欢迎访问EasyLiu的博客!此博客为博主原创,未经允许不得转载!
开发环境:WIN764+VS2013+DirectX SDK(June 2010)
首先提供DirectX3D软件包下载地址:http://pan.baidu.com/s/16WItw。
下载下来之后直接双击安装就行,默认安装目录为:C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)。
下面就开始我们的第一个DirectX3D项目。
1、新建一个空的win32应用程序,记住不是win32控制台应用程序,这两者是由区别的!
2、项目完成以后,配置DirectX开发环境:
选择“项目”--》“属性”,打开属性配置窗口如下所示:
选择“VC++目录”,把DirectX SDK 的“包含目录(Include)”以及"库目录(Lib)"包含进去,分别为:
C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Include
C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Lib\x86,虽然我的系统是win764位,但是当我的引用库目录改为x64时候会报错,改为x86就不会报错,不知道 怎么回事!
点击确定退出属性配置窗口。
新建文件:main.cpp,在文件开头加上引用库:
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
打开帮助文档:C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Documentation\DirectX9\directx_sdk.chm,切换到如下目录:
Toutorial 1就详细讲了怎么创建一个DirectX 3D项目,虽然是英文但是应该不难看,并且Toutorial 1有对应的Sample 工程,位于如下目录:
C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\\Samples\C++\Direct3D\Tutorials\Tut01_CreateDevice,这里包含了一个完整的工程,我们只需把其代码复制到 我们的文件main.cpp里面就行了!
下面是源代码:应该不难看懂,纯粹使用win32 API开发,包括设计窗口、注册窗口、创建窗口等一系列过程,如果对win32开发还不是很懂的同学可以先看一下孙鑫的VC++深入详解,讲得很详细,通俗易懂!
//-----------------------------------------------------------------------------
// File: CreateDevice.cpp
//
// Desc: This is the first tutorial for using Direct3D. In this tutorial, all
// we are doing is creating a Direct3D device and using it to clear the
// window.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#pragma comment(lib, "d3d9.lib") //引入依赖库
#pragma comment(lib, "d3dx9.lib")
#include <d3d9.h>
#include "Windows.h"//必须得包含这个文件夹
#pragma warning( disable : 4996 ) // disable deprecated warning
#include <strsafe.h>
#pragma warning( default : 4996 )
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D(HWND hWnd)
{
// Create the D3D object, which is needed to create the D3DDevice.
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
// Set up the structure used to create the D3DDevice. Most parameters are
// zeroed out. We set Windowed to TRUE, since we want to do D3D in a
// window, and then set the SwapEffect to "discard", which is the most
// efficient method of presenting the back buffer to the display. And
// we request a back buffer format that matches the current desktop display
// format.
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
// Create the Direct3D device. Here we are using the default adapter (most
// systems only have one, unless they have multiple graphics hardware cards
// installed) and requesting the HAL (which is saying we want the hardware
// device rather than a software one). Software vertex processing is
// specified since we know it will work on all cards. On cards that support
// hardware vertex processing, though, we would see a big performance gain
// by specifying hardware vertex processing.
if (FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice)))
{
return E_FAIL;
}
// Device state would normally be set here
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if (g_pd3dDevice != NULL)
g_pd3dDevice->Release();
if (g_pD3D != NULL)
g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
if (NULL == g_pd3dDevice)
return;
// Clear the backbuffer to a blue color
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0);
// Begin the scene
if (SUCCEEDED(g_pd3dDevice->BeginScene()))
{
// Rendering of scene objects can happen here
// End the scene
g_pd3dDevice->EndScene();
}
// Present the backbuffer contents to the display
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
Cleanup();
PostQuitMessage(0);
return 0;
case WM_PAINT:
Render();
ValidateRect(hWnd, NULL);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
//-----------------------------------------------------------------------------
// Name: wWinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, INT)
{
UNREFERENCED_PARAMETER(hInst);
// 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 01: CreateDevice",
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (SUCCEEDED(InitD3D(hWnd)))
{
// Show the window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
// Enter the message loop
MSG msg;
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
UnregisterClass("D3D Tutorial", wc.hInstance);
return 0;
}
总结:帮助文档还是挺好的,写的很详细,还有助于锻炼我们的英文水平!哈哈!
版权声明:本文为博主原创文章,未经博主允许不得转载。
原文:http://blog.csdn.net/liuyi1207164339/article/details/47318999