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#include <d3d9.h>
LPDIRECT3D9 g_pD3D = NULL; // Direct3D对象指针
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Direct3D设备指针
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // 顶点缓冲区指针
LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; // 索引缓冲区指针
// 自定义顶点结构
struct CUSTOMVERTEX
{ FLOAT x, y, z, rhw; // 经过坐标转换的顶点坐标
DWORD color; // 顶点漫反射颜色值
};
// 我们自定义的灵活顶点格式包含经过坐标转换的顶点坐标和包含漫反射颜色值
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
HRESULT InitD3D( HWND hWnd )
{
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
D3DDISPLAYMODE d3ddm;
if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
return E_FAIL;
// 建立结构来创建D3DDevice
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
// 创建D3DDevice
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
return S_OK;
}
HRESULT InitIB()
{ //初始化顶点和索引数组
CUSTOMVERTEX g_Vertices[] =
{ { 50.0f, 50.0f, 0.5f, 1.0f, 0xffff0000, }, //红色
{ 250.0f, 250.0f, 0.5f, 1.0f, 0xff00ff00, }, //蓝色
{ 50.0f , 250.0f, 0.5f, 1.0f, 0xff00ffff, }, //绿色
{ 250.0f, 50.0f, 0.5f, 1.0f, 0xffffffff, }, //白色
};
WORD g_Indices[] ={0,1,2,0,3,1};//这里的意思就是要创建两个三角形分别是012,031其中数字为顶点
//创建顶点缓冲区。第一个参数为顶点缓冲区的大小,第三个参数为灵活顶点格式,第五个参数为顶点缓冲区指针地址
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB,NULL ) ) )
{
return E_FAIL;
}
//上面我们定义了顶点缓冲区g_pVB,下面我们把三角形顶点序列g_Vertices复制到顶点缓冲区中
//还有对顶点缓冲区的进行的内存操作必须通过Lock,Unlock来实现
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
g_pVB->Unlock();
//创建索引缓冲区。第一个参数为索引缓冲区的大小,第三个参数为索引数组元素的元素格式,第五个参数索引缓冲区指针地址
if( FAILED( g_pd3dDevice->CreateIndexBuffer( 6*sizeof(WORD),
0, D3DFMT_INDEX16,
D3DPOOL_DEFAULT, &g_pIB,NULL ) ) )
{
return E_FAIL;
}
//同样下面:将索引数组复制到索引缓冲区
VOID* pIndices;
if( FAILED( g_pIB->Lock( 0, sizeof(g_Indices), (void**)&pIndices, 0 ) ) )
return E_FAIL;
memcpy( pIndices, g_Indices, sizeof(g_Indices) );
g_pIB->Unlock();
return S_OK;
}
VOID Cleanup()
{
if( g_pVB != NULL )
g_pVB->Release();
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
VOID Render()
{
// 使后台缓冲区的颜色置为蓝色
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
g_pd3dDevice->BeginScene();
//一定要记得在这里写画图的程序
//将顶点缓冲区和渲染数据流链接
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );//声明当前的渲染数据流的灵活顶点格式为我们之前定义的
g_pd3dDevice->SetIndices( g_pIB );//设置当前绘制的索引数组为他的参数g_pIB所表示的索引缓冲区
g_pd3dDevice->DrawIndexedPrimitive ( D3DPT_TRIANGLELIST, 0,0,4,0,2 );
//第四个参数为索引数组的顶点数目,最后一个参数使要绘制的图元的数目
g_pd3dDevice->EndScene();
g_pd3dDevice-> resent( NULL, NULL, NULL, NULL );
}
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
PostQuitMessage( 0 );
return 0;
case WM_PAINT:
Render();
ValidateRect( hWnd, NULL );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: 看前面的帖子
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"Lid", NULL };
RegisterClassEx( &wc );
HWND hWnd = CreateWindow( "Lid", "Lid3 : index buffer",
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
if( SUCCEEDED( InitIB() ) )
{
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
}
}
}
Cleanup();
UnregisterClass( "Lid", wc.hInstance );
return 0;
}
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