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D3D中用3D方法绘制2D图象的例子

思路与一个用D3D绘制2D图形的例子相差不多,主要的区别在顶点的数据结构定义不一样。

2D的VERTEX结构定义为:

// The 2D vertex format and descriptor
typedef struct
{
    
float x, y, z;  // 2D coordinates
    float rhw;      // rhw
    float u, v;     // texture coordinates
} VERTEX;

#define VERTEX_FVF   (D3DFVF_XYZRHW | D3DFVF_TEX1)

3D的VERTEX结构定义为:

// The 3D vertex format and descriptor
typedef struct
{
    
float x, y, z;  // 3D coordinates    
    float u, v;     // texture coordinates
} VERTEX;

#define VERTEX_FVF   (D3DFVF_XYZ | D3DFVF_TEX1)

其他的区别主要在Do_Init函数,3D模式启用深度蒙板,并且格式为16位z-缓存位深;接着禁用光照,并且启用z缓存;再接着设置透视矩阵和视口矩阵。

   present_param.EnableAutoDepthStencil = TRUE;
   present_param.AutoDepthStencilFormat 
= D3DFMT_D16;

    // set render state

    
// disable d3d lighting
    g_d3d_device->SetRenderState(D3DRS_LIGHTING, FALSE);
    
// enable z-buffer
    g_d3d_device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);

    
// create and set the projection matrix

    
// builds a left-handed perspective projection matrix based on a field of view
    D3DXMatrixPerspectiveFovLH(&mat_proj, D3DX_PI/4.01.333331.01000.0);

    
// sets a single device transformation-related state
    g_d3d_device->SetTransform(D3DTS_PROJECTION, &mat_proj);

    
// create and set the view matrix
    D3DXMatrixLookAtLH(&mat_view, 
                       
&D3DXVECTOR3(0.00.0-500.0),
                       
&D3DXVECTOR3(0.0f0.0f0.0f), 
                       
&D3DXVECTOR3(0.0f1.0f0.0f));

    g_d3d_device
->SetTransform(D3DTS_VIEW, &mat_view);

函数Do_Frame也有一些区别,调用Clear来清除后备缓冲时增加了一个D3DCLEAR_ZBUFFER提示D3D要清除z 缓存,接着设置世界矩阵。

   // clear device back buffer
    g_d3d_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(064128255), 1.0f0);

    // create and set the world transformation matrix
    
// rotate object along z-axis
     D3DXMatrixRotationZ(&mat_world, (float) (timeGetTime() / 1000.0));
        
     g_d3d_device
->SetTransform(D3DTS_WORLD, &mat_world);

完整源码如下:

/***************************************************************************************
PURPOSE:
    3D Drawing Demo

Required libraries:
  WINMM.LIB, D3D9.LIB, D3DX9.LIB.
 **************************************************************************************
*/

#include 
<windows.h>
#include 
<stdio.h>
#include 
"d3d9.h"
#include 
"d3dx9.h"

#pragma comment(lib, 
"winmm.lib")
#pragma comment(lib, 
"d3d9.lib")
#pragma comment(lib, 
"d3dx9.lib")

#pragma warning(disable : 
4305)

#define WINDOW_WIDTH    400
#define WINDOW_HEIGHT   400

#define Safe_Release(p) if((p)) (p)->Release();

// window handles, class and caption text.
HWND g_hwnd;
HINSTANCE g_inst;
static char g_class_name[] = "Draw3DClass";
static char g_caption[]    = "Draw3D Demo";

// the Direct3D and device object
IDirect3D9* g_d3d = NULL;
IDirect3DDevice9
* g_d3d_device = NULL;

// The 3D vertex format and descriptor
typedef struct
{
    
float x, y, z;  // 3D coordinates    
    float u, v;     // texture coordinates
} VERTEX;

#define VERTEX_FVF   (D3DFVF_XYZ | D3DFVF_TEX1)

