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Direct3D 16边形 就是练习

程序员文章站 2022-07-13 09:14:54
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我什么也不说,就是一张结果图

Direct3D 16边形 就是练习


代码

// tWinMain.cpp : Defines the entry point for the application.

#define _USE_MATH_DEFINES

#include "windows.h"
#include "tchar.h"

#include "d3d9.h"
#include "d3dx9.h"

#include "math.h"

#pragma comment(lib, "d3dx9.lib")
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "winmm.lib")

#define WNDWIDTH 800
#define WNDHEIGHT 600

typedef struct _CUSTOMVERTEX
{
    FLOAT x, y, z, rhw;
    DWORD color;
}CUSTOMVERTEX;
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)



// Global Variables:
HWND g_hWnd                                             = NULL;
LPDIRECT3D9 g_pDirect3D                                 = NULL;
LPDIRECT3DDEVICE9 g_pDirect3DDevice                     = NULL;
LPD3DXFONT g_pD3DXFont                                  = NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer                 = NULL;
LPDIRECT3DINDEXBUFFER9 g_pIndexBuffer                   = NULL;

// Forward declarations of functions included in this code module:
ATOM                MyRegisterClass(HINSTANCE hInstance);
BOOL                InitInstance(HINSTANCE, int);
LRESULT CALLBACK    WndProc(HWND, UINT, WPARAM, LPARAM);

HRESULT Direct3DInit();
VOID Direct3DRender();
VOID Direct3DClean();

bool GameInit();
void GameRender();
void GameClean();

int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
                     _In_opt_ HINSTANCE hPrevInstance,
                     _In_ LPTSTR    lpCmdLine,
                     _In_ int       nCmdShow)
{
    UNREFERENCED_PARAMETER(hPrevInstance);
    UNREFERENCED_PARAMETER(lpCmdLine);

    // TODO: Place code here.
    MSG msg = {0};

    // Initialize global strings
    MyRegisterClass(hInstance);

    // Perform application initialization:
    if (!InitInstance (hInstance, nCmdShow))
    {
        return FALSE;
    }

    // Main message loop:
    while (msg.message != WM_QUIT)
    {
        if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        else
        {
            Direct3DRender();
        }
    }

    return (int) msg.wParam;
}

ATOM MyRegisterClass(HINSTANCE hInstance)
{
    WNDCLASSEX wcex;

    wcex.cbSize = sizeof(WNDCLASSEX);

    wcex.style          = CS_HREDRAW | CS_VREDRAW;
    wcex.lpfnWndProc    = WndProc;
    wcex.cbClsExtra     = 0;
    wcex.cbWndExtra     = 0;
    wcex.hInstance      = hInstance;
    wcex.hIcon          = LoadIcon(NULL, MAKEINTRESOURCE(IDI_APPLICATION));
    wcex.hCursor        = LoadCursor(NULL, IDC_ARROW);
    wcex.hbrBackground  = (HBRUSH)(COLOR_WINDOW+1);
    wcex.lpszMenuName   = NULL;
    wcex.lpszClassName  = _T("WndClass");
    wcex.hIconSm = LoadIcon(NULL, MAKEINTRESOURCE(IDI_APPLICATION));

    return RegisterClassEx(&wcex);
}

BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
   g_hWnd = CreateWindow(_T("WndClass"), _T("LearnGame"), WS_OVERLAPPEDWINDOW,
      CW_USEDEFAULT, CW_USEDEFAULT, WNDWIDTH, WNDHEIGHT, NULL, NULL, hInstance, NULL);

   if (!g_hWnd)
   {
      return FALSE;
   }

   if (FAILED(Direct3DInit()))
   {
       return FALSE;
   }

   ShowWindow(g_hWnd, nCmdShow);
   UpdateWindow(g_hWnd);

   return TRUE;
}

LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch (message)
    {
    case WM_KEYDOWN:
        if (wParam == VK_ESCAPE)
        {
            Direct3DClean();
            DestroyWindow(hWnd);
        }
        break;
    case WM_DESTROY:
        PostQuitMessage(0);
        break;
    default:
        return DefWindowProc(hWnd, message, wParam, lParam);
    }
    return 0;
}

HRESULT Direct3DInit()
{
    g_pDirect3D = Direct3DCreate9(D3D_SDK_VERSION);
    if (g_pDirect3D == NULL)
    {
        return E_FAIL;
    }

