效果图:
解说:
代码:
#include <d3dx9.h>
#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
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices 顶点Buffer
// A structure for our custom vertex type 自定义顶点类型
struct CUSTOMVERTEX
{
D3DXVECTOR4 position; // The transformed position for the vertex
DWORD color; // The vertex color
};
// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object.
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
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 = D3DFMT_UNKNOWN;
// Create the D3DDevice
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_pVB != NULL )
g_pVB->Release();
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
VOID DrawSegment(const CUSTOMVERTEX* pVerticesTemplate, size_t sizeTemplate, D3DXVECTOR4& vectorOffset)
{
if( g_pVB != NULL )
g_pVB->Release();
CUSTOMVERTEX tmpVitices[6];
memcpy(tmpVitices, pVerticesTemplate, sizeTemplate);
for (int i = 0; i < 6; ++i)
{
tmpVitices[i].position += vectorOffset;
}
g_pd3dDevice->CreateVertexBuffer( 6*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL );
VOID* pVertices; // 输出参数
g_pVB->Lock( 0, sizeof(tmpVitices), (void**)&pVertices, 0 );
memcpy( pVertices, tmpVitices, sizeof(tmpVitices) );
g_pVB->Unlock();
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 4 );
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
// 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() ) )
{
const static float c_fStartX = 100.0f;
const static float c_fStartY = 100.0f;
const static float c_fSharpH = 20.0f; // 尖头的高度(注意:尖头是直角的)
const static float c_fMid = 150.0f; // 中段的宽度
// 横着的segment
static CUSTOMVERTEX verticesSegmentHori[] =
{
/*0*/{ D3DXVECTOR4( c_fStartX, c_fStartY+c_fSharpH, 0.5f, 1.0f), 0xffff0000, },
/*1*/{ D3DXVECTOR4( c_fStartX+c_fSharpH, c_fStartY, 0.5f, 1.0f), 0xffff0000, },
/*2*/{ D3DXVECTOR4( c_fStartX+c_fSharpH, c_fStartY+2*c_fSharpH, 0.5f, 1.0f), 0xffff0000, },
/*3*/{ D3DXVECTOR4( c_fStartX+c_fSharpH+c_fMid, c_fStartY, 0.5f, 1.0f), 0xffff0000, },
/*4*/{ D3DXVECTOR4( c_fStartX+c_fSharpH+c_fMid, c_fStartY+2*c_fSharpH, 0.5f, 1.0f), 0xffff0000, },
/*5*/{ D3DXVECTOR4( c_fStartX+c_fSharpH*2+c_fMid, c_fStartY+c_fSharpH, 0.5f, 1.0f), 0xffff0000, },
};
// 竖着的segment
static CUSTOMVERTEX verticesSegmentVert[] =
{
/*0*/{ D3DXVECTOR4( c_fStartX+c_fSharpH, c_fStartY, 0.5f, 1.0f), 0xffff0000, },
/*1*/{ D3DXVECTOR4( c_fStartX+2*c_fSharpH, c_fStartY+c_fSharpH, 0.5f, 1.0f), 0xffff0000, },
/*2*/{ D3DXVECTOR4( c_fStartX, c_fStartY+c_fSharpH, 0.5f, 1.0f), 0xffff0000, },
/*3*/{ D3DXVECTOR4( c_fStartX+2*c_fSharpH, c_fStartY+c_fSharpH+c_fMid, 0.5f, 1.0f), 0xffff0000, },
/*4*/{ D3DXVECTOR4( c_fStartX, c_fStartY+c_fSharpH+c_fMid, 0.5f, 1.0f), 0xffff0000, },
/*5*/{ D3DXVECTOR4( c_fStartX+c_fSharpH, c_fStartY+2*c_fSharpH+c_fMid, 0.5f, 1.0f), 0xffff0000, },
};
const static float c_fStartXOffset = 100.0f;
const static float c_fOffsetSmall = 5.0f;
// 画个横着的
DrawSegment(verticesSegmentHori, sizeof(verticesSegmentHori)
, D3DXVECTOR4(c_fStartXOffset, 0.0f, 0.0f, 0.0f));
// 再画个横着的
DrawSegment(verticesSegmentHori, sizeof(verticesSegmentHori)
, D3DXVECTOR4(c_fStartXOffset, c_fMid+2*c_fSharpH+2*c_fOffsetSmall, 0.0f, 0.0f));
// 又画个横着的
DrawSegment(verticesSegmentHori, sizeof(verticesSegmentHori)
, D3DXVECTOR4(c_fStartXOffset, c_fMid*2+4*c_fSharpH+4*c_fOffsetSmall, 0.0f, 0.0f));
// 左侧竖着的
// 上
DrawSegment(verticesSegmentVert, sizeof(verticesSegmentVert)
, D3DXVECTOR4(c_fStartXOffset-c_fSharpH-c_fOffsetSmall, c_fSharpH+c_fOffsetSmall, 0.0f, 0.0f));
DrawSegment(verticesSegmentVert, sizeof(verticesSegmentVert)
, D3DXVECTOR4(c_fStartXOffset-c_fSharpH-c_fOffsetSmall, c_fSharpH+c_fOffsetSmall+(2*c_fSharpH+c_fMid+2*c_fOffsetSmall), 0.0f, 0.0f));
// 右侧竖着的
// 下
DrawSegment(verticesSegmentVert, sizeof(verticesSegmentVert)
, D3DXVECTOR4(c_fStartXOffset-c_fSharpH-c_fOffsetSmall+c_fMid+2*c_fSharpH+2*c_fOffsetSmall, c_fSharpH+c_fOffsetSmall, 0.0f, 0.0f));
DrawSegment(verticesSegmentVert, sizeof(verticesSegmentVert)
, D3DXVECTOR4(c_fStartXOffset-c_fSharpH-c_fOffsetSmall+c_fMid+2*c_fSharpH+2*c_fOffsetSmall, c_fSharpH+c_fOffsetSmall+(2*c_fSharpH+c_fMid+2*c_fOffsetSmall), 0.0f, 0.0f));
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;
}
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", "DxDigitalClock",
WS_OVERLAPPEDWINDOW, 100, 100, 700, 700,
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;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
Render();
}
}
UnregisterClass( "D3D Tutorial", wc.hInstance );
return 0;
}