首页 > 技术文章 > DX9 顶点缓存案例

jadeshu 2019-01-01 05:53 原文

// @time  2012.3.5
// @author  jadeshu
//包含头文件
#include <Windows.h>
#include <d3d9.h>
#pragma comment(lib,"d3d9.lib")
//自定义
#define ReleaseD3D(x)	if (x!=NULL){x->Release();x=NULL;}

//定义设备接口
IDirect3DDevice9 * g_pDevic=NULL;
//定义顶点缓冲
IDirect3DVertexBuffer9 * g_pVertexBuff=NULL;
//定义索引缓冲
IDirect3DIndexBuffer9 * g_pIndexBuff=NULL;
//定义着色模式选择
BOOL g_bFlat=FALSE;
//定义填充模式选择
int g_iFillMode=3;
//定义结构体
struct CUSTOMVERTEX
{
	FLOAT _x,_y,_z,_rhw;
	DWORD _color;
	CUSTOMVERTEX(FLOAT x,FLOAT y,FLOAT z,FLOAT rhw,DWORD color)
		:_x(x),_y(y),_z(z),_rhw(rhw),_color(color){}
};
//定义顶点灵活格式
#define  CUSTOMVERTEX_FVF (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
//回调函数声明
LRESULT CALLBACK WinProc(HWND hwnd,
						 UINT uMsg,
						 WPARAM wParam,
						 LPARAM lParam
							);
//初始化Direct3D函数声明
HRESULT InitD3D(HWND hwnd);
//渲染声明
VOID Render();
//清除对象声明
VOID Release3D();

//主函数,入口函数
int WINAPI WinMain(HINSTANCE hInstance,
				   HINSTANCE hPrevInstance,
				   LPSTR lpCmdLine,
				   int nCmdShow
				   )
{
	//定义窗口类结构
	TCHAR szAppName[]=TEXT("ClassN");
	WNDCLASSEX wc;
	HWND hwnd;
	MSG msg;
	ZeroMemory(&msg,sizeof(MSG));
	wc.cbClsExtra=0;
	wc.cbSize=sizeof(WNDCLASSEX);
	wc.cbWndExtra=0;
	wc.hbrBackground=(HBRUSH)GetStockObject(WHITE_BRUSH);
	wc.hCursor=LoadCursor(hInstance,IDC_ARROW);
	wc.hIcon=LoadIcon(hInstance,IDI_APPLICATION);
	wc.hIconSm=NULL;
	wc.hInstance=hInstance;
	wc.lpfnWndProc=WinProc;
	wc.lpszClassName=szAppName;
	wc.lpszMenuName=NULL;
	wc.style=CS_HREDRAW|CS_VREDRAW;
	//注册窗口
	RegisterClassEx(&wc);
	//创建窗口	
	hwnd=CreateWindow(szAppName,TEXT("第一个DirectX程序"),WS_OVERLAPPEDWINDOW,CW_USEDEFAULT,CW_USEDEFAULT,CW_USEDEFAULT,CW_USEDEFAULT,
		NULL,NULL,hInstance,0);
	//加载3D初始化
	//if (SUCCEEDED(InitD3D(hwnd)))
	//{
		//显示和更新窗口
		ShowWindow(hwnd,nCmdShow);
		UpdateWindow(hwnd);
		//消息循环
		while(msg.message!=WM_QUIT)
		{
			if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
			{
				//转换消息
				TranslateMessage(&msg);
				//投递消息
				DispatchMessage(&msg);
			}
			else
			{
				//渲染
				Render();
			}
		}
	/*}*/
	////清除对象
	//Release3D();
	//删除注册窗口
	UnregisterClass(szAppName,hInstance);
	return msg.wParam;

}
//回调函数
LRESULT CALLBACK WinProc(HWND hwnd,
						 UINT uMsg,
						 WPARAM wParam,
						 LPARAM lParam
							)
{
	switch (uMsg)
	{
	case WM_CREATE:
		if (FAILED(InitD3D(hwnd)))
		{
			return D3D_OK;
		}
		return 0;
	case WM_LBUTTONDOWN:
		g_bFlat=!g_bFlat;               //着色模式取反(平面模式和高洛德模式)
		return 0;
	case WM_RBUTTONDOWN:
		if (1==g_iFillMode)				
		{
			g_iFillMode=2;
		}
		else if (2==g_iFillMode)
		{
			g_iFillMode=3;
		}
		else if (3==g_iFillMode)
		{
			g_iFillMode=1;
		}
		return 0;
	case WM_DESTROY:
		//清除对象
		Release3D();
		//退出消息循环
		PostQuitMessage(0);
		return 0;
	}
	return DefWindowProc(hwnd,uMsg,wParam,lParam);
}


HRESULT InitD3D(HWND hwnd)
{
	//定义接口
	IDirect3D9 * g_pD3D=NULL;
	//创建对象接口
	if (NULL==(g_pD3D=Direct3DCreate9(D3D_SDK_VERSION)))
	{
		return E_FAIL;
	}
	
