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代码差不多跟<精通DirectX 3D图形与动画设计>第四章差不多,关键代码大致如下:
//-----------------初始化----------------------------------
m_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
m_pD3DDevice->SetRenderState(D3DRS_LIGHTING,FALSE);
D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
m_pD3DDevice->SetTransform( D3DTS_VIEW, &matView );
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/2, (float)(CLIENTHEIGHT/CLIENTWIDTH), 1.0f, 100.0f );
m_pD3DDevice->SetTransform( D3DTS_PROJECTION, &matProj );
//--------------------定义灵活顶点格式--------------------------
struct CUSTOMVERTEX
{
D3DXVECTOR3 position;
DWORD color;
};
#define D3DFVF_FMT D3DFVF_XYZ|D3DFVF_DIFFUSE
//-------------------创建顶点缓冲区-----------------------------
if( FAILED( m_pD3DDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX),
0, D3DFVF_FMT,
D3DPOOL_DEFAULT, &m_pVerBuffer, NULL ) ) )
{
return false;
}
//填充顶点缓冲区
CUSTOMVERTEX* pVertices;
if( FAILED( m_pVerBuffer->Lock( 0, 0, (void**)&pVertices, 0 ) ) )
return false;
for( DWORD i=0; i<50; i++ )
{
FLOAT theta = (2*D3DX_PI*i)/(50-1);
pVertices[2*i+0].position = D3DXVECTOR3( sinf(theta),-1.0f, cosf(theta) );
pVertices[2*i+0].color =0xffffff00;
pVertices[2*i+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) );
pVertices[2*i+1].color =0xffffff00;
}
m_pVerBuffer->Unlock();
//---------------------渲染-----------------------------
D3DXMATRIX matWorld;
UINT iTime = GetTickCount() % 1000;
FLOAT fAngle = iTime * (2.0f * D3DX_PI) / 1000.0f;
D3DXMatrixIdentity( &matWorld );
D3DXMatrixRotationX( &matWorld, fAngle );
m_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
m_pD3DDevice->SetStreamSource(0, m_pVerBuffer, 0, sizeof(CUSTOMVERTEX));
m_pD3DDevice->SetFVF( D3DFVF_FMT );
m_pD3DDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2*50-2 );
我用D3DFVF_XYZRHW格式画基本图元时都能正常显示,所以我想D3D框架什么的应该没写错,感觉应该是坐标变换、矩阵设置什么的有问题,代码基本上都是从例子程序中拷过来的,实在看不出哪错了,在线求高手解答~~ [em7] |
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