【Direct3D】DirectInput
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2022-07-13 10:10:33
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//-----------------------------------【程序说明】----------------------------------------------
//------------------------------------------------------------------------------------------------
//-----------------------------------【宏定义部分】--------------------------------------------
// 描述:定义一些辅助宏
//------------------------------------------------------------------------------------------------
#define WINDOW_WIDTH 800 //为窗口宽度定义的宏,以方便在此处修改窗口宽度
#define WINDOW_HEIGHT 600 //为窗口高度定义的宏,以方便在此处修改窗口高度
#define WINDOW_TITLE _T("游戏输入控制利器 : DirectInput") //为窗口标题定义的宏
#define DIRECTINPUT_VERSION 0x0800 //指定DirectInput版本,防止DIRECTINPUT_VERSION undefined警告
#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } } //自定义一个SAFE_RELEASE()宏,便于COM资源的释放
#define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } } //指针的便捷释放宏
//-----------------------------------【头文件包含部分】---------------------------------------
// 描述:包含程序所依赖的头文件
//------------------------------------------------------------------------------------------------
#include <d3d9.h>
#include <d3dx9.h>
#include <tchar.h>
#include <time.h>
#include <dinput.h> // 使用DirectInput必须包含的头文件,注意这里没有8
//-----------------------------------【库文件包含部分】---------------------------------------
// 描述:包含程序所依赖的库文件
//------------------------------------------------------------------------------------------------
#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
#pragma comment(lib, "dinput8.lib") // 使用DirectInput必须包含的头文件,注意这里有8
#pragma comment(lib,"dxguid.lib")
#pragma comment(lib, "winmm.lib")
//-----------------------------------【全局变量声明部分】-------------------------------------
// 描述:全局变量的声明
//------------------------------------------------------------------------------------------------
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D设备对象
LPD3DXFONT g_pTextFPS =NULL; //字体COM接口
LPD3DXFONT g_pTextAdaperName = NULL; // 显卡信息的2D文本
LPD3DXFONT g_pTextHelper = NULL; // 帮助信息的2D文本
LPD3DXFONT g_pTextInfor = NULL; // 绘制信息的2D文本
float g_FPS = 0.0f; //一个浮点型的变量,代表帧速率
wchar_t g_strFPS[50]={0}; //包含帧速率的字符数组
wchar_t g_strAdapterName[60]={0}; //包含显卡名称的字符数组
LPDIRECTINPUT8 g_pDirectInput = NULL; //
LPDIRECTINPUTDEVICE8 g_pMouseDevice = NULL;
DIMOUSESTATE g_diMouseState = {0};
LPDIRECTINPUTDEVICE8 g_pKeyboardDevice = NULL;
char g_pKeyStateBuffer[256] = {0};
D3DXMATRIX g_matWorld; //世界矩阵
LPD3DXMESH g_pMesh = NULL; // 网格的对象
D3DMATERIAL9* g_pMaterials = NULL; // 网格的材质信息
LPDIRECT3DTEXTURE9* g_pTextures = NULL; // 网格的纹理信息
DWORD g_dwNumMtrls = 0; // 材质的数目
//-----------------------------------【全局函数声明部分】-------------------------------------
// 描述:全局函数声明,防止“未声明的标识”系列错误
//------------------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam );
HRESULT Direct3D_Init(HWND hwnd,HINSTANCE hInstance);
HRESULT Objects_Init();
void Direct3D_Render( HWND hwnd);
void Direct3D_Update( HWND hwnd);
void Direct3D_CleanUp( );
float Get_FPS();
void Matrix_Set();
