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作 者:梁 志 斌
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制作一个旋转的长方体 [2005-8-7] happy201 发表在 DirectX开发
| //**************************************************************************** //说明: //开发环境:Visual C++.NET 7.1.3091 DirectX 9.0C //操作系统:WindowsXP SP2 //硬件:AMD Athlon XP 2500+,DDR400 256MB,Geforce4 MX440 AGP 8X 64MB //**************************************************************************** #include<d3d9.h> #include<d3dx9.h> #include<windows.h> #include<d3d9types.h>
#pragma comment(lib,"d3d9.lib") #pragma comment(lib,"d3dx9.lib") #pragma comment(lib,"dxguid.lib") #pragma comment(lib,"Winmm.lib")
//变量说明 HWND hWnd; LPDIRECT3D9 D3d9; LPDIRECT3DDEVICE9 D3dDevice9; LPDIRECT3DVERTEXBUFFER9 g_pVB; LPDIRECT3DINDEXBUFFER9 g_pIB;
//函数申明
BOOL InitWindow(HINSTANCE hInstance,int nCmdShow); LRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam);
//定义FVF结构体 struct CUSTOMVERTEX { FLOAT x, y, z; DWORD color; }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
//******************************************************************* //函数:InitWindow() //功能:创建窗口 //编写人:梁志斌 //*******************************************************************
static BOOL InitWindow(HINSTANCE hInstance,int nCmdShow) { WNDCLASS wndcls; wndcls.cbClsExtra=0; //分配给窗口类结构之后的额外字节数 wndcls.cbWndExtra=0; //分配给窗口实例之后的额外的字节数 wndcls.hbrBackground=CreateSolidBrush(RGB(0,0,255));//蓝色背景 wndcls.hCursor=LoadCursor(NULL,IDC_ARROW); //窗口中的鼠标形状 wndcls.hIcon=LoadIcon(NULL,IDI_ERROR); //窗口图标 wndcls.hInstance=hInstance; //窗口所对应的应用程序的句柄 wndcls.lpfnWndProc=(WNDPROC)WinProc; //窗口消息处理函数的指针 wndcls.lpszClassName="DirectX"; //窗口的类名称 wndcls.lpszMenuName=NULL; //窗口的菜单资源名称 wndcls.style= NULL; //窗口的风格 if(!RegisterClass(&wndcls)) { ::MessageBox(0, "RegisterClass() - FAILED", 0, 0); return FALSE; }
hWnd=CreateWindow("DirectX","游戏主窗口",WS_POPUP|WS_MAXIMIZE,0,0, GetSystemMetrics(SM_CXSCREEN),//此函数返回屏幕宽度 GetSystemMetrics(SM_CYSCREEN),//此函数返回屏幕高度 GetDesktopWindow(),NULL,hInstance,NULL); if(!hWnd) { ::MessageBox(0, "CreateWindow() - FAILED", 0, 0); return FALSE; }
ShowWindow(hWnd,SW_SHOWNORMAL); UpdateWindow(hWnd); return TRUE;
}
//********************************************************************** //函数:InitD3D() //功能:初始化D3D //编写人:梁志斌 //********************************************************************** bool InitD3D() {
if(NULL==(D3d9=Direct3DCreate9(D3D_SDK_VERSION))) { ::MessageBox(0, "Direct3DCreate9() - FAILED", 0, 0); return FALSE; }
D3DDISPLAYMODE d3ddm; if(D3D_OK!=(D3d9->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&d3ddm))) { ::MessageBox(0,"GetAdapterDisplayMode() - FAILED",0,0); return FALSE; }
D3DPRESENT_PARAMETERS D3dpp;
