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Direct-X學習筆記--DirectInput

學了繪制簡單的2D圖形以及3D物體之後,該學學怎麼控制物體了!

之前一直是用的是Windows自帶的消息循環,WM_KEYDOWN,WM_MOUSELBUTTONDOWN等等,但是這個慢的不行,完全跟不上遊戲的速度。以前用GDI/GDI+寫遊戲的時候使用過一個GetAsyncKeyState方法,可以用于實時的檢測鍵盤按下,雖然簡單,不過據本人親測,會被360發現...是以還是好好學學正統的遊戲控制吧...傳說中的DIrectInput!

準備工作:

使用DirectInput時,需要包含DInput.h頭檔案,然後還要引入dinput8.lib以及dxguid.lib庫檔案。

#include "DInput.h"
//添加庫檔案
#pragma comment(lib, "dinput8.lib")
#pragma comment(lib, "dxguid.lib")
           

建立接口以及裝置:

<span style="white-space:pre">	</span>IDirectInput8* m_pDirectInput;					//DirectInput接口對象
           
<span style="white-space:pre">	</span>//初始化接口對象
	 DirectInput8Create(
		hInstance,					//程式執行個體的句柄
		DIRECTINPUT_VERSION,		//0x0800目前使用的DirectInput版本号
		IID_IDirectInput8,			//接口辨別,使用IID_IDirectInput8即可
		(void**)&m_pDirectInput,	//建立的接口的對象的指針
		NULL						//COM對象相關聯參數,為NULL
		);
           

鍵盤和滑鼠有設定的GUID值(全局唯一ID),其他裝置需要通過EnumDevices方法獲得GUID值。

初始化滑鼠以及鍵盤裝置:

<span style="white-space:pre">	</span>IDirectInputDevice8* m_KeyboardDevice;			//鍵盤裝置接口
	char m_keyBuffer[256];					//用于儲存鍵盤鍵值的數組

	IDirectInputDevice8* m_MouseDevice;			//滑鼠裝置接口
	DIMOUSESTATE m_MouseState;				//滑鼠鍵值存儲結構體
           
<span style="white-space:pre">	</span>//初始化鍵盤裝置
	 m_pDirectInput->CreateDevice(		//建立裝置
		 GUID_SysKeyboard,				//GUID值,對于滑鼠和鍵盤有宏定義,其餘裝置需要通過枚舉找出
		 &m_KeyboardDevice,				//鍵盤裝置指針的指針
		 NULL							//COM相關參數,為NULL
		 );
	 m_KeyboardDevice->SetCooperativeLevel(//設定協作級别
		 hWnd,								//視窗句柄
		 keyboardCoopFlags					//協作級别(前台背景,獨占非獨占)
		 );
	 m_KeyboardDevice->SetDataFormat(		//設定資料格式
		 &c_dfDIKeyboard);					//鍵盤滑鼠等的資料格式,宏定義
	 m_KeyboardDevice->Acquire();			//獲得裝置控制權
	 m_KeyboardDevice->Poll();				//輪詢裝置

	//初始化滑鼠裝置
	 m_pDirectInput->CreateDevice(GUID_SysMouse, &m_MouseDevice, NULL);
	 m_MouseDevice->SetCooperativeLevel(hWnd, mouseCoopFlags);
	 m_MouseDevice->SetDataFormat(&c_dfDIMouse);
	 m_MouseDevice->Acquire();
	 m_MouseDevice->Poll();
           

建立之後,需要設定協作級别,通過SetCooperativeLevel協作級别分為前台,背景以及共享,獨占模式。具體的參數查閱MSDN。

然後要設定資料格式,通過SetDataFormat設定資料格式。

獲得裝置輸入消息以及讀取:

<span style="white-space:pre">	</span>//獲得鍵盤輸入消息
	HRESULT hr = m_KeyboardDevice->GetDeviceState(sizeof(m_keyBuffer), (void**)&m_keyBuffer);
	if (hr)
	{
		m_KeyboardDevice->Acquire();
		m_KeyboardDevice->GetDeviceState(sizeof(m_keyBuffer), (void**)&m_keyBuffer);
	}

