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📄 main.cpp

📁 <B>很多DirectX 9.0游戏编程源码例子</B>
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//-----------------------------------------------------------------------------
// Name: D3D_TitleScreen
//
// Description: Example code showing how to draw 2D interface objects in a
//				3D environment.  
//
// File Function: Main body of the function (main.cpp)
//
// Code: 
//		Copyright (c) 2002 LostLogic Corporation. All rights reserved.
//
// Libraries Required:
//		d3d9.lib dxguid.lib d3dx9dt.lib d3dxof.lib comctl32.lib	winmm.lib
//
// Local Files Required:
//		main.cpp
//		main.h
//
// DX Files: 
//		Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include "main.h"

//--------------------------------------------------------------------------------------
//
// Main windows function, ie main()
//
//--------------------------------------------------------------------------------------
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR szCmdLine, int iCmdShow)
{
	HWND		hWnd;
	MSG			msg;
	WNDCLASSEX	wndclass;
	RECT		rcWindowClient;

    // Set up window class
	wndclass.cbSize			= sizeof(wndclass);
	wndclass.style			= CS_HREDRAW | CS_VREDRAW;
	wndclass.lpfnWndProc	= fnMessageProcessor;
	wndclass.cbClsExtra		= 0;
	wndclass.cbWndExtra		= 0;
	wndclass.hInstance		= hInstance;
	wndclass.hIcon			= LoadIcon( NULL, IDI_APPLICATION );
	wndclass.hCursor		= LoadCursor( NULL, IDC_ARROW );
	wndclass.hbrBackground	= (HBRUSH) GetStockObject (WHITE_BRUSH);
	wndclass.lpszMenuName	= NULL;
	wndclass.lpszClassName	= "Title Demo";	// Registered Class Name
	wndclass.hIconSm		= LoadIcon( NULL, IDI_APPLICATION );

	// Register the window class
	if( RegisterClassEx( &wndclass ) == NULL ) 
	{
		// The program failed, exit
		exit(1);
	}

	// Create the window
	hWnd = CreateWindowEx(	WS_EX_OVERLAPPEDWINDOW,
							"Title Demo",				// Class Name
							"D3D_TitleScreen",			// Name Displayed on Title Bar
							WS_OVERLAPPEDWINDOW,
							0,
							0,
							g_iWindowWidth,
							g_iWindowHeight,
							NULL,
							NULL,
							hInstance,
							NULL );
	
	// Display the window
	ShowWindow( hWnd, iCmdShow );
	
	// Figure out the client work area
	GetClientRect( hWnd, &rcWindowClient );

	// Calculate the rendering offsets based on the client size
	g_iXOffset = (g_iWindowWidth-(rcWindowClient.right-rcWindowClient.left));
	g_iYOffset = (g_iWindowHeight-(rcWindowClient.bottom-rcWindowClient.top));

	// Resize the window to be truely the resolution desired
	SetWindowPos( 
				hWnd, 
				NULL, 
				0,								// X-Pos
				0,								// Y-Pos
				g_iWindowWidth + g_iXOffset,	// Width
				g_iWindowHeight + g_iYOffset,	// Height
				NULL);

	// Clear out message structure
	ZeroMemory( &msg, sizeof(msg) );
    
	// Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) ) {
			
			// Initialize the virtual buffer for the display quad
			vInitInterfaceObjects();

            // Enter the message loop
            while( msg.message!=WM_QUIT ) {
                if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) ) {
                    TranslateMessage( &msg );
                    DispatchMessage( &msg );
                }
                else {
					// Render the scene
                    vRender();
				}
            }
    }

    // Clean up everything and exit the app
    vCleanup();
    UnregisterClass( "Title Demo Example", wndclass.hInstance );
    return 0;
}

//--------------------------------------------------------------------------------------
//
// Windows message processor
//
//--------------------------------------------------------------------------------------
LRESULT WINAPI fnMessageProcessor( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
        case WM_DESTROY:
            PostQuitMessage( 0 );
            return 0;
		default:
			break;
    }
    return DefWindowProc( hWnd, msg, wParam, lParam );
}

//--------------------------------------------------------------------------------------
//
// Function to initialize Direct 3D
//
//--------------------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
	D3DPRESENT_PARAMETERS	d3dpp;
	D3DXMATRIX				matproj, matview;
	D3DDISPLAYMODE			d3ddm;

