InBlock.gif#include <d3d9.h>
InBlock.gif
InBlock.gifLPDIRECT3D9 g_pD3D = NULL;
InBlock.gifLPDIRECT3DDEVICE9 g_pD3DDevice = NULL;
InBlock.gifLPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL; // 顶点buffer
InBlock.gif
InBlock.gif
InBlock.gifstruct CUSTOMVERTEX
InBlock.gif{
InBlock.gif  FLOAT x, y, z, rhw;    // 顶点变换位置.
InBlock.gif  DWORD colour;      // 顶点颜色.
InBlock.gif};
InBlock.gif
InBlock.gif#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
InBlock.gif
InBlock.gif#define SafeRelease(pObject) if(pObject != NULL) {pObject->Release(); pObject=NULL;}
InBlock.gif
InBlock.gifHRESULT InitialiseD3D(HWND hWnd)
InBlock.gif{
InBlock.gif  //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
InBlock.gif  g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
InBlock.gif  if(g_pD3D == NULL)
InBlock.gif  {
InBlock.gif    return E_FAIL;
InBlock.gif  }
InBlock.gif
InBlock.gif  //获取当前的显示模式
InBlock.gif  D3DDISPLAYMODE d3ddm;
InBlock.gif  if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
InBlock.gif  {
InBlock.gif    return E_FAIL;
InBlock.gif  }
InBlock.gif
InBlock.gif  //创建一个结构来保存我们设备的设置
InBlock.gif  D3DPRESENT_PARAMETERS d3dpp;    
InBlock.gif  ZeroMemory(&d3dpp, sizeof(d3dpp));
InBlock.gif
InBlock.gif  //设置该结构体属性值
InBlock.gif  //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
InBlock.gif  d3dpp.Windowed = TRUE;
InBlock.gif  d3dpp.SwapEffect    = D3DSWAPEFFECT_COPY;
InBlock.gif  d3dpp.PresentationInterval=D3DPRESENT_INTERVAL_DEFAULT;
InBlock.gif  d3dpp.BackBufferFormat = d3ddm.Format;
InBlock.gif
InBlock.gif  //创建一个Direct3D设备.
InBlock.gif  if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,    
InBlock.gif    D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pD3DDevice)))
InBlock.gif  {
InBlock.gif    return E_FAIL;
InBlock.gif  }
InBlock.gif
InBlock.gif  return S_OK;
InBlock.gif}
InBlock.gif
InBlock.gifHRESULT InitialiseVertexBuffer()
InBlock.gif{
InBlock.gif  VOID* pVertices;
InBlock.gif
InBlock.gif  //存储矩形的每一个顶点和它的颜色
InBlock.gif  CUSTOMVERTEX cvVertices[] =
InBlock.gif  {
InBlock.gif    {250.0f, 100.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(255, 0, 0),},  //顶点 1 - 红色  (250, 100)
InBlock.gif    {400.0f, 350.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 255, 0),},  //顶点 2 - 绿色  (400, 350)
InBlock.gif    {100.0f, 350.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 0, 255),},  //顶点 3 - 蓝色  (100, 350)
InBlock.gif  };
InBlock.gif
InBlock.gif  //由设备创建顶点缓冲
InBlock.gif  if(FAILED(g_pD3DDevice->CreateVertexBuffer(3 * sizeof(CUSTOMVERTEX),
InBlock.gif    0, D3DFVF_CUSTOMVERTEX,
InBlock.gif    D3DPOOL_DEFAULT, &g_pVertexBuffer,NULL)))
InBlock.gif  {
InBlock.gif    return E_FAIL;
InBlock.gif  }
InBlock.gif
InBlock.gif  //得到一个指向顶点缓冲顶点的指针并锁定顶点缓冲
InBlock.gif  if(FAILED(g_pVertexBuffer->Lock(0, sizeof(cvVertices), (void**)&pVertices, 0)))
InBlock.gif  {
InBlock.gif    return E_FAIL;
InBlock.gif  }
InBlock.gif
InBlock.gif  //将我们存储的顶点值拷贝到顶点缓冲
InBlock.gif  memcpy(pVertices, cvVertices, sizeof(cvVertices));
InBlock.gif
InBlock.gif  //解锁顶点缓冲
InBlock.gif  g_pVertexBuffer->Unlock();
InBlock.gif
InBlock.gif  return S_OK;
InBlock.gif}
InBlock.gif
InBlock.gifvoid Render()
InBlock.gif{
InBlock.gif  if(g_pD3DDevice == NULL)
InBlock.gif  {
InBlock.gif    return;
InBlock.gif  }
InBlock.gif
InBlock.gif  //清除后缓冲为黑色
InBlock.gif  g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
