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#include <d3d9.h>
LPDIRECT3D9 g_pD3D = NULL; // Direct3D对象指针
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Direct3D设备指针
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // 顶点缓冲区指针
LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;//
HWND g_Wnd = NULL;
// 自定义顶点结构
struct CUSTOMVERTEX
{ FLOAT x, y, z, rhw; // 经过坐标转换的顶点坐标;rhw:投影矫正系数P41
DWORD color; // 顶点漫反射颜色值
};
// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
HRESULT InitD3D( HWND hWnd )
{
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )//创建D3D object,用来创建D3DDevice
return E_FAIL;
D3DDISPLAYMODE d3ddm;
if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )//得到计算机显示卡当前的显示模式信息;P16
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 = d3ddm.Format;
// Create the D3DDevice
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,//创建一个Direct3D的设备指针.P4,P14
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
// Device state would normally be set here
return S_OK;
}
HRESULT InitIB()
{
CUSTOMVERTEX g_Vertices[] =//顶点序列g_Vertices[](每一个三角形有2个点P52)
{
{ 50.0f, 50.0f, 0.5f, 1.0f, 0xffff0000, }, //红色
{ 300.0f, 50.0f, 0.5f, 1.0f, 0xff00ff00, }, //蓝色
{ 50.0f , 400.0f, 0.5f, 1.0f, 0xff00ffff, }, //绿色
{ 400.0f, 400.0f, 0.5f, 1.0f, 0xffff0000, }, //红色
// { 100.0f, 100.0f, 0.5f, 1.0f, 0xffff0000, }, //白色
{ 550.0f , 550.0f, 0.5f, 1.0f, 0xff00ffff, } //绿色
// { 450.0f, 150.0f, 0.5f, 1.0f, 0xffffffff, }, //白色
// { 550.0f, 550.0f, 0.5f, 1.0f, 0xffff0000, }, //红色
// { 550.0f, 550.0f, 0.5f, 1.0f, 0xff00ff00, }, //蓝色
};
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 5*sizeof(CUSTOMVERTEX),//创建顶点缓冲区;P41
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB,NULL ) ) )
{
return E_FAIL;
}
//----------创建顶点缓冲区g_pVB,接下来把顶点序列g_Vertices[]拷贝到顶点缓冲区;P43
VOID* pVertices;//顶点缓冲区
if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
g_pVB->Unlock();
//---------创建顶点缓冲区g_pVB,接下来把顶点序列g_Vertices[]拷贝到顶点缓冲区;
//在这部分中顶点缓冲区与索引缓冲区无关系
// WORD g_Indices[] ={0,1,2,0,3,1,0,6,8,0,4,1};//两个三角形组成(6点)
// WORD g_Indices[] ={0,1,2,3,2,1};//两个三角形组成(6点)
WORD g_Indices[] ={0,1,2};//两个三角形组成(6点)
// WORD g_Indices[] ={3,2,1};//两个三角形组成(6点)
if( FAILED( g_pd3dDevice->CreateIndexBuffer( 5*sizeof(WORD),//索引缓冲区创建函数;P54
0, D3DFMT_INDEX16,
D3DPOOL_DEFAULT, &g_pIB,NULL ) ) )
{
return E_FAIL;
}
VOID* pIndices;//顶点缓冲区
if( FAILED( g_pIB->Lock( 0, sizeof(g_Indices), (void**)&pIndices, 0 ) ) )
return E_FAIL;
memcpy( pIndices, g_Indices, sizeof(g_Indices) );//顶点序列g_Indices
g_pIB->Unlock();
return S_OK;
}
VOID Render()
{
// Clear the backbuffer to a blue color
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
g_pd3dDevice->BeginScene();
// 顶点缓冲区
// g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );//将顶点缓冲区和渲染流链接;P45
// g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );//声明当前渲染数据流中的灵活顶点格式
// g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );
//索引缓冲区
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );//将顶点缓冲区和渲染流链接;P45
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );//声明当前的渲染数据流中的灵活顶点格式;P45
g_pd3dDevice->SetIndices( g_pIB );//设置当前绘制的索引数组为它的参数pIndexDate所表示的索引缓冲区;P55
g_pd3dDevice->DrawIndexedPrimitive ( D3DPT_TRIANGLELIST, 0,0,5,0,1 );//能够绘制当前的索引数组;P56
g_pd3dDevice->EndScene();
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );//将后台缓冲区的数据复制到前台缓冲区(显示在屏幕上);P25
}
VOID Cleanup()
{
if( g_pVB != NULL )
g_pVB->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
}
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
PostQuitMessage( 0 );
return 0;
case WM_PAINT:
Render();
ValidateRect( hWnd, NULL );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
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 : index buffer",
WS_OVERLAPPEDWINDOW, 100, 100, 800, 600,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
// Initialize Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
// Create the index buffer
if( SUCCEEDED( InitIB() ) )
{
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
}
}
}
Cleanup();
UnregisterClass( "D3D Tutorial", wc.hInstance );
return 0;
}