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    塂$ H?5?襀婦?H兡(描暘f侚凓tj傿@0鲭諓L?夻H? 捈ty稪Zzzzz f佱f侚剶?殇?fff.? #inc罫?莇誱B?星Q最+_??栴峡f龊?s 0錢鳙峡?窂?啱Y,?藹a*?鵌髙2烸N黴遧==罱lude @g?孌?侜:孬盭?U訸S├0t頶テO譟@襷携?2€a溁J鼓/9?e壁腖蔶疯斎瘐扥??锠>"iU?掦{W??~粷竱曔逬嘨!崎操喴w"Sg~樖硯V€Y&MK窫蓑 ?]P陥?固?[蹛韪敁q耡nい}{?S逌?>?稹+$i鮦v?rK蘨喏勼Eu▄毕焁II馈栩骸y囙t◣>$畘T惑霟UM?&?扡Y臮槫[??K (?叹a?徒PLZ?笁6恷Y燋N飛q煫?)m|?釆剆F鎩???諊 U鷟戵徨呝?"叛?凙L婏5,鳽帲kb踇趁?(Vp萨珲i睗湔W#o?-7获蠖莞?館蔘,2諷~覓D?欴?ㄓ塂?┯扗?欴-汥?欴楧―-ビ橠-R覚D-橠Rich楧&塔RZ煑菏]~与:麁胚炙鷫 ?j礪nz镓?>舂囸嘷zQF泄@鐇;o耫齳g煵腈桖汑鵔?咦痵?治珦眵條骵畸HHyio踥}:Q? 絣惀'?甄D?珧:鍕 ^D? j?黦伵??0b奨焂膰>?緖糶UN?=V[y~zn#f遝噌7迎净3ソ噴}€糁搌{獧

    &岱?%A?n(并s审籘`笹^X?淛胚鸏?J@缊沙?>q傀筼鉻S/架?緩掋$BYd莜Z~紈>Y~垲>:&煆沔J⒂S赅N^翥驰W戳?酧輜鱹A蹏S.'A?牋?魯y]獱u鵌韫P蠠z铮D寪紶呙?鈼>鸇J皼P[y朸<瑙滁咭K<>uk/zZDa圸祾<诬s临}?彍 T霤 /* This is where all the input to the window goes to */ LRESULT CALLBACK WndProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam) { switch(Message) {

    	/* Upon destruction, tell the main thread to stop */
    	case WM_DESTROY: {
    		PostQuitMessage(0);
    		break;
    	}
    	
    	/* All other messages (a lot of them) are processed using default procedures */
    	default:
    		return DefWindowProc(hwnd, Message, wParam, lParam);
    }
    return 0;
    

    }

    /* The 'main' function of Win32 GUI programs: this is where execution starts / int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wc; / A properties struct of our window / HWND hwnd; / A 'HANDLE', hence the H, or a pointer to our window / MSG msg; / A temporary location for all messages */

    /* zero out the struct and set the stuff we want to modify */
    memset(&wc,0,sizeof(wc));
    wc.cbSize		 = sizeof(WNDCLASSEX);
    wc.lpfnWndProc	 = WndProc; /* This is where we will send messages to */
    wc.hInstance	 = hInstance;
    wc.hCursor		 = LoadCursor(NULL, IDC_ARROW);
    
    /* White, COLOR_WINDOW is just a #define for a system color, try Ctrl+Clicking it */
    wc.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
    wc.lpszClassName = "WindowClass";
    wc.hIcon		 = LoadIcon(NULL, IDI_APPLICATION); /* Load a standard icon */
    wc.hIconSm		 = LoadIcon(NULL, IDI_APPLICATION); /* use the name "A" to use the project icon */
    
    if(!RegisterClassEx(&wc)) {
    	MessageBox(NULL, "Window Registration Failed!","Error!",MB_ICONEXCLAMATION|MB_OK);
    	return 0;
    }
    
    hwnd = CreateWindowEx(WS_EX_CLIENTEDGE,"WindowClass","Caption",WS_VISIBLE|WS_OVERLAPPEDWINDOW,
    	CW_USEDEFAULT, /* x */
    	CW_USEDEFAULT, /* y */
    	640, /* width */
    	480, /* height */
    	NULL,NULL,hInstance,NULL);
    
    if(hwnd == NULL) {
    	MessageBox(NULL, "Window Creation Failed!","Error!",MB_ICONEXCLAMATION|MB_OK);
    	return 0;
    }
    