InBlock.gif
InBlock.gif  //场景开始
InBlock.gif  g_pD3DDevice->BeginScene();
InBlock.gif
InBlock.gif
InBlock.gif  //渲染我们的矩形
InBlock.gif  g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer,0, sizeof(CUSTOMVERTEX));
InBlock.gif  g_pD3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
InBlock.gif  g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
InBlock.gif
InBlock.gif
InBlock.gif  //场景结束
InBlock.gif  g_pD3DDevice->EndScene();
InBlock.gif
InBlock.gif  //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。
InBlock.gif  g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
InBlock.gif}
InBlock.gif
InBlock.gifvoid CleanUp()
InBlock.gif{
InBlock.gif  SafeRelease(g_pVertexBuffer);
InBlock.gif  SafeRelease(g_pD3DDevice);
InBlock.gif  SafeRelease(g_pD3D);
InBlock.gif}
InBlock.gif
InBlock.gifvoid GameLoop()
InBlock.gif{
InBlock.gif  //进入游戏循环
InBlock.gif  MSG msg;    
InBlock.gif  BOOL fMessage;
InBlock.gif
InBlock.gif  PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
InBlock.gif
InBlock.gif  while(msg.message != WM_QUIT)
InBlock.gif  {
InBlock.gif    fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);
InBlock.gif
InBlock.gif    if(fMessage)
InBlock.gif    {
InBlock.gif      //处理消息
InBlock.gif      TranslateMessage(&msg);
InBlock.gif      DispatchMessage(&msg);
InBlock.gif    }
InBlock.gif    else
InBlock.gif    {
InBlock.gif      //没有要处理的消息,所以渲染当前场景
InBlock.gif      Render();
InBlock.gif    }
InBlock.gif
InBlock.gif  }
InBlock.gif}
InBlock.gif
InBlock.gif//窗口消息处理
InBlock.gifLRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
InBlock.gif{
InBlock.gif  switch(msg)
InBlock.gif  {
InBlock.gif  case WM_DESTROY:
InBlock.gif    PostQuitMessage(0);
InBlock.gif    return 0;
InBlock.gif    break;
InBlock.gif  case WM_KEYUP:    
InBlock.gif    switch (wParam)
InBlock.gif    {    
InBlock.gif    case VK_ESCAPE:
InBlock.gif      //用户已经按了ESC键,所以退出
InBlock.gif      DestroyWindow(hWnd);
InBlock.gif      return 0;
InBlock.gif      break;
InBlock.gif    }    
InBlock.gif    break;
InBlock.gif
InBlock.gif  }
InBlock.gif
InBlock.gif  return DefWindowProc(hWnd, msg, wParam, lParam);
InBlock.gif}
InBlock.gif
InBlock.gif//应用程序入口点
InBlock.gifINT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
InBlock.gif{
InBlock.gif  //注册窗口类
InBlock.gif  WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, WinProc, 0L, 0L,    
InBlock.gif    GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
InBlock.gif    "DX Project 2", NULL};
InBlock.gif  RegisterClassEx(&wc);
InBlock.gif
InBlock.gif  //创建应用程序的窗口
InBlock.gif  HWND hWnd = CreateWindow("DX Project 2", "www.andypike.com: Tutorial 2",    
InBlock.gif    WS_OVERLAPPEDWINDOW, 50, 50, 500, 500,
InBlock.gif    GetDesktopWindow(), NULL, wc.hInstance, NULL);
InBlock.gif
InBlock.gif  //初始化 Direct3D
InBlock.gif  if(SUCCEEDED(InitialiseD3D(hWnd)))
InBlock.gif  {    
InBlock.gif    //显示我们的窗体
InBlock.gif    ShowWindow(hWnd, SW_SHOWDEFAULT);
InBlock.gif    UpdateWindow(hWnd);
InBlock.gif
InBlock.gif    //初始化顶点缓冲
InBlock.gif    if(SUCCEEDED(InitialiseVertexBuffer()))
InBlock.gif    {
InBlock.gif      //启动游戏运行:进入游戏循环
InBlock.gif      GameLoop();
InBlock.gif    }
InBlock.gif  }
InBlock.gif
InBlock.gif  CleanUp();
InBlock.gif
InBlock.gif  UnregisterClass("DX Project 2", wc.hInstance);
InBlock.gif
InBlock.gif  return 0;
InBlock.gif}