	//获取硬件设备信息
	D3DCAPS9 caps;
	g_pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,&caps); 
	DWORD vp=0;
	if (caps.DevCaps&D3DDEVCAPS_HWTRANSFORMANDLIGHT)
	{
		vp=D3DCREATE_HARDWARE_VERTEXPROCESSING;          //硬件顶点运算处理(3D处理方式)
	}
	else
	{
		vp=D3DCREATE_SOFTWARE_VERTEXPROCESSING;			 //软件顶点运算处理(3D处理方式)
	}
	//创建Direct3D设备接口
	D3DPRESENT_PARAMETERS d3dpp;
	ZeroMemory(&d3dpp,sizeof(D3DPRESENT_PARAMETERS));
	d3dpp.BackBufferFormat=D3DFMT_UNKNOWN;
	d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;
	d3dpp.Windowed=TRUE;
	if (FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hwnd,vp,&d3dpp,&g_pDevic)))
	{
		return E_FAIL;
	}

	//创建顶点缓冲区
	if (FAILED(g_pDevic->CreateVertexBuffer(6*sizeof(CUSTOMVERTEX),0,CUSTOMVERTEX_FVF,D3DPOOL_DEFAULT,&g_pVertexBuff,0)))
	{
		return E_FAIL;
	}
	//填充顶点缓冲区
	CUSTOMVERTEX * pvertexs=NULL;
	g_pVertexBuff->Lock(0,0,(void **)&pvertexs,0);
	pvertexs[0]=CUSTOMVERTEX(220.0f,120.0f,0.5f,1.0f,D3DCOLOR_XRGB(255,0,0));   //V0
	pvertexs[1]=CUSTOMVERTEX(420.0f,120.0f,0.5f,1.0f,D3DCOLOR_XRGB(0,255,0));	//V1
	pvertexs[2]=CUSTOMVERTEX(220.0f,320.0f,0.5f,1.0f,D3DCOLOR_XRGB(255,255,0));	//V2

	//pvertexs[3]=CUSTOMVERTEX(420.0f,120.0f,0.5f,1.0f,D3DCOLOR_XRGB(0,255,0));	//V1	
	pvertexs[3]=CUSTOMVERTEX(420.0f,320.0f,0.5f,1.0f,D3DCOLOR_XRGB(0,0,255));	//V3
	//pvertexs[5]=CUSTOMVERTEX(220.0f,320.0f,0.5f,1.0f,D3DCOLOR_XRGB(255,255,0));//V2
	g_pVertexBuff->Unlock();
	
	//创建索引缓冲区
	if (FAILED(g_pDevic->CreateIndexBuffer(6*sizeof(WORD),0,D3DFMT_INDEX16,D3DPOOL_DEFAULT,&g_pIndexBuff,0)))
	{
		return E_FAIL;
	}
	//填充索引缓冲区
	WORD Indices[]={0,1,2,1,3,2};
	void *pIndices=NULL;
	g_pIndexBuff->Lock(0,sizeof(Indices),(void **)&pIndices,0);
	memcpy(pIndices,Indices,sizeof(Indices));
	/*g_pIndexBuff->Lock(0,0,(void **)&pIndices,0);
	pIndices[0]=0,pIndices[1]=1,pIndices[2]=2;
	pIndices[3]=1,pIndices[4]=3,pIndices[5]=2;*/
	g_pIndexBuff->Unlock();
	//释放对象g_pD3D
	ReleaseD3D(g_pD3D);   
	return S_OK;
}
//渲染图形
VOID Render()
{
	//设置着色模式
	if (g_bFlat)
	{
		g_pDevic->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
	}
	else
	{
		g_pDevic->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_GOURAUD);
	}
	//设置填充模式
	if (1==g_iFillMode)
	{
		//点填充
		g_pDevic->SetRenderState(D3DRS_FILLMODE,D3DFILL_POINT);
	} 
	else if (2==g_iFillMode)
	{
		//线框填充
		g_pDevic->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME);
	}
	else if (3==g_iFillMode)
	{
		//面填充
		g_pDevic->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
	}
	//清除后台缓冲区
	g_pDevic->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(150,150,250),0,0);
	//开始绘制
	g_pDevic->BeginScene();        
	
	g_pDevic->SetStreamSource(0,g_pVertexBuff,0,sizeof(CUSTOMVERTEX));
	g_pDevic->SetFVF(CUSTOMVERTEX_FVF);
	/*g_pDevic->DrawPrimitive(D3DPT_TRIANGLELIST,0,2);*/

	g_pDevic->SetIndices(g_pIndexBuff);
	g_pDevic->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,0,4,0,2);
	//结束绘制
	g_pDevic->EndScene();
	//从后台缓冲区复制到前台----翻转/提交
	g_pDevic->Present(NULL,NULL,NULL,NULL);
}

//清除对象
VOID Release3D()
{
	ReleaseD3D(g_pIndexBuff);
	ReleaseD3D(g_pVertexBuff);
	ReleaseD3D(g_pDevic);
	//ReleaseD3D(g_pD3D);
}

 

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