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fle game engine -


Balls and holes PC game / Balls and Holes PC игра
Dragonella игра версия 17.09.2020 браузерная /скачиваемая
Многоликий: dress - hordes win/linux/android/html5 игра браузерная /скачиваемая

1 2024 18:51
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    -  
     
 

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DirectX 9c C++ MSVS 2005 .

 
     
  [] [] [ 3] []  
     
  2d- - D3DApp - d3d-  
     
  , - <> < >, .  
     
  , , . - e-mail (. )  
     
  , , . - - 200 .  
     
 
 
     
 

, , , .

, StartD3DApp.

 
     
  , Fle, . . - , Fle .  
     
  DirectX-. DirectX.  
     
 

1) - Project > Fle Properties

Configuration Properties > C/C++ > General

Additional Include Directories

-

 

 
     
  ..\..\..\..\..\Include\;
common\DXUT\Core;
common\DXUT\Optional;
common;
common\DMusic;
game_common;
fmod4_api\inc;
fmod4_api\src;
common\DSound
 
     
  , , . . Include DirectX SDK Fle. Fle. , .  
     
 

Configuration Properties > Linker > General

Additional Library Directories

..\..\..\..\..\Lib\x86;

fmod4_api\lib

 
     
 

Configuration Properties > Linker > Input

Additional Dependencies

Debug

dxerr.lib dxguid.lib d3dx9d.lib d3d9.lib comctl32.lib dsound.lib shlwapi.lib dinput8.lib winmm.lib fmodexL_vc.lib

Release

dxerr.lib dxguid.lib d3dx9.lib d3d9.lib comctl32.lib winmm.lib dsound.lib shlwapi.lib dinput8.lib fmodex_vc.lib

 
     
  Save All .  
     
  2) , , , .  
     
  , , . . <> DirectX, .  
     
 

Fle.h -

#include <d3d9.h>
#include <d3dx9.h>

//
#define GameAppName L" "

INT StartD3DApp();

 

 
     
 

Fle.pp -

#include "DXUT.h"
#include "SDKmisc.h"

void RenderText();
void InitD3DApp();
void FreeD3DApp();

BOOL CFleApp::InitInstance()

CWinApp::InitInstance();

-

SetRegistryKey(_T("Fle game"));

-

CFleDlg dlg;
m_pMainWnd = &dlg;

-

InitD3DApp();

INT_PTR nResponse = dlg.DoModal();

FreeD3DApp();

return FALSE;

-

 
     
  void InitD3DApp()
{

GetModuleFileName(NULL, AppRootDir, AppRootDirSize);
PathRemoveFileSpec(AppRootDir);

}

void FreeD3DApp()
{

}

void RenderText()
{

// ,
// pFont->DrawText( m_pSprite, strMsg, -1, &rc, DT_NOCLIP, m_clr );
// NULL m_pSprite, ,
// pFont->DrawText() . // .

CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 10 );

//
txtHelper.Begin();


txtHelper.SetInsertionPos( 4, 0 );
txtHelper.SetForegroundColor( 0xFF0000FF );
txtHelper.DrawTextLine( DXUTGetFrameStats( true ) );

txtHelper.End();
}

 
     
 

//--------------------------------------------------------------------------------------

// D3D9

// false
//--------------------------------------------------------------------------------------

bool CALLBACK IsD3D9DeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat,
bool bWindowed, void* pUserContext )
{
// alpha blending
IDirect3D9* pD3D = DXUTGetD3D9Object();
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
return false;

// A8R8G8B8
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
AdapterFormat, 0,
D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8 ) ) )
return false;

return true;
}

 
     
  //--------------------------------------------------------------------------------------
// d3d device - true
//--------------------------------------------------------------------------------------

bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, void* pUserContext )
{
return true;
}
 
     
  //--------------------------------------------------------------------------------------
// D3D9 , // // (D3DPOOL_MANAGED)
//
//--------------------------------------------------------------------------------------

HRESULT CALLBACK OnD3D9CreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
HRESULT hr;