	//獲得滑鼠輸入資訊
	hr = m_MouseDevice->GetDeviceState(sizeof(m_MouseState), (void**)&m_MouseState);
	if (hr)
	{
		m_MouseDevice->Acquire();
		m_MouseDevice->GetDeviceState(sizeof(m_MouseState), (void**)&m_MouseState);
	}
           

對于按鍵讀取,我們之前定義了一個數組,判斷哪一個鍵被按下了,隻需要根據鍵碼對應的索引值讀取數組中的值再&0x80即可:

if (m_keyBuffer[DIK_A] & 0x80)//判斷A鍵是否被按下
   return true;
return false;
           

滑鼠的資訊為一個結構體,有1X,1Y,1Z,以及rgbButton,分别表示X坐标,Y坐标,滾輪,按鍵資訊。按鍵資訊類似鍵盤,按照索引值對應不同按鍵。0為左鍵,1為右鍵:

return (m_MouseState.rgbButtons[iButton] & 0x80) != 0;//判斷左鍵是否被按下
           
return (float) m_MouseState.lX;//傳回滑鼠X坐标
           

釋放資源:

//釋放對象
	if (m_KeyboardDevice)
		m_KeyboardDevice->Unacquire();
	if (m_MouseDevice)
		m_MouseDevice->Unacquire();
	SAFE_RELEASE(m_MouseDevice);
	SAFE_RELEASE(m_KeyboardDevice);
	SAFE_RELEASE(m_pDirectInput);
           

SAFE_RELEASE定義如下:

#define SAFE_RELEASE(p) {if(p) {(p)->Release(); (p) = NULL;}}
           

下面是按照淺墨大神的例子,封裝的一個DirectInput的類:

頭檔案:

#ifndef __CDIRECTINPUT_H_
#define __CDIRECTINPUT_H_

#include "DInput.h"
//添加庫檔案
#pragma comment(lib, "dinput8.lib")
#pragma comment(lib, "dxguid.lib")
#pragma once
class CDirectInput
{
private:
	IDirectInput8* m_pDirectInput;					//DirectInput接口對象
	IDirectInputDevice8* m_KeyboardDevice;			//鍵盤裝置接口
	char m_keyBuffer[256];							//用于儲存鍵盤鍵值的數組

	IDirectInputDevice8* m_MouseDevice;				//滑鼠裝置接口
	DIMOUSESTATE m_MouseState;						//滑鼠鍵值存儲結構體
public:
	CDirectInput(void);
	virtual ~CDirectInput(void);

	//初始化DirectInput以及鍵盤滑鼠裝置
	HRESULT Init(HWND hWnd, HINSTANCE hInstance, DWORD keyboardCoopFlags, DWORD mouseCoopFlags);

	//獲得輸入資訊
	void GetInput();

	//檢測鍵盤某按鍵是否被按下
	bool IsKeyDown(int iKey);

	//檢測滑鼠某按鍵是否被按下
	bool IsMouseButtonDown(int iButton);

	//獲得滑鼠X軸坐标值
	float MouseDX();

	//獲得滑鼠Y軸坐标值
	float MouseDY();

	//獲得滑鼠Z軸(滑鼠滾輪)坐标值
	float MouseDZ();
};
#endif
           

CPP檔案:

#include "stdafx.h"
#include "DirectInput.h"


CDirectInput::CDirectInput(void)
{
	//賦初值
	m_pDirectInput = NULL;
	m_KeyboardDevice = NULL;
	m_MouseDevice = NULL;

	ZeroMemory(m_keyBuffer, sizeof(m_keyBuffer));
	ZeroMemory(&m_MouseState, sizeof(m_MouseState));
}


CDirectInput::~CDirectInput(void)
{
	//釋放對象
	if (m_KeyboardDevice)
		m_KeyboardDevice->Unacquire();
	if (m_MouseDevice)
		m_MouseDevice->Unacquire();
	SAFE_RELEASE(m_MouseDevice);
	SAFE_RELEASE(m_KeyboardDevice);
	SAFE_RELEASE(m_pDirectInput);
}

HRESULT CDirectInput::Init(HWND hWnd, HINSTANCE hInstance, DWORD keyboardCoopFlags, DWORD mouseCoopFlags)
{
	//初始化接口對象
	 DirectInput8Create(
		hInstance,					//程式執行個體的句柄
		DIRECTINPUT_VERSION,		//0x0800目前使用的DirectInput版本号
		IID_IDirectInput8,			//接口辨別,使用IID_IDirectInput8即可
		(void**)&m_pDirectInput,	//建立的接口的對象的指針
		NULL						//COM對象相關聯參數,為NULL
		);

