#include <d3dx9.h>
#include "arrow.h"
#define SafeRelease(pObject) if(pObject != NULL) {pObject->Release(); pObject=NULL;}
LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pD3DDevice = NULL;
CArrow arrow;
HRESULT InitialiseD3D(HWND hWnd)
{
//First of all, create the main D3D object. If it is created successfully we
//should get a pointer to an IDirect3D8 interface.
g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if(g_pD3D == NULL)
{
return E_FAIL;
}
//Get the current display mode
D3DDISPLAYMODE d3ddm;
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
{
return E_FAIL;
}
//Create a structure to hold the settings for our device
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
//Fill the structure.
//We want our program to be windowed, and set the back buffer to a format
//that matches our current display mode
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
//Create a Direct3D device.
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp,
&g_pD3DDevice)))
{
return E_FAIL;
}
//---------------------------------------
// 设置对象的 3d设备
arrow.SetD3DDevice(g_pD3DDevice);
//Turn on back face culling.
//This is because we want to hide the back of our polygons
g_pD3DDevice->SetRenderState(D3DRS_CULLMODE , D3DCULL_CCW/*D3DCULL_NONE*/);
//Turn off lighting because we are specifying that our vertices have colour
g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
return S_OK;
}
void SetupRotation()
{
//Here we will rotate our world around the x, y and z axis.
D3DXMATRIX matWorld, matWorldX, matWorldY, matWorldZ;
//Create the transformation matrices
/*
D3DXMatrixRotationX(&matWorldX, 0.0);
D3DXMatrixRotationY(&matWorldY, 0.0);
D3DXMatrixRotationZ(&matWorldZ, 0.0);
*/
D3DXMatrixRotationX(&matWorldX, timeGetTime()/2000.0f);
D3DXMatrixRotationY(&matWorldY, timeGetTime()/2000.0f);
D3DXMatrixRotationZ(&matWorldZ, timeGetTime()/2000.0f);
//Combine the transformations by multiplying them together
D3DXMatrixMultiply(&matWorld, &matWorldX, &matWorldY);
D3DXMatrixMultiply(&matWorld, &matWorld, &matWorldZ);
//Apply the tansformation
g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
}
void SetupCamera()
{
//Here we will setup the camera.
//The camera has three settings: "Camera Position", "Look at Position" and
//"Up Direction"
//We have set the following:
//Camera Position: (0, 0, -30)
//Look at Position: (0, 0, 0)
//Up direction: Y-Axis.
D3DXMATRIX matView;
D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(0.0f, 0.0f,-30.0f), //Camera Position
&D3DXVECTOR3(0.0f, 0.0f, 0.0f), //Look At Position
&D3DXVECTOR3(0.0f, 1.0f, 0.0f)); //Up Direction
g_pD3DDevice->SetTransform(D3DTS_VIEW, &matView);
}
void SetupPerspective()
{
//Here we specify the field of view, aspect ration and near and
//far clipping planes.
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1.0f, 1.0f, 500.0f);
g_pD3DDevice->SetTransform(D3DTS_PROJECTION, &matProj);
}
void Render()
{
if(g_pD3DDevice == NULL)
{
return;
}
//Clear the backbuffer to black
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
//Begin the scene
g_pD3DDevice->BeginScene();
//Setup the rotation, camera, and perspective matrices
SetupRotation();
SetupCamera();
SetupPerspective();
//Rendering our objects
arrow.SetVertexBuffer(0.0f,0.0f,10.0f,90.0f);
arrow.Render();
//End the scene
g_pD3DDevice->EndScene();
//Filp the back and front buffers so that whatever has been rendered on the
//back buffer will now be visible on screen (front buffer).
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}
void CleanUp()
{
SafeRelease(g_pD3DDevice);
SafeRelease(g_pD3D);
}
void GameLoop()
{
//Enter the game loop
MSG msg;
BOOL fMessage;
PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
while(msg.message != WM_QUIT)
{
fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);
if(fMessage)
{
//Process message
TranslateMessage(&msg);
DispatchMessage(&msg);
} else {
// 处理动画跳帧 此处就放25帧
Render();
}
}
}
//The windows message handler
LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break;
case WM_KEYUP:
switch (wParam)
{
case VK_ESCAPE:
//User has pressed the escape key, so quit
DestroyWindow(hWnd);
return 0;
break;
}
break;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
//Application entry point
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
{
//Register the window class
WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, WinProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"DX Project 3", NULL};
RegisterClassEx(&wc);
//Create the application's window
HWND hWnd = CreateWindow("DX Project 3", "www.andypike.com: Tutorial 3",
WS_OVERLAPPEDWINDOW, 50, 50, 500, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL);
//Initialize Direct3D
if(SUCCEEDED(InitialiseD3D(hWnd)))
{
//Show our window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
//Start game running: Enter the game loop
GameLoop();
}
CleanUp();
UnregisterClass("DX Project 3", wc.hInstance);
return 0;
}