    D3DCAPS9 d3dcaps;
    ZeroMemory(&d3dcaps, sizeof(D3DCAPS9));
    if (FAILED(g_pDirect3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dcaps)))
    {
        return E_FAIL;
    }

    int vp = 0;
    if (d3dcaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
    {
        vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
    }
    else
    {
        vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
    }

    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS));
    d3dpp.BackBufferWidth = WNDWIDTH;
    d3dpp.BackBufferHeight = WNDHEIGHT;
    d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
    d3dpp.BackBufferCount = 1;
    d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
    d3dpp.MultiSampleQuality = 0;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.hDeviceWindow = g_hWnd;
    d3dpp.Windowed = TRUE;
    d3dpp.EnableAutoDepthStencil = TRUE;
    d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
    d3dpp.Flags = 0;
    d3dpp.FullScreen_RefreshRateInHz = 0;
    d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
    if (FAILED(g_pDirect3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd, vp, &d3dpp, &g_pDirect3DDevice)))
    {
        return E_FAIL;
    }

    if (FAILED(D3DXCreateFont(g_pDirect3DDevice, 24, 0, 0, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, _T("Arial"), &g_pD3DXFont)))
    {
        return E_FAIL;
    }

    if (!GameInit())
    {
        return E_FAIL;
    }

    return S_OK;
}

VOID Direct3DRender()
{
    g_pDirect3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
    if (SUCCEEDED(g_pDirect3DDevice->BeginScene()))
    {
        GameRender();
        g_pDirect3DDevice->EndScene();
        g_pDirect3DDevice->Present(NULL, NULL, NULL, NULL);
    }
}

VOID Direct3DClean()
{
    GameClean();

    g_pD3DXFont->Release();
    g_pD3DXFont = NULL;

    g_pDirect3DDevice->Release();
    g_pDirect3DDevice = NULL;

    g_pDirect3D->Release();
    g_pDirect3D = NULL;
}

bool GameInit()
{
    if (FAILED(g_pDirect3DDevice->CreateVertexBuffer(17 * sizeof(CUSTOMVERTEX), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVertexBuffer, NULL)))
    {
        return false;
    }

    if (FAILED(g_pDirect3DDevice->CreateIndexBuffer(48 * sizeof(WORD), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &g_pIndexBuffer, NULL)))
    {
        return false;
    }

    CUSTOMVERTEX vertices[17];
    vertices[0].x = 400.0f;
    vertices[0].y = 300.0f;
    vertices[0].z = 0.0f;
    vertices[0].rhw = 1.0f;
    vertices[0].color = D3DCOLOR_XRGB(rand()%256, rand()%256, rand()%256);
    for (int idx = 0; idx < 16; idx++)
    {
        vertices[idx + 1].x = (float)(250.0f * sinf(idx * M_PI / 8.0f)) + 400.0f;
        vertices[idx + 1].y = -(float)(250.0f * cosf(idx * M_PI / 8.0f)) + 300.0f;
        vertices[idx + 1].z = 0.0f;
        vertices[idx + 1].rhw = 1.0f;
        vertices[idx + 1].color = D3DCOLOR_XRGB(rand()%256, rand()%256, rand()%256);
    }

    VOID* pVertices = NULL;
    if (FAILED(g_pVertexBuffer->Lock(0, sizeof(vertices), static_cast<VOID**>(&pVertices), 0)))
    {
        return false;
    }

    memcpy(pVertices, vertices, sizeof(vertices));
    g_pVertexBuffer->Unlock();

    WORD indices[] =
    { 0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 5,
    0, 5, 6, 0, 6, 7, 0, 7, 8, 0, 8, 9, 0, 9, 10,
    0, 10, 11, 0, 11, 12, 0, 12, 13, 0, 13, 14,
    0, 14, 15, 0, 15, 16, 0, 16, 1 };
    WORD* pIndices = NULL;
    if (FAILED(g_pIndexBuffer->Lock(0, 0, (VOID**)(&pIndices), 0)))
    {
        return false;
    }
    memcpy(pIndices, indices, sizeof(indices));
    g_pIndexBuffer->Unlock();

    return true;
}

void GameRender()
{
    g_pDirect3DDevice->SetStreamSource(0, g_pVertexBuffer, 0, sizeof(CUSTOMVERTEX));
    g_pDirect3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
    g_pDirect3DDevice->SetIndices(g_pIndexBuffer);
    g_pDirect3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 17, 0, 16);
}

void GameClean()
{
    g_pVertexBuffer->Release();
    g_pVertexBuffer = NULL;

    g_pIndexBuffer->Release();
    g_pIndexBuffer = NULL;
}
相关标签: 3d direct3d