DirectX8程式設計指南-1 (轉)
Tutorial 1: Getting Started:namespace prefix = o ns = "urn:schemas--com::office" />
DirectX 教程一:
What you will need
你需要準備什麼
DirectX 8.0 SDK (able from )
DirectX 8.0 SDK (可以從 )
Microsoft Visual C++ 6 (SP5)
Microsoft Visual C++ 6 (升級包5)
General knowledge of programming
對於Windows的大體上的認識
General knowledge of C++ and -Oriented programming
關於C++和麵向程式設計的總體知識
Introduction
導言
Welcome to my DirectX tutorials. This is the first in a number of tutorials that should at least help you on the way to make Windows games using Microsoft DirectX 8. I have decd to write these tutorials for two reasons. Firstly, I’m a complete beginner when it comes to DirectX. So, the idea is that as I learn, I can write a short tutorial that should reinforce my knowledge. Secondly, the SDK isn’t the most helpful thing in the world for complete beginners starting out in game development. Also, there isn’t a great deal of stuff out there on the Inte for beginners and DirectX 8, so this should help. One other thing, as I said, I am a beginner. So, if you spot something that is incorrect in these tutorials then please let me know by eing me at: master@andypike.com">webmaster@andypike.com.
歡迎你閱讀我的DirectX教程。這是在很多教程中第一個應該至少可以在你使用Microsoft DirectX8通往製作Windows遊戲道路上幫助你的教程。我決定寫這些東西出於很多個原因。首先,當我拿起DirectX的時候我是一個徹底的初學者。因而,在我學習的過程中我有一個想法,我可以寫一個小的教程來加深我的理解。其次,對於剛進入遊戲開發領域的完全的初學者,SDK不是最有用的東西。而且,在網上沒有很多關於Directx8的材料給初學者,因此這個東西可能會很有幫助。另外一方面,正如我所說的,我是一個初學者。因此,如果你在這些教程中發現了一些不正確的東西,使我知道它。
COM
What is COM? Well, the Component Object Model is basically a library of methods. You can create objects in your program and then call the methods that they expose to you. Methods are grouped together in collections of related methods. These collections are known as Interfaces. You could think of a COM object as a library of functions arranged by subject. DirectX provides a whole host of these libraries that will enable you to create 3D games. The best part is, that DirectX takes care of a lot of the hard stuff for you, so it is pretty easy to get something simple up and running.
什麼是COM?呃,物件模型基本上只是一個庫。你可以在你的中建立COM物件然後他提供給你的函式。函式和相關的函式集合在一起。這些吉他被稱之為介面(Interface)。你可以把COM物件想象成函式按不同的主題排列的庫。DirectX提供可以使你建立3D遊戲的庫的一個完整host。最好的部分是,DirectX為你作了許多苦差事,因而要使一些簡單的東西動起來相當的容易。
There is a lot more to COM than that, for a full description take a look in the SDK. All you really need to worry about is that you release all of your COM objects/interfaces before your program tenates. You should make sure that you release them in the reverse order to that which you created them. For example:
關於COM有許多比那些多很多的內容,要得到完整描述看看SDK。你所有真正需要關心的是在你程式終止之前釋放你所有的COM物件/介面。你應當確保你以和你建立他們時相反的順序釋放他們。例如:
1. Create interface A.
2. Create interface B.
3. Release interface B.
4. Release interface A.
You release the COM object by calling their Release method.
你透過呼叫Release函式釋放COM物件。
Page Flip
翻頁
What is Page Flipping? Well, think of a flipbook. This is a number of pages with a slightly different drawing on each page. Then, when you hold the corner and “flip” the pages, it looks like the picture is moving. This is how DirectX Graphics works. You draw all of your objects onto a hidden page, known as the “Back Buffer”. Then when you have finished, flit to the Front Buffer and repeat the process. As the user is looking at the new front buffer, your program will be drawing onto the back buffer.
什麼是Page Flipping?呃,想想flipbook。他是有很多繪有稍微不同的圖畫的頁的書。然後,當你提著一個角然後“flip”這些頁,看上去圖象就在移動。這就是DirectX Graphics如何工作的。你在一個隱藏的頁上繪上你所有的物體。那個隱藏的頁就是被稱為“Back Buffer”的東西。然後當你繪完之後,把它翻到前面然後重複這個過程。當在觀看前臺的時候,你的程式又在後面繪畫。
What would happen without Page Flipping? Without Page Flipping, the user would see each object appear as it was drawn, which isn’t what you want at all.
