VC.NET的Direct3D極速入門寶典

發表于:2007-05-25來源:作者:點擊數: 標簽:VC.NET極速Direct3D寶典入門
聽說DirectX9.0發布了嗎?如果沒有,你現在也應該聽我說過了,那就去http://download.microsoft.com/download/b/6/a/b6ab32f3-39e8-4096-9445-d38e6675de85/dx90bsdk.exe下載一個最新的DirectX9.0的SDK,因為我將使用D3D9來進行全文的講解。其實DirectX9.0里
聽說DirectX9.0發布了嗎?如果沒有,你現在也應該聽我說過了,那就去http://download.microsoft.com/download/b/6/a/b6ab32f3-39e8-4096-9445-d38e6675de85/dx90bsdk.exe下載一個最新的DirectX9.0的SDK,因為我將使用D3D9來進行全文的講解。其實DirectX9.0里有非常詳細的教程和參考,大多數人只需要看看這些幫助就可以自己學習D3D了,我的這篇文章適合那些很懶但想快速入門、不懂英文或編程知識很欠缺的人看。裝好DirectX9.0后,打開VC.net,新建一個Win32工程,在StdAfx.h里添加下面的語句:

#include <d3d9.h> // D3D標準頭文件
#include <D3dx9math.h> // D3D數學庫頭文件
#include <stdio.h> // 這個不用我說了吧?
#pragma comment( lib, "d3d9" ) // D3D的靜態庫
#pragma comment( lib, "d3dx9" ) // D3D數學庫的靜態庫

  然后把winmain所在文件的代碼做如下的修改:

#include "stdafx.h"
#define MAX_LOADSTRING 100

HINSTANCE g_hInst;
HWND g_hWnd;
IDirect3D9 *g_pD3D;
IDirect3DDevice9 *g_pd3dDevice;
IDirect3DVertexBuffer9 *g_pVB;

TCHAR szTitle[MAX_LOADSTRING];
TCHAR szWindowClass[MAX_LOADSTRING];
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
LRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM);
void OnIdle( void );
void OnCreate( HWND hWnd );
HRESULT InitD3D( void );
HRESULT CreateObject( void );
void ReleaseD3D( void );
HRESULT SetModalMatrix( void );
HRESULT SetProjMatrix( WORD wWidth, WORD wHeight );
void BeforePaint( void );
int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow)
{
 MSG msg;
 HACCEL hAclearcase/" target="_blank" >ccelTable;

 LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
 LoadString(hInstance, IDC_D3DTEST, szWindowClass, MAX_LOADSTRING);
 MyRegisterClass(hInstance);

 if (!InitInstance (hInstance, nCmdShow))
 {
  return FALSE;
 }

 hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_D3DTEST);

 while ( true )
 {
  if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
  {
   if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
   {
    TranslateMessage(&msg);
    DispatchMessage(&msg);
   }
  continue;
  }
  if ( WM_QUIT == msg.message )
  {
   break;
  }
  OnIdle();
 } 
 UnregisterClass( szWindowClass, g_hInst );
 return (int)msg.wParam;
}

ATOM MyRegisterClass( HINSTANCE hInstance )
{
 WNDCLASSEX wcex;
 wcex.cbSize = sizeof(WNDCLASSEX);
 wcex.style = CS_HREDRAW | CS_VREDRAW;
 wcex.lpfnWndProc = (WNDPROC)WndProc;
 wcex.cbClsExtra = 0;
 wcex.cbWndExtra = 0;
 wcex.hInstance = hInstance;
 wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_D3DTEST);
 wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
 wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
 wcex.lpszMenuName = (LPCTSTR)IDC_D3DTEST;
 wcex.lpszClassName = szWindowClass;
 wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);
 return RegisterClassEx(&wcex);
}

BOOL InitInstance( HINSTANCE hInstance, int nCmdShow )
{
 g_hInst = hInstance;
 CreateWindow( szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL );
 if ( !g_hWnd )
 {
  return FALSE;
 }
 ShowWindow( g_hWnd, nCmdShow );
 UpdateWindow( g_hWnd );
 return TRUE;
}

LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
 int wmId, wmEvent;
 switch (message)
 {
  case WM_CREATE:
   OnCreate( hWnd );
   break;
  case WM_COMMAND:
   wmId = LOWORD(wParam);
   wmEvent = HIWORD(wParam);
   switch (wmId)
   {
    case IDM_EXIT:
     DestroyWindow(hWnd);
     break;
    default:
     return DefWindowProc(hWnd, message, wParam, lParam);
   }
   break;
  case WM_SIZE:
   SetProjMatrix( LOWORD( lParam ), HIWORD( lParam ) );
   break;
  case WM_DESTROY:
   ReleaseD3D();
   PostQuitMessage(0);
   break;
  default:
   return DefWindowProc(hWnd, message, wParam, lParam);
 }
 return 0;
}

void OnCreate( HWND hWnd )
{
 g_hWnd = hWnd;
 InitD3D();
 CreateObject();
}

void ReleaseD3D( void )
{
}

HRESULT InitD3D( void )
{
 return S_OK;
}

void BeforePaint( void )
{
}

HRESULT CreateObject( void )
{
 return S_OK;
}

void OnIdle( void )
{
}

HRESULT SetModalMatrix( void )
{
 return S_OK;
}

HRESULT SetProjMatrix( WORD wWidth, WORD wHeight )
{
 return S_OK;
}

  上面的代碼僅是一個框架,仔細研究過上篇文章的朋友應該非常清楚這些代碼的含意,不過我還是需要大至講解一下。 在InitInstance函數中,初始化程序實例的開始,我們將該實例的句柄放到全局變量中去,以便以后使用:

g_hInst = hInstance;

  在創建窗體時,我并沒有直接將CreateWindow的返回值——創建成功的窗體句柄賦給全局變量g_hWnd,因為CreateWindow函數在執行中會引發幾個消息,其中有WM_CREATE,在這個消息的處理函數中OnCreate中,我執行了下面的語句:

g_hWnd = hWnd;

  這樣,我們就可以早一點用到g_hWnd了。SetProjMatrix是設置投影矩陣的,投影矩形僅受窗口縱橫比影響,所以在WM_SIZE事件時調用時就可以了。而SetModalMatrix是設置模型矩陣的,也就是眼睛點和視點之類的東東,所以它一定要在Rander的時候,準確的說是在Render之前執行。InitD3D在窗體創建時調用,用于初始化D3D設備。CreateObject和InitD3D一樣是初始化函數,它用于創建三維對象。



  下面我們來填寫代碼,首先是初始化,我們在InitD3D函數里填寫下面的代碼:

g_pD3D = Direct3DCreate9( D3D_SDK_VERSION );

if( NULL == g_pD3D )

{

return E_FAIL;

}



D3DPRESENT_PARAMETERS d3dpp;

ZeroMemory( &d3dpp, sizeof(d3dpp) );

d3dpp.Windowed = TRUE;

d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;

d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;



g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd,

D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE,

&d3dpp, &g_pd3dDevice );

g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );

g_pd3dDevice->SetRenderState( D3DRS_AMBIENT,

D3DCOLOR_COLORVALUE( 0.3f, 0.3f, 0.3f, 1.0 ) );

g_pd3dDevice->LightEnable( 0, TRUE);



D3DMATERIAL9 mtrl;

ZeroMemory( &mtrl, sizeof(mtrl) );

mtrl.Diffuse.r = mtrl.Ambient.r = 140.0f / 255.0f;

mtrl.Diffuse.g = mtrl.Ambient.g = 200.0f / 255.0f;

mtrl.Diffuse.b = mtrl.Ambient.b = 255.0f / 255.0f;

mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;

g_pd3dDevice->SetMaterial( &mtrl );

return S_OK;