BOOL Device_Read(IDirectInputDevice8 *pDIDevice, void* pBuffer, long lSize) ;
//-----------------------------------【WinMain( )函数】--------------------------------------
// 描述:Windows应用程序的入口函数,我们的程序从这里开始
//------------------------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,LPSTR lpCmdLine, int nShowCmd)
{
//【1】窗口创建四步曲之一:开始设计一个完整的窗口类
WNDCLASSEX wndClass = { 0 }; //用WINDCLASSEX定义了一个窗口类
wndClass.cbSize = sizeof( WNDCLASSEX ) ; //设置结构体的字节数大小
wndClass.style = CS_HREDRAW | CS_VREDRAW; //设置窗口的样式
wndClass.lpfnWndProc = WndProc; //设置指向窗口过程函数的指针
wndClass.cbClsExtra = 0; //窗口类的附加内存,取0就可以了
wndClass.cbWndExtra = 0; //窗口的附加内存,依然取0就行了
wndClass.hInstance = hInstance; //指定包含窗口过程的程序的实例句柄。
wndClass.hIcon=(HICON)::LoadImage(NULL,L"icon.ico",IMAGE_ICON,0,0,LR_DEFAULTSIZE|LR_LOADFROMFILE); //本地加载自定义ico图标
wndClass.hCursor = LoadCursor( NULL, IDC_ARROW ); //指定窗口类的光标句柄。
wndClass.hbrBackground=(HBRUSH)GetStockObject(GRAY_BRUSH); //为hbrBackground成员指定一个白色画刷句柄
wndClass.lpszMenuName = NULL; //用一个以空终止的字符串,指定菜单资源的名字。
wndClass.lpszClassName = L"ForTheDreamOfGameDevelop"; //用一个以空终止的字符串,指定窗口类的名字。
//【2】窗口创建四步曲之二:注册窗口类
if( !RegisterClassEx( &wndClass ) ) //设计完窗口后,需要对窗口类进行注册,这样才能创建该类型的窗口
return -1;
//【3】窗口创建四步曲之三:正式创建窗口
HWND hwnd = CreateWindow( L"ForTheDreamOfGameDevelop",WINDOW_TITLE, //喜闻乐见的创建窗口函数CreateWindow
WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, WINDOW_WIDTH,
WINDOW_HEIGHT, NULL, NULL, hInstance, NULL );
//Direct3D资源的初始化,调用失败用messagebox予以显示
if (!(S_OK==Direct3D_Init (hwnd,hInstance)))
{
MessageBox(hwnd, _T("Direct3D初始化失败~!"), _T("浅墨的消息窗口"), 0); //使用MessageBox函数,创建一个消息窗口
}
//【4】窗口创建四步曲之四:窗口的移动、显示与更新
MoveWindow(hwnd,250,80,WINDOW_WIDTH,WINDOW_HEIGHT,true); //调整窗口显示时的位置,使窗口左上角位于(250,80)处
ShowWindow( hwnd, nShowCmd ); //调用ShowWindow函数来显示窗口
UpdateWindow(hwnd); //对窗口进行更新,就像我们买了新房子要装修一样
PlaySound(L"刻限.wav", NULL, SND_FILENAME | SND_ASYNC|SND_LOOP); //循环播放背景音乐
//【5】消息循环过程
MSG msg = { 0 }; //初始化msg
while( msg.message != WM_QUIT ) //使用while循环
{
if( PeekMessage( &msg, 0, 0, 0, PM_REMOVE ) ) //查看应用程序消息队列,有消息时将队列中的消息派发出去。
{
TranslateMessage( &msg ); //将虚拟键消息转换为字符消息
DispatchMessage( &msg ); //该函数分发一个消息给窗口程序。
}
else
{
Direct3D_Update(hwnd); //调用更新函数,进行画面的更新
Direct3D_Render(hwnd); //调用渲染函数,进行画面的渲染
}
}
//【6】窗口类的注销
UnregisterClass(L"ForTheDreamOfGameDevelop", wndClass.hInstance); //程序准备结束,注销窗口类
return 0;
}
//-----------------------------------【WndProc( )函数】--------------------------------------
// 描述:窗口过程函数WndProc,对窗口消息进行处理
//------------------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam )
{
switch( message ) //switch语句开始
{
case WM_PAINT: // 若是客户区重绘消息
Direct3D_Render(hwnd); //调用Direct3D渲染函数
ValidateRect(hwnd, NULL); // 更新客户区的显示
break; //跳出该switch语句
case WM_KEYDOWN: // 若是键盘按下消息
if (wParam == VK_ESCAPE) // 如果被按下的键是ESC
DestroyWindow(hwnd); // 销毁窗口, 并发送一条WM_DESTROY消息
break; //跳出该switch语句
case WM_DESTROY: //若是窗口销毁消息
Direct3D_CleanUp(); //调用自定义的资源清理函数Game_CleanUp()进行退出前的资源清理
PostQuitMessage( 0 ); //向系统表明有个线程有终止请求。用来响应WM_DESTROY消息
break; //跳出该switch语句
default: //若上述case条件都不符合,则执行该default语句
return DefWindowProc( hwnd, message, wParam, lParam ); //调用缺省的窗口过程
