1. 程式人生 > >【遊戲程式設計】Direct 3DAlpha融合

【遊戲程式設計】Direct 3DAlpha融合

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原始碼:

#include <d3d9.h>
#include <d3dx9.h>
#include <tchar.h>
#include "DirectInputClass.h"

#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#define WINDOW_TITLE L"Direct 3DAlpha融合"
//---------------------------------------【全域性變數宣告部分】------------------------------------------------
//描述:全域性變數的宣告
//-----------------------------------------------------------------------------------------------------------
LPDIRECT3DDEVICE9 g_pd3dDevice;																//Direct 3D裝置物件
D3DXMATRIX g_matWorld;																		//世界矩陣
DirectInputClass *g_pDInput;																//一個DirectInput類的指標
LPD3DXFONT g_pTextAdapterName;																//顯示卡名字的2D文字
LPD3DXFONT g_pTextHelpter;																	//幫助文字的2D文字
LPD3DXFONT g_pTextInfor;																	//繪製資訊的2D文字
LPD3DXFONT g_pTextFPS;																		//FPS文字的2D文字
wchar_t g_strAdapterName[60];																//包括顯示卡名字的字串		
wchar_t g_strFPS[50];																		//包含幀頻率的字元陣列
LPD3DXMESH g_pMesh;																			//網格物件
D3DMATERIAL9 *g_pMaterials;																	//網格的材質資訊
LPDIRECT3DTEXTURE9 *g_pTextures;															//網格的紋理資訊
DWORD g_dwNumMtrls;																			//材質的數目

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
HRESULT Direct3D_Init(HWND);													//在這個函式中繼續Direct3D的初始化
HRESULT Objects_Init(HWND);														//在這個函式中進行要繪製的物體的資源初始化
void Direct3D_Render(HWND);														//在這個函式中進行Direct3D渲染程式碼的書寫
void Direct3D_ClearUp();														//在這個函式中清理COM資源以及其他資源
void Direct3D_Update();
float Get_FPS();
void Matrix_Set();

//----------------------------------------【WinMain()函式】-------------------------------------------------
//描述:Windows應用程式的入口函式
//-------------------------------------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPreInstance, LPSTR lpCmdLine, int nCmdShow)
{
	WNDCLASSEX wndClass = {0};
	wndClass.cbSize = sizeof(WNDCLASSEX);
	wndClass.style = CS_HREDRAW | CS_VREDRAW;
	wndClass.lpfnWndProc = (WNDPROC)WndProc;
	wndClass.cbClsExtra = 0;
	wndClass.cbWndExtra = 0;
	wndClass.hInstance = hInstance;
	wndClass.hIcon = (HICON)LoadImage(NULL, L"icon.ico", IMAGE_ICON, 0, 0, LR_LOADFROMFILE | LR_DEFAULTSIZE);
	wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
	wndClass.hbrBackground = (HBRUSH)GetStockObject(GRAY_BRUSH);
	wndClass.lpszMenuName = NULL;
	wndClass.lpszClassName = L"3DGameBase";
	if(!RegisterClassEx(&wndClass))
		return -1;

	HWND hWnd = CreateWindow(L"3DGameBase", WINDOW_TITLE, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 
		WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, hInstance, NULL);
	MoveWindow(hWnd, 250, 80, WINDOW_WIDTH, WINDOW_HEIGHT, true);
	ShowWindow(hWnd, nCmdShow);
	UpdateWindow(hWnd);
	g_pDInput = new DirectInputClass();
	g_pDInput->Init(hWnd, hInstance, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE); 
	PlaySound(L"Final Fantasy XIII.wav", NULL, SND_LOOP | SND_ASYNC | SND_FILENAME);
	
	if(FAILED(Direct3D_Init(hWnd)))
		MessageBox(hWnd, L"Direct3D 初始化失敗!", L"訊息視窗", 0);
	MSG msg = {0};
	while(msg.message != WM_QUIT)
	{
		if(PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else
		{
			Direct3D_Update();
			Direct3D_Render(hWnd);
		}
	}