	 //初始化鍵盤裝置
	 m_pDirectInput->CreateDevice(		//建立裝置
		 GUID_SysKeyboard,				//GUID值,對于滑鼠和鍵盤有宏定義,其餘裝置需要通過枚舉找出
		 &m_KeyboardDevice,				//鍵盤裝置指針的指針
		 NULL							//COM相關參數,為NULL
		 );
	 m_KeyboardDevice->SetCooperativeLevel(//設定協作級别
		 hWnd,								//視窗句柄
		 keyboardCoopFlags					//協作級别(前台背景,獨占非獨占)
		 );
	 m_KeyboardDevice->SetDataFormat(		//設定資料格式
		 &c_dfDIKeyboard);					//鍵盤滑鼠等的資料格式,宏定義
	 m_KeyboardDevice->Acquire();			//獲得裝置控制權
	 m_KeyboardDevice->Poll();				//輪詢裝置

	//初始化滑鼠裝置
	 m_pDirectInput->CreateDevice(GUID_SysMouse, &m_MouseDevice, NULL);
	 m_MouseDevice->SetCooperativeLevel(hWnd, mouseCoopFlags);
	 m_MouseDevice->SetDataFormat(&c_dfDIMouse);
	 m_MouseDevice->Acquire();
	 m_MouseDevice->Poll();
	 return true;
}

void CDirectInput::GetInput()
{
	//獲得鍵盤輸入消息
	HRESULT hr = m_KeyboardDevice->GetDeviceState(sizeof(m_keyBuffer), (void**)&m_keyBuffer);
	if (hr)
	{
		m_KeyboardDevice->Acquire();
		m_KeyboardDevice->GetDeviceState(sizeof(m_keyBuffer), (void**)&m_keyBuffer);
	}

	//獲得滑鼠輸入資訊
	hr = m_MouseDevice->GetDeviceState(sizeof(m_MouseState), (void**)&m_MouseState);
	if (hr)
	{
		m_MouseDevice->Acquire();
		m_MouseDevice->GetDeviceState(sizeof(m_MouseState), (void**)&m_MouseState);
	}
}

bool CDirectInput::IsKeyDown(int iKey)
{
	if (m_keyBuffer[iKey] & 0x80)
		return true;
	return false;
}

bool CDirectInput::IsMouseButtonDown(int iButton)
{
	return (m_MouseState.rgbButtons[iButton] & 0x80) != 0;
}

float CDirectInput::MouseDX()
{
	return (float) m_MouseState.lX;
}

float CDirectInput::MouseDY()
{
	return (float) m_MouseState.lY;
}

float CDirectInput::MouseDZ()
{
	return (float) m_MouseState.lZ;
}
           

這裡我畫了個茶壺,然後通過上面封裝的CDirectInput類來“調戲”這個茶壺...

主要使用部分,關于DirectInput類的東東,我都放在了OnLogic函數裡面,是跟Render同級别的被調用的函數:

void onLogic(float fElapsedTime)
{
	g_pDirectInput->GetInput();

	if (g_pDirectInput->IsKeyDown(DIK_1))
		g_pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
	else if (g_pDirectInput->IsKeyDown(DIK_2))
		g_pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);

	//使用CDirectInput類:

	static float fposX = 0.0f, fposY = 0.0f, fposZ = 0.0f;
	//左鍵按下,拖動
	if (g_pDirectInput->IsMouseButtonDown(0))
	{
		fposX += g_pDirectInput->MouseDX() * 0.0008f;
		fposY -= g_pDirectInput->MouseDY() * 0.0008f;
	}
	//滾輪
	fposZ += g_pDirectInput->MouseDZ() * 0.02f;

	//按鍵移動
	if (g_pDirectInput->IsKeyDown(DIK_A))
		fposX -= 0.08f;
	if (g_pDirectInput->IsKeyDown(DIK_D))
		fposX += 0.08f;
	if (g_pDirectInput->IsKeyDown(DIK_W))
		fposY += 0.08f;
	if (g_pDirectInput->IsKeyDown(DIK_S))
		fposY -= 0.08f;