}
return 0; //正常退出
}
//-----------------------------------【Direct3D_Init( )函数】----------------------------------
// 描述:Direct3D初始化函数,进行Direct3D的初始化
//------------------------------------------------------------------------------------------------
HRESULT Direct3D_Init(HWND hwnd,HINSTANCE hInstance)
{
//--------------------------------------------------------------------------------------
// 【Direct3D初始化四步曲之一,创接口】:创建Direct3D接口对象, 以便用该Direct3D对象创建Direct3D设备对象
//--------------------------------------------------------------------------------------
LPDIRECT3D9 pD3D = NULL; //Direct3D接口对象的创建
if( NULL == ( pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) ) //初始化Direct3D接口对象,并进行DirectX版本协商
return E_FAIL;
//--------------------------------------------------------------------------------------
// 【Direct3D初始化四步曲之二,取信息】:获取硬件设备信息
//--------------------------------------------------------------------------------------
D3DCAPS9 caps; int vp = 0;
if( FAILED( pD3D->GetDeviceCaps( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps ) ) )
{
return E_FAIL;
}
if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
vp = D3DCREATE_HARDWARE_VERTEXPROCESSING; //支持硬件顶点运算,我们就采用硬件顶点运算,妥妥的
else
vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING; //不支持硬件顶点运算,无奈只好采用软件顶点运算
//--------------------------------------------------------------------------------------
// 【Direct3D初始化四步曲之三,填内容】:填充D3DPRESENT_PARAMETERS结构体
//--------------------------------------------------------------------------------------
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.BackBufferWidth = WINDOW_WIDTH;
d3dpp.BackBufferHeight = WINDOW_HEIGHT;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
d3dpp.BackBufferCount = 2;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp.MultiSampleQuality = 0;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hwnd;
d3dpp.Windowed = true;
d3dpp.EnableAutoDepthStencil = true;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.Flags = 0;
d3dpp.FullScreen_RefreshRateInHz = 0;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
//--------------------------------------------------------------------------------------
// 【Direct3D初始化四步曲之四,创设备】:创建Direct3D设备接口
//--------------------------------------------------------------------------------------
if(FAILED(pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
hwnd, vp, &d3dpp, &g_pd3dDevice)))
return E_FAIL;
//获取显卡信息到g_strAdapterName中,并在显卡名称之前加上“当前显卡型号:”字符串
wchar_t TempName[60]=L"当前显卡型号:"; //定义一个临时字符串,且方便了把"当前显卡型号:"字符串引入我们的目的字符串中
D3DADAPTER_IDENTIFIER9 Adapter; //定义一个D3DADAPTER_IDENTIFIER9结构体,用于存储显卡信息
pD3D->GetAdapterIdentifier(0,0,&Adapter);//调用GetAdapterIdentifier,获取显卡信息
int len = MultiByteToWideChar(CP_ACP,0, Adapter.Description, -1, NULL, 0);//显卡名称现在已经在Adapter.Description中了,但是其为char类型,我们要将其转为wchar_t类型
MultiByteToWideChar(CP_ACP, 0, Adapter.Description, -1, g_strAdapterName, len);//这步操作完成后,g_strAdapterName中就为当前我们的显卡类型名的wchar_t型字符串了
wcscat_s(TempName,g_strAdapterName);//把当前我们的显卡名加到“当前显卡型号:”字符串后面,结果存在TempName中
