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DirectX 9.0 3d 初始程序框架

2009-04-28 13:57 288 查看
这个是《DirectX 9.0 3D游戏开发编程基础》上第二章的的框架,很有参考意义,框架分3个文件,主逻辑在

d3dInit.cpp中。

//////////////////////////////////////////////////////////////////////////////////////////////////
//
// File:
d3dUtility.h
//
// Author: Frank
Luna (C) All Rights Reserved
//
// System: AMD
Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0
//
// Desc: Provides
utility functions for simplifying common tasks.
//
//////////////////////////////////////////////////////////////////////////////////////////////////

#ifndef __d3dUtilityH__
#define __d3dUtilityH__

#include <d3dx9.h>
#include <string>

#include <tchar.h>
using namespace std;

namespace d3d
{
bool InitD3D(
HINSTANCE hInstance,
// [in] Application instance.
int width,
int height, // [in]
Backbuffer dimensions.
bool windowed, // [in]
Windowed (true)or full screen (false).
D3DDEVTYPE deviceType,
// [in] HAL or REF
IDirect3DDevice9** device);// [out]The
created device.

int EnterMsgLoop(

bool (*ptr_display)(float timeDelta));

LRESULT CALLBACK WndProc(
HWND hwnd,
UINT msg,
WPARAM wParam,
LPARAM lParam);

template<class T> void Release(T t)
{
if( t
)
{
t->Release();
t = 0;
}
}

template<class T> void Delete(T t)
{
if( t
)
{
delete t;
t = 0;
}
}
}

#endif // __d3dUtilityH__

//////////////////////////////////////////////////////////////////////////////////////////////////
//
// File:
d3dUtility.cpp
//
// Author: Frank
Luna (C) All Rights Reserved
//
// System: AMD
Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0
//
// Desc: Provides
utility functions for simplifying common tasks.
//
//////////////////////////////////////////////////////////////////////////////////////////////////

#include "d3dUtility.h"

bool d3d::InitD3D(
HINSTANCE hInstance,
int width,
int height,
bool windowed,
D3DDEVTYPE deviceType,
IDirect3DDevice9** device)
{
//
// Create the main application window.
//

WNDCLASS wc;

wc.style = CS_HREDRAW
| CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)d3d::WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(0,
IDI_APPLICATION);
wc.hCursor = LoadCursor(0,
IDC_ARROW);
wc.hbrBackground
= (HBRUSH)GetStockObject(WHITE_BRUSH);
wc.lpszMenuName = 0;
wc.lpszClassName
= _T("Direct3D9App");

if( !RegisterClass(&wc) )
{
::MessageBox(0, _T("RegisterClass()
- FAILED"), 0, 0);
return false;
}

HWND hwnd
= 0;
hwnd = ::CreateWindow(_T("Direct3D9App"), _T("Direct3D9App"),

WS_EX_TOPMOST,
0, 0, width, height,
0 /*parent hwnd*/, 0 /* menu */, hInstance,
0 /*extra*/);

if( !hwnd
)
{
::MessageBox(0, _T("CreateWindow()
- FAILED"), 0, 0);
return false;
}

::ShowWindow(hwnd, SW_SHOW);
::UpdateWindow(hwnd);

//
// Init D3D:
//

HRESULT hr = 0;

// Step 1: Create the IDirect3D9
object.

IDirect3D9* d3d9 = 0;
d3d9 = Direct3DCreate9(D3D_SDK_VERSION);

if( !d3d9 )
{
::MessageBox(0, _T("Direct3DCreate9()
- FAILED"), 0, 0);
return false;
}

// Step 2: Check for hardware vp.

D3DCAPS9 caps;
d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT,
deviceType, &caps);

int vp
= 0;
if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT
)
vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;

// Step 3: Fill out the
D3DPRESENT_PARAMETERS structure.

