#include<d3d9.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9d.lib")
#define WINDOW_CLASS "UGPDX"
#define WINDOW_NAME "Blank D3D Window"
// Function Prototypes...
bool InitializeD3D(HWND hWnd, bool fullscreen); //链接函数
bool set();
void RenderScene();
void Shutdown();
// Direct3D object and device.
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 dd = 0;
struct vertex {
float x, y, z;
unsigned long color;
};
#define D3DFVF_VERTEX (D3DFVF_XYZ)
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) //窗口开始
{
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 hInst, HINSTANCE prevhInst, LPSTR cmdLine, int show)
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
WINDOW_CLASS, NULL };
RegisterClassEx(&wc);
// Create the application's window
HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME, WS_OVERLAPPEDWINDOW,
100, 100, 640, 480, GetDesktopWindow(), NULL,
wc.hInstance, NULL);
// Initialize Direct3D
if (InitializeD3D(hWnd, false))
{
// Show the window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
// Enter the message loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
RenderScene();
}
}
// Release any and all resources.
Shutdown();
// Unregister our window.
UnregisterClass(WINDOW_CLASS, wc.hInstance);
return 0;
} //窗口结束
bool InitializeD3D(HWND hWnd, bool fullscreen) //开始链接
{
D3DDISPLAYMODE displayMode;
// Create the D3D object.
g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
if (g_D3D == NULL) return false;
// Get the desktop display mode.
if (FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &displayMode)))
return false;
// Set up the structure used to create the D3DDevice
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;
// Create the D3DDevice
if (FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_D3DDevice)))
{
return false;
}
return true;
}
//开始创建顶点缓存
bool set() {
unsigned long col = D3DCOLOR_XRGB(25, 215, 155);
g_D3DDevice->CreateVertexBuffer( //创立静态顶点缓存
3 * sizeof(vertex),
0,
D3DFVF_XYZ,
D3DPOOL_MANAGED,
&dd,
0
);
vertex* str;
dd->Lock(0, 0, (void**)&str, 0);
str[0] = vertex{ -1.0f, 0.0f, 2.0f ,col };
str[1] = vertex{ 0.0f, 1.0f, 2.0f ,col };
str[3] = vertex{ 1.0f, 0.0f, 2.0f,col };
dd->Unlock();
return true;
}
void RenderScene()
{
// Clear the backbuffer.
g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
g_D3DDevice->BeginScene(); //渲染开始
g_D3DDevice->SetStreamSource(0, dd, 0, sizeof(vertex));
g_D3DDevice->SetFVF(D3DFVF_VERTEX);
g_D3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0,1);
g_D3DDevice->EndScene();
g_D3DDevice->Present(0, 0, 0, 0);
}
void Shutdown() { //清除
if (g_D3DDevice != NULL) g_D3DDevice->Release();
if (g_D3D != NULL) g_D3D->Release();
if (dd != NULL) dd->Release();
g_D3DDevice = NULL;
g_D3D = NULL;
dd = NULL;
}