  Direct3DCreate9函數為我們創建了一個D3D接口指針,并將接口指針返回到全局變量中保存起來,參數必須為D3D_SDK_VERSION。D3DPRESENT_PARAMETERS是一個結構體,它就像OpenGL中的PixelFormat一樣,是創建時指定設備的一些屬性的。

d3dpp.Windowed = TRUE; // 設備是窗口設備而不是全屏
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // 翻轉緩沖區時不改動后臺緩沖
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; // ARGB顏色模式

  在這之后,我們就可以調用CreateDevice來創建設備了,第一個參數指定使用主顯示驅動,第二個參數指定該設備是否使用硬件來處理顯示,第三個參數當然是你的窗體句柄,第四個參數如果指定D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE效率會提高不少。

g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, D3DCOLOR_COLORVALUE( 0.6f, 0.6f, 0.6f, 1.0 ) );

  這兩句用于打開燈光和設置環境光照顏色。接著我設置了材質:

mtrl.Diffuse.r = mtrl.Ambient.r = 140.0f / 255.0f;
mtrl.Diffuse.g = mtrl.Ambient.g = 200.0f / 255.0f;
mtrl.Diffuse.b = mtrl.Ambient.b = 255.0f / 255.0f;
mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;

  為了和上一篇的例程做對比,我使用了相同的材質。當CreateDevice執行成功后,我們就該創建基于D3D的三維物體了。

D3DVECTOR SrcBox[] = {
 { 5.0f, 5.0f, 0.0f }, { 5.0f, 5.0f, 10.0f },
 { 5.0f, -5.0f, 0.0f }, { 5.0f, -5.0f, 10.0f },
 {-5.0f, -5.0f, 0.0f }, {-5.0f, -5.0f, 10.0f },
 {-5.0f, 5.0f, 0.0f }, {-5.0f, 5.0f, 10.0f },
};

WORD wIndex[] ={
 0, 4, 6, 0, 2, 4,
 0, 6, 7, 0, 7, 1,
 0, 3, 2, 0, 1, 3,
 5, 2, 3, 5, 4, 2,
 5, 6, 4, 5, 7, 6,
 5, 1, 7, 5, 3, 1,
};

  要說明的是D3D為我們準備了很好用的結構體D3DVECTOR,封裝了三維座標的X、Y和Z。我們還需要再定義一個我們自己的結構體來存放我們的三維座標信息:

struct CUSTOMVERTEX
{
 D3DVECTOR pos;
 D3DVECTOR normal;
};

  第一個成員pos用來存儲頂點座標數據,第二個成員normal用來存儲這個點所在平面的法向量——這個概念我在上一篇講過的。和OpenGL一樣,我們同樣需要按索引序展開頂點數組:

CUSTOMVERTEX ExpandBox[sizeof(wIndex) / sizeof(WORD)];
for ( int i = 0; i < 36; i++ )
{
 ExpandBox[i].pos = SrcBox[ wIndex[i] ];
}

  然后用下面的代碼為頂點計算法向量。

for ( i = 0; i < 12; i++ )
{
 D3DVECTOR Tri[3];
 Tri[0] = ExpandBox[ i * 3 + 0 ].pos;
 Tri[1] = ExpandBox[ i * 3 + 1 ].pos;
 Tri[2] = ExpandBox[ i * 3 + 2 ].pos;
 ExpandBox[ i * 3 + 0 ].normal.x = 0.0f;
 ExpandBox[ i * 3 + 0 ].normal.y = 0.0f;
 ExpandBox[ i * 3 + 0 ].normal.z = 1.0f;
 CalcNormal( Tri, &(ExpandBox[ i * 3 + 0 ].normal) );
 ExpandBox[ i * 3 + 1 ].normal = ExpandBox[ i * 3 + 0 ].normal;
 ExpandBox[ i * 3 + 2 ].normal = ExpandBox[ i * 3 + 0 ].normal;
}

