效果:
代码:
#include <d3d9.h>
#include <d3dx9math.h>
#pragma warning( disable : 4996 ) // disable deprecated warning
#include <strsafe.h>
#pragma warning( default : 4996 )
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices 顶点Buffer
// A structure for our custom vertex type 自定义顶点类型
struct CUSTOMVERTEX
{
FLOAT x, y, z; // The transformed position for the vertex
DWORD color; // The vertex color
};
// Our custom FVF, which describes our custom vertex structure
// 【2008-03-08】
使用D3DFVF_XYZ,未经坐标变换的顶点坐标,就是不转换为屏幕坐标;
// D3DFVF_XYZRHW是经过坐标变换的,巨人里面2D部分用的就是这个;
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object.
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
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 = D3DFMT_UNKNOWN;
d3dpp.MultiSampleType = D3DMULTISAMPLE_4_SAMPLES; // 【2008-03-08】
多重采样,反锯齿,上面的截图是有锯齿的,加了这行就没有锯齿了
// Create the D3DDevice
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
// Turn off culling, so we see the front and back of the triangle
// 关闭剔除,以便三角形的前后都能被我们看到
//g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
// Turn off D3D lighting, since we are providing our own vertex colors
// 关闭D3D光照,因为我们提供我们自己的顶点颜色
// 这行是必需的,没有这行看不到,why?
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
return S_OK;
}
HRESULT InitVB()
{
// 初始化要渲染的三角形链的顶点
CUSTOMVERTEX vertices[] =
{
{ -5.0f, 0.0f, 0.0f, 0xff00ffff, },
{ -4.0f, 1.0f, 0.0f, 0xff00ffff, },
{ -4.0f,-1.0f, 0.0f, 0xff00ffff, },
{ 4.0f, 1.0f, 0.0f, 0xff00ffff, },
{ 4.0f,-1.0f, 0.0f, 0xff00ffff, },
{ 5.0f, 0.0f, 0.0f, 0xff00ffff, },
};
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 6*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}
VOID* pVertices; // 输出参数
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;
}
VOID Cleanup()
{
if( g_pVB != NULL )
g_pVB->Release();
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
VOID SetupMatrices(float fX, float fY, float fZ, int rotateAngle)
{
D3DXMATRIXA16 matWorld;
FLOAT fAngle = rotateAngle * (2.0f * D3DX_PI) / 360.0f;
D3DXMatrixRotationZ( &matWorld, fAngle );
D3DXMATRIXA16 matTranslation, matScale;
D3DXMatrixTranslation(&matTranslation, fX, fY, fZ);
D3DXMatrixMultiply(&matWorld, &matWorld, &matTranslation);
D3DXMatrixScaling(&matScale, 0.05f, 0.05f, 0.05f);
D3DXMatrixMultiply(&matWorld, &matWorld, &matScale);
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
D3DXVECTOR3 vEyePt( 0.0f, 0.0f,-5.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f ); // 透视投影,区别于正交投影
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
VOID Render()
{
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
SetupMatrices(0.0f, 3.0f, 0.0f, 0);
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 4 );
SetupMatrices(0.0f, -8.7f, 0.0f, 0);
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 4 );
SetupMatrices(0.0f, -20.4f, 0.0f, 0);
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 4 );
SetupMatrices(5.6f, -3.0f, 0.0f, 90);
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 4 );
SetupMatrices(-5.6f, -3.0f, 0.0f, 90);
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 4 );
SetupMatrices(5.6f, -14.6f, 0.0f, 90);
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 4 );
SetupMatrices(-5.6f, -14.6f, 0.0f, 90);
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 4 );
g_pd3dDevice->EndScene();
}
// Present the backbuffer contents to the display
g_pd3dDevice->Present( 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 )
{
// 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, 700, 700,
NULL, 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
Render();
}
}
}
UnregisterClass( "D3D Tutorial", wc.hInstance );
return 0;
}