V_RETURN( D3DXCreateFont( DXUTGetD3D9Device(), 12, 0, 0, 1, FALSE, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
L"MS Sans Serif ", &g_pFont ) );

return S_OK;
}

 
     
  //--------------------------------------------------------------------------------------
// D3D9 // // // (D3DPOOL_DEFAULT)
//
//--------------------------------------------------------------------------------------

HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
HRESULT hr;

if( g_pFont )
V_RETURN( g_pFont->OnResetDevice() );

V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

// reset the timer

return S_OK;
}

 
     
  //--------------------------------------------------------------------------------------
// . D3D API // // // // //
//--------------------------------------------------------------------------------------

void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext )
{

}
 
 
     
  //--------------------------------------------------------------------------------------
// D3D9
//--------------------------------------------------------------------------------------

void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
HRESULT hr;


// z-
V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, g_dwClearColor,
1.0f, 0 ) );

//
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{

RenderText();

V( pd3dDevice->EndScene() );
}
}

 
     
 

//--------------------------------------------------------------------------------------
//
//--------------------------------------------------------------------------------------

LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
bool* pbNoFurtherProcessing, void* pUserContext )
{

//

return 0;
}

 
     
  //--------------------------------------------------------------------------------------
// D3D9 OnD3D9ResetDevice
//--------------------------------------------------------------------------------------

void CALLBACK OnD3D9LostDevice( void* pUserContext )
{

if( g_pFont )
g_pFont->OnLostDevice();

SAFE_RELEASE( g_pTextSprite );
}

 
     
  //--------------------------------------------------------------------------------------
// D3D9 OnD3D9CreateDevice
//--------------------------------------------------------------------------------------

void CALLBACK OnD3D9DestroyDevice( void* pUserContext )
{

SAFE_RELEASE( g_pFont );


}

 
     
  //--------------------------------------------------------------------------------------
//
//--------------------------------------------------------------------------------------

INT StartD3DApp()
{
// .

#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif

//
DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable );
DXUTSetCallbackD3D9DeviceCreated( OnD3D9CreateDevice );
DXUTSetCallbackD3D9DeviceReset( OnD3D9ResetDevice );
DXUTSetCallbackD3D9FrameRender( OnD3D9FrameRender );
DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice );
DXUTSetCallbackD3D9DeviceDestroyed( OnD3D9DestroyDevice );
DXUTSetCallbackDeviceChanging( ModifyDeviceSettings );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackFrameMove( OnFrameMove );

// :

// DXUT Win32 Direct3D // // //
DXUTInit( true, true ); //
DXUTSetHotkeyHandling( true, false, false ); // -
DXUTSetCursorSettings( true, true ); //

HRESULT hr;
hr = DXUTCreateWindow( GameAppName ); // DirectX-

SetWindowLong( DXUTGetHWND(), GWL_STYLE,
WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX); // // // // // - // //

hr = DXUTCreateDevice( true, 800, 600 ); // d3d-, , // // 800600

//
DXUTMainLoop();

// :

return DXUTGetExitCode();

}

 
     
 

, , . . -

//--------------------------------------------------------------------------------------
// D3D9 OnD3D9ResetDevice
//--------------------------------------------------------------------------------------

void CALLBACK OnD3D9LostDevice( void* pUserContext )
{

if( g_pFont )
g_pFont->OnLostDevice();

SAFE_RELEASE( g_pTextSprite );
}

 
     
  -  
     
              -  
     
 

, .

, -

1) DirectX -

2) DXUT - , openwebpage.h .cpp common - . 2

 

 
     
 

3) - Fle.cpp

#ifdef _DEBUG
#define new DEBUG_NEW
#endif

-

ID3DXFont* g_pFont = NULL; //
ID3DXSprite* g_pTextSprite = NULL; //
DWORD g_dwClearColor = 0xFF000000; //

 
     
 

4) FleDlg.cpp void CFle2Dlg::OnLButtonUp(UINT nFlags, CPoint point)

//StartD3DApp();

StartD3DApp();

 
     
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