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📄 basic.cpp

📁 3d 游戏编程入门教程之例子源码--滚动的色子
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//-----------------------------------------------------------------------------
// File: basic.cpp
//
// Desc: Example code showing how to use a vertex structure with a vertex buffer
//       and how to map a texture. Additionally it shows how to use indexed 
//       triangles
//
// Last modification: December 24th, 2002
//
// Copyright (c) Wolfgang F. Engel (wolf@direct3d.net)
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <Windows.h>
#include <commctrl.h>
#include <stdio.h>
#include <math.h>
#include <D3DX9.h>
#include "DXUtil.h"
#include "D3DEnumeration.h"
#include "D3DSettings.h"
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "resource.h"


// A structure for our custom vertex type
struct VERTEX
{
    FLOAT x, y, z, rhw; // The transformed position for the vertex
    FLOAT tu, tv;
};

// Fixed-Function Vertex structure
const DWORD FVF = (D3DFVF_XYZRHW | D3DFVF_TEX1);


//-----------------------------------------------------------------------------
// Name: class CMyD3DApplication
// Desc: Application class. The base class (CD3DApplication) provides the 
//       generic functionality needed in all Direct3D samples. CMyD3DApplication 
//       adds functionality specific to this sample program.
//-----------------------------------------------------------------------------
class CMyD3DApplication : public CD3DApplication
{
    CD3DFont* m_pFont;
	LPDIRECT3DVERTEXBUFFER9 m_pVB; // Buffer to hold vertices
    DWORD m_dwSizeofVertices;
    LPDIRECT3DINDEXBUFFER9  m_pIB;
    DWORD m_wSizeofIndices;
    LPDIRECT3DTEXTURE9      m_pBackgroundTexture;


protected:
    HRESULT OneTimeSceneInit();
    HRESULT InitDeviceObjects();
    HRESULT RestoreDeviceObjects();
    HRESULT InvalidateDeviceObjects();
    HRESULT DeleteDeviceObjects();
    HRESULT FinalCleanup();
    HRESULT Render();
    HRESULT FrameMove();
    HRESULT ConfirmDevice( D3DCAPS9* pCaps, DWORD dwBehavior, 
		D3DFORMAT adapterFormat, D3DFORMAT backBufferFormat );

public:
    CMyD3DApplication();
};




//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point to the program. Initializes everything, and goes into a
//       message-processing loop. Idle time is used to render the scene.
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
    CMyD3DApplication d3dApp;

    InitCommonControls();
    if( FAILED( d3dApp.Create( hInst ) ) )
        return 0;

    return d3dApp.Run();
}

//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
    m_strWindowTitle  = _T("Basic");
    m_d3dEnumeration.AppUsesDepthBuffer = FALSE;
    m_dwCreationWidth		= 800;   // Width used to create window
    m_dwCreationHeight		= 600;
	m_pVB = NULL;
	m_pIB = NULL;
    m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
}

//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
//       permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
    return S_OK;
}

//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
//       the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
    return S_OK;
}

//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
//       rendering. This function sets up render states, clears the
//       viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
    // Begin the scene
    if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
    {
		// Set up texture stage states for the background
		m_pd3dDevice->SetTexture( 0, m_pBackgroundTexture );
		m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
		m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );

		// Passing an FVF to IDirect3DDevice9::SetFVF specifies a legacy FVF with stream 0.
	    m_pd3dDevice->SetFVF(FVF ); 
		m_pd3dDevice->SetStreamSource( 0, m_pVB, 0, sizeof(VERTEX) );
        m_pd3dDevice->SetIndices( m_pIB ); // new in DX9 only takes one parameter
		// second parameter new in DX9
		m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLESTRIP, 
											0,
											0, 
											4,  // number of vertices
                                            0, 
											2); // number of primitives

        // Output statistics
        m_pFont->DrawText( 2,  0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
        m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );

      // End the scene.
      m_pd3dDevice->EndScene();
    }

    return S_OK;
}

//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
    m_pFont->InitDeviceObjects( m_pd3dDevice );

    // Load the texture for the background image
    if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Lake.bmp"),
                                       &m_pBackgroundTexture) ) )
        return D3DAPPERR_MEDIANOTFOUND;

    return S_OK;
}

//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
	// we don`t need any transformation -> position will be delivered in screencoordinates

    m_pFont->RestoreDeviceObjects();

	// fill the vertex buffer with the new data
    // Initialize to render a quad
    VERTEX Vertices[] =
    {
		{  0.0f, 0.0f, 0.5f, 1.0f, 0.0f, 0.0f, },
		{  (float)m_d3dsdBackBuffer.Width, 0.0f, 0.5f, 1.0f, 1.0f,0.0f, },
		{  0.0f, (float)m_d3dsdBackBuffer.Height, 0.5f, 1.0f, 0.0f, 1.0f, }, // x, y, z, rhw, tu, tv
		{  (float)m_d3dsdBackBuffer.Width, (float)m_d3dsdBackBuffer.Height, 0.5f, 1.0f, 1.0f,1.0f, },
    };

	m_dwSizeofVertices = sizeof(Vertices);

	// sixth parameter is new in DX9
	// Create a square for rendering the background
    if( FAILED( m_pd3dDevice->CreateVertexBuffer( m_dwSizeofVertices,
                                                  D3DUSAGE_WRITEONLY, FVF,
                                                  D3DPOOL_MANAGED, &m_pVB, NULL ) ) )
        return E_FAIL;

    VERTEX* pVertices;
	// the third parameter changed from BYTE** to VOID** in DX9
    if( FAILED( m_pVB->Lock( 0, m_dwSizeofVertices, (VOID**)&pVertices, 0 ) ) )
        return E_FAIL;
    memcpy( pVertices, Vertices, m_dwSizeofVertices);
    m_pVB->Unlock();

	// Initialize the Index buffer
	WORD wIndices[] = {0, 1, 2, 3, 2, 0};

	m_wSizeofIndices = sizeof(wIndices);

	// Create the index buffer
	// six parameter new in DX9
	if( FAILED( m_pd3dDevice->CreateIndexBuffer( m_wSizeofIndices,
	                                             0, D3DFMT_INDEX16,
		                                         D3DPOOL_MANAGED, &m_pIB, NULL ) ) )
		return E_FAIL;

	VOID* pIndices;
	// DX9 third parameter changed from BYTE** to VOID **
	if( FAILED( m_pIB->Lock( 0, m_wSizeofIndices, (VOID**)&pIndices, 0 ) ) )
	   return E_FAIL;
	memcpy( pIndices, wIndices, sizeof(wIndices) );
	m_pIB->Unlock();
  
    return S_OK;
}

//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
    m_pFont->InvalidateDeviceObjects();
    SAFE_RELEASE( m_pVB );
    SAFE_RELEASE( m_pIB );

	return S_OK;
}

//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
//       this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
    m_pFont->DeleteDeviceObjects();
    SAFE_RELEASE( m_pBackgroundTexture );
    return S_OK;
}

//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
//       to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FinalCleanup()
{
    return S_OK;
}

//-----------------------------------------------------------------------------
// Name: ConfirmDevice()
// Desc: Called during device initialization, this code checks the device
//       for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS9* pCaps, DWORD dwBehavior,
                                          D3DFORMAT adapterFormat, D3DFORMAT backBufferFormat )
{
    return S_OK;
}

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