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还有点问题,就是显示形状有点变化,哪位高手指出来一下:
//=============================================================================
// Desc: 使用顶点缓冲区绘制三角形
//=============================================================================
#include "d3dx9.h"
//-----------------------------------------------------------------------------
// Desc: 全局变量
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; //Direct3D对象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D设备对象
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; //顶点缓冲区对象
LPDIRECT3DVERTEXBUFFER9 g_pVB1 = NULL; //顶点缓冲区对象
//D3DXMATRIX g_matrix;
D3DXMATRIX g_matTree;
HRESULT SetUpViewAndProTrans();
//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
FLOAT x, y, z;
DWORD color;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE) //顶点格式
//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
//创建Direct3D对象, 该对象用于创建Direct3D设备对象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
//设置D3DPRESENT_PARAMETERS结构, 准备创建Direct3D设备对象
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = true;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
//创建Direct3D设备对象
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, true);
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, true);
g_pd3dDevice->SetRenderState(D3DRS_AMBIENT, 0xffff0000);
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 世界变换
//-----------------------------------------------------------------------------
HRESULT SetUpWorldTrans()
{
D3DXMATRIX worldMat;
D3DXMatrixIdentity(&worldMat);
g_pd3dDevice->SetTransform(D3DTS_WORLD, &worldMat);
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 变换,Camera绕Y方向旋转
//-----------------------------------------------------------------------------
HRESULT SetUpViewAndProTrans()
{
static float iR = 4;//半径
long time = timeGetTime() / 10;
float fD = (time % 360) * D3DX_PI / 180;
D3DXMATRIX viewMat;
D3DXMatrixIdentity(&viewMat);
//D3DXVECTOR3 eyeVec(iR * cosf(fD), 0.0f, iR * sinf(fD));
//D3DXVECTOR3 eyeVec(0.0f, 0.0f, -5.0f);
D3DXVECTOR3 eyeVec(iR, 0.0f, iR);
D3DXVECTOR3 lookVec(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 upVec(0.0f, 1.0f, 0.0f);
D3DXMatrixLookAtLH(&viewMat, &eyeVec, &lookVec, &upVec);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &viewMat);
D3DXMATRIXA16 ProMat;
D3DXMatrixIdentity(&ProMat);
D3DXMatrixPerspectiveFovLH( &ProMat, D3DX_PI/4, 1.0f, 1.0f, 10.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &ProMat );
//下面是新做的处理
static D3DXMATRIX staticMat;
D3DXMatrixIdentity(&g_matTree);
static int i = 1;
if (i == 1)
{
D3DXMATRIX invMat;
D3DXMatrixInverse(&invMat,NULL,&viewMat);
D3DXMatrixMultiply(&staticMat,&g_matTree,&invMat);
i++;
}
D3DXMatrixMultiply(&g_matTree, &viewMat, &staticMat);
D3DXMatrixInverse(&g_matTree,NULL,&g_matTree);
iR+=0.01;
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 创建并填充顶点缓冲区
//-----------------------------------------------------------------------------
HRESULT InitVB()
{
//顶点数据
CUSTOMVERTEX vertices[] =
{
{ 0.0f, 0.5f, 0.0f, 0xffff0000, },
{ 0.5f, -0.5f, 0.0f, 0xff00ff00, },
{ -0.5f, -0.5f, 0.0f, 0xff0000ff, },
};
//创建顶点缓冲区
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}
//填充顶点缓冲区
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, vertices, sizeof(vertices) );
g_pVB->Unlock();
/*******************************************************************************/
//顶点数据
CUSTOMVERTEX vertices1[] =
{
{ 0.0f, 1.0f, 0.0f, 0xffff0000, },
{ 1.0f, -1.0f, 0.0f, 0xff00ff00, },
{ -1.0f, -1.0f, 0.0f, 0xff0000ff, },
};
//创建顶点缓冲区
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB1, NULL ) ) )
{
return E_FAIL;
}
//填充顶点缓冲区
VOID* pVertices1;
if( FAILED( g_pVB1->Lock( 0, sizeof(vertices1), (void**)&pVertices1, 0 ) ) )
return E_FAIL;
memcpy( pVertices1, vertices1, sizeof(vertices1) );
g_pVB1->Unlock();
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 释放创建的对象
//-----------------------------------------------------------------------------
VOID Cleanup()
{
//释放顶点缓冲区对象
if( g_pVB != NULL )
g_pVB->Release();
//释放Direct3D设备对象
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
//释放Direct3D对象
if( g_pD3D != NULL )
g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Desc: 渲染图形
//-----------------------------------------------------------------------------
VOID Render()
{
//清空后台缓冲区
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0 );
//开始在后台缓冲区绘制图形
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
SetUpViewAndProTrans();
//SetUpWorldTrans();
////在后台缓冲区绘制图形
//g_pd3dDevice->SetStreamSource( 0, g_pVB1, 0, sizeof(CUSTOMVERTEX) );
//g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
//g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );
/*********************************************************************************/
g_pd3dDevice->SetTransform(D3DTS_WORLD, &g_matTree);
//在后台缓冲区绘制图形
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );
//结束在后台缓冲区绘制图形
g_pd3dDevice->EndScene();
}
//将在后台缓冲区绘制的图形提交到前台缓冲区显示
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
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 );
}
//-----------------------------------------------------------------------------
// Desc: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
//注册窗口类
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"ClassName", NULL };
RegisterClassEx( &wc );
//创建窗口
HWND hWnd = CreateWindow( L"ClassName", L"顶点缓冲区",
WS_OVERLAPPEDWINDOW, 200, 100, 600, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
//初始化Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
//创建并填充顶点缓冲区
if( SUCCEEDED( InitVB() ) )
{
//显示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
//进入消息循环
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(); //渲染图形
}
}
}
}
UnregisterClass(L"ClassName", wc.hInstance);
return 0;
}