	UnregisterClass(L"3DGameBase", wndClass.hInstance);
	return 0;
}

LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	switch(message)
	{
	case WM_PAINT:
		Direct3D_Render(hWnd);
		ValidateRect(hWnd, NULL);													//使視窗區域生效
		break;
	case WM_KEYDOWN:
		if(wParam == VK_ESCAPE)
			DestroyWindow(hWnd);
		break;
	case WM_DESTROY:
		//呼叫自定義的資源清理函式Direct3D_ClearUp();進行退出前的資源清理
		Direct3D_ClearUp();
		PostQuitMessage(0);
		break;
	default:
		return DefWindowProc(hWnd, message, wParam, lParam);
	}

	return 0;
}
//---------------------------------------------【Direct3D_Init()函式】-----------------------------------------
//描述:Direct3D初始化函式,進行Direct3D的初始化
//---------------------------------------------------------------------------------------------------------------
HRESULT Direct3D_Init(HWND hWnd)
{
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D初始化步驟一】:建立Direct3D介面物件,以便用該Direct3D物件建立Direct3D裝置物件
	//---------------------------------------------------------------------------------------------------------------
	LPDIRECT3D9 pD3D = NULL; //Direct3D介面物件的建立。

	if((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)						//初始化Direct3D介面物件,並進行DirectX版本協商。
		return E_FAIL;
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D初始化步驟二】:獲取硬體裝置資訊
	//---------------------------------------------------------------------------------------------------------------
	D3DCAPS9 caps;
	int vp = 0;
	if(FAILED(pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps))) 
		return E_FAIL;
	if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
		vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;								//支援硬體頂點運算,採用硬體頂點運算
	else
		vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;								//不支援硬體頂點運算,採用軟體頂點運算

	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D初始化步驟三】:填充D3DPRESENT_PARAMETERS結構體
	//---------------------------------------------------------------------------------------------------------------
	D3DPRESENT_PARAMETERS d3dpp;
	ZeroMemory(&d3dpp, sizeof(d3dpp));

	d3dpp.BackBufferWidth = WINDOW_WIDTH;
	d3dpp.BackBufferHeight = WINDOW_HEIGHT;
	d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
	d3dpp.BackBufferCount = 1;
	d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
	d3dpp.MultiSampleQuality = 0;
	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
	d3dpp.hDeviceWindow = hWnd;
	d3dpp.Windowed = true;
	d3dpp.EnableAutoDepthStencil = true;
	d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
	d3dpp.Flags = 0;
	d3dpp.FullScreen_RefreshRateInHz = 0;
	d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D初始化步驟四】:建立Direct3D裝置介面。
	//---------------------------------------------------------------------------------------------------------------
	if(FAILED(pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, vp, &d3dpp, &g_pd3dDevice)))
		return E_FAIL;
	//獲取顯示卡資訊到g_strAdapterName中,並在顯示卡名稱前加上“當前顯示卡型號:”字串
	//定義一個D3DADAPTER_IDENTIFIER9結構體,用於儲存顯示卡資訊  
	D3DADAPTER_IDENTIFIER9 Adapter;
	//呼叫GetAdapterIdentifier,獲取顯示卡資訊
	if(FAILED(pD3D->GetAdapterIdentifier(0, 0, &Adapter)))
		return E_FAIL;
	//顯示卡名稱現在已經在Adapter.Description中了,但是其為char型別,我們要將其轉為wchar_t型別  
	int len = MultiByteToWideChar(CP_ACP, 0, Adapter.Description, -1, NULL, 0);
	//這步操作完成後,g_strAdapterName中就為當前我們的顯示卡型別名的wchar_t型字串了 
	MultiByteToWideChar(CP_ACP, 0, Adapter.Description, -1, g_strAdapterName, len);
	//定義一個臨時字串,且方便了把"當前顯示卡型號:"字串引入我們的目的字串中  
	wchar_t tempName[50] = L"當前顯示卡型號:";
	//把當前我們的顯示卡名加到“當前顯示卡型號:”字串後面,結果存在TempName中  
	wcscat_s(tempName, g_strAdapterName);
	//把TempName中的結果拷貝到全域性變數g_strAdapterName中
	wcscpy_s(g_strAdapterName, tempName);