	D3DXMatrixTranslation(&g_matWorld, fposX, fposY, fposZ);

	static float angle_x = 0.0f;
	static float angle_y = 0.0f;

	if (g_pDirectInput->IsKeyDown(DIK_UP))
		angle_x += 0.08f;
	if (g_pDirectInput->IsKeyDown(DIK_DOWN))
		angle_x -= 0.08f;
	if (g_pDirectInput->IsKeyDown(DIK_LEFT))
		angle_y += 0.08f;
	if (g_pDirectInput->IsKeyDown(DIK_RIGHT))
		angle_y -= 0.08f;
	

	//旋轉操作
	D3DXMatrixRotationX(&g_matRX, angle_x);
	D3DXMatrixRotationY(&g_matRY, angle_y);

	g_matWorld = g_matWorld * g_matRX * g_matRY;


	g_pDevice->SetTransform(D3DTS_WORLD,&g_matWorld);

}
           

運作一下:

Direct-X學習筆記--DirectInput

平移操作:

Direct-X學習筆記--DirectInput

旋轉操作:

Direct-X學習筆記--DirectInput

完整的Demo(不包括CDirectInput類):

// D3DDemo.cpp : 定義應用程式的入口點。
//

#include "stdafx.h"
#include "D3DDemo.h"
#include "DirectInput.h"

#define MAX_LOADSTRING 100


// 全局變量:
HINSTANCE hInst;								// 目前執行個體
TCHAR szTitle[MAX_LOADSTRING];					// 标題欄文本
TCHAR szWindowClass[MAX_LOADSTRING];			// 主視窗類名

// 此代碼子產品中包含的函數的前向聲明:
HWND                g_hWnd;
ATOM				MyRegisterClass(HINSTANCE hInstance);
BOOL				InitInstance(HINSTANCE, int);
LRESULT CALLBACK	WndProc(HWND, UINT, WPARAM, LPARAM);

//---------改造3D視窗需要的内容------------
LPDIRECT3D9 g_pD3D = NULL; //D3D接口指針
LPDIRECT3DDEVICE9 g_pDevice = NULL;//D3D裝置指針

//立方體的接口
LPD3DXMESH g_pteapot = NULL;
LPD3DXMESH g_pbox = NULL;

//控制類
CDirectInput* g_pDirectInput = NULL;

void onCreatD3D()
{
	g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
	if (!g_pD3D)
		return;

	//檢測硬體裝置能力的方法
	/*D3DCAPS9 caps;
	ZeroMemory(&caps, sizeof(caps));
	g_pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);*/

	//獲得相關資訊,螢幕大小,像素點屬性
	D3DDISPLAYMODE d3ddm;
	ZeroMemory(&d3ddm, sizeof(d3ddm));

	g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm);


	//設定全屏或視窗模式
	D3DPRESENT_PARAMETERS d3dpp;
	ZeroMemory(&d3dpp, sizeof(d3dpp));
	/*d3dpp.Windowed = false;
	d3dpp.BackBufferWidth = d3ddm.Width;
	d3dpp.BackBufferHeight = d3ddm.Height;*/

	d3dpp.Windowed = true;
	d3dpp.BackBufferFormat = d3ddm.Format;
	d3dpp.BackBufferCount = 1;

	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;//交換後原緩沖區資料丢棄

	//是否開啟自動深度模闆緩沖
	d3dpp.EnableAutoDepthStencil = true;
	//目前自動深度模闆緩沖的格式
	d3dpp.AutoDepthStencilFormat = D3DFMT_D16;//每個像素點有16位的存儲空間,存儲離錄影機的距離
	

	g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pDevice);

	if (!g_pDevice)
		return;

	//設定渲染狀态,設定啟用深度值
	g_pDevice->SetRenderState(D3DRS_ZENABLE, true);

	//設定渲染狀态,關閉燈光
	//g_pDevice->SetRenderState(D3DRS_LIGHTING, false);

	//頂點法線
	g_pDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);
	//開啟鏡面反射
	g_pDevice->SetRenderState(D3DRS_SPECULARENABLE, true);

	//設定渲染狀态,裁剪模式
	g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);

