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