	SAFE_RELEASE(pD3D);														//LPDIRECT3D9介面物件的使命完成,將其釋放掉
	if(FAILED(Objects_Init(hWnd)))											// 呼叫一次Objects_Init,進行渲染資源的初始化
		return E_FAIL;

	return S_OK;
}
//------------------------------------------【Objects_Init()】函式---------------------------------------------
//描述:渲染資源初始化函式,在此函式中進行要被渲染的物體的資源的初始化
//---------------------------------------------------------------------------------------------------------------
HRESULT Objects_Init(HWND hWnd)
{
		//建立字型  
	if(FAILED(D3DXCreateFont(g_pd3dDevice, 36, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, 
													DEFAULT_QUALITY, 0, L"Calibri", &g_pTextFPS)))
		return E_FAIL;
	if(FAILED(D3DXCreateFont(g_pd3dDevice, 20, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
													DEFAULT_QUALITY, 0, L"華文中宋", &g_pTextAdapterName)))
		return E_FAIL;
	if(FAILED(D3DXCreateFont(g_pd3dDevice, 23, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
													DEFAULT_QUALITY, 0, L"微軟雅黑", &g_pTextHelpter)))
		return E_FAIL;
	if(FAILED(D3DXCreateFont(g_pd3dDevice, 26, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
													DEFAULT_QUALITY, 0, L"黑體", &g_pTextInfor)))
		return E_FAIL;
	
	LPD3DXBUFFER pAdjBuffer;
	LPD3DXBUFFER pMtrlBuffer;
	//從X檔案中載入網格資料
	D3DXLoadMeshFromX(L"69.X", D3DXMESH_MANAGED, g_pd3dDevice, &pAdjBuffer, &pMtrlBuffer, NULL,	&g_dwNumMtrls, &g_pMesh);
	g_pMaterials = new D3DMATERIAL9[g_dwNumMtrls];
	g_pTextures = new LPDIRECT3DTEXTURE9[g_dwNumMtrls];
	//讀取材質和紋理資料
	//建立一個D3DXMATERIAL結構體用於讀取材質和紋理資訊
	D3DXMATERIAL *pMtrls = (D3DXMATERIAL *)pMtrlBuffer->GetBufferPointer();
	for(DWORD i = 0; i < g_dwNumMtrls; ++i)
	{
		//讀取材質
		g_pMaterials[i] = pMtrls[i].MatD3D;
		//設定材質的Alpha分量
		g_pMaterials[i].Diffuse.a = 0.3;
		//建立一下紋理物件
		g_pTextures[i] = NULL;
	}
	SAFE_RELEASE(pAdjBuffer);
	SAFE_RELEASE(pMtrlBuffer);
	//設定光照
	D3DLIGHT9 light;
	ZeroMemory(&light, sizeof(light));
	light.Type = D3DLIGHT_DIRECTIONAL;
	light.Ambient = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
	light.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);  
	light.Specular = D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f);
	light.Direction = D3DXVECTOR3(1.0f, 0.0f, 1.0f);
	g_pd3dDevice->SetLight(0, &light);
	g_pd3dDevice->LightEnable(0, true);

	Matrix_Set();
	g_pd3dDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);
	g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, true);
	//三部曲之一,開啟Alpha融合
	g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
	//三部曲之二,設定融合因子
	g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
	g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
	//三部曲之三.設定融合運算方式(預設ADD)
	g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);

	return S_OK;
}

void Matrix_Set()
{	
	D3DXMATRIX matView;
	D3DXVECTOR3 vEye(0.0f, 100.0f, -200.0f);
	D3DXVECTOR3 vAt(0.0f, 0.0f, 0.0f);
	D3DXVECTOR3 vUp(0.0f, 1.0f, 0.0f);
	D3DXMatrixLookAtLH(&matView, &vEye, &vAt, &vUp);
	g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView);

	D3DXMATRIX matProj;
	D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI / 4.0f, (float)WINDOW_WIDTH/WINDOW_HEIGHT, 1.0f, 1000.0f);
	g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);