    // Create the D3D object
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        return E_FAIL;
	
	// Get the current desktop display mode, so we can set up a back
	// buffer of the same format
    if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
        return E_FAIL;
	
    // Setup the back buffer and swap format
	ZeroMemory( &d3dpp, sizeof(d3dpp) );
	d3dpp.Windowed					= TRUE;
	d3dpp.SwapEffect				= D3DSWAPEFFECT_DISCARD;
	d3dpp.BackBufferFormat			= d3ddm.Format;
	d3dpp.EnableAutoDepthStencil	= FALSE;

    // Create the D3DDevice
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_HARDWARE_VERTEXPROCESSING,
                                      &d3dpp, &g_pd3dDevice ) ) )
    {
        return E_FAIL;
    }
	
	//---------------------------------------------
	//     Setup 2D View and Rendering States
	//---------------------------------------------
	D3DXMatrixIdentity( &matview );
	g_pd3dDevice->SetTransform( D3DTS_VIEW, &matview );
	
	// Setup orthographic rendering, ie 2D in 3D
	D3DXMatrixOrthoLH( &matproj, (float)g_iWindowWidth, (float)g_iWindowHeight, 0, 1 );
	// Setup the projection matrix
	g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matproj );
	// Turn off culling
	g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
	// Turn off lighting
	g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
	// Turn off z-buffer
	g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
	g_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );

    return S_OK;
}

//--------------------------------------------------------------------------------------
//
// Function to cleanup allocated objects
//
//--------------------------------------------------------------------------------------
void vCleanup( void )
{
	// Free the vertex buffer
    if( g_pVBInterface != NULL )        
        g_pVBInterface->Release();

	// Free the 3D device
    if( g_pd3dDevice != NULL ) 
        g_pd3dDevice->Release();

	// Free Direct 3D
    if( g_pD3D != NULL )       
        g_pD3D->Release();
}

//--------------------------------------------------------------------------------------
//
// Function to draw the 3D scene
//
//--------------------------------------------------------------------------------------
void vRender( void )
{
	// Clear the backbuffer to a blue color
	g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );

	// Begin the scene
	g_pd3dDevice->BeginScene();

	// Draw the title screen
	vDrawInterfaceObject( 0, 0, 256.0f, 256.0f, 0 );
	vDrawInterfaceObject( 256, 0, 256.0f, 256.0f, 1 );
	vDrawInterfaceObject( 512, 0, 256.0f, 256.0f, 2 );

	vDrawInterfaceObject( 0, 256, 256.0f, 256.0f, 3 );
	vDrawInterfaceObject( 256, 256, 256.0f, 256.0f, 4 );
	vDrawInterfaceObject( 512, 256, 256.0f, 256.0f, 5 );

	// Logo
	vDrawInterfaceObject( 192, 64, 256.0f, 256.0f, 6 );

	// End the scene
	g_pd3dDevice->EndScene();

	// Present the backbuffer contents to the display
	g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}

//--------------------------------------------------------------------------------------
//
// Function to initialize the global interface object vertex buffer
//
// Uses the following global variables:
//
//		g_pd3dDevice			The Direct3D Device
//		g_pVBInterface			The Vertex buffer for the interface objects
//		CUSTOMVERTEX			The Vertex structure
//		D3DFVF_CUSTOMVERTEX		The Vertex format
//		g_pTexture				The Texture array to hold textures
//
//--------------------------------------------------------------------------------------
void vInitInterfaceObjects( void )
{
	CUSTOMVERTEX *pVertices;

	// Create the interface object buffer
	if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
		0, D3DFVF_CUSTOMVERTEX,
		D3DPOOL_DEFAULT, &g_pVBInterface, NULL ) ) )
	{
		return;
	}

	// Lock the buffer for editing
	if( FAILED( g_pVBInterface->Lock( 0, 0, (void**)&pVertices, 0 ) ) )
		return;

