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Lesson 1:  Getting Started with Direct3D  



#include  // 헤더

// 라이브러리 include the Direct3D Library file 
#pragma comment ( lib, "d3d9.lib")

// 전역 정의 global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 returned_d3ddev; // the pointer to the device class

// 함수 원형 fuctions prototype
void initD3D(HWND hWnd); // 기초 설정 3디 초기화 sets up and initializes Direct3D
void render_frame(void); // 사실화 단일 프레임 renders a single frame 
void cleanD3D(void);     // 닫기와 메모리 해제 close Direct3D and releases memory

// 윈도우 함수 원형 the WindowProc function prototype

LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);

// 기초 설정 3디 초기화 sets up and initializes Direct3D
// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
 d3d = Direct3DCreate9(D3D_SDK_VERSION);  // create the Direct3D interface

 // presentation parameters d3dpp
 D3DPRESENT_PARAMETERS d3dpp;    // create a struct to hold various device informations
 ZeroMemory( &d3dpp, sizeof(d3dpp) );  // clear out the struct for use
 
 d3dpp.Windowed = TRUE;       // program windowed , not fullscreen
 d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;  // discard old frames
 d3dpp.hDeviceWindow = hWnd;      // set the window to be used by Direct3D

 // create a device class using this information 
 // and information from the d3dpp struct

 d3d->CreateDevice(D3DADAPTER_DEFAULT,
      D3DDEVTYPE_HAL,
      hWnd,
      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
      &d3dpp,
      &returned_d3ddev);

 /*
 HRESULT CreateDevice(
    UINT Adapter,
    D3DDEVTYPE DeviceType,
    HWND hFocusWindow,
    DWORD BehaviorFlags,
    D3DPRESENT_PARAMETERS *pPresentationParameters,
    IDirect3DDevice9 **ppReturnedDeviceInterface);
 UINT Adapter,
 */
}
// 사실화 단일 프레임 renders a single frame 
// In this function we will render a single frame
// The frame will be rather simple, and will consist of a blue background
void render_frame(void)
{
 // clear the window to a deep blue
 returned_d3ddev->Clear(0,
       NULL,
       D3DCLEAR_TARGET,
       D3DCOLOR_XRGB(0,40,100),
       1.0f,
       0);
 // begins the 3d scene
 returned_d3ddev->BeginScene();

 // do 3D rendering on the back buffer here

 // ends the 3d scene

 returned_d3ddev->EndScene();

 // displays the created frame
 returned_d3ddev->Present(NULL,NULL,NULL,NULL);
}
// 닫기와 메모리 해제 close Direct3D and releases memory
void cleanD3D(void)
{

 // close and release the 3D device
 returned_d3ddev->Release();

 // close and release Direct3D
 d3d->Release();
}

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

    ZeroMemory(&wc, sizeof(WNDCLASSEX));

    wc.cbSize = sizeof(WNDCLASSEX);
    wc.style = CS_HREDRAW | CS_VREDRAW;
    wc.lpfnWndProc = WindowProc;
    wc.hInstance = hInstance;
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
    wc.lpszClassName = L"WindowClass";

    RegisterClassEx(&wc);

    hWnd = CreateWindowEx(NULL,
                          L"WindowClass",
                          L"첫번째 3D 프로그램",
                          WS_OVERLAPPEDWINDOW,
                          300, 300,
                          800, 600,
                          NULL,
                          NULL,
                          hInstance,
                          NULL);

    ShowWindow(hWnd, nCmdShow);

    // set up and initialize Direct3D
    initD3D(hWnd);

    // enter the main loop:

    MSG msg;

    while(TRUE)
    {
        while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }

        if(msg.message == WM_QUIT)
            break;

        render_frame();
    }

    // clean up DirectX and COM
    cleanD3D();

    return msg.wParam;
}


// 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);
                return 0;
            } break;
    }

    return DefWindowProc (hWnd, message, wParam, lParam);
}




 

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