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D3D 旋转三角形 小例子
一个旋转的三角形,主要练习坐标变换。
#pragma once #pragma comment(lib,"winmm.lib") #pragma comment(lib,"d3d9.lib") #pragma comment(lib,"d3dx9.lib") #include <d3d9.h> #include <d3dx9.h> #include <strsafe.h> #pragma warning(disable:4996) //global variables. LPDIRECT3D9 g_pD3D=NULL; LPDIRECT3DDEVICE9 g_pD3DDevice9=NULL; LPDIRECT3DVERTEXBUFFER9 g_pD3DVB=NULL; //custom vertex struct. struct CUSTOMVERTEX { FLOAT x,y,z; DWORD color; }; //define custom vertex format. #define D3DFVF_CUSTOMVETEX (D3DFVF_XYZ|D3DFVF_DIFFUSE) //init D3D variables HRESULT InitD3D(HWND hWnd) { //init D3D g_pD3D=Direct3DCreate9(D3D_SDK_VERSION); if(FAILED(g_pD3D)) { return E_FAIL; } //init D3D present parameter. D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp,sizeof(d3dpp)); d3dpp.Windowed=TRUE; d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat=D3DFMT_UNKNOWN; //create d3d device. if(FAILED(g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pD3DDevice9))) { return E_FAIL; } //turn off culling. g_pD3DDevice9->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE); //turn off light. g_pD3DDevice9->SetRenderState(D3DRS_LIGHTING,FALSE); return S_OK; } //init geometry HRESULT InitGeometry() { //initialize three custom vertex. CUSTOMVERTEX g_vertices[3]= { {-1.0f,-1.0f, 0.0f, D3DCOLOR_XRGB(0,255,0)}, {0.0f, 1.0f, 0.0f, D3DCOLOR_XRGB(255,0,0)}, {1.0f,-1.0f, 0.0f, D3DCOLOR_XRGB(0,0,255)} }; //create vertex buffer. if(FAILED(g_pD3DDevice9->CreateVertexBuffer( sizeof(g_vertices), 0, D3DFVF_CUSTOMVETEX, D3DPOOL_DEFAULT, &g_pD3DVB, NULL))) { return E_FAIL; } //fill vertex buffer. void* pVertices=NULL; if(FAILED(g_pD3DVB->Lock(0,sizeof(g_vertices),&pVertices,0))) { return E_FAIL; } memcpy(pVertices,g_vertices,sizeof(g_vertices)); g_pD3DVB->Unlock(); return S_OK; } //clean up d3d variables. void CleanUp() { if(g_pD3DVB!=NULL) { g_pD3DVB->Release(); } if(g_pD3DDevice9!=NULL) { g_pD3DDevice9->Release(); } if(g_pD3D!=NULL) { g_pD3D->Release(); } } //setup matrix void SetupMatrix() { //world matrix. D3DXMATRIXA16 matWorld; //rotation matrix. UINT itimes=timeGetTime()%1000; FLOAT fAngle=itimes * ( 2.0f * D3DX_PI ) / 1000.0f; D3DXMatrixRotationY(&matWorld,fAngle); //set world matrix. g_pD3DDevice9->SetTransform(D3DTS_WORLD,&matWorld); //set view point. D3DXVECTOR3 vEyePt(0.0f,3.0f,-5.0f); D3DXVECTOR3 vLookAt(0.0f,0.0f,0.0f); D3DXVECTOR3 vUp(0.0f,1.0f,0.0f); //view matrix. D3DXMATRIXA16 matView; //set view matrix. D3DXMatrixLookAtLH(&matView,&vEyePt,&vLookAt,&vUp); g_pD3DDevice9->SetTransform(D3DTS_VIEW,&matView); //set projection matrix. D3DXMATRIXA16 matProj; D3DXMatrixPerspectiveFovLH(&matProj,D3DX_PI/4,1.0f,1.0f,100.0f); g_pD3DDevice9->SetTransform(D3DTS_PROJECTION,&matProj); } //render the scene. void Render() { //clear target device. g_pD3DDevice9->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,0),1.0f,0); //draw primitive. if(SUCCEEDED(g_pD3DDevice9->BeginScene())) { SetupMatrix(); g_pD3DDevice9->SetStreamSource(0,g_pD3DVB,0,sizeof(CUSTOMVERTEX)); g_pD3DDevice9->SetFVF(D3DFVF_CUSTOMVETEX); g_pD3DDevice9->DrawPrimitive(D3DPT_TRIANGLELIST,0,1); g_pD3DDevice9->EndScene(); } //present back buffer to display. g_pD3DDevice9->Present(NULL,NULL,NULL,NULL); } //message loop handler. 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); } //the application entry point. INT WINAPI wWinMain(HINSTANCE,HINSTANCE,LPWSTR,INT) { //windclass structure. WNDCLASSEX wcex; wcex.cbClsExtra=0; wcex.cbSize=sizeof(WNDCLASSEX); wcex.cbWndExtra=0; wcex.hbrBackground=NULL; wcex.hCursor=NULL; wcex.hIcon=NULL; wcex.hIconSm=NULL; wcex.hInstance=GetModuleHandle(NULL); wcex.lpfnWndProc=MsgProc; wcex.lpszClassName=L"D3D Toturial"; wcex.lpszMenuName=NULL; wcex.style=CS_CLASSDC; //register window class. RegisterClassEx(&wcex); //create window. HWND hWnd=CreateWindow( L"D3D Toturial", L"D3D Toturial 003", WS_OVERLAPPEDWINDOW, 100, 100, 300, 300, NULL, NULL, wcex.hInstance, NULL); //init d3d. if(SUCCEEDED(InitD3D(hWnd))) { if(SUCCEEDED(InitGeometry())) { //show 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(); } } } //unregister window class. UnregisterClass( L"D3D Tutorial", wcex.hInstance ); return 0; }
运行结果
1.声明顶点数据
2.初始化顶点数据
3.设置坐标变化
4.渲染显示
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