调用:
描述:全局变量的声明
SnowParticleClass* g_pSnowParticles = NULL;
Objects_Init()
描述:渲染资源初始化函数,在此函数中进行要被渲染的物体的资源的初始化
g_pSnowParticles = new SnowParticleClass(g_pd3dDevice); g_pSnowParticles->InitSnowParticle();
Direct3D_Render()
描述:使用Direct3D进行渲染
g_pSnowParticles->UpdateSnowParticle(fTimeDelta); g_pSnowParticles->RenderSnowParticle();
WinMain()
MSG msg = { 0 }; while( msg.message != WM_QUIT ) { static FLOAT fLastTime = (float)::timeGetTime(); static FLOAT fCurrTime = (float)::timeGetTime(); static FLOAT fTimeDelta = 0.0f; fCurrTime = (float)::timeGetTime(); fTimeDelta = (fCurrTime - fLastTime) / 1000.0f; fLastTime = fCurrTime; if( PeekMessage( &msg, 0, 0, 0, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else { Direct3D_Update(hwnd,fTimeDelta); Direct3D_Render(hwnd,fTimeDelta); } }