//Direct3D9頭文件
#include <d3d9.h>
//宏定義窗口類名字
#define WINDOW_CLASS "UGPDX"
//宏定義窗口名字
#define WINDOW_NAME "Drawing Lines"
//設置和創建Direct3D
bool InitializeD3D(HWND hWnd, bool fullscreen);
//創建將要繪製在屏幕上的物體
bool InitializeObjects();
//渲染圖形
void RenderScene();
//在程序退出時清除程序
void Shutdown();
//分別將Direct3D對象和Direct3D設備對象置爲空
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;
//將頂點緩存置爲空
LPDIRECT3DVERTEXBUFFER9 g_VertexBuffer = NULL;
//定義Direct3D頂點結構
struct stD3DVertex
{
//xyz座標
float x, y, z;
//顏色
unsigned long color;
};
//宏定義靈活頂點格式
#define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE);
bool InitializeObject()
{
//指定顏色爲白色
unsigned long col = D3DCOLOR_XRGB(255, 255, 255);
//爲了創建2條線段,需要指定4個點,以及每個點的x,y,z位置座標和顏色值
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, },
};
//創建頂點緩存保存數據
if (FAILED(g_D3DDevice->CreateVertexBuffer(sizeof(objData), 0,
D3DFVF_VERTEX, D3DPOOL_DEFAULT, &g_VertexBuffer, NULL)))return false;
//聲明一個指針,Lock()函數可以獲取一個指向頂點緩存中已分配內存的指針,進而操作該指針
void *ptr;
//鎖定頂點緩存
if (FAILED(g_VertexBuffer->Lock(0, sizeof(objData), (void**)&ptr, 0)))return false;
//將數據複製到頂點緩存中
memcpy(ptr, objData, sizeof(objData));
//將頂點緩存設置爲準備就緒
g_VertexBuffer->Unlock();
return true;
}
void RenderScene()
{
//清屏
g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
//開始渲染
g_D3DDevice->BeginScene();
//將頂點設置爲渲染流
g_D3DDevice->SetStreamSource(0, g_VertexBuffer, 0, sizeof(stD3DVertex));
//設置頂點格式FVF
g_D3DDevice->SetFVF(D3DFVF_VERTEX);
//繪製出當前設置爲流的頂點緩存內容
g_D3DDevice->DrawPrimitive(D3DPT_LINELIST, 0, 2);
//結束渲染
g_D3DDevice->EndScene();
//顯示
g_D3DDevice->Present(NULL, NULL, NULL, NULL);
}
void Shutdown()
{
//釋放D3D設備對象
if (g_D3DDevice != NULL)g_D3DDevice->Release();
//釋放D3D對象
if (g_D3D != NULL)g_D3D->Release();
//釋放頂點緩存
if (g_VertexBuffer != NULL)g_VertexBuffer->Release();
//分別置爲空
g_D3DDevice = NULL;
g_D3D = NULL;
g_VertexBuffer = NULL;
}
//完整代碼:繪製兩條白色平行線
#include<windows.h>
#include<d3d9.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#define WINDOW_CLASS "UGPDX"
#define WINDOW_NAME "Drawing Lines"
bool InitializeD3D(HWND hWnd, bool fullscreen);
bool InitializeObjects();
void RenderScene();
void Shutdown();
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_VertexBuffer = NULL;
struct stD3DVertex
{
float x, y, z, rhw;
unsigned long color;
};
#define D3DFVF_VERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wp, LPARAM lp)
{
switch (msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break;
case WM_KEYUP:
if (wp == VK_ESCAPE) PostQuitMessage(0);
break;
}
return DefWindowProc(hWnd, msg, wp, lp);
}
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE prevhInst,
LPSTR cmdLine, int show)
{
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc,
0, 0, GetModuleHandle(NULL), NULL, NULL,
NULL, NULL, WINDOW_CLASS, NULL };
RegisterClassEx(&wc);
HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME,
WS_OVERLAPPEDWINDOW, 100, 100,
640, 480, GetDesktopWindow(), NULL,
wc.hInstance, NULL);
if (InitializeD3D(hWnd, false))
{
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
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();
}
}
Shutdown();
UnregisterClass(WINDOW_CLASS, wc.hInstance);
return 0;
}
bool InitializeD3D(HWND hWnd, bool fullscreen)
{
D3DDISPLAYMODE displayMode;
g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
if (g_D3D == NULL) return false;
if (FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,
&displayMode))) return false;
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;
if (FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dpp, &g_D3DDevice))) return false;
if (!InitializeObjects()) return false;
return true;
}
bool InitializeObjects()
{
unsigned long col = D3DCOLOR_XRGB(255, 255, 255);
//兩條平行線的座標及顏色
stD3DVertex objData[] =
{
{ 420.0f, 150.0f, 0.5f, 1.0f, col, },
{ 420.0f, 350.0f, 0.5f, 1.0f, col, },
{ 220.0f, 150.0f, 0.5f, 1.0f, col, },
{ 220.0f, 350.0f, 0.5f, 1.0f, col, },
};
if (FAILED(g_D3DDevice->CreateVertexBuffer(sizeof(objData), 0,
D3DFVF_VERTEX, D3DPOOL_DEFAULT, &g_VertexBuffer,
NULL))) return false;
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()
{
g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET,
D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
g_D3DDevice->BeginScene();
g_D3DDevice->SetStreamSource(0, g_VertexBuffer, 0,
sizeof(stD3DVertex));
g_D3DDevice->SetFVF(D3DFVF_VERTEX);
//繪製兩條線段圖元
g_D3DDevice->DrawPrimitive(D3DPT_LINELIST, 0, 2);
g_D3DDevice->EndScene();
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;
}
運行結果:
//完整代碼:繪製一個白色三角形
#include<windows.h>
#include<d3d9.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#define WINDOW_CLASS "UGPDX"
#define WINDOW_NAME "Drawing Triangle"
bool InitializeD3D(HWND hWnd, bool fullscreen);
bool InitializeObjects();
void RenderScene();
void Shutdown();
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_VertexBuffer = NULL;
struct stD3DVertex
{
float x, y, z, rhw;