如果沒有Page Flipping會發生什麼?沒有Page Flipping,使用者可能看到每個物體的繪出過程,而這不是你根本不是你想要的。
So, your game will basically consist of a l, known as the “Game Loop”. Each time around the loop you process your game logic so you know where your objects will be. Next, you clear the Back Buffer. Then draw the current scene onto it. When this is done, flip it to the front and start the loop again. This will continue until the game is shut down. You may have a number of Back Buffers, this is known as a “S Chain”.
因此,你的遊戲基本上包含一個迴圈,稱為“遊戲迴圈”,每次在迴圈中,你處理你的遊戲邏輯因而你知道你的物體將到哪裡。然後,你清除Back Buffer。然後把當前場景繪進去。當這完成了之後,把flip到前面又一次開始迴圈。這個都要不停的進行,直到你的遊戲結束。你可能有很多的Back Buffer,這又稱為“Swap Chain”(鏈)。
Devices
裝置
What is a device? Basically, a device (as far as DirectX Graphics is concerned) is your machines 3D card. You can create an interface that represents your device and then use it to draw objects onto the back buffer.
什麼是裝置?簡單來說,一個裝置(就DirectX Graphic來說)是你機器的3D卡。你可以建立一個表示你的裝置的介面然後使用它來在back buffer中繪物體。
Game Loop
遊戲迴圈
What is the game loop? Well, the game loop is a code loop that loops until the program is shut down. Inside the game loop is where it all happens: objects are drawn (rendered), game logic is processed (AI, moving objects and ring etc) and ssages are processed. Then it's all done again until the program is closed down.
何為遊戲迴圈?呃,遊戲迴圈是一個程式碼迴圈知道你的程式結束為止。在遊戲迴圈發生了下面的事情:物體被繪出(渲染),遊戲邏輯得到處理(人工智慧,移動物體,統計得分等)和處理Windows訊息。然後有一次重複這些知道程式結束。
Creating Your First Project
建立你第一個工程
Okay, that’s enough theory lets get started. Follow the step-by-step guide below to create your first DirectX Graphics project.
好的,理論已經足夠了,我們開始吧。跟隨下面的一步一步的指導來建立你的第一個DirectX Graphics工程
1. In Visual C++ create a new Application.
a. File > New
b. From the Projects tab Win32 Application
c. Enter a name for your project such as “DX Project 1”
d. Select a folder for the location of your code files
e. Click Next
f. Select the empty project option.
g. Click Finish
2. Make sure that your project settings are correct.
a. Project > Settings...
b. On the Link tab, make sure that "d3d8.lib" is in the list of Object/Library Modules. If it isn’t simply type it in.
3. Make sure that your search paths are correct.
a. Tools > Options > Directories Tab
b. In the "Show directories for" drop-down, select "include files".
c. If it does not exist already, add the following path:
d. Make sure that this path is at the top of the list by clicking on the up arrow button (if needed).
e. In the "Show directories for" drop-down, select "library files".
f. If it does not exist already, add the following path:
g. Make sure that this path is at the top of the list by clicking on the up arrow button (if needed).
4. Add the source code.
a. File > New
b. From the Files tab, select C++ Source File
c. Enter a filename such as “Main.cpp”
d. Copy the code segment below, and then paste it into your new file.
5. Build and Run the program.
a. Press F7 to build your project
b. Press F5 to run
#include
LPDIRECT3D8 g_pD3D = NULL;
LPDIRECT3DDEVICE8 g_pD3DDevice = NULL;
HRESULT InitialiseD3D(HWND hWnd)
{
//First of all, create the main D3D object. If it is created succesully we
//should get a pointer to an IDirect3D8 interface.
//首先,建立一個主要的D3D物體。如果它被成功建立了我們就獲得了一個指向Idirect3D8介面的指標。
g_pD3D = Direct3DCreate8(D3D_SDK_VERSION);
if(g_pD3D == NULL)
{
return E_FAIL;
}
//Get the current display mode
//獲得當前的顯示
D3DDISPLAYMODE d3ddm;
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
{
return E_FAIL;
}
//Create a structure to hold the settings for our device
//建立一個結構來儲存我們裝置的設定資訊
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
//Fill the structure.
//We want our program to be windowed, and set the back buffer to a format
//that matches our current display mode
//填充結構。
//我們想要我們的程式用視窗顯示,並且設定back buffer為和我們當前顯示模式匹配的格式。
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_COPY_VSYNC;
d3dpp.BackBufferFormat = d3ddm.Format;
//Create a Direct3D device.