wcscpy_s(g_strAdapterName,TempName);//把TempName中的结果拷贝到全局变量g_strAdapterName中,大功告成~
//--------------------------------------------------------------------------------------
// 【DirectInput使用五步曲的前三步】:创设备,设格式,拿权力。在为鼠标设备初始化
//--------------------------------------------------------------------------------------
// 创建DirectInput接口和设备
DirectInput8Create(hInstance, 0x0800, IID_IDirectInput8, (void**)&g_pDirectInput, NULL);
g_pDirectInput->CreateDevice(GUID_SysKeyboard, &g_pMouseDevice, NULL);
// 设置数据格式和协作级别
g_pDirectInput->CreateDevice(GUID_SysMouse, &g_pMouseDevice, NULL);
g_pMouseDevice->SetDataFormat(&c_dfDIMouse);
g_pMouseDevice->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
//获取设备控制权
g_pMouseDevice->Acquire();
//--------------------------------------------------------------------------------------
// 【DirectInput使用五步曲的前三步】:创设备,设格式,拿权力。在为键盘设备初始化
//--------------------------------------------------------------------------------------
// 创建DirectInput接口和设备
DirectInput8Create(hInstance, 0x0800, IID_IDirectInput8, (void**)&g_pDirectInput, NULL);
g_pDirectInput->CreateDevice(GUID_SysKeyboard, &g_pKeyboardDevice, NULL);
// 设置数据格式和协作级别
g_pKeyboardDevice->SetDataFormat(&c_dfDIKeyboard);
g_pKeyboardDevice->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
//获取设备控制权
g_pKeyboardDevice->Acquire();
if(!(S_OK==Objects_Init())) return E_FAIL;
SAFE_RELEASE(pD3D) //LPDIRECT3D9接口对象的使命完成,我们将其释放掉
return S_OK;
}
//-----------------------------------【Object_Init( )函数】--------------------------------------
// 描述:渲染资源初始化函数,在此函数中进行要被渲染的物体的资源的初始化
//--------------------------------------------------------------------------------------------------
HRESULT Objects_Init()
{
//创建字体
D3DXCreateFont(g_pd3dDevice, 36, 0, 0, 1000, false, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, _T("Calibri"), &g_pTextFPS);
D3DXCreateFont(g_pd3dDevice, 20, 0, 1000, 0, false, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, L"华文中宋", &g_pTextAdaperName);
D3DXCreateFont(g_pd3dDevice, 23, 0, 1000, 0, false, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, L"微软雅黑", &g_pTextHelper);
D3DXCreateFont(g_pd3dDevice, 26, 0, 1000, 0, false, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, L"黑体", &g_pTextInfor);
// 从X文件中加载网格数据
LPD3DXBUFFER pAdjBuffer = NULL;
LPD3DXBUFFER pMtrlBuffer = NULL;
D3DXLoadMeshFromX(L"loli.x", D3DXMESH_MANAGED, g_pd3dDevice,
&pAdjBuffer, &pMtrlBuffer, NULL, &g_dwNumMtrls, &g_pMesh);
// 读取材质和纹理数据
D3DXMATERIAL *pMtrls = (D3DXMATERIAL*)pMtrlBuffer->GetBufferPointer();
g_pMaterials = new D3DMATERIAL9[g_dwNumMtrls];
g_pTextures = new LPDIRECT3DTEXTURE9[g_dwNumMtrls];
for (DWORD i=0; i<g_dwNumMtrls; i++)
{
g_pMaterials[i] = pMtrls[i].MatD3D;
g_pMaterials[i].Ambient = g_pMaterials[i].Diffuse;
g_pTextures[i] = NULL;
D3DXCreateTextureFromFileA(g_pd3dDevice, pMtrls[i].pTextureFilename, &g_pTextures[i]);
}
pAdjBuffer->Release();
pMtrlBuffer->Release();
// 设置渲染状态
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); //开启背面消隐
g_pd3dDevice->SetRenderState(D3DRS_AMBIENT, D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f)); //设置环境光
return S_OK;