  在這里我需要花點篇幅講一個概念,一個僅在D3D中存在的概念FVF。D3D在處理顯示數據時和OpenGL的方式不大一樣,OpenGL是指定獨立的數組,比如VertexBuffer、IndexBuffer、NormalBuffer等,而D3D是把每一個頂點的這些數據放在一起,組成一個單元進行處理,也就是說只有一個數組,而在數組的每一個元素中都包括了單個頂點的所有數據,所以他被稱為Flexible Vertex Format,我剛才定義的結構體CUSTOMVERTEX也就是做為數組的一個單元。每一個單元可以包含你所需要的信息,比如你只需要頂點座標數據和顏色,那么你只需要對那個結構體稍加修改就可以了,但是怎么讓D3D 知道你的結構體里包含哪些數據呢?當然,我們可以在CreateVertexBuffer的時候指定一個參數來告訴D3D:D3DFVF_XYZ | D3DFVF_NORMAL,在很多地方我們都可能用到這個值,所以為了方便使用和維護我們定義一個宏來表示它:

#define D3DFVF_CUSTOMVERTEX ( D3DFVF_XYZ | D3DFVF_NORMAL )


  那么到這里你可以會問另一個問題,也許D3D可以知道我們的元素里包含頂點的哪些數據,但D3D又是怎樣得知這些數據在結構體里,也就是在內存中的排列順序的呢?很不幸,D3D無法得知你的排列順序,但D3D指定了這些數據的排列順序,比如法向量一定在頂點后面,而顏色又一定要放在法向量后面。關于這個排列順序表你得去看看MSDN里關于Vertex Formats的詳細說明了。下面我們來創建頂點數組:

if( FAILED( g_pd3dDevice->CreateVertexBuffer( sizeof(ExpandBox),
0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
 return E_FAIL;
}

  這些參數上面都提到過,相信你一看就會明白,我就不多說了。怎樣把我們的方盒數據存儲進這創建好的頂點緩沖區呢?DirectX有自己的內存管理方式,這一點我在前面寫的一篇《Winamp詳解》里提到過,也就是Lock和UnLock的模式:

VOID* pVertices;

if( FAILED( g_pVB->Lock( 0, sizeof(ExpandBox), (void**)&pVertices, 0 ) ) )

return E_FAIL;

MoveMemory( pVertices, ExpandBox, sizeof(ExpandBox) );

g_pVB->Unlock();

  和OpenGL一樣,在初始化工作結束后,必須要做的另一件事就是設置矩陣,首先是投影矩陣,我們把這些代碼加到SetProjMatrix函數中去:

D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, (float)wWidth / (float)wHeight, 1.0f, 100.0f );

return g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );

  然后是視圖矩陣,把下面的代碼加到SetModalMatrix中

static float fRadius = 0.5f;
fRadius -= 0.003f;
if ( fRadius < 0)
{
 fRadius = D3DX_PI * 2 ;
}

D3DXMATRIX matWorld;
D3DXMatrixRotationZ( &matWorld, 0.0f );
if ( FAILED( g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ) ) )
{
 return E_FAIL;
}

D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( cosf( fRadius ) * 40.0f, sinf( fRadius ) * 40.0f, 30.0 ), &D3DXVECTOR3( 0.0f, 0.0f, 0.0f ), &D3DXVECTOR3( 0.0f, 0.0f, 1.0f ) );

g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
return S_OK;

  我想我不說你也可以理解這些代碼的含義,是不是和OpenGL非常相似呢?好的,現在一切準備工作就續,現在我們可以開始繪制方盒了。找到OnIdel處理函數,然后在這里添加下面的代碼:

if ( g_pd3dDevice != NULL )
{
 g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(255,255,200), 1.0f, 0 );
 if ( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
 {
  BeforePaint();
  if ( FAILED( SetModalMatrix() ) )
  {
   return;
  }
  g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
  g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
  g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 12 );
  g_pd3dDevice->EndScene();
  g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
 }
}

  g_pd3dDevice->Clear相當于glClear, g_pd3dDevice->BeginScene和g_pd3dDevice->EndScene 相當于glBegin和glEnd,g_pd3dDevice->SetStreamSource 相當于glSet**Pointer,g_pd3dDevice->DrawPrimitive 相當于glDrawArray,g_pd3dDevice->Present相當于SwapBuffer,這里和OpenGL的不同之處在于D3D在這里要設備FVF,一個很簡單的過程:

g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );

