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首先谢谢hourousha前辈不厌其烦的教导,真的非常感谢。
不过本人有一个很大的优点就是------很菜。。。
问题还是没有解决,还想麻烦一下前辈。
#include <d3d9.h>
#include <d3dx9.h>
#include "DXUtil.h"
#include "D3DEnumeration.h"
#include "D3DSettings.h"
#include "D3DApp.h"
#include "D3DFont.h"
#include "D3DUtil.h"
LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
LPDIRECT3DVERTEXDECLARATION9 m_pVertexDeclaration;
HRESULT hr;
TCHAR strVertexShaderPath[512];
LPD3DXBUFFER pCode;
LPD3DXBUFFER pErrorMsgs;
LPDIRECT3DVERTEXSHADER9 m_pVertexShader;
struct CUSTOMVERTEX
{
float x, y, z;
DWORD diffuseColor;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
D3DVERTEXELEMENT9 decl[] =
{
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
D3DDECL_END()
};
HRESULT InitD3D( HWND hWnd )
{ if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
return S_OK;
}
HRESULT InitVB()
{
CUSTOMVERTEX vertices[]=
{ { -1.0f,-1.0f, 0.0f, 0xff00ff00, },
{ 1.0f,-1.0f, 0.0f, 0xff00ff00, },
{ 1.0f, 1.0f, 0.0f, 0xffff0000, },
{ -1.0f, 1.0f, 0.0f, 0xff0000ff, },
};
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, vertices, sizeof(vertices) );
g_pVB->Unlock();
return S_OK;
const char strVertexShaderPath[] =
"vs.1.0 //Shader version 1.0 \n"\
"dp4 oPos.x , v0 , c4 //emit projected x position \n"\
"dp4 oPos.y , v0 , c5 //emit projected y position \n"\
"dp4 oPos.z , v0 , c6 //emit projected z position \n"\
"mov oD0 , v5 //Diffuse color = vertex color \n";
hr = D3DXAssembleShaderFromFile( strVertexShaderPath, NULL, NULL, 0, &pCode, NULL );
g_pd3dDevice->CreateVertexShader( (DWORD*)pCode->GetBufferPointer(),
&m_pVertexShader );
pCode->Release();
LPDIRECT3DVERTEXDECLARATION9 m_pVertexDeclaration;
g_pd3dDevice->CreateVertexDeclaration( decl, &m_pVertexDeclaration );
}
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()
{
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID );
D3DXMATRIX mat, matView, matProj;
D3DXMatrixMultiply( &mat, &matView, &matProj );
D3DXMatrixTranspose( &mat, &mat );
g_pd3dDevice->SetVertexShaderConstantF( 0, (float*)&mat, 4 );
g_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0 , sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetVertexDeclaration( m_pVertexDeclaration );
g_pd3dDevice->SetVertexShader( m_pVertexShader );
// g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );
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:
Cleanup();
PostQuitMessage( 0 );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"D3D Tutorial", NULL };
RegisterClassEx( &wc );
HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 02: Vertices",
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
if( SUCCEEDED( InitVB() ) )
{
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 );
}
else
Render();
}
}
}
UnregisterClass( "D3D Tutorial", wc.hInstance );
return 0;
}
VS中用的c4-c7如何重设。
矩阵如何定义,如何标准化啊。
还有CreateVertexBuffer是不是错了,应该任何射。
D3DXAssembleShader改过来了。
return S_OK移下来以后无错但不能执行。
这个烂程序是从9sdk上 抓过来的,误人子弟呀。
可能是我太菜了。。。wu....... |
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