
#include <d3d9.h>


LPDIRECT3D9 g_pD3D = NULL;

LPDIRECT3DDEVICE9 g_pD3DDevice = NULL;

LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL;
// 顶点buffer


struct CUSTOMVERTEX

{

FLOAT x, y, z, rhw;
// 顶点变换位置.

DWORD colour;
// 顶点颜色.

};


#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|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));

//设置该结构体属性值
//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;

}

return S_OK;

}


HRESULT InitialiseVertexBuffer()

{

VOID* pVertices;

//存储矩形的每一个顶点和它的颜色

CUSTOMVERTEX cvVertices[] =

{

{250.0f, 100.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(255, 0, 0),},
//顶点 1 - 红色 (250, 100)

{400.0f, 350.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 255, 0),},
//顶点 2 - 绿色 (400, 350)

{100.0f, 350.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 0, 255),},
//顶点 3 - 蓝色 (100, 350)

};

//由设备创建顶点缓冲
if(FAILED(g_pD3DDevice->CreateVertexBuffer(3 *
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 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();


//渲染我们的矩形

g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer,0,
sizeof(CUSTOMVERTEX));

g_pD3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX);

g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);


//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 2", NULL};

RegisterClassEx(&wc);

//创建应用程序的窗口

HWND hWnd = CreateWindow(
"DX Project 2",
"www.andypike.com: Tutorial 2",

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 2", wc.hInstance);

return 0;

}