpenGL",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
}
}
//消息处理
LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch (uMsg) // Check For Windows Messages
{
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_DESTROY:
{
PostQuitMessage(0);
return 0;
}
case WM_CLOSE:
{
PostQuitMessage(0);
return 0;
}
//键盘按下
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 OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
}
}
// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
/* This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
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 GL
wc.lpszMenuName = NULL; // We Don't Want A Menu
wc.lpszClassName = "OpenGL"; // 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) // Attempt Fullscreen Mode?
{
DEVMODE dmScreenSettings; // Device Mode
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE; // Return FALSE
}
}
}
if (fullscreen) // Are We Still In 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
"OpenGL", // 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
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
//初始化D3D
d3dInit(hWnd);
ShowWindow(hWnd,SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
if (!InitGL()) // Initialize Our Newly Created GL Window
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
return TRUE; // Success
}
int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop
// Create Our OpenGL Window
if (!CreateGLWindow(xTitle,640,480,16,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 DrawGLScene()
if (active) // Program Active?
{
if (keys[VK_ESCAPE]) // Was ESC Pressed?
{
done=TRUE; // ESC Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
if(graphOglorD3D){
glRender();
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
}
else
d3dRender();
}
}
if (keys[VK_F1]) // Is F1 Being Pressed?
{
keys[VK_F1]=FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
//F2 - OpenGL或D3D切换
if(keys[VK_F2])
{
keys[VK_F2] = false;
graphOglorD3D = !graphOglorD3D;
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
d3dCleanup();
return 0;
}