/ Release any and all resources. Shutdown(); // Unregister our window. UnregisterClass(WINDOW_CLASS, wc.hInstance); return 0; } bool InitializeD3D(HWND hWnd, bool fullscreen) { 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_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_D3DDevice))) return false; // Initialize any objects we will be displaying. if(!InitializeObjects()) return false; return true; } bool InitializeObjects() { unsigned long col = D3DCOLOR_XRGB(255, 255, 255); // Fill in our structure to draw an object. // x, y, z, color. stD3DVertex objData[] = { { 420.0f, 150.0f, 0.5f, col, }, { 420.0f, 350.0f, 0.5f, col, }, { 220.0f, 150.0f, 0.5f, col, }, { 220.0f, 350.0f, 0.5f, col, }, }; // Create the vertex buffer. if(FAILED(g_D3DDevice->CreateVertexBuffer(sizeof(objData), 0, D3DFVF_VERTEX, D3DPOOL_DEFAULT, &g_VertexBuffer, NULL))) return false; // Fill the vertex buffer. void *ptr; if(FAILED(g_VertexBuffer->Lock(0, sizeof(objData), (void**)&ptr, 0))) return false; memcpy(ptr, objData, sizeof(objData)); g_VertexBuffer->Unlock(); return true; } void RenderScene() { // Clear the backbuffer. g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); // Begin the scene. Start rendering. g_D3DDevice->BeginScene(); // Render object. g_D3DDevice->SetStreamSource(0, g_VertexBuffer, 0, sizeof(stD3DVertex)); g_D3DDevice->SetFVF(D3DFVF_VERTEX); g_D3DDevice->DrawPrimitive(D3DPT_LINELIST, 0, 2); // End the scene. Stop rendering. g_D3DDevice->EndScene(); // Display the scene. g_D3DDevice->Present(NULL, NULL, NULL, NULL); } void Shutdown() { if(g_D3DDevice != NULL) g_D3DDevice->Release(); if(g_D3D != NULL) g_D3D->Release(); if(g_VertexBuffer != NULL) g_VertexBuffer->Release(); g_D3DDevice = NULL; g_D3D = NULL; g_VertexBuffer = NULL; }
编译并运行该程序,就可以在屏幕中间看到两条白色垂直并列的线段。

笔记三到这里就结束了。
本节源代码请点击这里下载:【Visual C++】Code_Note_3http://download.csdn.net/detail/zhmxy555/4175163
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非常希望能与大家一起交流,共同学习和进步。
最后,谢谢大家一直的支持~~~
摘自 枫落★流年
摘自
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