  另外,D3D的背景色是在Clear的時候指定的?,F在你可以運行你的程序了,但是你會發現,盒子是黑色的一片,那是因為你沒有打開任何光源。而OpenGL在沒有打開任何光源時物體是純白色的,呵呵,具有一定的迷惑性哦~現在我們來打開一個燈,來照亮這個物體。就在BeforePaint里:

D3DLIGHT9 light;
ZeroMemory( &light, sizeof(light) );
light.Position = D3DXVECTOR3( 30.0f, 30.0f, 30.0f );
light.Attenuation1 = 0.05f;
light.Diffuse.r = 1.0f;
light.Diffuse.g = 1.0f;
light.Diffuse.b = 1.0f;
light.Range = 1000.0f;
light.Type = D3DLIGHT_POINT;
g_pd3dDevice->SetLight( 0, &light );
g_pd3dDevice->LightEnable( 0, TRUE);

  為什么要放在BeforePaint里呢?因為我們在后面還可以實現動態光影的效果,也就是讓光源動起來。這里要格外注意的時,這個頂不是方向光源,是一個點光源,D3DLIGHT_POINT,它的光是沒有方向,從座標點向四周任何方向發散的,他也具有衰減性,你可以設置三個衰減分量,在D3D里的衰減公式是:Atten = 1 / ( att0 + att1 * d + att2 * d * d )所以,當你的三個衰減值都為0時,就會出錯。在這里我們用到了att1,讓它等于0.05,很小的值對嗎?越小表示衰減越小,光照也就越強。

  現在你的代碼應該是這樣樣子:

#include "stdafx.h"
#include "D3DTest.h"
#define MAX_LOADSTRING 100
#define D3DFVF_CUSTOMVERTEX ( D3DFVF_XYZ | D3DFVF_NORMAL )

struct CUSTOMVERTEX
{
 D3DVECTOR pos;
 D3DVECTOR normal;
};

HINSTANCE g_hInst;
HWND g_hWnd;
IDirect3D9 *g_pD3D;
IDirect3DDevice9 *g_pd3dDevice;
IDirect3DVertexBuffer9 *g_pVB;

TCHAR szTitle[MAX_LOADSTRING];
TCHAR szWindowClass[MAX_LOADSTRING];
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
LRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM);
void OnIdle( void );
void OnCreate( HWND hWnd );
HRESULT InitD3D( void );
HRESULT CreateObject( void );
void ReleaseD3D( void );
HRESULT SetModalMatrix( void );
HRESULT SetProjMatrix( WORD wWidth, WORD wHeight );
void BeforePaint( void );
void CalcNormal( const D3DVECTOR *pVertices, D3DVECTOR *pNormal )
{
 D3DVECTOR v1, v2;
 v1.x = pVertices[0].x - pVertices[1].x;
 v1.y = pVertices[0].y - pVertices[1].y;
 v1.z = pVertices[0].z - pVertices[1].z;
 v2.x = pVertices[1].x - pVertices[2].x;
 v2.y = pVertices[1].y - pVertices[2].y;
 v2.z = pVertices[1].z - pVertices[2].z;
 D3DXVECTOR3 Temp( v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z,v1.x * v2.y - v1.y * v2.x );
 D3DXVec3Normalize( (D3DXVECTOR3*)pNormal, &Temp );

}

class CTimer
{
 public:
  CTimer() {QueryPerformanceFrequency(&m_Frequency); Start();}
  void Start() {QueryPerformanceCounter(&m_StartCount);}
  double End() {LARGE_INTEGER CurrentCount;QueryPerformanceCounter(&CurrentCount);return double(CurrentCount.LowPart - m_StartCount.LowPart) / (double)m_Frequency.LowPart;}

 private:
  LARGE_INTEGER m_Frequency;
  LARGE_INTEGER m_StartCount;
};

int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
 MSG msg;
 HACCEL hAccelTable;
 LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
 LoadString(hInstance, IDC_D3DTEST, szWindowClass, MAX_LOADSTRING);
 MyRegisterClass(hInstance);
 if (!InitInstance (hInstance, nCmdShow))
  return FALSE;
 hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_D3DTEST);

 while ( true )
 {
  if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
  {
   if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
   {
    TranslateMessage(&msg);
    DispatchMessage(&msg);
   }
   continue;
  }
  if ( WM_QUIT == msg.message )
   break;
  OnIdle();
 }

