DirectX Game Development Programming Fundamentals: Directx Installation and VS2010 Testing

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C++ An important application is game development, and game development has to talk about DirectX. I don't have the qualifications to talk about many knowledge about DirectX yet, but I just started learning. The first lesson is about installing and configuring the environment, just like most new things.

Learning DirectX game development requires the installation of the DirectX SDK. The following is the download address for the DX SDK: http://www.microsoft.com/download/en/details.aspx?displaylang= ; En& ID= 6812 has no money. The latest version is June 2010, and I have installed the February 2010 version. Then I have an IDE and have been using VS all along, so of course, I prefer VS2010!

As for installation, there are not many, and once installed, it is time to configure.

1 Firstly, copy the files from the Lib and Include directories in the DirectX SDK installation directory to the Lib and Include directories in the VS2010 installation directory, respectively;

2 Open vs2010 and create a new Win 32--> Set the option to "empty project" in the application settings, and then add the option to "empty project" as shown in the figure:



.

After creating the project, add a class and paste the code:

#pragma comment (lib,"d3d9.lib")
#pragma comment (lib,"d3dx9.lib")
#pragma comment (lib,"winmm.lib")
#include <Windows.h>
#include <d3dx9.h>
#include <MMSystem.h>
LPDIRECT3D9 g_pD3D;
LPDIRECT3DDEVICE9 g_pd3dDevice;
LPDIRECT3DVERTEXBUFFER9 g_pVB;
struct CUSTOMVERTEX{    
	FLOAT x, y, z;    
	DWORD color;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
HRESULT InitObject()
{    
	CUSTOMVERTEX triangle[] =     
	{        
		{ -1.0f,-1.0f, 0.0f, 0xffff0000, },        
		{  1.0f,-1.0f, 0.0f, 0xff0000ff, },        
		{  0.0f, 1.0f, 0.0f, 0xffffffff, }  
	};    
	if (FAILED(g_pd3dDevice->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL)))        
		return E_FAIL;    
	VOID* pVertices;    
	if (FAILED(g_pVB->Lock(0,sizeof(triangle), &pVertices, 0)))        
		return E_FAIL;    
	memcpy(pVertices, triangle, sizeof(triangle));    
	g_pVB->Unlock();    
	return S_OK;
}
HRESULT InitD3D(HWND hWnd)
{    
	g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);    
	if (NULL == g_pD3D)        
		return E_FAIL;    
	D3DPRESENT_PARAMETERS d3dpp;    
	ZeroMemory(&d3dpp, sizeof(d3dpp));    
	d3dpp.Windowed = TRUE;    
	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    
	d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;    
	if(FAILED( g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,                                         
		hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,                                        
		&d3dpp, &g_pd3dDevice)))    
	{        
		return E_FAIL;    
	}    
	g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);    
	// Turn off D3D lighting, since we are providing our own vertex colors    
	g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );    
	if (FAILED(InitObject()))        
		return E_FAIL;    
	return S_OK;
}
void SetupMatrices()
{    
	D3DXMATRIX matWorld;    
	UINT iTime = timeGetTime() % 1000;    
	FLOAT fAngle = iTime * ( 2.0f * D3DX_PI ) / 1000.0f;    
	D3DXMatrixRotationY(&matWorld, fAngle);    
	g_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld);    
	D3DXVECTOR3 vEyePt(0.0f, 3.0f, -5.0f);    
	D3DXVECTOR3 vLookAtPt(0.0f, 0.0f, 0.0f);    
	D3DXVECTOR3 vUp(0.0f, 1.0f, 0.0f);    
	D3DXMATRIXA16 matView;    
	D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookAtPt, &vUp);    
	g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView);    
	D3DXMATRIX matPoj;    
	D3DXMatrixPerspectiveFovLH(&matPoj, D3DX_PI/4, 1.0f, 1.0f, 100.0f);    
	g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matPoj);
}
void Render()
{    
	g_pd3dDevice->Clear(0,NULL,  D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0);    
	g_pd3dDevice->BeginScene();    
	SetupMatrices();    
	g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));    
	g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);    
	g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);    
	g_pd3dDevice->EndScene();    
	g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
}
void Cleanup()
{    
	if (g_pd3dDevice)        
		g_pd3dDevice->Release();    
	if (g_pD3D)        
		g_pD3D->Release();    
	if (g_pVB)        
		g_pVB->Release();
}
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{    
	switch (msg)    
	{    
	case WM_DESTROY:       
		PostQuitMessage(0);        
		return 0;    
	case WM_PAINT:        
		ValidateRect(hWnd, NULL);        
		return 0;   
	}    
	return DefWindowProc(hWnd, msg, wParam, lParam);
}
INT WINAPI WinMain(__in HINSTANCE hInstance, __in_opt HINSTANCE hPrevInstance, __in_opt LPSTR lpCmdLine, __in int nShowCmd )
{    
	WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0, 0,    GetModuleHandle(NULL), NULL, NULL, NULL, NULL,     L"Direct3D", NULL};    
	RegisterClassEx(&wc);    
	// Create the application window    
	HWND hWnd = CreateWindow(L"Direct3D", 
		L"Learn", WS_OVERLAPPEDWINDOW,        
		100, 100, 300, 300,         
		GetDesktopWindow(), 
		NULL, wc.hInstance, NULL);    
	//
	ShowWindow(hWnd, SW_SHOW);    
	if (SUCCEEDED(InitD3D(hWnd)))    
	{
		ShowWindow(hWnd, SW_SHOWDEFAULT);        
		UpdateWindow(hWnd);       
		MSG msg;        
		ZeroMemory(&msg, sizeof(msg));    
		while (msg.message != WM_QUIT)   
		{         
			if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))     
			{           
				TranslateMessage(&msg);     
				DispatchMessage(&msg);      
			}          
			else           
				Render();       
		}           
	}       
	UnregisterClass( L"Direct3D", wc.hInstance );    
	Cleanup();
	return nShowCmd;
}
Alright, the result of running it is as follows:

#pragma comment (lib,"d3d9.lib")
#pragma comment (lib,"d3dx9.lib")
#pragma comment (lib,"winmm.lib")
You can complete the configuration now. It's easy to start with, so keep going!