DirectX入门之快速开发框架
2017-11-03 18:47
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在前两篇文章中,我向你简单介绍了如何创建windows窗口、如何初始化Direct3D。这篇文章将给你一个快速开发Direct3D的框架。
头文件:
实现.cpp
主函数
框架图
运行截图
完整代码
下载地址:框架我已上传至CSDN或者找龙书(DirectX9.0 3D游戏开发)源码。头文件:
////////////////////////////////////////////////////////////////////////////////////////////////// // // 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> 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; } } const D3DXCOLOR WHITE(D3DCOLOR_XRGB(255, 255, 255)); const D3DXCOLOR BLACK(D3DCOLOR_XRGB(0, 0, 0)); const D3DXCOLOR RED(D3DCOLOR_XRGB(255, 0, 0)); const D3DXCOLOR GREEN(D3DCOLOR_XRGB(0, 255, 0)); const D3DXCOLOR BLUE(D3DCOLOR_XRGB(0, 0, 255)); const D3DXCOLOR YELLOW(D3DCOLOR_XRGB(255, 255, 0)); const D3DXCOLOR CYAN(D3DCOLOR_XRGB(0, 255, 255)); const D3DXCOLOR MAGENTA(D3DCOLOR_XRGB(255, 0, 255)); // // Lights // D3DLIGHT9 InitDirectionalLight(D3DXVECTOR3* direction, D3DXCOLOR* color); D3DLIGHT9 InitPointLight(D3DXVECTOR3* position, D3DXCOLOR* color); D3DLIGHT9 InitSpotLight(D3DXVECTOR3* position, D3DXVECTOR3* direction, D3DXCOLOR* color); // // Materials // D3DMATERIAL9 InitMtrl(D3DXCOLOR a, D3DXCOLOR d, D3DXCOLOR s, D3DXCOLOR e, float p); const D3DMATERIAL9 WHITE_MTRL = InitMtrl(WHITE, WHITE, WHITE, BLACK, 2.0f); const D3DMATERIAL9 RED_MTRL = InitMtrl(RED, RED, RED, BLACK, 2.0f); const D3DMATERIAL9 GREEN_MTRL = InitMtrl(GREEN, GREEN, GREEN, BLACK, 2.0f); const D3DMATERIAL9 BLUE_MTRL = InitMtrl(BLUE, BLUE, BLUE, BLACK, 2.0f); const D3DMATERIAL9 YELLOW_MTRL = InitMtrl(YELLOW, YELLOW, YELLOW, BLACK, 2.0f); } #endif // __d3dUtilityH__
实现.cpp
#include "stdafx.h" #include "d3dtool.h" #include<timeapi.h> #pragma comment(lib, "winmm.lib") #pragma comment(lib, "d3d9.lib") #pragma comment(lib, "d3dx9.lib") #pragma comment(lib, "dinput8.lib") #pragma comment(lib, "dxguid.lib") ////////////////////////////////////////////////////////////////////////////////////////////////// // // 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. // ////////////////////////////////////////////////////////////////////////////////////////////////// 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 = L"Direct3D9App"; if (!RegisterClass(&wc)) { ::MessageBox(0, L"RegisterClass() - FAILED", 0, 0); return false; } HWND hwnd = 0; hwnd = ::CreateWindow(L"Direct3D9App",L"Direct3D9App", WS_EX_TOPMOST, 0, 0, width, height, 0 /*parent hwnd*/, 0 /* menu */, hInstance, 0 /*extra*/); if (!hwnd) { ::MessageBox(0, L"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, L"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, L"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; } D3DLIGHT9 d3d::InitDirectionalLight(D3DXVECTOR3* direction, D3DXCOLOR* color) { D3DLIGHT9 light; ::ZeroMemory(&light, sizeof(light)); light.Type = D3DLIGHT_DIRECTIONAL; light.Ambient = *color * 0.4f; light.Diffuse = *color; light.Specular = *color * 0.6f; light.Direction = *direction; return light; } D3DLIGHT9 d3d::InitPointLight(D3DXVECTOR3* position, D3DXCOLOR* color) { D3DLIGHT9 light; ::ZeroMemory(&light, sizeof(light)); light.Type = D3DLIGHT_POINT; light.Ambient = *color * 0.4f; light.Diffuse = *color; light.Specular = *color * 0.6f; light.Position = *position; light.Range = 1000.0f; light.Falloff = 1.0f; light.Attenuation0 = 1.0f; light.Attenuation1 = 0.0f; light.Attenuation2 = 0.0f; return light; } D3DLIGHT9 d3d::InitSpotLight(D3DXVECTOR3* position, D3DXVECTOR3* direction, D3DXCOLOR* color) { D3DLIGHT9 light; ::ZeroMemory(&light, sizeof(light)); light.Type = D3DLIGHT_SPOT; light.Ambient = *color * 0.4f; light.Diffuse = *color; light.Specular = *color * 0.6f; light.Position = *position; light.Direction = *direction; light.Range = 1000.0f; light.Falloff = 1.0f; light.Attenuation0 = 1.0f; light.Attenuation1 = 0.0f; light.Attenuation2 = 0.0f; light.Theta = 0.5f; light.Phi = 0.7f; return light; } D3DMATERIAL9 d3d::InitMtrl(D3DXCOLOR a, D3DXCOLOR d, D3DXCOLOR s, D3DXCOLOR e, float p) { D3DMATERIAL9 mtrl; mtrl.Ambient = a; mtrl.Diffuse = d; mtrl.Specular = s; mtrl.Emissive = e; mtrl.Power = p; return mtrl; }
主函数
//win32_directx.cpp: 定义应用程序的入口点。 // #include "stdafx.h" #include "win32_directx.h" #include<d3d9.h> #include<timeapi.h> #include"d3dtool.h" #include "targetver.h" #pragma comment(lib, "winmm.lib") #pragma comment(lib, "d3d9.lib") #pragma comment(lib, "d3dx9.lib") #pragma comment(lib, "dinput8.lib") #pragma comment(lib, "dxguid.lib") ////////////////////////////////////////////////////////////////////////////////////////////////// // // 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. // ////////////////////////////////////////////////////////////////////////////////////////////////// // // 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; } // // 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); } // // WinMain // int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE prevInstance, PSTR cmdLine, int showCmd) { if (!d3d::InitD3D(hinstance, 640, 480, true, D3DDEVTYPE_HAL, &Device)) { ::MessageBox(0, L"InitD3D() - FAILED", 0, 0); return 0; } if (!Setup()) { ::MessageBox(0, L"Setup() - FAILED", 0, 0); return 0; } d3d::EnterMsgLoop(Display); Cleanup(); Device->Release(); return 0; }
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