
#include <d3dx9.h>

LPDIRECT3D9 g_pD3D = NULL;

LPDIRECT3DDEVICE9 g_pD3DDevice = NULL;

LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL;
// 顶点buffer
struct CUSTOMVERTEX

{

FLOAT x, y, z;

DWORD colour;

};

#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)


#define SafeRelease(pObject)
if(pObject != NULL) {pObject->Release(); pObject=NULL;}

HRESULT InitialiseD3D(HWND hWnd)

{
//首先创建主要的D3D对象.如果创建成功我们将会得到一个指向IDirect3D9接口的指针
g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if(g_pD3D == NULL)

{
return E_FAIL;

}
//获取当前的显示模式
D3DDISPLAYMODE d3ddm;
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))

{
return E_FAIL;

}
//创建一个结构来保存我们设备的设置
D3DPRESENT_PARAMETERS d3dpp;

ZeroMemory(&d3dpp,
sizeof(d3dpp));
//填充结构体
//我们想让我们的程序窗口化,并且设置了后缓冲的格式以匹配我们当前的显示模式
d3dpp.Windowed = TRUE;

d3dpp.SwapEffect = D3DSWAPEFFECT_COPY;

d3dpp.PresentationInterval=D3DPRESENT_INTERVAL_DEFAULT;

d3dpp.BackBufferFormat = d3ddm.Format;
//创建一个Direct3D设备.
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,

D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pD3DDevice)))

{
return E_FAIL;

}
//开启背面拣选.因为我们想要隐藏多边形的背面
g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
//关闭灯光因为我们指定我们的顶点具有颜色
g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
return S_OK;

}

HRESULT InitialiseVertexBuffer()

{

VOID* pVertices;
//存储立方体的每一个顶点和它的颜色
//确保多边形的顶点是按顺时针方向给定的
//这是因为逆时针的面将要被拣选
//我们将使用1个三角形带来渲染这些多边形(顶,边,底)
CUSTOMVERTEX cvVertices[] =

{
//顶面
{-5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(0, 0, 255),},
//Vertex 0 - Blue 
{-5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(255, 0, 0),},
//Vertex 1 - Red 
{5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),},
//Vertex 2 - Red 
{5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),},
//Vertex 3 - Green
//面 1
{-5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),},
//Vertex 4 - Red 
{-5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(0, 0, 255),},
//Vertex 5 - Blue 
{5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(0, 255, 0),},
//Vertex 6 - Green 
{5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),},
//Vertex 7 - Red
//面 2
{5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 0, 255),},
//Vertex 8 - Blue 
{5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),},
//Vertex 9 - Green
//面 3
{-5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),},
//Vertex 10 - Green 
{-5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(255, 0, 0),},
//Vertex 11 - Red
//面 4
{-5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),},
//Vertex 12 - Red 
{-5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(0, 0, 255),},
//Vertex 13 - Blue
//底面
{5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(0, 255, 0),},
//Vertex 14 - Green 
{5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 0, 255),},
//Vertex 15 - Blue 
{-5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 0),},
//Vertex 16 - Red 
{-5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 0),},
//Vertex 17 - Green
};
//由我们的设备创建顶点buffer
if(FAILED(g_pD3DDevice->CreateVertexBuffer(18 *
sizeof(CUSTOMVERTEX),

0, D3DFVF_CUSTOMVERTEX,

D3DPOOL_DEFAULT, &g_pVertexBuffer,NULL)))

{
return E_FAIL;

}

//得到一个指向顶点缓冲顶点的指针并锁定顶点缓冲
if(FAILED(g_pVertexBuffer->Lock(0,
sizeof(cvVertices), (
void**)&pVertices, 0)))

{
return E_FAIL;

}
//将我们存储的顶点值拷贝到顶点缓冲
memcpy(pVertices, cvVertices,
sizeof(cvVertices));
//解锁顶点缓冲
g_pVertexBuffer->Unlock();
return S_OK;

}

void SetupRotation()