D3DPRESENT_PARAMETERS d3dpp;
d3dpp.BackBufferWidth = width;
d3dpp.BackBufferHeight = height;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
d3dpp.BackBufferCount = 1;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp.MultiSampleQuality = 0;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;

d3dpp.hDeviceWindow = hwnd;
d3dpp.Windowed = windowed;
d3dpp.EnableAutoDepthStencil = true;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.Flags = 0;
d3dpp.FullScreen_RefreshRateInHz
= D3DPRESENT_RATE_DEFAULT;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;

// Step 4: Create the device.

hr = d3d9->CreateDevice(
D3DADAPTER_DEFAULT, // primary adapter
deviceType, // device
type
hwnd, //
window associated with device
vp, //
vertex processing
&d3dpp,
// present parameters
device); // return created device

if( FAILED(hr) )
{
// try again using a 16-bit depth
buffer
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

hr = d3d9->CreateDevice(
D3DADAPTER_DEFAULT,
deviceType,
hwnd,
vp,
&d3dpp,
device);

if( FAILED(hr) )
{
d3d9->Release(); // done with
d3d9 object
::MessageBox(0, _T("CreateDevice()
- FAILED"), 0, 0);
return false;
}
}

d3d9->Release(); // done with
d3d9 object

return true;
}

int d3d::EnterMsgLoop( bool
(*ptr_display)(float
timeDelta) )
{
MSG msg;
::ZeroMemory(&msg, sizeof(MSG));

static float
lastTime = (float)timeGetTime();

while(msg.message != WM_QUIT)
{
if(::PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
::TranslateMessage(&msg);
::DispatchMessage(&msg);
}
else
{
float currTime =
(float)timeGetTime();
float timeDelta = (currTime
- lastTime)*0.001f;

ptr_display(timeDelta);

lastTime = currTime;
}
}
return msg.wParam;
}

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//////////////////////////////////////////////////////////////////////////////////////////////////
//
// File:
d3dinit.cpp
//
// Author: Frank
Luna (C) All Rights Reserved
//
// System: AMD
Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0
//
// Desc:
Demonstrates how to initialize Direct3D, how to use the book's framework
// functions, and how to clear the screen
to black. Note that the Direct3D
// initialization code is in the
d3dUtility.h/.cpp files.
//
//////////////////////////////////////////////////////////////////////////////////////////////////

#include "d3dUtility.h"

//
// Globals
//

IDirect3DDevice9* Device = 0;

//
// Framework
Functions
//

bool Setup()
{
// Nothing to setup in this sample.

return true;
}

void Cleanup()
{
// Nothing to cleanup in this sample.
}

bool Display(float timeDelta)
{
if( Device
) // Only use Device methods if we have a valid
device.
{
// Instruct the device to set each
pixel on the back buffer black -
// D3DCLEAR_TARGET: 0x00000000
(black) - and to set each pixel on
// the depth buffer to a value of
1.0 - D3DCLEAR_ZBUFFER: 1.0f.
Device->Clear(0, 0, D3DCLEAR_TARGET
| D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);

// Swap the back and front buffers.
Device->Present(0, 0, 0, 0);
}
return true;
}

//
// WinMain
//
int WINAPI WinMain(HINSTANCE
hinstance,
HINSTANCE prevInstance,

PSTR cmdLine,
int showCmd)
{
if(!d3d::InitD3D(hinstance,
640, 480, true, D3DDEVTYPE_HAL, &Device))
{
::MessageBox(0, _T("InitD3D() -
FAILED"), 0, 0);
return 0;
}

if(!Setup())
{
::MessageBox(0, _T("Setup() -
FAILED"), 0, 0);
return 0;
}

d3d::EnterMsgLoop(
Display );

Cleanup();

Device->Release();

return 0;
}

//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch( msg
)
{
case WM_DESTROY:
::PostQuitMessage(0);
break;

case WM_KEYDOWN:
if( wParam
== VK_ESCAPE )
::DestroyWindow(hwnd);
break;
}
return ::DefWindowProc(hwnd, msg, wParam, lParam);
}
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