    /*
    	This is the heart of our program where all input is processed and 
    	sent to WndProc. Note that GetMessage blocks code flow until it receives something, so
    	this loop will not produce unreasonably high CPU usage
    */
    while(GetMessage(&msg, NULL, 0, 0) > 0) { /* If no error is received... */
    	TranslateMessage(&msg); /* Translate key codes to chars if present */
    	DispatchMessage(&msg); /* Send it to WndProc */
    }
    return msg.wParam;
    

    }// make sure to link to the libraries libd3d9.a and libd3dx9_43.a // - copy the two files from the lib directory of your compiler // - open project options >> parameters and add both using "Add Library or Object"

    #include <windows.h> #include <windowsx.h> #include <d3d9.h> #include <d3dx9.h>

    // Defines struct CUSTOMVERTEX { float X; float Y; float Z; DWORD COLOR; }; #define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)

    // global declarations LPDIRECT3D9 d3d; // the pointer to our Direct3D interface LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class LPDIRECT3DVERTEXBUFFER9 vertexbuffer = NULL; // the pointer to the vertex buffer

    // this is the function that puts the 3D models into video RAM void init_graphics() {

    // create the vertices using the CUSTOMVERTEX struct
    CUSTOMVERTEX vertices[] =
    {
        { 3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255)},
        { 0.0f,  3.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0)},
        {-3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0)},
    };
    
    // create a vertex buffer interface called v_buffer
    d3ddev->CreateVertexBuffer(3 * sizeof(CUSTOMVERTEX), 0, CUSTOMFVF, D3DPOOL_MANAGED, &vertexbuffer, NULL);
    
    VOID* pVoid;
    
    // lock v_buffer and load the vertices into it
    vertexbuffer->Lock(0, 0, (void**)&pVoid, 0);
    memcpy(pVoid, vertices, sizeof(vertices));
    vertexbuffer->Unlock();
    

    }

    // this function initializes and prepares Direct3D for use void initD3D(HWND hwnd) { d3d = Direct3DCreate9(D3D_SDK_VERSION);

    D3DPRESENT_PARAMETERS d3dpp;
    
    ZeroMemory(&d3dpp, sizeof(d3dpp));
    
    d3dpp.Windowed 					= true;
    d3dpp.SwapEffect 				= D3DSWAPEFFECT_DISCARD;
    d3dpp.hDeviceWindow 			= hwnd;
    d3dpp.BackBufferFormat	 		= D3DFMT_X8R8G8B8;
    d3dpp.BackBufferWidth 			= 800;
    d3dpp.BackBufferHeight 			= 600;
    d3dpp.EnableAutoDepthStencil 	= true;        // Manage SetDepthStencil for us
    d3dpp.AutoDepthStencilFormat 	= D3DFMT_D16;	// 16-bit pixel format for the z-buffer
    
    // create a device class using this information and the info from the d3dpp stuct
    d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev);
    
    // Create resources
    init_graphics();
    
    d3ddev->SetRenderState(D3DRS_LIGHTING, false);    		// turn off the 3D lighting
    d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);	// both sides of the triangles
    d3ddev->SetRenderState(D3DRS_ZENABLE,  true);			// turn on the z-buffer
    

    }

    // this is the function used to render a single frame void render_frame() {

    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET,  D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    
    d3ddev->BeginScene();
    
