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D3D Animation Basis(3)

Initializing Direct3D

Next in line for the helper functions is init_d3d, which you use to initialize Direct3D and create a 3D device and display window. I tried to keep the code as simple as possible, performing the typical initialization code you would use in any Direct3D application.

HRESULT init_d3d(IDirect3D9** ret_d3d,
                 IDirect3DDevice9
** ret_device,
                 HWND hwnd,
                 BOOL force_windowed,
                 
bool multi_threaded)
{
    
// error checking
    if(ret_d3d == NULL || ret_device == NULL || hwnd == NULL)
        
return E_FAIL;

    IDirect3D9
* d3d = Direct3DCreate9(D3D_SDK_VERSION);

    
if(d3d == NULL)
        
return E_FAIL;

    
*ret_d3d = d3d;

    
// Ask if user wants to run windowed or fullscreen, or force windowed if flagged to do such.

    
int mode;

    
if(force_windowed)
        mode 
= IDNO;
    
else
        mode 
= MessageBox(hwnd, "Use fullscreen mode? (640x480x16)""Initialize D3D", MB_YESNO | MB_ICONQUESTION);

    
// set the video (depending on windowed mode or fullscreen)

    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory(
&d3dpp, sizeof(d3dpp));

    
// setup video setttings based on choice of fullscreen or not

    
if(mode == IDYES)    // setup fullscreen format (set to your own if you perfer)
    {
        
// set the presentation parameters (use fullscreen)
        d3dpp.BackBufferWidth             = 640;
        d3dpp.BackBufferHeight             
= 480;
        d3dpp.BackBufferFormat             
= D3DFMT_R5G6B5;
        d3dpp.SwapEffect                 
= D3DSWAPEFFECT_FLIP;
        d3dpp.Windowed                     
= FALSE;
        d3dpp.EnableAutoDepthStencil     
= TRUE;
        d3dpp.AutoDepthStencilFormat     
= D3DFMT_D16;
        d3dpp.FullScreen_RefreshRateInHz 
= D3DPRESENT_RATE_DEFAULT;
        d3dpp.PresentationInterval         
= D3DPRESENT_INTERVAL_DEFAULT;
    }
    
else    // setup windowed format (set to your own demensions below)
    {
        
// get the client and window dimensions
        RECT client_rect, window_rect;
        GetClientRect(hwnd, 
&client_rect);
        GetWindowRect(hwnd, 
&window_rect);

        
// set the width and height (set your dimensions here)
        DWORD desired_width = 640, desired_height = 480;
        DWORD width  
= (window_rect.right - window_rect.left) - client_rect.right  + desired_width;
        DWORD height 
= (window_rect.bottom - window_rect.top) - client_rect.bottom + desired_height;

        
// set the window's dimensions
        MoveWindow(hwnd, window_rect.left, window_rect.top, width, height, TRUE);

        
// get the desktop format
        D3DDISPLAYMODE display_mode;
        d3d
->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &display_mode);

        
// set the presentation parameters (use windowed)
        d3dpp.BackBufferWidth              = desired_width;
        d3dpp.BackBufferHeight              
= desired_height;
        d3dpp.BackBufferFormat              
= display_mode.Format;
        d3dpp.SwapEffect                  
= D3DSWAPEFFECT_DISCARD;
        d3dpp.Windowed                      
= TRUE;
        d3dpp.EnableAutoDepthStencil      
= TRUE;
        d3dpp.AutoDepthStencilFormat     
= D3DFMT_D16;
        d3dpp.FullScreen_RefreshRateInHz 
= D3DPRESENT_RATE_DEFAULT;
        d3dpp.PresentationInterval         
= D3DPRESENT_INTERVAL_DEFAULT;
    }

    
// create the 3D device

    DWORD flags 
= D3DCREATE_MIXED_VERTEXPROCESSING;

    
if(multi_threaded)
        flags 
|= D3DCREATE_MULTITHREADED;

    IDirect3DDevice9
* device;
    HRESULT hr 
= d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, flags, &d3dpp, &device);

    
if(FAILED(hr))
        
return hr;

    
// store the 3D device object pointer
    *ret_device = device;

    
// set the perspective projection

    
float aspect = (float)d3dpp.BackBufferWidth / d3dpp.BackBufferHeight;

    D3DXMATRIX mat_proj;
    D3DXMatrixPerspectiveFovLH(
&mat_proj, D3DX_PI/4.0f, aspect, 1.0f10000.0f);
    device
->SetTransform(D3DTS_PROJECTION, &mat_proj);

    
// set the default render states
    device->SetRenderState(D3DRS_LIGHTING,            FALSE);
    device
->SetRenderState(D3DRS_ZENABLE,            D3DZB_TRUE);
    device
->SetRenderState(D3DRS_ALPHABLENDENABLE,    FALSE);
    device
->SetRenderState(D3DRS_ALPHATESTENABLE,    FALSE);

    
// set the default texture stage states
    device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
    device
->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
    device
->SetTextureStageState(0, D3DTSS_COLOROP,      D3DTOP_MODULATE);

    
// set the default texture filters
    device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
    device
->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

    
return S_OK;
}

 

posted on 2008-04-14 12:33 lovedday 阅读(329) 评论(0)  编辑 收藏 引用


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