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子曾经曰过:编程无他,唯手熟尔!

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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( 0sizeof(tmpVitices), (void**)&pVertices, 0 );
    memcpy( pVertices, tmpVitices, 
sizeof(tmpVitices) );
    g_pVB
->Unlock();
    g_pd3dDevice
->SetStreamSource( 0, g_pVB, 0sizeof(CUSTOMVERTEX) );
    g_pd3dDevice
->SetFVF( D3DFVF_CUSTOMVERTEX );
    g_pd3dDevice
->DrawPrimitive( D3DPT_TRIANGLESTRIP, 04 );
}

//-----------------------------------------------------------------------------
// 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), 1.0f0 );

    
// 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,    0.5f1.0f), 0xffff0000, }, 
            
/*1*/{ D3DXVECTOR4( c_fStartX+c_fSharpH,              c_fStartY,              0.5f1.0f), 0xffff0000, },
            
/*2*/{ D3DXVECTOR4( c_fStartX+c_fSharpH,              c_fStartY+2*c_fSharpH,  0.5f1.0f), 0xffff0000, },
            
/*3*/{ D3DXVECTOR4( c_fStartX+c_fSharpH+c_fMid,      c_fStartY,              0.5f1.0f), 0xffff0000, },
            
/*4*/{ D3DXVECTOR4( c_fStartX+c_fSharpH+c_fMid,      c_fStartY+2*c_fSharpH,  0.5f1.0f), 0xffff0000, },
            
/*5*/{ D3DXVECTOR4( c_fStartX+c_fSharpH*2+c_fMid,   c_fStartY+c_fSharpH,    0.5f1.0f), 0xffff0000, },
        };
        
// 竖着的segment
        static CUSTOMVERTEX verticesSegmentVert[] =
        {
            
/*0*/{ D3DXVECTOR4( c_fStartX+c_fSharpH,     c_fStartY,                    0.5f1.0f), 0xffff0000, }, 
            
/*1*/{ D3DXVECTOR4( c_fStartX+2*c_fSharpH,   c_fStartY+c_fSharpH,          0.5f1.0f), 0xffff0000, },
            
/*2*/{ D3DXVECTOR4( c_fStartX,               c_fStartY+c_fSharpH,          0.5f1.0f), 0xffff0000, },
            
/*3*/{ D3DXVECTOR4( c_fStartX+2*c_fSharpH,   c_fStartY+c_fSharpH+c_fMid,   0.5f1.0f), 0xffff0000, },
            
/*4*/{ D3DXVECTOR4( c_fStartX,               c_fStartY+c_fSharpH+c_fMid,   0.5f1.0f), 0xffff0000, },
            
/*5*/{ D3DXVECTOR4( c_fStartX+c_fSharpH,     c_fStartY+2*c_fSharpH+c_fMid, 0.5f1.0f), 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, 
0.0f0.0f0.0f));
        
// 再画个横着的
        DrawSegment(verticesSegmentHori, sizeof(verticesSegmentHori)
            , D3DXVECTOR4(c_fStartXOffset, c_fMid
+2*c_fSharpH+2*c_fOffsetSmall, 0.0f0.0f));
        
// 又画个横着的
        DrawSegment(verticesSegmentHori, sizeof(verticesSegmentHori)
            , D3DXVECTOR4(c_fStartXOffset, c_fMid
*2+4*c_fSharpH+4*c_fOffsetSmall, 0.0f0.0f));

        
// 左侧竖着的
        
// 上
        DrawSegment(verticesSegmentVert, sizeof(verticesSegmentVert)
            , D3DXVECTOR4(c_fStartXOffset
-c_fSharpH-c_fOffsetSmall, c_fSharpH+c_fOffsetSmall, 0.0f0.0f));

        DrawSegment(verticesSegmentVert, 
sizeof(verticesSegmentVert)
            , D3DXVECTOR4(c_fStartXOffset
-c_fSharpH-c_fOffsetSmall, c_fSharpH+c_fOffsetSmall+(2*c_fSharpH+c_fMid+2*c_fOffsetSmall), 0.0f0.0f));
        
// 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, 0.0f0.0f));

        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), 0.0f0.0f));
        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, 0L0L,
        GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
        
"D3D Tutorial", NULL };
    RegisterClassEx( 
&wc );

    
// Create the application's window
    HWND hWnd = CreateWindow( "D3D Tutorial""DxDigitalClock",
        WS_OVERLAPPEDWINDOW, 
100100700700,
        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, 0U0U, PM_REMOVE ) )
            {
                TranslateMessage( 
&msg );
                DispatchMessage( 
&msg );
            }
            
else
                Render();
        }
    }
    UnregisterClass( 
"D3D Tutorial", wc.hInstance );
    
return 0;
}






posted on 2008-03-01 00:28 七星重剑 阅读(665) 评论(2)  编辑 收藏 引用 所属分类: PL--c/c++Game GraphicsIDE -- visual c++

FeedBack:
# re: 数字时钟DigitalClock尝试--续(1)完美的“8” 2008-03-01 02:20 逍遥剑客
你真有毅力...  回复  更多评论
  
# re: 数字时钟DigitalClock尝试--续(1)完美的“8” 2008-03-01 19:20 七星重剑
@逍遥剑客
有这个想法很久了。。。
呵呵,实现方法很笨,持续重构...  回复  更多评论
  

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