}


void Transform()
{	
	//ViewTransform:取景變換

	D3DXVECTOR3 vEyePt(0.0f, 0.0f, -10.0f);		//錄影機世界坐标
	D3DXVECTOR3 vLookatPt(0.0f, 0.0f, 0.0f);	//觀察點世界坐标
	D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);		//錄影機的上向量,通常為(0.0f, 1.0f, 0.0f)
	D3DXMATRIXA16 matView;						//View變換的矩陣
	//根據上面的結果計算出矩陣,存入矩陣中
	D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec);
	//進行取景變換
	g_pDevice->SetTransform(D3DTS_VIEW, &matView);

	//ProjectionTransform:投影變換

	D3DXMATRIXA16 matProj;					//投影變換矩陣
	//生成投影變換矩陣,存入上面的矩陣中
	D3DXMatrixPerspectiveFovLH(
		&matProj,	     //輸出結果矩陣
		D3DX_PI / 4,	 //視域角度,一般為PI/4
		1.0f,			 //顯示屏的長寬比
		1.0f,			 //視截體中近截面距離錄影機的位置
		100.0f			 //視截體中遠截面距離錄影機的位置
		);
	//進行投影變換
	g_pDevice->SetTransform(D3DTS_PROJECTION, &matProj);
}

//設定光照
enum Light
{
	Point,				//點光源
	Directional,		//平行光
	Spot				//聚光燈
};
void SetLight(Light l)
{
	//三種光源類型

	D3DLIGHT9 light;
	ZeroMemory(&light, sizeof(light));

	switch (l)
	{
		//點光源
	case Point:
		light.Type = D3DLIGHT_POINT;	                      //光源類型
		light.Ambient = D3DXCOLOR(0.6f, 0.6f, 0.6f, 1.0f);    //光源的環境光顔色值
		light.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);	  //光源的漫反射光顔色值
		light.Specular = D3DXCOLOR(0.3f, 0.3f, 0.3f, 1.0f);	  //光源的鏡面反射光顔色值
		light.Position = D3DXVECTOR3(0.0f,20.0f, 0.0f);      //光源的位置
		light.Attenuation0 = 1.0f;							  //衰減系數0
		light.Attenuation1 = 0.0f;							  //衰減系數1
		light.Attenuation2 = 0.0f;							  //衰減系數2
		light.Range = 300.0f;								  //光源的光照範圍
		break;
	case Directional:
		//平行光源
		light.Type = D3DLIGHT_DIRECTIONAL;	                  //光源類型
		light.Ambient = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);    //光源的環境光顔色值
		light.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);	  //光源的漫反射光顔色值
		light.Specular = D3DXCOLOR(0.3f, 0.3f, 0.3f, 1.0f);	  //光源的鏡面反射光顔色值
		light.Position = D3DXVECTOR3(0.0f,20.0f, 0.0f);       //光源的位置
		break;
	case Spot:
		//聚光燈光源
		light.Type = D3DLIGHT_SPOT;	                          //光源類型
		light.Ambient = D3DXCOLOR(0.3f, 0.3f, 0.3f, 1.0f);    //光源的環境光顔色值
		light.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);	  //光源的漫反射光顔色值
		light.Specular = D3DXCOLOR(0.3f, 0.3f, 0.3f, 1.0f);	  //光源的鏡面反射光顔色值
		light.Position = D3DXVECTOR3(100.0f,100.0f, 100.0f);  //光源的位置
		light.Direction = D3DXVECTOR3(-1.0f, -1.0f, -1.0f);   //光源方向
		light.Attenuation0 = 1.0f;							  //衰減系數0
		light.Attenuation1 = 0.0f;							  //衰減系數1
		light.Attenuation2 = 0.0f;							  //衰減系數2
		light.Range = 300.0f;								  //光源的光照範圍
		light.Falloff = 0.1f;								  //聚光燈特有的參數
		light.Phi = D3DX_PI / 3.0f;							  //聚光燈特有的參數
		light.Theta = D3DX_PI / 6.0f;						  //聚光燈特有的參數
		break;
	default:
		break;
	}

	//設定光照
	g_pDevice->SetLight(0, &light);
	//啟用光照
	g_pDevice->LightEnable(0, true);

	//設定一下環境光
	g_pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(200, 200, 200));
	

