启动Direct9 3D问题帮我看一下

wenxiongkjsm 2009-11-12 09:29:46


// DX001.cpp : Defines the entry point for the application.
//VC6编译。。

//编译通过了,但是执行的时候没有反应,我刚接触DX不太清楚,哪为大哥帮我看一下???谢谢!!

//用DX画三个点

#include "stdafx.h"
#include <d3d9.h>
#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
#define WINDOW_CLASS "MY DX"
#define WINDOW_NAME "MY FIRST DX"
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
//函数声明
bool InitializeD3D(HWND hWnd,bool fullscreen); //DX初始化
int RenderScene(); //
void Shutdown(); //释放资源
LPDIRECT3D9 g_D3D=NULL; //创建DX对象
LPDIRECT3DDEVICE9 g_D3DDevice=NULL; //创建DX设备
LPDIRECT3DVERTEXBUFFER9 g_pVB; //创建顶点缓冲区结构


//消息循环
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);
return 0;
break;
}
return DefWindowProc(hWnd,msg,wParam,lparam);
}
int APIENTRY WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{

WNDCLASSEX wc={sizeof(WNDCLASSEX),
CS_CLASSDC,
MsgProc,
0,0,
hInstance,
NULL,
NULL,
NULL,
NULL,
WINDOW_CLASS,
NULL};
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();
}
}
//释放资源
Shutdown();
//反注册
UnregisterClass(WINDOW_CLASS,wc.hInstance);
return 0;
}
//启动DX
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;
}
//创建DX设备
if(FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&g_D3DDevice)))
return false;
return true;
}
int RenderScene()
{struct CUSTOMVERTEX
{float x,y,z;
};
CUSTOMVERTEX g_Vertices[]={
{1.0f,1.0f,0.0f,},
{-1.0f,1.0f,0.0f,},
{1.0f,-1.0f,0.0f,},
};
void* pVertices;
g_D3DDevice->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,0),1.0f,0);

g_D3DDevice->BeginScene();
if(FAILED(g_D3DDevice->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),0,D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT,&g_pVB,0)))
{return false;}
if(FAILED(g_pVB->Lock(0,sizeof(g_Vertices),(void**)&pVertices,0))) return false;
memcpy(pVertices,g_Vertices,sizeof(g_Vertices));
g_pVB->Unlock();
//设置渲染的顶点来源
g_D3DDevice->SetStreamSource(0,g_pVB,0,sizeof(CUSTOMVERTEX));
//设置待渲染顶点的格式
g_D3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
//渲染指定了缓冲区来源的顶点
g_D3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,1);
g_D3DDevice->EndScene();
g_D3DDevice->Present(NULL,NULL,NULL,NULL);
return 0;
}
void Shutdown()
{if(g_D3DDevice!=NULL) g_D3DDevice->Release();
if(g_D3D!=NULL) g_D3D->Release();
g_D3DDevice=NULL;
g_D3D=NULL;
}
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wenxiongkjsm 2009-11-17
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好像我觉得我的窗口是一闪而过的,什么都没得看见.
wenxiongkjsm 2009-11-17
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我的执行的时候没有显示任何窗口,什么东西都没有.我是新手....不知道为什么
leechrockgames 2009-11-14
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你没有把问题提出,人家帮不了你.

#include <d3d9.h>

LPDIRECT3D9 g_pD3D = NULL; // Direct3D对象指针
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Direct3D设备指针
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // 顶点缓冲区指针
LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;//
HWND g_Wnd = NULL;

// 自定义顶点结构
struct CUSTOMVERTEX
{ FLOAT x, y, z, rhw; // 经过坐标转换的顶点坐标;rhw:投影矫正系数P41
DWORD color; // 顶点漫反射颜色值
};

// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)

HRESULT InitD3D( HWND hWnd )
{
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )//创建D3D object,用来创建D3DDevice
return E_FAIL;

D3DDISPLAYMODE d3ddm;
if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )//得到计算机显示卡当前的显示模式信息;P16
return E_FAIL;

// Set up the structure used to create the D3DDevice
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;

// Create the D3DDevice
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,//创建一个Direct3D的设备指针.P4,P14
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}