IDirect3DVertexBuffer9
* g_vertex_buffer = NULL;
IDirect3DTexture9
*      g_texture = NULL;

//--------------------------------------------------------------------------------
// Window procedure.
//--------------------------------------------------------------------------------
long WINAPI Window_Proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    
switch(msg)
    {
    
case WM_DESTROY:
        PostQuitMessage(
0);
        
return 0;
    }

    
return (long) DefWindowProc(hwnd, msg, wParam, lParam);
}

//--------------------------------------------------------------------------------
// Initialize d3d, d3d device, vertex buffer, texutre; set render state for d3d;
// set perspective matrix and view matrix.
//--------------------------------------------------------------------------------
BOOL Do_Init()
{
    D3DPRESENT_PARAMETERS present_param;
    D3DDISPLAYMODE  display_mode;
    D3DXMATRIX mat_proj, mat_view;
    BYTE
* vertex_ptr;

    
// initialize vertex data
    VERTEX verts[] = {
      { 
-100.0f,  100.0f0.0f0.0f0.0f },
      {  
100.0f,  100.0f0.0f1.0f0.0f },
      { 
-100.0f-100.0f0.0f0.0f1.0f },
      {  
100.0f-100.0f0.0f1.0f1.0f }
    }; 

    
// do a windowed mode initialization of Direct3D
    if((g_d3d = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
        
return FALSE;

    
// retrieves the current display mode of the adapter
    if(FAILED(g_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &display_mode)))
        
return FALSE;

    ZeroMemory(
&present_param, sizeof(present_param));

    
// initialize d3d presentation parameter
    present_param.Windowed               = TRUE;
    present_param.SwapEffect             
= D3DSWAPEFFECT_DISCARD;
    present_param.BackBufferFormat       
= display_mode.Format;
    present_param.EnableAutoDepthStencil 
= TRUE;
    present_param.AutoDepthStencilFormat 
= D3DFMT_D16;

    
// creates a device to represent the display adapter
    if(FAILED(g_d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd,
                                  D3DCREATE_SOFTWARE_VERTEXPROCESSING, 
&present_param, &g_d3d_device)))
        
return FALSE;     

    
// set render state

    
// disable d3d lighting
    g_d3d_device->SetRenderState(D3DRS_LIGHTING, FALSE);
    
// enable z-buffer
    g_d3d_device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);

    
// create and set the projection matrix

    
// builds a left-handed perspective projection matrix based on a field of view
    D3DXMatrixPerspectiveFovLH(&mat_proj, D3DX_PI/4.01.333331.01000.0);

    
// sets a single device transformation-related state
    g_d3d_device->SetTransform(D3DTS_PROJECTION, &mat_proj);

    
// create and set the view matrix
    D3DXMatrixLookAtLH(&mat_view, 
                       
&D3DXVECTOR3(0.00.0-500.0),
                       
&D3DXVECTOR3(0.0f0.0f0.0f), 
                       
&D3DXVECTOR3(0.0f1.0f0.0f));

    g_d3d_device
->SetTransform(D3DTS_VIEW, &mat_view);

    
// create the vertex buffer and set data
    g_d3d_device->CreateVertexBuffer(sizeof(VERTEX) * 40, VERTEX_FVF, D3DPOOL_DEFAULT, &g_vertex_buffer, NULL);

    
// locks a range of vertex data and obtains a pointer to the vertex buffer memory
    g_vertex_buffer->Lock(00, (void**)&vertex_ptr, 0);

    memcpy(vertex_ptr, verts, 
sizeof(verts));

    
// unlocks vertex data
    g_vertex_buffer->Unlock();

