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http://sourceforge.net/projects/openglwrapperfo/
利用DirectX 3D模?MOpenGL 指令,因?椴???VS所以?o法上??n案,有人?意加入成?T?展?幔
?似 glBegin(...)
glVertex3f(...)
...
glEnd()
//-----------------------------------------------------------------------------
// 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>
#pragma warning( disable : 4996 ) // disable deprecated warning
#include <strsafe.h>
#pragma warning( default : 4996 )
#include <iostream>
#include <list>
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
LPDIRECT3DTEXTURE9 g_pTexture = NULL;
using namespace std;
// A structure for our custom vertex type
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
typedef unsigned int DXuint;
typedef unsigned int DXenum;
typedef float DXfloat;
typedef double DXdouble;
typedef list< CUSTOMVERTEX >DXVbuffer;
#define DX_VERSION_1_0
/* AccumOp */
#define DX_ACCUM 0x0100
#define DX_LOAD 0x0101
#define DX_RETURN 0x0102
#define DX_MULT 0x0103
#define DX_ADD 0x0104
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
#define DX_TEXTURE_2D 0x0DE1
/* AlphaFunction */
#define DX_NEVER 0x0200
#define DX_LESS 0x0201
#define DX_EQUAL 0x0202
#define DX_LEQUAL 0x0203
#define DX_GREATER 0x0204
#define DX_NOTEQUAL 0x0205
#define DX_GEQUAL 0x0206
#define DX_ALWAYS 0x0207
/* AttribMask */
#define DX_CURRENT_BIT 0x00000001
#define DX_POINT_BIT 0x00000002
#define DX_LINE_BIT 0x00000004
#define DX_POLYGON_BIT 0x00000008
#define DX_POLYGON_STIPPLE_BIT 0x00000010
#define DX_PIXEL_MODE_BIT 0x00000020
#define DX_LIGHTING_BIT 0x00000040
#define DX_FOG_BIT 0x00000080
#define DX_DEPTH_BUFFER_BIT 0x00000100
#define DX_ACCUM_BUFFER_BIT 0x00000200
#define DX_STENCIL_BUFFER_BIT 0x00000400
#define DXL_VIEWPORT_BIT 0x00000800
#define DX_TRANSFORM_BIT 0x00001000
#define DX_ENABLE_BIT 0x00002000
#define DX_COLOR_BUFFER_BIT 0x00004000
#define DX_HINT_BIT 0x00008000
#define DX_EVAL_BIT 0x00010000
#define DX_LIST_BIT 0x00020000
#define DX_TEXTURE_BIT 0x00040000
#define DX_SCISSOR_BIT 0x00080000
#define DX_ALL_ATTRIB_BITS 0x000fffff
/* BeginMode */
#define DX_POINTS 0x0000
#define DX_LINES 0x0001
#define DX_LINE_LOOP 0x0002
#define DX_LINE_STRIP 0x0003
#define DX_TRIANGLES 0x0004
#define DX_TRIANGLE_STRIP 0x0005
#define DX_TRIANGLE_FAN 0x0006
#define DX_QUADS 0x0007
#define DX_QUAD_STRIP 0x0008
#define DX_POLYGON 0x0009
CUSTOMVERTEX vertices[] =
{
{ 0.0f, 0.0f, 0.0f, 1.0f, 0xffff0000, }, // x, y, z, rhw, color
{ 0.0f, 0.0f, 0.0f, 1.0f, 0xff00ff00, },
{ 0.0f, 0.0f, 0.0f, 1.0f, 0xff00ffff, },
};
HRESULT DXBegin(int argue);
void DXVertex3f(DXfloat x1,DXfloat y1, DXfloat z1);
HRESULT DXInit(void);
HRESULT DXEnd();
HRESULT DXloadTexture( char *FileName );
HRESULT DXBindTexture(DXenum argue, DXuint *TexArray);
HRESULT DXGenTextures(DXuint, DXuint);
HRESULT DXTexParameteri(DXenum target,DXenum pname, DXenum param);
// glGenTextures(3, &texture[0]); // Create Three Textures
// glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
int count = 0;
HRESULT DXloadANDBindTexture( char *FileName , DXuint *TextArray)
{
D3DXCreateTextureFromFile( g_pd3dDevice, "woodfloor.bmp", &g_pTexture[TextArray] );
//g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
//g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
}
HRESULT DXBindTexture(DXenum argue, DXuint *TexArray)
{
return S_OK;
}
HRESULT DXGenTexturees(DXuint num, DXuint *textures)
{
return S_OK;
}
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object.
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
// Set up the structure used to create the D3DDevice
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
// Create the 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()
{
// Initialize three vertices for rendering a triangle
// Create the vertex buffer. Here we are allocating enough memory
// (from the default pool) to hold all our 3 custom vertices. We also
// specify the FVF, so the vertex buffer knows what data it contains.
//if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
// 0, D3DFVF_CUSTOMVERTEX,
// D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
//{
// return E_FAIL;
//}
// Now we fill the vertex buffer. To do this, we need to Lock() the VB to
// gain access to the vertices. This mechanism is required becuase vertex
// buffers may be in device memory.
//VOID* pVertices;
//if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) )
// return E_FAIL;
//memcpy( pVertices, vertices, sizeof(vertices) );
//g_pVB->Unlock();
DXInit();
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 );
DXBegin(DX_TRIANGLES);
DXVertex3f(150.0f, 50.0f, 0.5f);
DXVertex3f(250.0f, 250.0f, 0.5f);
DXVertex3f(50.0f, 250.0f, 0.5f);
DXEnd();
// Begin the scene
/*if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
// Draw the triangles in the vertex buffer. This is broken into a few
// steps. We are passing the vertices down a "stream", so first we need
// to specify the source of that stream, which is our vertex buffer. Then
// we need to let D3D know what vertex shader to use. Full, custom vertex
// shaders are an advanced topic, but in most cases the vertex shader is
// just the FVF, so that D3D knows what type of vertices we are dealing
// with. Finally, we call DrawPrimitive() which does the actual rendering
// of our geometry (in this case, just one triangle).
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );
// End the scene
g_pd3dDevice->EndScene();
}
*/
// Present the backbuffer contents to the display
g_pd3dDevice-> resent( 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: wWinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI wWinMain( HINSTANCE hInst, HINSTANCE, LPWSTR, INT )
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"D3D Tutorial", NULL };
RegisterClassEx( &wc );
DXVbuffer vBuffer;
// Create the application's window
HWND hWnd = CreateWindow( L"D3D Tutorial", L"D3D Tutorial 02: Vertices",
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
NULL, 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( L"D3D Tutorial", wc.hInstance );
return 0;
}
HRESULT DXBegin(int argue)
{
if (argue == DX_TRIANGLES)
{
g_pd3dDevice->BeginScene();
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );
}
return S_OK;
}
HRESULT DXInit(void)
{
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}
return S_OK;
}
HRESULT DXEnd()
{
VOID* pVertices;
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );
if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, vertices, sizeof(vertices) );
g_pVB->Unlock();
g_pd3dDevice->EndScene();
count = 0;
return S_OK;
}
void DXVertex3f(DXfloat x,DXfloat y,DXfloat z)
{
vertices[count].x = x;
vertices[count].y = y;
vertices[count].z = z;
count++;
}
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