}
//-----------------------------------【Matrix_Set( )函数】--------------------------------------
// 描述:封装了Direct3D四大变换的函数,即世界变换,取景变换,投影变换,视口变换的设置
//--------------------------------------------------------------------------------------------------
void Matrix_Set()
{
//--------------------------------------------------------------------------------------
//【四大变换之一】:世界变换矩阵的设置
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
//【四大变换之二】:取景变换矩阵的设置
//--------------------------------------------------------------------------------------
D3DXMATRIX matView; //定义一个矩阵
D3DXVECTOR3 vEye(0.0f, 0.0f, -250.0f); //摄像机的位置
D3DXVECTOR3 vAt(0.0f, 0.0f, 0.0f); //观察点的位置
D3DXVECTOR3 vUp(0.0f, 1.0f, 0.0f);//向上的向量
D3DXMatrixLookAtLH(&matView, &vEye, &vAt, &vUp); //计算出取景变换矩阵
g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView); //应用取景变换矩阵
//--------------------------------------------------------------------------------------
//【四大变换之三】:投影变换矩阵的设置
//--------------------------------------------------------------------------------------
D3DXMATRIX matProj; //定义一个矩阵
D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI / 4.0f,(float)((double)WINDOW_WIDTH/WINDOW_HEIGHT),1.0f, 1000.0f); //计算投影变换矩阵
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj); //设置投影变换矩阵
//--------------------------------------------------------------------------------------
//【四大变换之四】:视口变换的设置
//--------------------------------------------------------------------------------------
D3DVIEWPORT9 vp; //实例化一个D3DVIEWPORT9结构体,然后做填空题给各个参数赋值就可以了
vp.X = 0; //表示视口相对于窗口的X坐标
vp.Y = 0; //视口相对对窗口的Y坐标
vp.Width = WINDOW_WIDTH; //视口的宽度
vp.Height = WINDOW_HEIGHT; //视口的高度
vp.MinZ = 0.0f; //视口在深度缓存中的最小深度值
vp.MaxZ = 1.0f; //视口在深度缓存中的最大深度值
g_pd3dDevice->SetViewport(&vp); //视口的设置
}
//-----------------------------------【Direct3D_Update( )函数】--------------------------------
// 描述:不是即时渲染代码但是需要即时调用的,如按键后的坐标的更改,都放在这里
//--------------------------------------------------------------------------------------------------
void Direct3D_Update( HWND hwnd)
{
// 获取键盘消息并给予设置相应的填充模式
if (g_pKeyStateBuffer[DIK_1] & 0x80) // 若数字键1被按下,进行实体填充
g_pd3dDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
if (g_pKeyStateBuffer[DIK_2] & 0x80) // 若数字键2被按下,进行线框填充
g_pd3dDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME);
// 读取鼠标输入
::ZeroMemory(&g_diMouseState, sizeof(g_diMouseState));
Device_Read(g_pMouseDevice, (LPVOID)&g_diMouseState, sizeof(g_diMouseState));
// 读取键盘输入
::ZeroMemory(g_pKeyStateBuffer, sizeof(g_pKeyStateBuffer));
Device_Read(g_pKeyboardDevice, (LPVOID)g_pKeyStateBuffer, sizeof(g_pKeyStateBuffer));
// 按住鼠标左键并拖动,为平移操作
static FLOAT fPosX = 0.0f, fPosY = 30.0f, fPosZ = 0.0f;
if (g_diMouseState.rgbButtons[0] & 0x80)
{
fPosX += g_diMouseState.lX * 0.08f;
fPosY += g_diMouseState.lY * -0.08f;
}
//鼠标滚轮,为观察点收缩操作
fPosZ += g_diMouseState.lZ * 0.02f;
// 平移物体
if (g_pKeyStateBuffer[DIK_A] & 0x80) fPosX -= 0.005f;
if (g_pKeyStateBuffer[DIK_D] & 0x80) fPosX += 0.005f;
if (g_pKeyStateBuffer[DIK_W] & 0x80) fPosY += 0.005f;
if (g_pKeyStateBuffer[DIK_S] & 0x80) fPosY -= 0.005f;
