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DirectX 9.0 C++ 课程 绘制三角形

发布时间: 2012-10-16 09:57:37 作者: rapoo

DirectX 9.0 C++ 教程 绘制三角形

注:开发环境设定参考 上篇文章 DirectX 9.0 C++ 教程 开发环境设定

也可以参考下这篇Android Opengl ES下绘制三角形

本例子效果图(来源 DirectX 9.0 SDK):


DirectX 9.0 C++ 课程 绘制三角形

1.定义一个自定义的顶点(Vertex)类型

//-----------------------------------------// File: Vertices.cpp//// Desc: In this tutorial, we are rendering some Vertices. This introduces the//       concept of the vertex buffer, a Direct3D object used to store//       Vertices. Vertices can be defined any way we want by defining a//       custom structure and a custom FVF (flexible vertex format). In this//       tutorial, we are using Vertices that are transformed (meaning they//       are already in 2D window coordinates) and lit (meaning we are not//       using Direct3D lighting, but are supplying our own colors).//// Copyright (c) Microsoft Corporation. All rights reserved.//-----------------------------------------#include <d3d9.h>#include <strsafe.h>//-----------------------------------------// Global variables//-----------------------------------------LPDIRECT3D9             g_pD3D       = NULL; // Used to create the D3DDeviceLPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering deviceLPDIRECT3DVERTEXBUFFER9 g_pVB        = NULL; // Buffer to hold Vertices// 三角形顶点 结构体struct CUSTOMVERTEX{    FLOAT x, y, z, rhw; // The transformed position for the vertex    DWORD color;        // The vertex color};// Our custom FVF, which describes our custom vertex structure#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)//-----------------------------------------// Name: InitD3D()// Desc: Initializes Direct3D//-----------------------------------------HRESULT InitD3D( HWND hWnd ){    // Create the D3D object.    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )        return E_FAIL;    // 初始化 D3DPRESENT_PARAMETERS 结构体    D3DPRESENT_PARAMETERS d3dpp;    ZeroMemory( &d3dpp, sizeof(d3dpp) );    d3dpp.Windowed = TRUE;    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;    // 创建 D3DDevice    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,                                      &d3dpp, &g_pd3dDevice ) ) )    {        return E_FAIL;    }    // Device state would normally be set here    return S_OK;}//-----------------------------------------// Name: InitVB()// Desc: Creates a vertex buffer and fills it with our Vertices. The vertex//       buffer is basically just a chuck of memory that holds Vertices. After//       creating it, we must Lock()/Unlock() it to fill it. For indices, D3D//       also uses index buffers. The special thing about vertex and index//       buffers is that they can be created in device memory, allowing some//       cards to process them in hardware, resulting in a dramatic//       performance gain.//-----------------------------------------HRESULT InitVB(){    // 初始化三角形的三个顶点坐标    CUSTOMVERTEX Vertices[] =    {        { 150.0f,  50.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(255,0,0), }, // x, y, z, rhw, color        { 250.0f, 250.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0,255,0), },        {  50.0f, 250.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0,0,255), },    };    // 创建 顶点buffer    if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),                                                  0, D3DFVF_CUSTOMVERTEX,                                                  D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )    {        return E_FAIL;    }    // 锁定内存,复制    VOID* pVertices;    if( FAILED( g_pVB->Lock( 0, sizeof(Vertices), (void**)&pVertices, 0 ) ) )        return E_FAIL;    memcpy( pVertices, Vertices, sizeof(Vertices) );    g_pVB->Unlock();    return S_OK;}//-----------------------------------------// Name: Cleanup()// Desc: Releases all previously initialized objects//-----------------------------------------VOID Cleanup(){    if( g_pVB != NULL )                g_pVB->Release();    if( g_pd3dDevice != NULL )         g_pd3dDevice->Release();    if( g_pD3D != NULL )               g_pD3D->Release();}//-----------------------------------------// Name: Render()// Desc: Draws the scene//-----------------------------------------VOID Render(){    // Clear the backbuffer to a blue color    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );    // Begin the scene    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )    {        g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );        g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );//绘制三角形        g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );        // End the scene        g_pd3dDevice->EndScene();    }    // Present the backbuffer contents to the display    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );}//-----------------------------------------// Name: MsgProc()// Desc: The window's message handler//-----------------------------------------LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ){    switch( msg )    {        case WM_DESTROY:            Cleanup();            PostQuitMessage( 0 );            return 0;    }    return DefWindowProc( hWnd, msg, wParam, lParam );}//-----------------------------------------// Name: WinMain()// Desc: The application's entry point//-----------------------------------------INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT ){    // Register the window class    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,                      "D3D Tutorial", NULL };    RegisterClassEx( &wc );    // Create the application's window    HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 02: Vertices",                              WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,                              GetDesktopWindow(), NULL, wc.hInstance, NULL );    // Initialize Direct3D    if( SUCCEEDED( InitD3D( hWnd ) ) )    {        // Create the vertex buffer        if( SUCCEEDED( InitVB() ) )        {            // Show the window            ShowWindow( hWnd, SW_SHOWDEFAULT );            UpdateWindow( hWnd );            // Enter the message loop            MSG msg;            ZeroMemory( &msg, sizeof(msg) );            while( msg.message!=WM_QUIT )            {                if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )                {                    TranslateMessage( &msg );                    DispatchMessage( &msg );                }                else                    Render();            }        }    }    UnregisterClass( "D3D Tutorial", wc.hInstance );    return 0;}


文章源地址:http://www.waitingfy.com/?p=208


Project下载:

http://download.csdn.net/detail/fox64194167/4608955 (CSDN下载,免积分)

Vertices(本站下载)


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1.DirectX 9.0 C++ 教程 开发环境设定

2.DirectX 9.0 C++ 教程 第一个程序

3.DirectX 9.0 C++ 教程 绘制三角形

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