	D3DVIEWPORT9 vp;
	vp.X = 0;
	vp.Y = 0;
	vp.Width = WINDOW_WIDTH;
	vp.Height = WINDOW_HEIGHT;
	vp.MinZ = 0.0f;
	vp.MaxZ = 1.0f;
	g_pd3dDevice->SetViewport(&vp);
}

void Direct3D_Update()
{
	//使用DirectInput類讀取資料
	g_pDInput->GetInput();
	//通過按鍵的按下來控制漫反射Alpha分量值的變化。
	if(g_pDInput->IsKeyDown(DIK_1))
	{
		for(DWORD i = 0; i < g_dwNumMtrls; ++i)
			g_pMaterials[i].Diffuse.a += 0.001f;
	}	
	if(g_pDInput->IsKeyDown(DIK_2))
	{
		for(DWORD i = 0; i < g_dwNumMtrls; ++i)
			g_pMaterials[i].Diffuse.a -= 0.001f;
	}
	//按住滑鼠左鍵並拖動,為平移操作  
	static float fPosX = 0.0f, fPosY = -50.0f, fPosZ = 0.0f;
	if(g_pDInput->IsMouseButtonDown(0))
	{
		fPosX += g_pDInput->MouseDX() * 0.08f;
		fPosY -= g_pDInput->MouseDY() * 0.08f;
	}
	//滑鼠滾輪,為觀察點收縮操作  
	fPosZ -= g_pDInput->MouseDZ() * 0.02f;
	//A,W,S,D鍵平移物體  
	if(g_pDInput->IsKeyDown(DIK_W))
		fPosY += 0.08f;
	if(g_pDInput->IsKeyDown(DIK_S))
		fPosY -= 0.08f;
	if(g_pDInput->IsKeyDown(DIK_A))
		fPosX -= 0.08f;
	if(g_pDInput->IsKeyDown(DIK_D))
		fPosX += 0.08f;

	D3DXMatrixTranslation(&g_matWorld, fPosX, fPosY, fPosZ);
	 // 按住滑鼠右鍵並拖動,為旋轉操作  
	static float fAngleX = 0.0f, fAngleY = 0.0f;
	if(g_pDInput->IsMouseButtonDown(1))
	{
		fAngleX -= g_pDInput->MouseDY() * 0.01f;
		fAngleY -= g_pDInput->MouseDX() * 0.01f;
	} 
	//上下左右鍵旋轉物體  
	if(g_pDInput->IsKeyDown(DIK_UP))
		fAngleX += 0.005f;
	if(g_pDInput->IsKeyDown(DIK_DOWN))
		fAngleX -= 0.005f;
	if(g_pDInput->IsKeyDown(DIK_LEFT))
		fAngleY -= 0.005f;
	if(g_pDInput->IsKeyDown(DIK_RIGHT))
		fAngleY += 0.005f;

	D3DXMATRIX Rx, Ry;
	D3DXMatrixRotationX(&Rx, fAngleX);
	D3DXMatrixRotationY(&Ry, fAngleY);
	g_matWorld = Rx * Ry * g_matWorld;

	g_pd3dDevice->SetTransform(D3DTS_WORLD, &g_matWorld); 
}


//-----------------------------------------【Get_FPS()函式】---------------------------------------------------
//描述:用於計算幀頻率
//---------------------------------------------------------------------------------------------------------------
float Get_FPS()
{
	//定義四個靜態變數
	static int frameCount = 0;																	//幀數
	static float currentTime = 0;																//當前時間 
	static float lastTime = 0;																	//上次計算幀頻率的時間
	static float fps = 0;																		//需要計算的fps值
	
	++frameCount;																				//每呼叫一次此函式,幀數加一
	//獲取系統時間, timeGetTime() 返回系統時間,以毫秒為單位,乘以0.001得到秒
	currentTime = timeGetTime() * 0.001f;												
	//如果當前時間減去之前計算幀頻率的時間大於1秒鐘,就進行幀頻率的更新,並將幀數歸零
	if(currentTime - lastTime > 1.0f)															//將時間控制在1秒鐘
	{
		fps = frameCount / (currentTime - lastTime);											//計算這一秒的fps值
		frameCount = 0;																			//將本次幀數清零
		lastTime = currentTime;								//將當前時間賦給上次計算幀頻率的時間,作為下一秒的基準時間
	}