//建立一個Direct3D裝置
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pD3DDevice)))
{
return E_FAIL;
}
return S_OK;
}
void Render()
{
if(g_pD3DDevice == NULL)
{
return;
}
//Clear the backbuffer to a green color
//把backbuffer清除為綠色的
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 255, 0), 1.0f, 0);
//Begin the scene
//開始場景
g_pD3DDevice->BeginScene();
//Rendering of our game objects will go here
//我們遊戲物體的渲染在這裡進行
//End the scene
//結束場景
g_pD3DDevice->EndScene();
//Filp the back and front buffers so that whatever has been rendered on the back buffer
//will now be visible on screen (front buffer).
//翻動back和front buffer因而無論在back buffer中如何渲染可以在螢幕上可見(front //buffer)。
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}
void CleanUp()
{
if(g_pD3DDevice != NULL)
{
g_pD3DDevice->Release();
g_pD3DDevice = NULL;
}
if(g_pD3D != NULL)
{
g_pD3D->Release();
g_pD3D = NULL;
}
}
void GameLoop()
{
//Enter the game loop
//進入遊戲迴圈
MSG msg;
BOOL fMessage;
PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
while(msg.message != WM_QUIT)
{
fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);
if(fMessage)
{
//Process message
//處理訊息
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
//No message to process, so render the current scene
//沒有訊息要處理,因此來渲染當前場景
Render();
}
}
}
//The windows message handler
//視窗訊息處理函式
LRESULT WIN WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break;
case WM_KEYUP:
switch (wParam)
{
case VK_ESCAPE:
//User has pressed the escape key, so quit
//使用者按下了escape鍵,退出
DestroyWindow(hWnd);
return 0;
break;
}
break;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
//Application entry point
//程式進入點
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
{
//Register the window class
//註冊視窗類
WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, WinProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"DX Project 1", NULL};
RegisterClassEx(&wc);
//Create the application's window
//建立程式的視窗
HWND hWnd = CreateWindow("DX Project 1", " Tutorial 1",
WS_OVERLAPPEDWINDOW, 50, 50, 500, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL);
//Initialize Direct3D
//初始化Direct3D
if(SUCCEEDED(InitialiseD3D(hWnd)))
{
//Show our window
//顯示我們的視窗
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
//Start game running: Enter the game loop
//開始程式的執行:進入遊戲迴圈
GameLoop();
}
CleanUp();
UnregisterClass("DX Project 1", wc.hInstance);
return 0;
}
You should finish up with a window with a green background (shown below). Okay, it’s not much I know, but everyone has to start somewhere.
你將看到一個綠色背景的視窗顯示出來(如下)。好的,所知不多,但是每個人必須要從某處入手。
So, what is going on here?
呃,這裡幹了一些什麼?
WinMain
This is the applications entry point. Code execution will start here. This is where we register, create and show our window. Once that is complete, we initialise Direct3D and enter our game loop.
這是程式的入口點。程式從這裡開始。這是我們註冊,建立和顯示我們視窗的地方。一旦完成這些,我們初始化Direct3D並進入我們的遊戲迴圈。
WinProc
This is the applications message handler. Whenever Windows sends a message to our application, it will be handled by this function. Notice that there are two messages that our application will handle: WM_DESTROY and WM_KEYUP, all other messages are passed to DefWindowProc for default message processing.
這是程式訊息的處理函式。無論何時Windows傳送一個訊息給我們的程式,它將被這個函式處理。注意我們程式要處理兩個訊息:WM_DESTROY和WM_KEYUP,所有其它的訊息被髮送給DefWindowProc來進行預設的訊息處理。
g_pD3D
This is a pointer to an IDirect3D8 interface. From this interface we will create our Direct3D Device.
這會是一個指向IDirect3D8介面的指標。用這個介面我們將要建立我們的Direct3D 裝置。
g_pD3DDevice
This is a pointer to an IDirect3DDevice8 interface. This will actually represent your hardware graphics card.
這是一個指向Idirect3Ddevice8的介面。這實際代表你的的圖形卡。
InitialiseD3D
This does exactly that: initialise Direct3D. First of all, we create the IDirect3D8 object. From this object we can determine the users current display mode. Finally, we use this information to create a compatible device.