{
//这里我们将要沿着x,y,z轴选择我们的世界
D3DXMATRIX matWorld, matWorldX, matWorldY, matWorldZ;
//创建变换矩阵
D3DXMatrixRotationX(&matWorldX, timeGetTime()/400.0f);

D3DXMatrixRotationY(&matWorldY, timeGetTime()/400.0f);

D3DXMatrixRotationZ(&matWorldZ, timeGetTime()/400.0f);
//通过相乘合并变换
D3DXMatrixMultiply(&matWorld, &matWorldX, &matWorldY);

D3DXMatrixMultiply(&matWorld, &matWorld, &matWorldZ);
//应用变换
g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);

}
void SetupCamera()

{
//这里我们设置摄影机
//摄影机有3个设置: "摄影机位置", "观察点位置" and "Up Direction"
//我们设置如下:
//摄影机位置: (0, 0, -30)
//观察点位置: (0, 0, 0)
//Up direction: Y-Axis.
D3DXMATRIX matView;

D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(0.0f, 0.0f,-30.0f),
//摄影机位置
&D3DXVECTOR3(0.0f, 0.0f, 0.0f),
//观察点位置
&D3DXVECTOR3(0.0f, 1.0f, 0.0f));
//Up Direction
g_pD3DDevice->SetTransform(D3DTS_VIEW, &matView);

}
void SetupPerspective()

{
//这里我们设置视野,纵横比例,远近截面
D3DXMATRIX matProj;

D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1.0f, 1.0f, 500.0f);

g_pD3DDevice->SetTransform(D3DTS_PROJECTION, &matProj);

}

void Render()

{
if(g_pD3DDevice == NULL)

{
return;

}
//清除后缓冲为黑色
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
//场景开始
g_pD3DDevice->BeginScene();
//设置旋转,摄影机和透视矩阵
SetupRotation();

SetupCamera();

SetupPerspective();

//渲染我们的对象
g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer,0,
sizeof(CUSTOMVERTEX));

g_pD3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX);

g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
//顶
g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4, 8);
//侧
g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 14, 2);
//底
//场景结束
g_pD3DDevice->EndScene();
//翻动前后缓冲以便后缓冲中渲染的一切能够显示在屏幕(前缓冲)上。
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);

}
void CleanUp()

{

SafeRelease(g_pVertexBuffer);

SafeRelease(g_pD3DDevice);

SafeRelease(g_pD3D);

}
void GameLoop()

{
//进入游戏循环
MSG msg;

BOOL fMessage;

PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
while(msg.message != WM_QUIT)

{

fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);
if(fMessage)

{
//处理消息
TranslateMessage(&msg);

DispatchMessage(&msg);

}
else
{
//没有要处理的消息,所以渲染当前场景
Render();

}

}

}
//窗口消息处理
LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)

{
switch(msg)

{
case WM_DESTROY:

PostQuitMessage(0);
return 0;
break;
case WM_KEYUP:
switch (wParam)

{
case VK_ESCAPE:
//用户已经按了ESC键,所以退出
DestroyWindow(hWnd);
return 0;
break;

}
break;

}
return DefWindowProc(hWnd, msg, wParam, lParam);

}
//应用程序入口点
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)

{
//注册窗口类
WNDCLASSEX wc = {
sizeof(WNDCLASSEX), CS_CLASSDC, WinProc, 0L, 0L,

GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"DX Project 3", NULL};

RegisterClassEx(&wc);
//创建应用程序的窗口
HWND hWnd = CreateWindow(
"DX Project 3",
"www.andypike.com: Tutorial 3",

WS_OVERLAPPEDWINDOW, 50, 50, 500, 500,

GetDesktopWindow(), NULL, wc.hInstance, NULL);
//初始化 Direct3D
if(SUCCEEDED(InitialiseD3D(hWnd)))

{
//显示我们的窗体
ShowWindow(hWnd, SW_SHOWDEFAULT);

UpdateWindow(hWnd);
//初始化顶点缓冲
if(SUCCEEDED(InitialiseVertexBuffer()))

{
//启动游戏运行:进入游戏循环
GameLoop();

}

}

CleanUp();

UnregisterClass(
"DX Project 3", wc.hInstance);
return 0;

}