// Device state would normally be set here

return S_OK;
}

HRESULT InitIB()
{
CUSTOMVERTEX g_Vertices[] =//顶点序列g_Vertices[](每一个三角形有2个点P52)
{
{ 50.0f, 50.0f, 0.5f, 1.0f, 0xffff0000, }, //红色
{ 300.0f, 50.0f, 0.5f, 1.0f, 0xff00ff00, }, //蓝色
{ 50.0f , 400.0f, 0.5f, 1.0f, 0xff00ffff, }, //绿色
{ 400.0f, 400.0f, 0.5f, 1.0f, 0xffff0000, }, //红色
// { 100.0f, 100.0f, 0.5f, 1.0f, 0xffff0000, }, //白色
{ 550.0f , 550.0f, 0.5f, 1.0f, 0xff00ffff, } //绿色
// { 450.0f, 150.0f, 0.5f, 1.0f, 0xffffffff, }, //白色
// { 550.0f, 550.0f, 0.5f, 1.0f, 0xffff0000, }, //红色
// { 550.0f, 550.0f, 0.5f, 1.0f, 0xff00ff00, }, //蓝色
};

if( FAILED( g_pd3dDevice->CreateVertexBuffer( 5*sizeof(CUSTOMVERTEX),//创建顶点缓冲区;P41
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB,NULL ) ) )
{
return E_FAIL;
}

//----------创建顶点缓冲区g_pVB,接下来把顶点序列g_Vertices[]拷贝到顶点缓冲区;P43
VOID* pVertices;//顶点缓冲区
if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
g_pVB->Unlock();
//---------创建顶点缓冲区g_pVB,接下来把顶点序列g_Vertices[]拷贝到顶点缓冲区;


//在这部分中顶点缓冲区与索引缓冲区无关系
// WORD g_Indices[] ={0,1,2,0,3,1,0,6,8,0,4,1};//两个三角形组成(6点)
// WORD g_Indices[] ={0,1,2,3,2,1};//两个三角形组成(6点)
WORD g_Indices[] ={0,1,2};//两个三角形组成(6点)
// WORD g_Indices[] ={3,2,1};//两个三角形组成(6点)
if( FAILED( g_pd3dDevice->CreateIndexBuffer( 5*sizeof(WORD),//索引缓冲区创建函数;P54
0, D3DFMT_INDEX16,
D3DPOOL_DEFAULT, &g_pIB,NULL ) ) )
{
return E_FAIL;
}
VOID* pIndices;//顶点缓冲区
if( FAILED( g_pIB->Lock( 0, sizeof(g_Indices), (void**)&pIndices, 0 ) ) )
return E_FAIL;
memcpy( pIndices, g_Indices, sizeof(g_Indices) );//顶点序列g_Indices
g_pIB->Unlock();


return S_OK;
}

VOID Render()
{
// Clear the backbuffer to a blue color
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );

g_pd3dDevice->BeginScene();


// 顶点缓冲区
// g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );//将顶点缓冲区和渲染流链接;P45
// g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );//声明当前渲染数据流中的灵活顶点格式
// g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );


//索引缓冲区
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );//将顶点缓冲区和渲染流链接;P45
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );//声明当前的渲染数据流中的灵活顶点格式;P45
g_pd3dDevice->SetIndices( g_pIB );//设置当前绘制的索引数组为它的参数pIndexDate所表示的索引缓冲区;P55
g_pd3dDevice->DrawIndexedPrimitive ( D3DPT_TRIANGLELIST, 0,0,5,0,1 );//能够绘制当前的索引数组;P56




g_pd3dDevice->EndScene();

g_pd3dDevice->Present( NULL, NULL, NULL, NULL );//将后台缓冲区的数据复制到前台缓冲区(显示在屏幕上);P25
}


VOID Cleanup()
{
if( g_pVB != NULL )
g_pVB->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
}
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
PostQuitMessage( 0 );
return 0;
case WM_PAINT:
Render();
ValidateRect( hWnd, NULL );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}

//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"D3D Tutorial", NULL };
RegisterClassEx( &wc );

// Create the application's window
HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial : index buffer",
WS_OVERLAPPEDWINDOW, 100, 100, 800, 600,
GetDesktopWindow(), NULL, wc.hInstance, NULL );

// Initialize Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
// Create the index buffer
if( SUCCEEDED( InitIB() ) )
{
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 );
}
}
}
}
Cleanup();
UnregisterClass( "D3D Tutorial", wc.hInstance );
return 0;
}

wenxiongkjsm 2009-11-13
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有没有人指点一下阿?急啊,这个月学校科技月比赛,俄罗斯方块
WecanHuang 2009-11-12
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无耻的沙发
混点可用分
ryfdizuo 2009-11-12
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D3D的顶点数组这里确实比较麻烦,
关注!

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