這實際是這樣作的:初始化Direct3D。首先,我們建立Idirect3D8物件。用這個物件,我們可以決定使用者當前的顯示模式。最終,我們使用這些資訊來建立一個相容的裝置。
GameLoop
Once our window is created this function is called. This function contains the main game loop. If there are no windows messages to handle, it calls our Render() function.
一旦我們視窗被建立,這個函式就被呼叫。這個函式包含一個主遊戲迴圈。如果沒有Windows訊息要處理,它呼叫我們的Render()函式。
Render
Firstly we clear the back buffer ready for drawing. Then we use the BeginScene method of our device object to tell DirectX that we are about to start drawing. We can then start to draw our game objects (). Once we have finished drawing, we use the EndScene method of our device object to tell DirectX that we have finished drawing. The final step is to "flip" (present) the back buffer, this will display our game objects to the user.
首先我們清除了back buffer來準備繪畫。然後我們使用我們裝置物件的BeginScene函式來告訴Directx我們要開始繪畫了。然後我們可以開始繪我們遊戲的物體(教程2)。一旦我們完成了繪圖,我們使用我們裝置物件的EndScene函式來告訴DirectX我們已經完成了繪圖。最後一步是“flip(翻動)”(呈現)back buffer,這將顯示我們的遊戲物體給使用者。
CleanUp
Simply cleans up by releasing our objects.
簡單地透過釋放我們的物件來作清理工作。
Summary
總結
Ok, that’s it for the first tutorial. I know that the finished program wasn’t the most spectacular thing in the world, but just wait for the next tutorial when we will be drawing some shapes!
好的,第一章就是這樣的了。我知道完成的程式不是世界上最引人注目的程式,但只要等到下一個教程當我們就可以畫一些圖形了!
來自 “ ITPUB部落格 ” ,連結:http://blog.itpub.net/10752019/viewspace-977173/,如需轉載,請註明出處,否則將追究法律責任。
相關文章
- bash 程式設計指南(轉)程式設計
- WebGL程式設計指南(1)簡介Web程式設計
- Linux核心模組程式設計指南(轉)Linux程式設計
- 程式設計“初學者”入門指南 (轉)程式設計
- 最爛的1%程式設計師生存指南程式設計師
- Posix執行緒程式設計指南(1)-執行緒建立與取消 (轉)執行緒程式設計
- Linux核心模組程式設計指南(一)(轉)Linux程式設計
- DirectX5.0最新遊戲程式設計指南 (轉)遊戲程式設計
- FreeMarker設計指南(1)
- 使XML程式設計更簡單---JDOM介紹及程式設計指南 (轉)XML程式設計
- MFC架構下的DirectX8 (轉)架構
- Posix執行緒程式設計指南(5)-Misc (轉)執行緒程式設計
- Python函數語言程式設計指南(1):概述Python函數程式設計
- [筆記]UML:java程式設計師指南[1-4]筆記Java程式設計師
- POCO庫中文程式設計參考指南(1)總覽程式設計
- RESTful API 設計指南【轉】RESTAPI
- 高質量C++/C程式設計指南(第1章 檔案結構) (轉)C++C程式程式設計
- Python程式設計入門(1) (轉)Python程式設計
- VB的API程式設計精粹(1) (轉)API程式設計
- VB程式設計師的FTP程式設計指南1.3-列出、改變目錄 (轉)程式設計師FTP
- KVC/KVO原理詳解及程式設計指南(轉載)程式設計
- [譯]AppExtension程式設計指南:擴充套件基礎1APP程式設計套件
- 《WebGL程式設計指南》學習筆記——1.WebGL概述Web程式設計筆記
- Core Text 程式設計指南程式設計
- 程式設計師脫單指南程式設計師
- Spark—GraphX程式設計指南Spark程式設計
- SAP OData程式設計指南程式設計
- 程式設計師跳槽指南程式設計師
- Java Socket 程式設計指南Java程式設計
- 程式設計師熬夜指南程式設計師
- Visual Basic 程式設計標準(1) (轉)程式設計
- 程式設計師程式碼面試指南程式設計師面試
- 高質量C++/C程式設計指南(第11章 其它程式設計經驗) (轉)C++C程式程式設計
- 高質量C++/C程式設計指南(前 言) (轉)C++C程式程式設計
- 高質量C++/C程式設計指南(第6章 函式設計) (轉)C++C程式程式設計函式
- 程式設計師裝B指南程式設計師
- 遊戲程式設計入門指南遊戲程式設計
- 程式設計師防猝死指南程式設計師