只是马马虎虎的 实现了个简陋的,完成基本思想,剩下的就没做了。以后在补上,希望有好的方法的留下脚印。
 
#include <Windows.h>
#include <d3d9.h>
#include <d3dx9.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#pragma comment(lib, "winmm.lib")
LPDIRECT3D9                g_pd3d = 0;
LPDIRECT3DDEVICE9        g_pd3dDevice = 0;
LPDIRECT3DVERTEXBUFFER9    g_pVB = 0;
const int g_width = 1024;
const int g_height = 768;
struct CUSTOMVERTEX 
{
    FLOAT x, y, z, rhw;
    DWORD color;
    //CUSTOMVERTEX(FLOAT _x, FLOAT _y, FLOAT _z, FLOAT _rhw, DWORD _color)
    //    :x(_x)
    //    ,y(_y)
    //    ,z(_z)
    //    ,rhw(_rhw)
    //    ,color(_color){}
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
HRESULT InitD3D(HWND hwnd)
{
    if (NULL == (g_pd3d = Direct3DCreate9(D3D_SDK_VERSION)))
    {
        MessageBox(NULL, "Create D3D Failed!", "Lession13", MB_OK);
        return E_FAIL;
    }
    D3DCAPS9    caps;
    int vp = 0;
    g_pd3d->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);
    if (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
        vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
    else
        vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
    D3DPRESENT_PARAMETERS d3dpp;
    ::ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
    d3dpp.BackBufferCount = 1;
    d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
    d3dpp.BackBufferHeight = g_height;
    d3dpp.BackBufferWidth = g_width;
    d3dpp.EnableAutoDepthStencil = true;
    d3dpp.Flags = 0;
    d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
    d3dpp.hDeviceWindow = hwnd;
    d3dpp.MultiSampleQuality = 0;
    d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
    d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.Windowed = true;
    if (FAILED(g_pd3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, vp, &d3dpp, &g_pd3dDevice)))
    {
        MessageBox(NULL, "Create Device Failed!", "Lession13", MB_OK);
        return E_FAIL;
    }
    //D3DXMATRIX matProj;
    //D3DXMatrixIdentity(&matProj);
    //D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1, 1, 1000);
    //g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
    return S_OK;
}
HRESULT InitVB(FLOAT angle, LPRECT rt, DWORD dwColor)
{
    //float angle = (360*0.01)*nPercent;
    int nArea = angle / 45;
    int nTriangles = nArea + 1;
    int nPoints = nArea + 2;
    // 规定中心点
    int ndivX = (rt->right - rt->left)>>1;
    int ndivY = (rt->bottom - rt->top)>>1;
    // 默认的赋值
    CUSTOMVERTEX pVerteics[] = 
    {
            {ndivX,        ndivY,        0, 0.f, dwColor}, // 1
            {ndivX,        rt->top,    0, 0.f, dwColor}, // 2
            {rt->left,    rt->top,    0, 0.f, dwColor}, // 3
            {rt->left,    ndivY,        0, 0.f, dwColor}, // 4
            {rt->left,    rt->bottom,    0, 0.f, dwColor}, // 5
            {ndivX,        rt->bottom, 0, 0.f, dwColor}, // 6
            {rt->right,    rt->bottom,    0, 0.f, dwColor}, // 7
            {rt->right, ndivY,        0, 0.f, dwColor}, // 8
            {rt->right, rt->top,    0, 0.f, dwColor}, // 9
            {ndivX,        rt->top,    0, 0.f, dwColor}, // 2
    };
    int leave_angle = (int)angle % 45;
    if (!leave_angle)
    {
        nTriangles -= 1;
    }
    // 计算此时秒针的向量
    D3DXVECTOR2    v =  *(D3DXVECTOR2 *)(pVerteics+nTriangles);
    D3DXVECTOR2 v2 = *(D3DXVECTOR2 *)(pVerteics+nPoints);
    D3DXVECTOR2 nor = *(D3DXVECTOR2 *)(pVerteics);
    D3DXVECTOR2 vResult;
    if ((angle!=45)||(angle!=225))
    {
        D3DXVECTOR2 vDummy1 = v - nor;
        D3DXVECTOR2 vDummy2 = v2- nor;
        //D3DXVec2Lerp(&vResult, &vDummy1, &vDummy2, leave_angle);
        switch (nArea)
        {
        case 0:
            vResult.y = 0;
            vResult.x = ndivX - ndivY*tanf((leave_angle)*D3DX_PI/180);
            break;