}

//設定材質
void SetMaterial()
{
	D3DMATERIAL9 mtrl;
	ZeroMemory(&mtrl, sizeof(mtrl));
	mtrl.Ambient = D3DXCOLOR(1.0f, 0.5f, 0.1f, 1.0f); //物體表面對環境光的反射率,為一個顔色值
	mtrl.Diffuse = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f); //物體表面對漫反射光的反射率,為一個顔色值
	mtrl.Specular = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); //物體表面對鏡面反射光的反射率,為一個顔色值
	mtrl.Emissive = D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f); //物體自發光的顔色值
	//mtrl.Power  鏡面反射指數,該值越大,高光強度和周圍亮度相差就越大
	g_pDevice->SetMaterial(&mtrl);
}

void onInit()
{
	//初始化D3D
	onCreatD3D();

	//初始化對象

	//生成茶壺
	D3DXCreateTeapot(
		g_pDevice,				//裝置對象
		&g_pteapot,				//建立的對象的指針
		NULL					//通常為NULL
		);

	//生成立方體
	D3DXCreateBox(
		g_pDevice,				//裝置對象
		1.0f, 1.0f, 1.0f,		//X,Y,Z方向的長度
		&g_pbox,				//建立的對象的指針
		NULL					//存儲繪制網格的三角形索引參數,不使用,置為NULL
		);

	SetMaterial();
	SetLight(Light::Point);
		
}

void onDestroy()
{
	if (!g_pDevice)
		g_pDevice->Release();
	g_pDevice = NULL;
}

D3DXMATRIXA16 g_matWorld;
D3DXMATRIXA16 g_matRY, g_matRX;

void onLogic(float fElapsedTime)
{
	g_pDirectInput->GetInput();

	if (g_pDirectInput->IsKeyDown(DIK_1))
		g_pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
	else if (g_pDirectInput->IsKeyDown(DIK_2))
		g_pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);

	//使用CDirectInput類:

	static float fposX = 0.0f, fposY = 0.0f, fposZ = 0.0f;
	//左鍵按下,拖動
	if (g_pDirectInput->IsMouseButtonDown(0))
	{
		fposX += g_pDirectInput->MouseDX() * 0.0008f;
		fposY -= g_pDirectInput->MouseDY() * 0.0008f;
	}
	//滾輪
	fposZ += g_pDirectInput->MouseDZ() * 0.02f;

	//按鍵移動
	if (g_pDirectInput->IsKeyDown(DIK_A))
		fposX -= 0.08f;
	if (g_pDirectInput->IsKeyDown(DIK_D))
		fposX += 0.08f;
	if (g_pDirectInput->IsKeyDown(DIK_W))
		fposY += 0.08f;
	if (g_pDirectInput->IsKeyDown(DIK_S))
		fposY -= 0.08f;

	D3DXMatrixTranslation(&g_matWorld, fposX, fposY, fposZ);

	static float angle_x = 0.0f;
	static float angle_y = 0.0f;

	if (g_pDirectInput->IsKeyDown(DIK_UP))
		angle_x += 0.08f;
	if (g_pDirectInput->IsKeyDown(DIK_DOWN))
		angle_x -= 0.08f;
	if (g_pDirectInput->IsKeyDown(DIK_LEFT))
		angle_y += 0.08f;
	if (g_pDirectInput->IsKeyDown(DIK_RIGHT))
		angle_y -= 0.08f;
	

	//旋轉操作
	D3DXMatrixRotationX(&g_matRX, angle_x);
	D3DXMatrixRotationY(&g_matRY, angle_y);

	g_matWorld = g_matWorld * g_matRX * g_matRY;


	g_pDevice->SetTransform(D3DTS_WORLD,&g_matWorld);

}



void onRender(float fElasedTime)
{
	//前兩個參數是0和NULL時,清空整個遊戲視窗的内容(清的是背景)
	//第三個是清除的對象:前面表示清除顔色緩沖區,後面表示清除深度緩沖區,D3DCLEAR_STENCIL清空模闆緩沖區
	g_pDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,100,100), 1.0f, 0);

	g_pDevice->BeginScene();

	Transform();

	//繪制茶壺
	D3DXMATRIXA16 matTeapot;
	g_pteapot->DrawSubset(0);