 UnregisterClass( szWindowClass, g_hInst );
 return (int)msg.wParam;
}

ATOM MyRegisterClass( HINSTANCE hInstance )
{
 WNDCLASSEX wcex;
 wcex.cbSize = sizeof(WNDCLASSEX);
 wcex.style = CS_HREDRAW | CS_VREDRAW;
 wcex.lpfnWndProc = (WNDPROC)WndProc;
 wcex.cbClsExtra = 0;
 wcex.cbWndExtra = 0;
 wcex.hInstance = hInstance;
 wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_D3DTEST);
 wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
 wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
 wcex.lpszMenuName = (LPCTSTR)IDC_D3DTEST;
 wcex.lpszClassName = szWindowClass;
 wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);
 return RegisterClassEx(&wcex);
}

BOOL InitInstance( HINSTANCE hInstance, int nCmdShow )
{
 g_hInst = hInstance;
 CreateWindow( szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL );
 if ( !g_hWnd )
 {
  return FALSE;
 }
 ShowWindow( g_hWnd, nCmdShow );
 UpdateWindow( g_hWnd );
 return TRUE;
}

LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
 int wmId, wmEvent;
 switch (message)
 {
  case WM_CREATE:
   OnCreate( hWnd );
   break;
  case WM_COMMAND:
   wmId = LOWORD(wParam);
   wmEvent = HIWORD(wParam);
   switch (wmId)
   {
    case IDM_EXIT:
     DestroyWindow(hWnd);
     break;
    default:
     return DefWindowProc(hWnd, message, wParam, lParam);
   }
   break;
  case WM_SIZE:
   SetProjMatrix( LOWORD( lParam ), HIWORD( lParam ) );
   break;
  case WM_DESTROY:
   ReleaseD3D();
   PostQuitMessage(0);
   break;
  default:
   return DefWindowProc(hWnd, message, wParam, lParam);
 }
 return 0;
}

