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下面是代码, 我也不想贴, 可是我实在找不出什么错误了,应该是Render()里面函数调用有问题,程序的功能是打印一个八边形。初学Direct3D,望哪位大侠给SEE SEE啊
#pragma comment(lib, "d3d8.lib")
#include <windows.h>
#include <windowsx.h>
#include <d3d8.h>
#include <math.h>
LPDIRECT3D8 g_pD3D = NULL;
LPDIRECT3DDEVICE8 g_pd3dDevice= NULL;
LPDIRECT3DVERTEXBUFFER8 g_pVB = NULL;
LPDIRECT3DINDEXBUFFER8 g_pIB = NULL;
struct CUSTOMVERTEX
{
FLOAT x, y, z, rhw;
DWORD color; // 注意这里一定要按顺序
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
HRESULT InitD3D(HWND hWnd)
{
if (!(g_pD3D = Direct3DCreate8(D3D_SDK_VERSION)))
return E_FAIL;
D3DDISPLAYMODE d3ddm;
if (FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
return E_FAIL;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
if (FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice)))
return E_FAIL;
return S_OK;
}
HRESULT InitVBAndIB()
{
CUSTOMVERTEX vertices[9];
vertices[0].x = 300;
vertices[0].y = 250;
vertices[0].z = 0.5f;
vertices[0].rhw = 1.0f;
vertices[0].color = 0xffff0000;
for (int i = 0; i < 8; i++)
{
vertices[i + 1].x = (float)((200 * sin(i * 3.14159 / 4.0)) + 300);
vertices[i + 1].y = (float)((200 * cos(i * 3.14159 / 4.0)) + 250);
vertices[i + 1].z = 0.5f;
vertices[i + 1].rhw = 1.0f;
vertices[i + 1].color = 0xff00ff00;
}
if (FAILED(g_pd3dDevice->CreateVertexBuffer(sizeof(vertices), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB)))
return E_FAIL;
void* pVertices;
if (FAILED(g_pVB->Lock(0, sizeof(vertices), (BYTE**)&pVertices, 0)))
return E_FAIL;
memcpy(pVertices, vertices, sizeof(vertices));
g_pVB->Unlock();
WORD indices[] = {0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 5, 0, 5, 6, 0, 6, 7, 0, 7, 8, 0, 8, 1};
if (FAILED(g_pd3dDevice->CreateIndexBuffer(sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &g_pIB)))
return E_FAIL;
void* p_Indices;
if (FAILED(g_pIB->Lock(0, sizeof(indices), (BYTE**)&p_Indices, 0)))
return E_FAIL;
memcpy(p_Indices, indices, sizeof(indices));
g_pIB->Unlock();
return S_OK;
}
void Cleanup()
{
if (g_pVB)
g_pVB->Release();
if (g_pIB)
g_pIB->Release();
if (g_pd3dDevice)
g_pd3dDevice->Release();
if (g_pD3D)
g_pD3D->Release();
}
void Render()
{
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
if (SUCCEEDED(g_pd3dDevice->BeginScene()))
{
g_pd3dDevice->SetStreamSource(0, g_pVB, sizeof(CUSTOMVERTEX));
g_pd3dDevice->SetVertexShader(D3DFVF_CUSTOMVERTEX);
g_pd3dDevice->SetIndices(g_pIB, 0);
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 9, 0, 8);
g_pd3dDevice->EndScene();
}
g_pd3dDevice-> resent(NULL, NULL, NULL, NULL);
}
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
INT WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLint, int nShowCmd)
{
HWND hWnd;
WNDCLASSEX wc;
MSG msg;
static TCHAR szAppName[] = TEXT("D3D Turorial");
wc.cbSize = sizeof(wc);
wc.style = CS_CLASSDC;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = NULL;
wc.hCursor = NULL;
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = szAppName;
wc.hIconSm = NULL;
if (!RegisterClassEx(&wc))
{
MessageBox(NULL, "Error", szAppName, MB_ICONERROR);
return 0;
}
hWnd = CreateWindow(szAppName, "D3D Tutorial 02:Vertices", WS_OVERLAPPEDWINDOW,
0, 0, 600, 600, GetDesktopWindow(), NULL, wc.hInstance, NULL);
if (SUCCEEDED(InitD3D(hWnd)) && SUCCEEDED(InitVBAndIB()))
{
ShowWindow(hWnd, nShowCmd);
UpdateWindow(hWnd);
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
Render();
}
}
Cleanup();
UnregisterClass(szAppName, wc.hInstance);
return 0;
}
我把这里的下面的代码:
void Render()
{
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
if (SUCCEEDED(g_pd3dDevice->BeginScene()))
{
g_pd3dDevice->SetStreamSource(0, g_pVB, sizeof(CUSTOMVERTEX));
g_pd3dDevice->SetVertexShader(D3DFVF_CUSTOMVERTEX);
g_pd3dDevice->SetIndices(g_pIB, 0);
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 9, 0, 8);
g_pd3dDevice->EndScene();
}
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
}
改成:
void Render()
{
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
if (SUCCEEDED(g_pd3dDevice->BeginScene()))
{
g_pd3dDevice->SetStreamSource(0, g_pVB, sizeof(CUSTOMVERTEX));
g_pd3dDevice->SetVertexShader(D3DFVF_CUSTOMVERTEX);
g_pd3dDevice->SetIndices(g_pIB, 0);
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, 0, 9, 0, 23);
g_pd3dDevice->EndScene();
}
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
}
结果可以正常输出。所以初始化应该没有问题,问题应该是处在函数调用上,哪位大侠知道原因帮小弟指导下啊,先谢谢了,还有哪位大侠知道有什么好点的dx8的基础书籍, 帮忙介绍下 |
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