	//繪制立方體
	D3DXMATRIXA16 matBox;
	//g_pbox->DrawSubset(0);

	g_pDevice->EndScene();


	g_pDevice->Present(NULL, NULL, NULL, NULL);
}


int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
                     _In_opt_ HINSTANCE hPrevInstance,
                     _In_ LPTSTR    lpCmdLine,
                     _In_ int       nCmdShow)
{
	UNREFERENCED_PARAMETER(hPrevInstance);
	UNREFERENCED_PARAMETER(lpCmdLine);

 	// TODO: 在此放置代碼。
	MSG msg;
	HACCEL hAccelTable;

	// 初始化全局字元串
	LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
	LoadString(hInstance, IDC_D3DDEMO, szWindowClass, MAX_LOADSTRING);
	MyRegisterClass(hInstance);

	// 執行應用程式初始化:
	if (!InitInstance (hInstance, nCmdShow))
	{
		return FALSE;
	}

	hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_D3DDEMO));

	

	ZeroMemory(&msg, sizeof(msg));
	while (msg.message != WM_QUIT)
	{
		if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else
		{
			static DWORD dwTime = timeGetTime();
			DWORD dwCurrentTime = timeGetTime();
			DWORD dwElapsedTime = dwCurrentTime - dwTime;
			float fElapsedTime = dwElapsedTime * 0.001f;

			//------------渲染和邏輯部分代碼----------
			onLogic(fElapsedTime);
			onRender(fElapsedTime);
			//-----------------------------------------
			if (dwElapsedTime < 1000 / 60)
			{
				Sleep(1000/ 60 - dwElapsedTime);
			}
			dwTime = dwCurrentTime;
		}
	}

	onDestroy();
	return (int) msg.wParam;
}



//
//  函數: MyRegisterClass()
//
//  目的: 注冊視窗類。
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
	WNDCLASSEX wcex;

	wcex.cbSize = sizeof(WNDCLASSEX);

	wcex.style			= CS_HREDRAW | CS_VREDRAW;
	wcex.lpfnWndProc	= WndProc;
	wcex.cbClsExtra		= 0;
	wcex.cbWndExtra		= 0;
	wcex.hInstance		= hInstance;
	wcex.hIcon			= LoadIcon(hInstance, MAKEINTRESOURCE(IDI_D3DDEMO));
	wcex.hCursor		= LoadCursor(NULL, IDC_ARROW);
	wcex.hbrBackground	= (HBRUSH)(COLOR_WINDOW+1);
	wcex.lpszMenuName	= MAKEINTRESOURCE(IDC_D3DDEMO);
	wcex.lpszClassName	= szWindowClass;
	wcex.hIconSm		= LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));

	return RegisterClassEx(&wcex);
}

//
//   函數: InitInstance(HINSTANCE, int)
//
//   目的: 儲存執行個體句柄并建立主視窗
//
//   注釋:
//
//        在此函數中,我們在全局變量中儲存執行個體句柄并
//        建立和顯示主程式視窗。
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{

   hInst = hInstance; // 将執行個體句柄存儲在全局變量中

   g_hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
      CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);

   if (!g_hWnd)
   {
      return FALSE;
   }

 

   SetMenu(g_hWnd, NULL);
   ShowWindow(g_hWnd, nCmdShow);
   UpdateWindow(g_hWnd);

   onInit();
   //初始化DirectInput
   g_pDirectInput =  new CDirectInput();
   g_pDirectInput->Init(g_hWnd, hInstance, DISCL_FOREGROUND|DISCL_NONEXCLUSIVE, DISCL_FOREGROUND|DISCL_NONEXCLUSIVE);

   return TRUE;
}

//
//  函數: WndProc(HWND, UINT, WPARAM, LPARAM)
//
//  目的: 處理主視窗的消息。
//
//  WM_COMMAND	- 處理應用程式菜單
//  WM_PAINT	- 繪制主視窗
//  WM_DESTROY	- 發送退出消息并傳回
//
//
LRESULT CALLBACK WndProc(HWND g_hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	switch (message)
	{
	case WM_CLOSE:
		DestroyWindow(g_hWnd);
		break;
	case WM_DESTROY:
		PostQuitMessage(0);
		break;
	default:
		return DefWindowProc(g_hWnd, message, wParam, lParam);
	}
	return 0;
}
           

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