	return fps;
}

//----------------------------------------【Direct3D_Render()函式】--------------------------------------------
//描述:使用Direct3D進行渲染
//---------------------------------------------------------------------------------------------------------------
void Direct3D_Render(HWND hWnd)
{
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步驟一】:清屏操作
	//---------------------------------------------------------------------------------------------------------------
	g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
	//定義一個矩形,用來獲取主視窗矩形
	RECT formatRect;
	GetClientRect(hWnd, &formatRect);
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步驟二】:開始繪製
	//---------------------------------------------------------------------------------------------------------------
	g_pd3dDevice->BeginScene();																				//開始繪製
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步驟三】:正式繪製
	//---------------------------------------------------------------------------------------------------------------
	//繪製3D模型
	//用一個for迴圈,進行模型的網格各個部分的繪製
	for(DWORD i = 0; i < g_dwNumMtrls; ++i)
	{
		g_pd3dDevice->SetMaterial(&g_pMaterials[i]);												//設定此部分的材質
		g_pd3dDevice->SetTexture(0, g_pTextures[i]);												//設定此部分的紋理
		g_pMesh->DrawSubset(i);																		//繪製此部分
	}

	//在縱座標250處寫文字
	//在視窗右上角處,顯示每秒幀數  
	swprintf_s(g_strFPS, L"FPS:%.3f", Get_FPS());
	g_pTextFPS->DrawText(0, g_strFPS, -1, &formatRect, DT_TOP | DT_RIGHT, D3DCOLOR_XRGB(255,255,255));
	 //顯示顯示卡型別名  
	g_pTextAdapterName->DrawText(0, g_strAdapterName, -1, &formatRect, DT_TOP | DT_LEFT, D3DXCOLOR(1.0f, 0.5f, 0.0f, 1.0f));
	formatRect.top = 30;
	static wchar_t strInfor[256] = {0};
	// 輸出繪製資訊  
	swprintf_s(strInfor, L"模型座標:(%.2f, %.2f, %.2f)", g_matWorld._41, g_matWorld._42, g_matWorld._43);
	g_pTextInfor->DrawText(0, strInfor, -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(135, 239, 136, 255));
	// 輸出幫助資訊  
	formatRect.top = 380;
	g_pTextHelpter->DrawText(0, L"控制說明:", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(235,123,230,255));
	formatRect.top += 35;
	g_pTextHelpter->DrawText(0, L"    按住滑鼠左鍵並拖動:平移模型", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));
	formatRect.top += 25;
	g_pTextHelpter->DrawText(0, L"    按住滑鼠右鍵並拖動:旋轉模型", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));
	formatRect.top += 25;
	g_pTextHelpter->DrawText(0, L"    按住滑鼠滾輪:拉伸模型", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));
	formatRect.top += 25;
	g_pTextHelpter->DrawText(0, L"    W、S、A、D鍵:平移模型 ", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));
	formatRect.top += 25;
	g_pTextHelpter->DrawText(0, L"    上、下、左、右鍵:旋轉模型 ", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));  
	formatRect.top += 25;
	g_pTextHelpter->DrawText(0, L"    數字鍵1和2:增大或縮小材質的Alpha值", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));  
	formatRect.top += 25;
	g_pTextHelpter->DrawText(0, L"    ESC鍵 : 退出程式", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步驟四】:結束繪製
	//---------------------------------------------------------------------------------------------------------------
	g_pd3dDevice->EndScene();																				//結束繪製
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步驟五】:顯示翻轉
	//---------------------------------------------------------------------------------------------------------------
	g_pd3dDevice->Present(NULL, NULL, NULL, NULL);															//翻轉與顯示
}
//------------------------------------------------【 Direct3D_ClearUp函式】------------------------------------------
//描述:資源清理函式,在此函式中進行程式退出前資源的清理工作
//-------------------------------------------------------------------------------------------------------------------
void Direct3D_ClearUp()
{
	SAFE_RELEASE(g_pd3dDevice);
	//釋放COM介面物件
	SAFE_RELEASE(g_pTextFPS);
	SAFE_RELEASE(g_pTextHelpter);
	SAFE_RELEASE(g_pTextAdapterName);
	SAFE_RELEASE(g_pTextInfor);
	SAFE_DELETE(g_pDInput);
	SAFE_RELEASE(g_pMesh);
	SAFE_DELETE(g_pMaterials);
	for(DWORD i = 0; i < g_dwNumMtrls; ++i)
		SAFE_RELEASE(g_pTextures[i]);
	SAFE_DELETE(g_pTextures);
}