D3DXMatrixTranslation(&g_matWorld, fPosX, fPosY, fPosZ);
// 按住鼠标右键并拖动,为旋转操作
static float fAngleX = 0.15f, fAngleY = -(float)D3DX_PI ;
if (g_diMouseState.rgbButtons[1] & 0x80)
{
fAngleX += g_diMouseState.lY * -0.01f;
fAngleY += g_diMouseState.lX * -0.01f;
}
// 旋转物体
if (g_pKeyStateBuffer[DIK_UP] & 0x80) fAngleX += 0.005f;
if (g_pKeyStateBuffer[DIK_DOWN] & 0x80) fAngleX -= 0.005f;
if (g_pKeyStateBuffer[DIK_LEFT] & 0x80) fAngleY -= 0.005f;
if (g_pKeyStateBuffer[DIK_RIGHT] & 0x80) fAngleY += 0.005f;
D3DXMATRIX Rx, Ry;
D3DXMatrixRotationX(&Rx, fAngleX);
D3DXMatrixRotationY(&Ry, fAngleY);
//得到最终的矩阵并设置
g_matWorld = Rx * Ry * g_matWorld;//得到最终的矩阵
g_pd3dDevice->SetTransform(D3DTS_WORLD, &g_matWorld);//设置世界矩阵
Matrix_Set();
}
//-----------------------------------【Direct3D_Render( )函数】-------------------------------
// 描述:使用Direct3D进行渲染
//--------------------------------------------------------------------------------------------------
void Direct3D_Render(HWND hwnd)
{
//--------------------------------------------------------------------------------------
// 【Direct3D渲染五步曲之一】:清屏操作
//--------------------------------------------------------------------------------------
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
//定义一个矩形,用于获取主窗口矩形
RECT formatRect;
GetClientRect(hwnd, &formatRect);
//--------------------------------------------------------------------------------------
// 【Direct3D渲染五步曲之二】:开始绘制
//--------------------------------------------------------------------------------------
g_pd3dDevice->BeginScene(); // 开始绘制
//--------------------------------------------------------------------------------------
// 【Direct3D渲染五步曲之三】:正式绘制
//--------------------------------------------------------------------------------------
// 绘制网格
for (DWORD i = 0; i < g_dwNumMtrls; i++)
{
g_pd3dDevice->SetMaterial(&g_pMaterials[i]);
g_pd3dDevice->SetTexture(0, g_pTextures[i]);
g_pMesh->DrawSubset(i);
}
//在窗口右上角处,显示每秒帧数
int charCount = swprintf_s(g_strFPS, 20, _T("FPS:%0.3f"), Get_FPS() );
g_pTextFPS->DrawText(NULL, g_strFPS, charCount , &formatRect, DT_TOP | DT_RIGHT, D3DCOLOR_RGBA(0,239,136,255));
//显示显卡类型名
g_pTextAdaperName->DrawText(NULL,g_strAdapterName, -1, &formatRect,
DT_TOP | DT_LEFT, D3DXCOLOR(1.0f, 0.5f, 0.0f, 1.0f));
// 输出绘制信息
formatRect.top = 30;
static wchar_t strInfo[256] = {0};
swprintf_s(strInfo,-1, L"模型坐标: (%.2f, %.2f, %.2f)", g_matWorld._41, g_matWorld._42, g_matWorld._43);
g_pTextHelper->DrawText(NULL, strInfo, -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(135,239,136,255));
// 输出帮助信息
formatRect.left = 0,formatRect.top = 380;
g_pTextInfor->DrawText(NULL, L"控制说明:", -1, &formatRect,
DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(235,123,230,255));
formatRect.top += 35;
g_pTextHelper->DrawText(NULL, L" 按住鼠标左键并拖动:平移模型", -1, &formatRect,
DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255));
formatRect.top += 25;
g_pTextHelper->DrawText(NULL, L" 按住鼠标右键并拖动:旋转模型", -1, &formatRect,
DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255));
formatRect.top += 25;
g_pTextHelper->DrawText(NULL, L" 滑动鼠标滚轮:拉伸模型", -1, &formatRect,
DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255));
formatRect.top += 25;
g_pTextHelper->DrawText(NULL, L" W、S、A、D键:平移模型 ", -1, &formatRect,
DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255));
formatRect.top += 25;
g_pTextHelper->DrawText(NULL, L" 上、下、左、右方向键:旋转模型 ", -1, &formatRect,
DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255));
formatRect.top += 25;
g_pTextHelper->DrawText(NULL, L" ESC键 : 退出程序", -1, &formatRect,
DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255));
//--------------------------------------------------------------------------------------
// 【Direct3D渲染五步曲之四】:结束绘制
//--------------------------------------------------------------------------------------
g_pd3dDevice->EndScene(); // 结束绘制
//--------------------------------------------------------------------------------------
// 【Direct3D渲染五步曲之五】:显示翻转
//--------------------------------------------------------------------------------------
g_pd3dDevice->Present(NULL, NULL, NULL, NULL); // 翻转与显示
}
//-----------------------------------【Get_FPS( )函数】------------------------------------------
// 描述:用于计算每秒帧速率的一个函数
//--------------------------------------------------------------------------------------------------
float Get_FPS()
{
//定义四个静态变量
static float fps = 0; //我们需要计算的FPS值
static int frameCount = 0;//帧数
static float currentTime =0.0f;//当前时间
static float lastTime = 0.0f;//持续时间
frameCount++;//每调用一次Get_FPS()函数,帧数自增1
currentTime = timeGetTime()*0.001f;//获取系统时间,其中timeGetTime函数返回的是以毫秒为单位的系统时间,所以需要乘以0.001,得到单位为秒的时间
//如果当前时间减去持续时间大于了1秒钟,就进行一次FPS的计算和持续时间的更新,并将帧数值清零
if(currentTime - lastTime > 1.0f) //将时间控制在1秒钟
{
fps = (float)frameCount /(currentTime - lastTime);//计算这1秒钟的FPS值
lastTime = currentTime; //将当前时间currentTime赋给持续时间lastTime,作为下一秒的基准时间
frameCount = 0;//将本次帧数frameCount值清零
}
return fps;
}
//-----------------------------------【Device_Read( )函数】------------------------------------
// Desc: 智能读取设备的输入数据
//--------------------------------------------------------------------------------------------------
BOOL Device_Read(IDirectInputDevice8 *pDIDevice, void* pBuffer, long lSize)
{
HRESULT hr;
while (true)
{
pDIDevice->Poll(); // 轮询设备
pDIDevice->Acquire(); // 获取设备的控制权
if (SUCCEEDED(hr = pDIDevice->GetDeviceState(lSize, pBuffer))) break;
if (hr != DIERR_INPUTLOST || hr != DIERR_NOTACQUIRED) return FALSE;
if (FAILED(pDIDevice->Acquire())) return FALSE;
}
return TRUE;
}
//-----------------------------------【Direct3D_CleanUp( )函数】--------------------------------
// 描述:对Direct3D的资源进行清理,释放COM接口对象
//---------------------------------------------------------------------------------------------------
void Direct3D_CleanUp()
{
//释放COM接口对象
g_pMouseDevice->Unacquire();
g_pKeyboardDevice->Unacquire();
for (DWORD i = 0; i<g_dwNumMtrls; i++)
SAFE_RELEASE(g_pTextures[i]);
SAFE_DELETE(g_pTextures)
SAFE_DELETE(g_pMaterials)
SAFE_RELEASE(g_pMesh)
SAFE_RELEASE(g_pTextFPS)
SAFE_RELEASE(g_pd3dDevice)
SAFE_RELEASE(g_pMouseDevice)
SAFE_RELEASE(g_pKeyboardDevice)
}
mmp 这真的难
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