ZeroMemory(&D3dpp, sizeof(D3dpp)); D3dpp.Windowed=false; D3dpp.hDeviceWindow=hWnd; D3dpp.SwapEffect=D3DSWAPEFFECT_FLIP; D3dpp.BackBufferCount=1; //有一个后台缓存 D3dpp.BackBufferWidth=d3ddm.Width;//屏幕宽度 D3dpp.BackBufferHeight=d3ddm.Height;//屏幕长度 //立即显示刷新后的图像 D3dpp.PresentationInterval=D3DPRESENT_INTERVAL_IMMEDIATE;
D3dpp.BackBufferFormat=D3DFMT_X8R8G8B8;//色彩深度
//开启自动深度缓冲 D3dpp.EnableAutoDepthStencil=true; D3dpp.AutoDepthStencilFormat=D3DFMT_D16;//生成16 bit的Z缓存
if(D3D_OK!=(D3d9->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hWnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING,&D3dpp,&D3dDevice9))) { ::MessageBox(0, "CreateDevice() - FAILED", 0, 0); return FALSE; } //关闭"挑选"功能,允许渲染背面 D3dDevice9->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE); //启用Z缓存,允许消隐处理 D3dDevice9->SetRenderState(D3DRS_ZENABLE,D3DZB_TRUE); //打开光照处理 D3dDevice9->SetRenderState( D3DRS_LIGHTING,FALSE); //自动对法线矢量进行归一化处理 D3dDevice9->SetRenderState( D3DRS_NORMALIZENORMALS, TRUE ); return true; } HRESULT InitVB() { //三棱锥的数学模型 CUSTOMVERTEX Vertices[] ={ //FVF顶点数据 { 2.0f, 2.0f,-2.0f,D3DCOLOR_XRGB(255,0,0)}, { 2.0f,-2.0f,-2.0f,D3DCOLOR_XRGB(200,0,0)}, { 2.0f,-2.0f, 2.0f,D3DCOLOR_XRGB(150,0,0)}, { 2.0f, 2.0f, 2.0f,D3DCOLOR_XRGB(100,0,0)}, {-2.0f, 2.0f, 2.0f,D3DCOLOR_XRGB(050,0,0)}, {-2.0f,-2.0f, 2.0f,D3DCOLOR_XRGB(000,0,0)}, {-2.0f,-2.0f,-2.0f,D3DCOLOR_XRGB(000,0,0)}, {-2.0f, 2.0f,-2.0f,D3DCOLOR_XRGB(255,0,0)}, }; WORD indices[]={7,3,4,7,0,3,7,0,1,7,1,6,7,6,4,4,6,5,4,5,2,4,2,3,3,1,0,3,2,1,1,2,6,6,2,5}; //索引序列
//创建顶点缓冲 if(D3D_OK!=(D3dDevice9->CreateVertexBuffer(sizeof(Vertices),0,D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT,&g_pVB,NULL))) { ::MessageBox(0, "CreateVertexBuffer() - FAILED", 0, 0); return FALSE; } //填充顶点 VOID* pVertices; if(FAILED(g_pVB->Lock(0,sizeof(Vertices),(void**)&pVertices,0))) { ::MessageBox(0, "Lock() - FAILED", 0, 0); return FALSE; } memcpy(pVertices,Vertices,sizeof(Vertices)); g_pVB->Unlock();
//创建索引缓存区,并获取接口LPDIRECT3DINDEXBUFFER9的指针 D3dDevice9->CreateIndexBuffer( sizeof(indices), //缓存区尺寸 0, D3DFMT_INDEX16, //使用16 bit的索引值 D3DPOOL_DEFAULT, &g_pIB, NULL );
//把索引值填入索引缓存区 void *pIndices; g_pIB->Lock( 0, sizeof(indices), (void**)&pIndices, 0 ); memcpy( pIndices, indices, sizeof(indices) ); g_pIB->Unlock(); return S_OK; } void SetupMatrices() { D3DXMATRIXA16 matWorld;
UINT iTime = timeGetTime() % 5000; FLOAT fAngle = iTime * (2.0f * D3DX_PI) / 1000.0f;//把旋转角换算成弧度 D3DXMatrixRotationY( &matWorld, fAngle );//计算世界变换矩阵 D3dDevice9->SetTransform( D3DTS_WORLD, &matWorld );//把世界变换矩阵设置到渲染环境
D3DXVECTOR3 vEyePt( 0.0f, 5.0f,-15.0f );//观察点 D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );//视线目标点 D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );//上方向 D3DXMATRIXA16 matView; D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );//计算视角变换矩阵 D3dDevice9->SetTransform( D3DTS_VIEW, &matView );//把视角变换矩阵设置到渲染环境