unsigned long color;
};
#define D3DFVF_VERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wp, LPARAM lp)
{
switch (msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break;
case WM_KEYUP:
if (wp == VK_ESCAPE) PostQuitMessage(0);
break;
}
return DefWindowProc(hWnd, msg, wp, lp);
}
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE prevhInst,
LPSTR cmdLine, int show)
{
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc,
0, 0, GetModuleHandle(NULL), NULL, NULL,
NULL, NULL, WINDOW_CLASS, NULL };
RegisterClassEx(&wc);
HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME,
WS_OVERLAPPEDWINDOW, 100, 100,
640, 480, GetDesktopWindow(), NULL,
wc.hInstance, NULL);
if (InitializeD3D(hWnd, false))
{
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
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();
}
}
Shutdown();
UnregisterClass(WINDOW_CLASS, wc.hInstance);
return 0;
}
bool InitializeD3D(HWND hWnd, bool fullscreen)
{
D3DDISPLAYMODE displayMode;
g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
if (g_D3D == NULL) return false;
if (FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,
&displayMode))) return false;
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;
if (FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dpp, &g_D3DDevice))) return false;
if (!InitializeObjects()) return false;
return true;
}
bool InitializeObjects()
{
unsigned long col = D3DCOLOR_XRGB(255, 255, 255);
//此處有變動,三點相連
stD3DVertex objData[] =
{
{ 320.0f, 150.0f, 0.5f, 1.0f, col, },
{ 420.0f, 350.0f, 0.5f, 1.0f, col, },
{ 220.0f, 350.0f, 0.5f, 1.0f, col, },
};
if (FAILED(g_D3DDevice->CreateVertexBuffer(sizeof(objData), 0,
D3DFVF_VERTEX, D3DPOOL_DEFAULT, &g_VertexBuffer,
NULL))) return false;
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()
{
g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET,
D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
g_D3DDevice->BeginScene();
g_D3DDevice->SetStreamSource(0, g_VertexBuffer, 0,
sizeof(stD3DVertex));
g_D3DDevice->SetFVF(D3DFVF_VERTEX);
//此處有變動,1個三角形圖元
g_D3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
g_D3DDevice->EndScene();
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;
}
運行結果:
//完整代碼:繪製一個白色正方形
#include<windows.h>
#include<d3d9.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#define WINDOW_CLASS "UGPDX"
#define WINDOW_NAME "Drawing Lines"
bool InitializeD3D(HWND hWnd, bool fullscreen);
bool InitializeObjects();
void RenderScene();
void Shutdown();
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_VertexBuffer = NULL;
struct stD3DVertex
{
float x, y, z, rhw;
unsigned long color;
};
#define D3DFVF_VERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wp, LPARAM lp)
{
switch (msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break;
case WM_KEYUP:
if (wp == VK_ESCAPE) PostQuitMessage(0);
break;
}
return DefWindowProc(hWnd, msg, wp, lp);
}
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE prevhInst,
LPSTR cmdLine, int show)
{
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc,
0, 0, GetModuleHandle(NULL), NULL, NULL,
NULL, NULL, WINDOW_CLASS, NULL };
RegisterClassEx(&wc);
HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME,
WS_OVERLAPPEDWINDOW, 100, 100,
640, 480, GetDesktopWindow(), NULL,
wc.hInstance, NULL);
if (InitializeD3D(hWnd, false))
{
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
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();
}
}
Shutdown();
UnregisterClass(WINDOW_CLASS, wc.hInstance);
return 0;
}
bool InitializeD3D(HWND hWnd, bool fullscreen)
{
D3DDISPLAYMODE displayMode;
g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
if (g_D3D == NULL) return false;
if (FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,
&displayMode))) return false;
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;
if (FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dpp, &g_D3DDevice))) return false;
if (!InitializeObjects()) return false;
return true;
}
bool InitializeObjects()
{
unsigned long col = D3DCOLOR_XRGB(255, 255, 255);
//此處有變動,四點依次相連
stD3DVertex objData[] =
{
{ 420.0f, 150.0f, 0.5f, 1.0f, col, },
{ 420.0f, 350.0f, 0.5f, 1.0f, col, },
{ 220.0f, 150.0f, 0.5f, 1.0f, col, },
{ 220.0f, 350.0f, 0.5f, 1.0f, col, },
};
if (FAILED(g_D3DDevice->CreateVertexBuffer(sizeof(objData), 0,
D3DFVF_VERTEX, D3DPOOL_DEFAULT, &g_VertexBuffer,
NULL))) return false;
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()
{
g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET,
D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
g_D3DDevice->BeginScene();
g_D3DDevice->SetStreamSource(0, g_VertexBuffer, 0,
sizeof(stD3DVertex));
g_D3DDevice->SetFVF(D3DFVF_VERTEX);
//此處有變動,2個三角形圖元(每3個頂點一組繪製2個三角形,由座標可知爲正方形)
g_D3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
g_D3DDevice->EndScene();
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;
}