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
CPP
222 行
//
// 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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