D3DXMATRIXA16 matProj; D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );//计算透视投影变换矩阵 D3dDevice9->SetTransform( D3DTS_PROJECTION, &matProj );//把投影变换矩阵设置到渲染环境 } void SetLight() { //创建一个白色的平行光 D3DLIGHT9 light; ::ZeroMemory( &light, sizeof(D3DLIGHT9) ); light.Type = D3DLIGHT_DIRECTIONAL; //灯光类型 light.Diffuse.r = 1.0f; light.Diffuse.g = 1.0f; light.Diffuse.b = 1.0f; light.Direction = D3DXVECTOR3( -1.0f, -1.0f, 0.0f ); light.Range = 1000.0f; //灯光的作用范围 D3dDevice9->SetLight( 0, &light ); //设置灯光,参数1为灯光的索引号 D3dDevice9->LightEnable( 0, TRUE ); //打开灯光,参数1为灯光的索引号
//设置环境光 D3dDevice9->SetRenderState( D3DRS_AMBIENT, D3DCOLOR_RGBA(32,32,32,0) ); } VOID Cleanup() { if(g_pVB!= NULL) g_pVB->Release();
if(g_pIB!= NULL) g_pIB->Release();
if(D3dDevice9!=NULL) D3dDevice9->Release();
if(D3d9!=NULL) D3d9->Release(); }
VOID Render() { //用蓝色清空背景区域 D3dDevice9->Clear(0,NULL,D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(0,0,255),1.0f,0); // 开始绘制场景 if(SUCCEEDED(D3dDevice9->BeginScene())) { SetupMatrices();//设置变换矩阵 D3dDevice9->SetFVF(D3DFVF_CUSTOMVERTEX);//设置自定义的FVF D3dDevice9->SetStreamSource(0,g_pVB,0,sizeof(CUSTOMVERTEX));//绑定顶点缓存区至设备数据源 //绑定索引缓存区 D3dDevice9->SetIndices( g_pIB ); //从索引缓存区绘制图元,参数1为图元格式,参数4为顶点数,参数6为三角形数 D3dDevice9->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, 8, 0, 12 ); SetLight(); } // 结束场景绘制 D3dDevice9->EndScene(); // 显示到屏幕上 D3dDevice9->Present(NULL,NULL,NULL,NULL); } //********************************************************************** //函数:WinMain() //功能:Windows 程序入口函数。创建主窗口,处理消息循环 //编写人:梁志斌 //**********************************************************************
int WINAPI WinMain(HINSTANCE hInstance, //hInstance:表示该应用程序的句柄 HINSTANCE hPrevInstance, //hPrevInstance:为了保持与16位windows应用程序的兼容性 LPSTR lpCmdLine, //lpCmdLine:指向命令行参数字符串的指针 int nCmdShow) //nCmdShow:指定应用程序窗口显示方式的整数 { InitWindow(hInstance,nCmdShow); InitD3D(); InitVB();
MSG msg; ZeroMemory( &msg, sizeof(msg) ); while(GetMessage(&msg,NULL,0,0)) { Render(); //渲染 TranslateMessage( &msg ); DispatchMessage( &msg ); } return (int)msg.wParam; }
//******************************************************************* //函数:WinProc() //功能:处理窗口消息 //编写人:梁志斌 //*******************************************************************
LRESULT CALLBACK WinProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam) { switch(msg) { case WM_KEYDOWN: //击键消息 switch(wParam) { case VK_ESCAPE: DestroyWindow(hWnd); //释放窗口 Cleanup(); PostQuitMessage(0); //给窗口发送WM_QUIT消息 return 0; //处理完一个消息后返回0 } //case WM_RBUTTONDOWN: // MessageBox(hWnd,"鼠标右键按下了!","Mouse",MB_OK); return 0;
} return DefWindowProc(hWnd,msg,wParam,lParam); //调用缺省消息处理过程 }
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