//Direct3D9头文件
#include <d3d9.h>
//宏定义窗口类名字
#define WINDOW_CLASS "UGPDX"
//宏定义窗口名字
#define WINDOW_NAME "Drawing Lines"
//设置和创建Direct3D
bool InitializeD3D(HWND hWnd, bool fullscreen);
//创建将要绘制在屏幕上的物体
bool InitializeObjects();
//渲染图形
void RenderScene();
//在程序退出时清除程序
void Shutdown();
//分别将Direct3D对象和Direct3D设备对象置为空
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;
//将顶点缓存置为空
LPDIRECT3DVERTEXBUFFER9 g_VertexBuffer = NULL;
//定义Direct3D顶点结构
struct stD3DVertex
{
//xyz坐标
float x, y, z;
//颜色
unsigned long color;
};
//宏定义灵活顶点格式
#define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE);
bool InitializeObject()
{
//指定颜色为白色
unsigned long col = D3DCOLOR_XRGB(255, 255, 255);
//为了创建2条线段,需要指定4个点,以及每个点的x,y,z位置坐标和颜色值
stD3DVertex objData[] = {
{ 420.0f, 150.0f, 0.5f, col, },
{ 420.0f, 350.0f, 0.5f, col, },
{ 220.0f, 150.0f, 0.5f, col, },
{ 220.0f, 350.0f, 0.5f, col, },
};
//创建顶点缓存保存数据
if (FAILED(g_D3DDevice->CreateVertexBuffer(sizeof(objData), 0,
D3DFVF_VERTEX, D3DPOOL_DEFAULT, &g_VertexBuffer, NULL)))return false;
//声明一个指针,Lock()函数可以获取一个指向顶点缓存中已分配内存的指针,进而操作该指针
void *ptr;
//锁定顶点缓存
if (FAILED(g_VertexBuffer->Lock(0, sizeof(objData), (void**)&ptr, 0)))return false;
//将数据复制到顶点缓存中
memcpy(ptr, objData, sizeof(objData));
//将顶点缓存设置为准备就绪
g_VertexBuffer->Unlock();
return true;
}
void RenderScene()
{
//清屏
g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
//开始渲染
g_D3DDevice->BeginScene();
//将顶点设置为渲染流
g_D3DDevice->SetStreamSource(0, g_VertexBuffer, 0, sizeof(stD3DVertex));
//设置顶点格式FVF
g_D3DDevice->SetFVF(D3DFVF_VERTEX);
//绘制出当前设置为流的顶点缓存内容
g_D3DDevice->DrawPrimitive(D3DPT_LINELIST, 0, 2);
//结束渲染
g_D3DDevice->EndScene();
//显示
g_D3DDevice->Present(NULL, NULL, NULL, NULL);
}
void Shutdown()
{
//释放D3D设备对象
if (g_D3DDevice != NULL)g_D3DDevice->Release();
//释放D3D对象
if (g_D3D != NULL)g_D3D->Release();
//释放顶点缓存
if (g_VertexBuffer != NULL)g_VertexBuffer->Release();
//分别置为空
g_D3DDevice = NULL;
g_D3D = NULL;
g_VertexBuffer = NULL;
}
//完整代码:
#include <Windows.h>
#include <d3d9.h>
#pragma comment (lib,"d3d9.lib")
#pragma comment (lib,"d3dx9.lib")
#define WINDOW_CLASS "UGPDX"
#define WINDOW_NAME "Drawing Lines"
bool InitializeD3D(HWND hWnd, bool fullscreen);
bool InitializeObjects();
void RenderScene();
void Shutdown();
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_VertexBuffer = NULL;
struct stD3DVertex
{
float x, y, z;
unsigned long color;
};
#define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam){
switch (msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break;
case WM_KEYUP:
if (wParam==VK_ESCAPE)
PostQuitMessage(0);
break;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstanace,
PSTR szCmdLine,int iCmdShow)
{
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0, 0, GetModuleHandle(NULL), NULL,
NULL, NULL, NULL, WINDOW_CLASS, NULL };
RegisterClassEx(&wc);
HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME, WS_OVERLAPPEDWINDOW,
100, 100, 640, 480, GetDesktopWindow(), NULL, wc.hInstance, NULL);
if (InitializeD3D(hWnd, false))
{
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
RenderScene();
}
}
}
Shutdown();
UnregisterClass(WINDOW_CLASS, wc.hInstance);
return 0;
}
bool InitializeD3D(HWND hWnd, bool fullscreen)
{
D3DDISPLAYMODE displayMode;
g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
if (g_D3D == NULL)return false;
if (FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &displayMode)))
return false;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
if (fullscreen)
{
d3dpp.Windowed = FALSE;
d3dpp.BackBufferWidth = 640;
d3dpp.BackBufferHeight = 480;
}
else
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = displayMode.Format;
if (FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp,
&g_D3DDevice)))return false;
if (!InitializeObjects())return false;
return true;
}
bool InitializeObjects()
{
unsigned long col = D3DCOLOR_XRGB(255, 255, 255);
stD3DVertex objData[] = {
{ 420.0f, 150.0f, 0.5f, col, },
{ 420.0f, 350.0f, 0.5f, col, },
{ 220.0f, 150.0f, 0.5f, col, },
{ 220.0f, 350.0f, 0.5f, col, },
};
if (FAILED(g_D3DDevice->CreateVertexBuffer(sizeof(objData), 0,
D3DFVF_VERTEX, D3DPOOL_DEFAULT, &g_VertexBuffer, NULL)))return false;
void *ptr;
if (FAILED(g_VertexBuffer->Lock(0, sizeof(objData), (void**)&ptr, 0)))return false;
memcpy(ptr, objData, sizeof(objData));
g_VertexBuffer->Unlock();
return true;
}
void RenderScene()
{
g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
g_D3DDevice->BeginScene();
g_D3DDevice->SetStreamSource(0, g_VertexBuffer, 0, sizeof(stD3DVertex));
g_D3DDevice->SetFVF(D3DFVF_VERTEX);
g_D3DDevice->DrawPrimitive(D3DPT_LINELIST, 0, 2);
g_D3DDevice->EndScene();
g_D3DDevice->Present(NULL, NULL, NULL, NULL);
}
void Shutdown()
{
if (g_D3DDevice != NULL)g_D3DDevice->Release();
if (g_D3D != NULL)g_D3D->Release();
if (g_VertexBuffer != NULL)g_VertexBuffer->Release();
g_D3DDevice = NULL;
g_D3D = NULL;
g_VertexBuffer = NULL;
}