W_CLASS "UGPDX" #define WINDOW_NAME "Blank D3D Window" // Function Prototypes... bool InitializeD3D(HWND hWnd, bool fullscreen); void RenderScene(); void Shutdown(); // Direct3D object and device. LPDIRECT3D9 g_D3D = NULL; LPDIRECT3DDEVICE9 g_D3DDevice = NULL; LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch(msg) { case WM_DESTROY: PostQuitMessage(0); return 0; break; case WM_KEYUP: if(wParam == VK_ESCAPE) PostQuitMessage(0); break; } return DefWindowProc(hWnd, msg, wParam, lParam); } int WINAPI WinMain(HINSTANCE hInst, HINSTANCE prevhInst, LPSTR cmdLine, int show) { // Register the window class WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, WINDOW_CLASS, NULL }; RegisterClassEx(&wc); // Create the application's window HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME, WS_OVERLAPPEDWINDOW, 100, 100, 640, 480, GetDesktopWindow(), NULL, wc.hInstance, NULL); // Initialize Direct3D if(InitializeD3D(hWnd, false)) { // Show the window ShowWindow(hWnd, SW_SHOWDEFAULT); UpdateWindow(hWnd); // Enter the message loop MSG msg; ZeroMemory(&msg, sizeof(msg)); while(msg.message != WM_QUIT) { if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else RenderScene(); } } // 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_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_D3DDevice))) { return false; } 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(); // 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(); }
只要成功安装了DirectX SDK,并配置好DirectX的开发环境,则万事俱备。 我们先编译该程序,然后运行它。我们可以看到一个640×480分辨率的空白窗口。 下面给出了运行后的窗口截图:
以上就是本节笔记的全部内容。 本节源代码请点击这里下载:【Visual C++】Code_Note_2http://download.csdn.net/detail/zhmxy555/4175074
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The end 摘自 枫落★流年 摘自
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