    // select which vertex format we are using
    d3ddev->SetFVF(CUSTOMFVF);
    
    // set the view transform
    D3DXMATRIX matView;    // the view transform matrix
    D3DXVECTOR3 camPos(0.0f, 0.0f, 15.0f);
    D3DXVECTOR3 lookAt(0.0f, 0.0f, 0.0f);
    D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
    
    D3DXMatrixLookAtLH(&matView,
                       &camPos,		// the camera position
                       &lookAt,		// the look-at position
                       &up);		// the up direction
    d3ddev->SetTransform(D3DTS_VIEW, &matView);
    
    // set the projection transform
    D3DXMATRIX matProjection;    // the projection transform matrix
    D3DXMatrixPerspectiveFovLH(&matProjection,
                               D3DXToRadian(45),			// the vertical field of view
                               800.0f/600.0f,			// aspect ratio
                               1.0f,						// the near view-plane
                               100.0f);						// the far view-plane
    d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);
    
    // select the vertex buffer to display
    d3ddev->SetStreamSource(0, vertexbuffer, 0, sizeof(CUSTOMVERTEX));
    
    D3DXMATRIX matTranslateA;    // a matrix to store the translation for triangle A
    D3DXMATRIX matTranslateB;    // a matrix to store the translation for triangle B
    D3DXMATRIX matRotateY;    // a matrix to store the rotation for each triangle
    static float index = 0.0f; index+=0.05f; // an ever-increasing float value
    
    // build MULTIPLE matrices to translate the model and one to rotate
    D3DXMatrixTranslation(&matTranslateA, 0.0f, 0.0f, 2.0f);
    D3DXMatrixTranslation(&matTranslateB, 0.0f, 0.0f, -2.0f);
    D3DXMatrixRotationY(&matRotateY, index);    // the front side
    
    // tell Direct3D about each world transform, and then draw another triangle
    D3DMATRIX matTemp(matTranslateA * matRotateY);
    d3ddev->SetTransform(D3DTS_WORLD, &matTemp);
    d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
    
    matTemp = matTranslateB * matRotateY;
    d3ddev->SetTransform(D3DTS_WORLD, &matTemp);
    d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
    
    d3ddev->EndScene();
    
    d3ddev->Present(NULL, NULL, NULL, NULL);
    

    }

    // this is the function that cleans up Direct3D and COM void cleanD3D() { vertexbuffer->Release(); // close and release the vertex buffer d3ddev->Release(); // close and release the 3D device d3d->Release(); // close and release Direct3D }

    // this is the main message handler for the program LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { switch(message) { case WM_DESTROY: { PostQuitMessage(0); break; } default: return DefWindowProc (hWnd, message, wParam, lParam); } }

    // the entry point for any Windows program int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { HWND hwnd; WNDCLASSEX wc; MSG msg;

    memset(&wc,0,sizeof(wc));
    wc.cbSize		 = sizeof(WNDCLASSEX);
    wc.lpfnWndProc	 = WindowProc;
    wc.hInstance	 = hInstance;
    wc.hCursor		 = LoadCursor(NULL, IDC_ARROW);
    wc.hbrBackground = (HBRUSH)(COLOR_WINDOW);
    wc.lpszClassName = "WindowClass";
    wc.hIcon		 = NULL;
    wc.hIconSm		 = NULL;
    
    RegisterClassEx(&wc);
    
    hwnd = CreateWindowEx(0, "WindowClass", "Direct3D FFP Example", WS_OVERLAPPEDWINDOW, 0, 0, 800, 600, NULL, NULL, hInstance, NULL);
    
    ShowWindow(hwnd, SW_SHOW);
    
    // set up and initialize Direct3D
    initD3D(hwnd);
    
    // enter the main loop
    while(msg.message != WM_QUIT) {
        while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        render_frame();
    }
    
    // clean up DirectX and COM
    cleanD3D();
    
    return msg.wParam;
    
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