	//
	// Create a quad made up of 3 vertices (triangle strips)
	//
	// 1          3
	//  X--------X
	//  |x       |
	//  | x      |
	//  |  x     |
	//  |   x    |
	//  |    x   |
	//  |     x  |
	//  |      x |
	//  |       x|
	//  X--------X
	// 0          2
	//
	pVertices[0].position = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
	pVertices[0].tu       = 0.0f;
	pVertices[0].tv       = 1.0f;
	pVertices[0].tu2       = 0.0f;
	pVertices[0].tv2       = 1.0f;
	pVertices[0].vecNorm = D3DXVECTOR3(0.0f,0.0f,1.0f);

	pVertices[1].position = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
	pVertices[1].tu       = 0.0f;
	pVertices[1].tv       = 0.0f;
	pVertices[1].tu2       = 0.0f;
	pVertices[1].tv2       = 0.0f;
	pVertices[1].vecNorm = D3DXVECTOR3(0.0f,0.0f,1.0f);

	pVertices[2].position = D3DXVECTOR3( 1.0f, 0.0f, 0.0f );
	pVertices[2].tu       = 1.0f;
	pVertices[2].tv       = 1.0f;
	pVertices[2].tu2       = 1.0f;
	pVertices[2].tv2       = 1.0f;
	pVertices[2].vecNorm = D3DXVECTOR3(0.0f,0.0f,1.0f);

	pVertices[3].position = D3DXVECTOR3( 1.0f, 1.0f, 0.0f );
	pVertices[3].tu       = 1.0f;
	pVertices[3].tv       = 0.0f;
	pVertices[3].tu2       = 1.0f;
	pVertices[3].tv2       = 0.0f;
	pVertices[3].vecNorm = D3DXVECTOR3(0.0f,0.0f,1.0f);

	// Done editing, unlock the buffer
	g_pVBInterface->Unlock();

	//---------------------------------------------
	//      LOAD TEXTURES
	//---------------------------------------------

	// Load the texture for the interface
	if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "ba_interfacewindow_0.tga", &g_pTexture[ 0 ] ) ) ) {
		return;
	}
	if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "ba_interfacewindow_1.tga", &g_pTexture[ 1 ] ) ) ) {
		return;
	}
	if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "ba_interfacewindow_2.tga", &g_pTexture[ 2 ] ) ) ) {
		return;
	}
	if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "ba_interfacewindow_3.tga", &g_pTexture[ 3 ] ) ) ) {
		return;
	}
	if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "ba_interfacewindow_4.tga", &g_pTexture[ 4 ] ) ) ) {
		return;
	}
	if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "ba_interfacewindow_5.tga", &g_pTexture[ 5 ] ) ) ) {
		return;
	}
	if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "ba_logo.tga", &g_pTexture[ 6 ] ) ) ) {
		return;
	}
};

//--------------------------------------------------------------------------------------
//
// Function to draw a 3D object in 2D space
//
// iXPos    = x-position in screen-space of the top-left corner of the object
// iYPos    = y-position in screen-space of the top-left corner of the object
// fXSize   = Width of the object in screen-space (pixels)
// fYSize   = Height of the object in screen-space (pixels)
// iTexture = Index into the texture array of object to draw
//
//--------------------------------------------------------------------------------------
void vDrawInterfaceObject( int iXPos, int iYPos, float fXSize, float fYSize, int iTexture )
{
	D3DXMATRIX	matWorld, matRotation, matTranslation, matScale;
	float		fXPos, fYPos;

	// Set default position,scale,rotation
	D3DXMatrixIdentity( &matTranslation );
	// Scale the sprite
	D3DXMatrixScaling( &matScale, fXSize, fYSize, 1.0f );
	D3DXMatrixMultiply( &matTranslation, &matTranslation, &matScale );
	// Rotate the sprite
	D3DXMatrixRotationZ( &matRotation, 0.0f );
	D3DXMatrixMultiply( &matWorld, &matTranslation, &matRotation );

	// Calculate the position in screen-space
	fXPos = (float)(-(g_iWindowWidth/2)+iXPos);
	fYPos = (float)(-(g_iWindowHeight/2)-iYPos+fYSize-g_iYOffset);

	// Move the sprite
	matWorld._41 = fXPos;	// X
	matWorld._42 = fYPos;	// Y

	// Set matrix
	g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
	g_pd3dDevice->SetTexture( 0, g_pTexture[ iTexture ] );
	g_pd3dDevice->SetStreamSource( 0, g_pVBInterface, 0, sizeof( CUSTOMVERTEX ) );
	g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
	g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );

	// Dereference texture
	g_pd3dDevice->SetTexture(0, NULL);
}




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