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发表于 2005-5-20 08:26:00
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Re:天阿,画个三角,画了两天了!救命阿大哥!
确实问题不少呀~你可以看看DirectX9的开发参考里面有一个画三角形的例子。你有些概念问题和win32基础问题。
看看这个例子:
#include <d3d8.h>
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D8 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER8 g_pVB = NULL; // Buffer to hold vertices
LPDIRECT3DINDEXBUFFER8 g_pIB = NULL;
// 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
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
// 初始化D3D
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object.
if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
return E_FAIL;
// Get the current desktop display mode, so we can set up a back
// buffer of the same format
D3DDISPLAYMODE d3ddm;
if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
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 = d3ddm.Format;
// 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;
}
HRESULT InitVB( )
{
// Initialize three vertices for rendering a triangle
/*
CUSTOMVERTEX g_Vertices[] =
{
{ 150.0f, 50.0f, 0.5f, 1.0f, 0xffff0000, }, // x, y, z, rhw, color
//{ 1.0f, 100.0f, 0.5f, 1.0f, 0xff0000ff, },
{ 250.0f, 250.0f, 0.5f, 1.0f, 0xff00ff00, },
//{ 50.0f, 150.0f, 0.5f, 1.0f, 0xff00ffff, },
{ 50.0f, 250.0f, 0.5f, 1.0f, 0xff00ffff, },
};
*/
CUSTOMVERTEX g_Vertices[] =
{
{ 150.0f, 1.0f, 1.0f, 1.0f, 0xffff0000, }, // A红色
{ 250.0f, 50.0f, 1.0f, 1.0f, 0xff0000ff, }, // B兰色
{ 200.0f, 200.0f, 1.0f, 1.0f, 0xff00ff00, }, // C绿色
{ 100.0f, 250.0f, 1.0f, 1.0f, 0xffff00ff, }, // D洋红
{ 50.0f, 200.0f, 1.0f, 1.0f, 0xffffffff, }, // E白色
};
// 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( sizeof(g_Vertices),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB ) ) )
{
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(g_Vertices), (BYTE**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
g_pVB->Unlock();
//创建索引缓冲区
if( FAILED( g_pd3dDevice->CreateIndexBuffer( 6*sizeof(WORD),
0,
D3DFMT_INDEX16,
D3DPOOL_DEFAULT,
&g_pIB ) ) )
{
return E_FAIL;
}
//设置索引表
WORD* pi;
if( FAILED( g_pIB->Lock(0,12,(BYTE**)&pi,0 ) ) )
return E_FAIL;
pi[0] = 0;
pi[1] = 1;
pi[2] = 2;
pi[3] = 0;
pi[4] = 3;
pi[5] = 4;
g_pIB->Unlock();
return S_OK;
}
// 释放D3D
VOID Cleanup()
{
if( g_pIB != NULL )
g_pIB->Release();
if( g_pVB != NULL )
g_pVB->Release();
if( g_pd3dDevice != NULL)
g_pd3dDevice->Release();
if( g_pD3D != NULL)
g_pD3D->Release();
}
// 渲染
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
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, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetIndices( g_pIB,0 );
g_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,0,5,0,2 );
//g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 1, 1 );
//g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 3 );
// End the scene
g_pd3dDevice->EndScene();
// Present the backbuffer contents to the display
g_pd3dDevice-> resent( NULL, NULL, NULL, NULL );
}
// 消息处理
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY: // 退出消息
PostQuitMessage( 0 );
return 0;
case WM_PAINT: // 绘制
Render();
ValidateRect( hWnd, NULL );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
// WinMain程序入口
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
;
}
}
}
// Clean up everything and exit the app
Cleanup();
UnregisterClass( "D3D Tutorial", wc.hInstance );
return 0;
}
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