        case 1:
            vResult.x = rt->left;
            vResult.y = ndivY - ndivX*tanf((45-leave_angle)*D3DX_PI/180);
            break;
        case 2:
            vResult.x = rt->left;
            vResult.y = ndivY + ndivX*tanf((leave_angle)*D3DX_PI/180);
            break;
        case 3:
            vResult.y = rt->bottom;
            vResult.x = ndivX - ndivY*tanf((45-leave_angle)*D3DX_PI/180);
            break;
        case 4:
            vResult.y = rt->bottom;
            vResult.x = ndivX + ndivY*tanf((leave_angle)*D3DX_PI/180);
            break;
        case 5:
            vResult.x = rt->right;
            vResult.y = ndivY + ndivX*tanf((45-leave_angle)*D3DX_PI/180);
            break;
        case 6:
            vResult.x = rt->right;
            vResult.y = ndivY - ndivX*tanf((leave_angle)*D3DX_PI/180);
            break;
        case 7:
            vResult.x = ndivX + ndivY * tanf((45-leave_angle)*D3DX_PI/180);
            vResult.y = rt->top;
            break;
        }
        *(D3DXVECTOR2 *)(pVerteics+nPoints) = vResult;
    }
    else
    {
        D3DXVec2Lerp(&vResult, &v, &v2, leave_angle/45);
        *(D3DXVECTOR2 *)(pVerteics+nPoints) = vResult;
    }
    //g_pd3dDevice->CreateVertexBuffer((nPoints+1)*sizeof(CUSTOMVERTEX), D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &g_pVB, 0);
    //void * pV;
    //if (SUCCEEDED(g_pVB->Lock(0, 0, (void **)&pV, 0)))
    //{
    //    memcpy(pV, pVerteics, (nPoints+1)*sizeof(CUSTOMVERTEX));
    //    g_pVB->Unlock();
    //}
    g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
    g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
    g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0xffffffff, 1.f, 0);
    g_pd3dDevice->BeginScene();
    //g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
    g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
    //g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, nTriangles, nPoints);
    g_pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,nTriangles,pVerteics,sizeof(CUSTOMVERTEX)); 
    g_pd3dDevice->EndScene();
    g_pd3dDevice->Present(0, 0, 0, 0);
    return S_OK;
}
VOID Cleanup()
{
    if (g_pVB)
    {
        g_pVB->Release();
        g_pVB = 0;
    }
    if (g_pd3dDevice)
    {
        g_pd3dDevice->Release();
        g_pd3dDevice = 0;
    }
    if (g_pd3d)
    {
        g_pd3d->Release();
        g_pd3d = 0;
    }
}
int timeCounter = 0;
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
    case WM_CREATE:
        SetTimer(hWnd, 1, 25, NULL);
        return 0;
    case WM_DESTROY:
        
        Cleanup();
        PostQuitMessage( 0 );
        return 0;
    case WM_TIMER:
        {
            timeCounter++;
            timeCounter%=360;
            RECT rt= {0, 0, 200, 200};
            InitVB(360-timeCounter, &rt, 0xffff0000);
        }
        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 05: Textures",
        WS_OVERLAPPEDWINDOW, 100, 100, g_width, g_height,
        NULL, NULL, wc.hInstance, NULL );
    // Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    {
        //// Create the scene geometry
        //if( SUCCEEDED( InitVB() ) )
        //{
            // Show the window
            ShowWindow( hWnd, SW_SHOWDEFAULT );
            UpdateWindow( hWnd );
            // Enter the message loop
            MSG msg;
            ZeroMemory( &msg, sizeof(msg) );
            while( msg.message!=WM_QUIT )
            {
                if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
                {
                    TranslateMessage( &msg );
                    DispatchMessage( &msg );
                }
                else
                {
                }
            }
        //}
    }
    UnregisterClass( "D3D Tutorial", wc.hInstance );
    return 0;
}