void OnCreate( HWND hWnd )
{
 g_hWnd = hWnd;
 InitD3D();
 CreateObject();
}

void ReleaseD3D( void )
{
 if( g_pVB != NULL )
 {
  g_pVB->Release();
 }
 if( g_pd3dDevice != NULL )
 {
  g_pd3dDevice->Release();
 }
 if( g_pD3D != NULL )
 {
  g_pD3D->Release();
 }
}
HRESULT InitD3D( void ) 
{
g_pD3D = Direct3DCreate9( D3D_SDK_VERSION );
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE,
&d3dpp, &g_pd3dDevice );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT,
D3DCOLOR_COLORVALUE( 0.6f, 0.6f, 0.6f, 1.0 ) );
g_pd3dDevice->LightEnable( 0, TRUE);
D3DMATERIAL9 mtrl;
ZeroMemory( &mtrl, sizeof(mtrl) );
mtrl.Diffuse.r = mtrl.Ambient.r = 140.0f / 255.0f;
mtrl.Diffuse.g = mtrl.Ambient.g = 200.0f / 255.0f;
mtrl.Diffuse.b = mtrl.Ambient.b = 255.0f / 255.0f;
mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;
g_pd3dDevice->SetMaterial( &mtrl );
return S_OK;
}
void BeforePaint( void )
{
D3DLIGHT9 light;
ZeroMemory( &light, sizeof(light) );
light.Position = D3DXVECTOR3( 30.0f, 30.0f, 30.0f );
light.Attenuation1 = 0.05f;
light.Diffuse.r = 1.0f;
light.Diffuse.g = 1.0f;
light.Diffuse.b = 1.0f;
light.Range = 1000.0f;
light.Type = D3DLIGHT_POINT;
g_pd3dDevice->SetLight( 0, &light );
g_pd3dDevice->LightEnable( 0, TRUE);
}
HRESULT CreateObject( void )
{
D3DVECTOR SrcBox[] = {
{ 5.0f, 5.0f, 0.0f }, { 5.0f, 5.0f, 10.0f },
{ 5.0f, -5.0f, 0.0f }, { 5.0f, -5.0f, 10.0f },
{-5.0f, -5.0f, 0.0f }, {-5.0f, -5.0f, 10.0f },
{-5.0f, 5.0f, 0.0f }, {-5.0f, 5.0f, 10.0f },
};
WORD wIndex[] ={
0, 4, 6, 0, 2, 4,
0, 6, 7, 0, 7, 1,
0, 3, 2, 0, 1, 3,
5, 2, 3, 5, 4, 2,
5, 6, 4, 5, 7, 6,
5, 1, 7, 5, 3, 1,
};
CUSTOMVERTEX ExpandBox[sizeof(wIndex) / sizeof(WORD)];
for ( int i = 0; i < 36; i++ )
ExpandBox[i].pos = SrcBox[ wIndex[i] ];
for ( i = 0; i < 12; i++ )
{
D3DVECTOR Tri[3];
Tri[0] = ExpandBox[ i * 3 + 0 ].pos;
Tri[1] = ExpandBox[ i * 3 + 1 ].pos;
Tri[2] = ExpandBox[ i * 3 + 2 ].pos;
ExpandBox[ i * 3 + 0 ].normal.x = 0.0f;
ExpandBox[ i * 3 + 0 ].normal.y = 0.0f;
ExpandBox[ i * 3 + 0 ].normal.z = 1.0f;
CalcNormal( Tri, &(ExpandBox[ i * 3 + 0 ].normal) );
ExpandBox[ i * 3 + 1 ].normal = ExpandBox[ i * 3 + 0 ].normal;
ExpandBox[ i * 3 + 2 ].normal = ExpandBox[ i * 3 + 0 ].normal;
}
g_pd3dDevice->CreateVertexBuffer( sizeof(ExpandBox),
0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL );
VOID* pVertices;
g_pVB->Lock( 0, sizeof(ExpandBox), (void**)&pVertices, 0 );
MoveMemory( pVertices, ExpandBox, sizeof(ExpandBox) );
g_pVB->Unlock();
return S_OK;
}
void OnIdle( void )
{
static CTimer t;
static double dt = t.End();
double temp = t.End();
char szValue[256];
sprintf( szValue, "當前幀率:%f", 1 / ( temp - dt ) );
SetWindowText( g_hWnd, szValue );
dt = temp;
if ( g_pd3dDevice != NULL )
{
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(255,255,200), 1.0f, 0 );
if ( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
BeforePaint();
if ( FAILED( SetModalMatrix() ) )
{
return;
}
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 12 );
g_pd3dDevice->EndScene();
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
}
}
HRESULT SetModalMatrix( void )
{
static float fRadius = 0.5f;
fRadius -= 0.003f;
if ( fRadius < 0)
{
fRadius = D3DX_PI * 2 ;
}
D3DXMATRIX matWorld;
D3DXMatrixRotationZ( &matWorld, 0.0f );
if ( FAILED( g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ) ) )
{
return E_FAIL;
}
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( cosf( fRadius ) * 40.0f, sinf( fRadius ) * 40.0f, 30.0 ),
&D3DXVECTOR3( 0.0f, 0.0f, 0.0f ),
&D3DXVECTOR3( 0.0f, 0.0f, 1.0f ) );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
return S_OK;
}
HRESULT SetProjMatrix( WORD wWidth, WORD wHeight )
{
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, (float)wWidth / (float)wHeight, 1.0f, 100.0f );
return g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
  

  看看和OpenGL做出來的哪個效果更好一些呢?我想使用D3D來做這些事會很方便吧。

原文轉自:http://www.anti-gravitydesign.com

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