//////////////////////////////////////////////////////////////////////////////////////////////////
//
// File: d3dinit.cpp
//
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0
//
// Desc: Demonstrates how to initialize Direct3D, how to use the book's framework
// functions, and how to clear the screen to black. Note that the Direct3D
// initialization code is in the d3dUtility.h/.cpp files.
//
//////////////////////////////////////////////////////////////////////////////////////////////////
#include "d3dUtility.h"
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#pragma comment(lib, "winmm.lib")
//
// Globals
//
IDirect3DDevice9* Device = 0;
//
// Framework Functions
//
const int Width=640;
const int Height=480;
IDirect3DVertexBuffer9* VB=0;
IDirect3DIndexBuffer9* IB=0;
//定义三角形的顶点结构体
struct Vertex
{
Vertex(){}
Vertex(float x,float y,float z)
{
_x=x;_y=y;_z=z;
}
float _x,_y,_z;
static const DWORD FVF;
};
const DWORD Vertex::FVF=D3DFVF_XYZ;
bool Setup()
{
Device->CreateVertexBuffer(
8*sizeof(Vertex),
D3DUSAGE_WRITEONLY,
Vertex::FVF,
D3DPOOL_MANAGED,
&VB,
0);
Vertex* vertices;
VB->Lock(0,0,(void**)&vertices,0);
vertices[0]=Vertex(-1.0f,-1.0f,-1.0f);
vertices[1]=Vertex(-1.0f, 1.0f,-1.0f);
vertices[2]=Vertex( 1.0f, 1.0f,-1.0f);
vertices[3]=Vertex( 1.0f,-1.0f,-1.0f);
vertices[4]=Vertex(-1.0f,-1.0f, 1.0f);
vertices[5]=Vertex(-1.0f, 1.0f, 1.0f);
vertices[6]=Vertex( 1.0f, 1.0f, 1.0f);
vertices[7]=Vertex( 1.0f,-1.0f, 1.0f);
VB->Unlock();
Device->CreateIndexBuffer(
36*sizeof(WORD),
D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16,
D3DPOOL_MANAGED,
&IB,
0);
WORD* indices=0;
IB->Lock(0,0,(void**)&indices,0);
//前面
indices[0]=0;
indices[1]=1;
indices[2]=2;
indices[3]=0;
indices[4]=2;
indices[5]=3;
//后面
indices[6]=4;
indices[7]=6;
indices[8]=5;
indices[9]=4;
indices[10]=7;
indices[11]=6;
//左面
indices[12]=4;
indices[13]=5;
indices[14]=1;
indices[15]=4;
indices[16]=1;
indices[17]=0;
//右面
indices[18]=3;
indices[19]=2;
indices[20]=6;
indices[21]=3;
indices[22]=6;
indices[23]=7;
//上面
indices[24]=1;
indices[25]=5;
indices[26]=6;
indices[27]=1;
indices[28]=6;
indices[29]=2;
//下面
indices[30]=4;
indices[31]=0;
indices[32]=3;
indices[33]=4;
indices[34]=3;
indices[35]=7;
IB->Unlock();
//摄像机的位置和方向
D3DXVECTOR3 position(0.0f,0.0f,-5.0f);//摄像机默认位置为(0,0,0)
D3DXVECTOR3 target(0.0f,0.0f,0.0f);//摄像机指向的点为坐标原点
D3DXVECTOR3 up(0.0f,1.0f,0.0f);//摄像机的向上方向为这个方向
D3DXMATRIX V;//定义一个矩阵
D3DXMatrixLookAtLH(&V,&position,&target,&up);//观察坐标系转换矩阵
Device->SetTransform(D3DTS_VIEW,&V);//观察坐标系转换
D3DXMATRIX proj;//投影变换用的矩阵
D3DXMatrixPerspectiveFovLH(&proj,
D3DX_PI*0.5f,
(float)Width/(float)Height,
1.0f,
1000.0f);
Device->SetTransform(D3DTS_PROJECTION,&proj);
Device->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME);
return true;
}
void Cleanup()
{
}
bool Display(float timeDelta)
{
if( Device ) // Only use Device methods if we have a valid device.
{
// Instruct the device to set each pixel on the back buffer black -
// D3DCLEAR_TARGET: 0x00000000 (black) - and to set each pixel on
// the depth buffer to a value of 1.0 - D3DCLEAR_ZBUFFER: 1.0f.
//Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
// Swap the back and front buffers.
Device->BeginScene();
Device->SetStreamSource(0,VB,0,sizeof(Vertex));
Device->SetIndices(IB);
Device->SetFVF(Vertex::FVF);
Device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,0,8,0,12);
Device->EndScene();
Device->Present(0, 0, 0, 0);
}
return true;
}
//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch( msg )
{
case WM_DESTROY:
::PostQuitMessage(0);
break;
case WM_KEYDOWN:
if( wParam == VK_ESCAPE )
::DestroyWindow(hwnd);
break;
}
return ::DefWindowProc(hwnd, msg, wParam, lParam);
}
//
// WinMain
//
int WINAPI WinMain(HINSTANCE hinstance,
HINSTANCE prevInstance,
PSTR cmdLine,
int showCmd)
{
if(!d3d::InitD3D(hinstance,
640, 480, true, D3DDEVTYPE_HAL, &Device))
{
::MessageBox(0, L"InitD3D() - FAILED", 0, 0);
return 0;
}
if(!Setup())
{
::MessageBox(0, L"Setup() - FAILED", 0, 0);
return 0;
}
d3d::EnterMsgLoop( Display );
Cleanup();
Device->Release();
return 0;
}