    
// load the texture map
    D3DXCreateTextureFromFile(g_d3d_device, "Texture.bmp"&g_texture);

    
return TRUE;
}

//--------------------------------------------------------------------------------
// Release all d3d resource.
//--------------------------------------------------------------------------------
BOOL Do_Shutdown()
{
    Safe_Release(g_vertex_buffer);
    Safe_Release(g_texture);
    Safe_Release(g_d3d_device);
    Safe_Release(g_d3d);

    
return TRUE;
}

//--------------------------------------------------------------------------------
// Render a frame.
//--------------------------------------------------------------------------------
BOOL Do_Frame()
{
    D3DXMATRIX mat_world;

    
// clear device back buffer
    g_d3d_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(064128255), 1.0f0);

    
// Begin scene
    if(SUCCEEDED(g_d3d_device->BeginScene()))
    {
        
// create and set the world transformation matrix
        
// rotate object along z-axis
        D3DXMatrixRotationZ(&mat_world, (float) (timeGetTime() / 1000.0));
        
        g_d3d_device
->SetTransform(D3DTS_WORLD, &mat_world);

        
// set the vertex stream, shader, and texture.

        
// binds a vertex buffer to a device data stream
        g_d3d_device->SetStreamSource(0, g_vertex_buffer, 0sizeof(VERTEX));

        
// set the current vertex stream declation
        g_d3d_device->SetFVF(VERTEX_FVF);

        
// assigns a texture to a stage for a device
        g_d3d_device->SetTexture(0, g_texture);

        
// renders a sequence of noindexed, geometric primitives of the specified type from the current set
        
// of data input stream.
        g_d3d_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 02);

        
// release texture
        g_d3d_device->SetTexture(0, NULL);

        
// end the scene
        g_d3d_device->EndScene();
    }

    
// present the contents of the next buffer in the sequence of back buffers owned by the device
    g_d3d_device->Present(NULL, NULL, NULL, NULL);

    
return TRUE;
}

//--------------------------------------------------------------------------------
// Main function, routine entry.
//--------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line, int cmd_show)
{
    WNDCLASSEX  win_class;
    MSG         msg;

    g_inst 
= inst;

    
// create window class and register it
    win_class.cbSize        = sizeof(win_class);
    win_class.style         
= CS_CLASSDC;
    win_class.lpfnWndProc   
= Window_Proc;
    win_class.cbClsExtra    
= 0;
    win_class.cbWndExtra    
= 0;
    win_class.hInstance     
= inst;
    win_class.hIcon         
= LoadIcon(NULL, IDI_APPLICATION);
    win_class.hCursor       
= LoadCursor(NULL, IDC_ARROW);
    win_class.hbrBackground 
= NULL;
    win_class.lpszMenuName  
= NULL;
    win_class.lpszClassName 
= g_class_name;
    win_class.hIconSm       
= LoadIcon(NULL, IDI_APPLICATION);

    
if(! RegisterClassEx(&win_class))
        
return FALSE;

    
// create the main window
    g_hwnd = CreateWindow(g_class_name, g_caption, WS_CAPTION | WS_SYSMENU, 00,
                          WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, inst, NULL);

    
if(g_hwnd == NULL)
        
return FALSE;

    ShowWindow(g_hwnd, SW_NORMAL);
    UpdateWindow(g_hwnd);

    
// initialize game
    if(Do_Init() == FALSE)
        
return FALSE;

    
// start message pump, waiting for signal to quit.
    ZeroMemory(&msg, sizeof(MSG));

    
while(msg.message != WM_QUIT)
    {
        
if(PeekMessage(&msg, NULL, 00, PM_REMOVE))
        {
            TranslateMessage(
&msg);
            DispatchMessage(
&msg);
        }
        
        
// draw a frame
        if(Do_Frame() == FALSE)
            
break;
    }

    
// run shutdown function
    Do_Shutdown();

    UnregisterClass(g_class_name, inst);
    
    
return (int) msg.wParam;
}

效果(图象绕z轴旋转):



posted on 2007-07-02 19:50 lovedday 阅读(2409) 评论(0)  编辑 收藏 引用 所属分类: ■ DirectX 9 Program


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