DirectX is a collection of APIs used for building games and multimedia applications on Windows platforms. Today we will be talking specifically about Direct3D, which is a component of DirectX that is responsible for rendering 3D graphics. In this article, we will provide a detailed guide on how to create a Direct3D program in C++.
1. Setup
The first step is to set up your development environment. In order to use the Direct3D API, you need to have the DirectX SDK installed. The latest version can be downloaded from the Microsoft website. Once you have installed the SDK, you need to configure your project to include the necessary libraries and headers. Create a new project in your preferred IDE, and add the following to your include path:
C:\Program Files (x86)\Microsoft DirectX SDK (or the path where you installed the SDK)\Include
Next, add the following to your library path:
C:\Program Files (x86)\Microsoft DirectX SDK (or the path where you installed the SDK)\Lib\x86
If you have a 64-bit machine, then use ‘x64’ instead of ‘x86’.
2. Initializing Direct3D
Once your project is set up correctly, the next step is to initialize Direct3D. The following code initializes Direct3D and creates a window:
```cpp
#include #include INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT) { // Create window HWND hWnd = CreateWindow( L"Direct3D Tutorial", L"Direct3D 9 Sample", WS_OVERLAPPEDWINDOW, 100, 100, 800, 600, NULL, NULL, hInst, NULL ); // Initialize Direct3D LPDIRECT3D9 d3d = Direct3DCreate9(D3D_SDK_VERSION); D3DPRESENT_PARAMETERS d3dpp = {}; d3dpp.Windowed = true; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; LPDIRECT3DDEVICE9 device; d3d->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &device); // Do stuff here // Clean up device->Release(); d3d->Release(); return 0; } ``` This code creates a window with the title ‘Direct3D Tutorial’, and then initializes Direct3D using `Direct3DCreate9()`. The next block of code creates a `D3DPRESENT_PARAMETERS` struct and sets some properties, such as making the windowed mode and using a discard swap chain. Finally, a Direct3D device is created using `CreateDevice()`, passing in the adapter, device type, window handle, and other parameters. 3. Rendering Now that we have a Direct3D device, we can start rendering. First, we need to create a vertex buffer: ```cpp struct Vertex { float x, y, z; DWORD color; }; LPDIRECT3DVERTEXBUFFER9 triangle; device->CreateVertexBuffer( 3 * sizeof(Vertex), D3DUSAGE_WRITEONLY, D3DFVF_XYZ | D3DFVF_DIFFUSE, D3DPOOL_MANAGED, &triangle, NULL ); Vertex* vertices; triangle->Lock(0, 0, (void**)&vertices, 0); vertices[0] = { -1.0f, -1.0f, 0.0f, 0xFFFF0000 }; vertices[1] = { 1.0f, -1.0f, 0.0f, 0xFF00FF00 }; vertices[2] = { 0.0f, 1.0f, 0.0f, 0xFF0000FF }; triangle->Unlock(); ``` This code creates a vertex buffer that contains three vertices, each with an x, y, z coordinate, and a color. The `CreateVertexBuffer()` method is used to create the buffer. The first parameter specifies the size in bytes, the second parameter specifies the usage, the third parameter specifies the FVF (Flexible Vertex Format), the fourth parameter specifies the pool, and the fifth and sixth parameter are the vertex buffer and handle to a shared memory allocation. Next, we need to create the index buffer: ```cpp LPDIRECT3DINDEXBUFFER9 ib; device->CreateIndexBuffer( 3 * sizeof(WORD), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &ib, NULL ); WORD* indices; ib->Lock(0, 0, (void**)&indices, 0); indices[0] = 0; indices[1] = 1; indices[2] = 2; ib->Unlock(); ``` This code creates an index buffer that contains three indices. The `CreateIndexBuffer()` method is used to create the buffer. The first parameter specifies the size in bytes, the second parameter specifies the usage, the third parameter specifies the format, the fourth parameter specifies the pool, and the fifth and sixth parameters are the index buffer and handle to a shared memory allocation. Finally, we can render the triangle: ```cpp device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0); device->BeginScene(); device->SetFVF(D3DFVF_XYZ | D3DFVF_DIFFUSE); device->SetStreamSource(0, triangle, 0, sizeof(Vertex)); device->SetIndices(ib); device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 3, 0, 1); device->EndScene(); device->Present(NULL, NULL, NULL, NULL); ``` The first line clears the screen to a blue color. The `BeginScene()` and `EndScene()` methods are used to mark the beginning and end of a scene rendering. The `SetFVF()` method sets the FVF of the vertices, the `SetStreamSource()` method sets the vertex buffer to use for rendering, the `SetIndices()` method sets the index buffer to use for rendering, and the `DrawIndexedPrimitive()` method is used to draw the triangle. 4. Conclusion That’s it! With these basic steps, you can start creating your own Direct3D programs in C++. This guide only covers the basics; there are many more advanced topics, such as shaders, textures, and lighting, that we didn’t cover. However, this should be enough to get you started and give you a foundation to build on. Happy programming! 如果你喜欢我们三七知识分享网站的文章,
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