createdevice.cpp

来自「Windows CE .Net 下面 Direct 3D编程的经典实例。对于初学」· C++ 代码 · 共 222 行

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//
// Copyright (c) Microsoft Corporation.  All rights reserved.
//
//
// Use of this source code is subject to the terms of the Microsoft end-user
// license agreement (EULA) under which you licensed this SOFTWARE PRODUCT.
// If you did not accept the terms of the EULA, you are not authorized to use
// this source code. For a copy of the EULA, please see the LICENSE.RTF on your
// install media.
//
//-----------------------------------------------------------------------------
// File: CreateDevice.cpp
//
// Desc: This is the first tutorial for using Direct3D. In this tutorial, all
//       we are doing is creating a Direct3D device and using it to clear the
//       window.
//
//-----------------------------------------------------------------------------
#include <d3d8.h>


//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D8             g_pD3D       = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE8       g_pd3dDevice = NULL; // Our rendering device

BOOL g_fWindowed = TRUE;
BOOL g_fHALDevice = TRUE;


//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    // Create the D3D object, which is needed to create the D3DDevice.
    if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
        return E_FAIL;

    // Get the current desktop display mode
    D3DDISPLAYMODE d3ddm;
    if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
        return E_FAIL;

    // Set up the structure used to create the D3DDevice. Most parameters are
    // zeroed out. We set Windowed to TRUE, since we want to do D3D in a
    // window, and then set the SwapEffect to "discard", which is the most
    // efficient method of presenting the back buffer to the display.  And 
    // we request a back buffer format that matches the current desktop display 
    // format.
    D3DPRESENT_PARAMETERS d3dpp; 
    ZeroMemory( &d3dpp, sizeof(d3dpp) );
    if (g_fWindowed)
    {
        d3dpp.Windowed   = TRUE;
        d3dpp.BackBufferWidth = 0;
        d3dpp.BackBufferHeight = 0;
    }
    else
    {
        d3dpp.Windowed   = FALSE;
        d3dpp.BackBufferWidth = 640;
        d3dpp.BackBufferHeight = 480;
    }
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = d3ddm.Format;

    // Create the Direct3D device. Here we are using the default adapter (most
    // systems only have one, unless they have multiple graphics hardware cards
    // installed) and requesting the HAL (which is saying we want the hardware
    // device rather than a software one). Software vertex processing is 
    // specified since we know it will work on all cards. On cards that support 
    // hardware vertex processing, though, we would see a big performance gain 
    // by specifying hardware vertex processing.
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, 
        g_fHALDevice ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF, 
        hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
        &d3dpp, &g_pd3dDevice ) ) )
    {
        return E_FAIL;
    }

    // Device state would normally be set here

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    if( g_pd3dDevice != NULL) 
        g_pd3dDevice->Release();

    if( g_pD3D != NULL)
        g_pD3D->Release();
}




//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    if( NULL == g_pd3dDevice )
        return;

    // Clear the backbuffer to a blue color
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
    
    // Begin the scene
    g_pd3dDevice->BeginScene();
    
    // Rendering of scene objects can happen here
    
    // End the scene
    g_pd3dDevice->EndScene();

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




//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
        case WM_KEYUP:
            if (VK_ESCAPE == wParam)
            {
                DestroyWindow(hWnd);
                return 0;
            }
            break;

        case WM_DESTROY:
            PostQuitMessage( 0 );
            return 0;

        case WM_PAINT:
            Render();
            ValidateRect( hWnd, NULL );
            return 0;
    }

    return DefWindowProc( hWnd, msg, wParam, lParam );
}




//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPTSTR pCmdLine, INT )
{

    if (_tcsstr(pCmdLine, _T("fullscreen")))
    {
        g_fWindowed = FALSE;
    }
    if (_tcsstr(pCmdLine, _T("ref")))
    {
        g_fHALDevice = FALSE;
    }

    // Register the window class
    WNDCLASS wc;
	
    memset(&wc, 0, sizeof(wc));
	wc.lpfnWndProc = MsgProc;
	wc.hInstance = hInst;
    wc.lpszClassName = TEXT("D3D Tutorial");

    RegisterClass( &wc );

    // Create the application's window
    HWND hWnd = CreateWindowEx(0, TEXT("D3D Tutorial"), TEXT("D3D Tutorial 01: CreateDevice"), 
                              WS_OVERLAPPED, 0, 0, 320, 240,
                              NULL, NULL, wc.hInstance, NULL );

    // Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    { 
        // Show the window
        ShowWindow( hWnd, SW_SHOWNORMAL );
        UpdateWindow( hWnd );

        // Enter the message loop
        MSG msg; 
        while( GetMessage( &msg, NULL, 0, 0 ) )
        {
            TranslateMessage( &msg );
            DispatchMessage( &msg );
        }
    }

    // Clean up everything and exit the app
    Cleanup();
    return 0;
}



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