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📄 vertices.cpp

📁 Windows CE .Net 下面 Direct 3D编程的经典实例。对于初学Windows 平台下Direct 3D技术的程序员颇具借鉴意义!
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//
// Copyright (c) Microsoft Corporation.  All rights reserved.
//
//
// Use of this source code is subject to the terms of the Microsoft end-user
// license agreement (EULA) under which you licensed this SOFTWARE PRODUCT.
// If you did not accept the terms of the EULA, you are not authorized to use
// this source code. For a copy of the EULA, please see the LICENSE.RTF on your
// install media.
//
//-----------------------------------------------------------------------------
// File: Vertices.cpp
//
// Desc: In this tutorial, we are rendering some vertices. This introduces the
//       concept of the vertex buffer, a Direct3D object used to store
//       vertices. Vertices can be defined any way we want by defining a
//       custom structure and a custom FVF (flexible vertex format). In this
//       tutorial, we are using vertices that are transformed (meaning they
//       are already in 2D window coordinates) and lit (meaning we are not
//       using Direct3D lighting, but are supplying our own colors).
//
//-----------------------------------------------------------------------------
#include <d3d8.h>


//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D8             g_pD3D       = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE8       g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER8 g_pVB        = NULL; // Buffer to hold vertices

BOOL g_fWindowed = TRUE;
BOOL g_fHALDevice = TRUE;

// A structure for our custom vertex type
struct CUSTOMVERTEX
{
    FLOAT x, y, z, rhw; // The transformed position for the vertex
    DWORD color;        // The vertex color
};

// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)




//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    // Create the D3D object.
    if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
        return E_FAIL;

    // Get the current desktop display mode, so we can set up a back
    // buffer of the same format
    D3DDISPLAYMODE d3ddm;
    if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
        return E_FAIL;

    // Set up the structure used to create the D3DDevice
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory( &d3dpp, sizeof(d3dpp) );
    if (g_fWindowed)
    {
        d3dpp.Windowed   = TRUE;
        d3dpp.BackBufferWidth = 0;
        d3dpp.BackBufferHeight = 0;
    }
    else
    {
        d3dpp.Windowed   = FALSE;
        d3dpp.BackBufferWidth = 640;
        d3dpp.BackBufferHeight = 480;
    }
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = d3ddm.Format;

    // Create the D3DDevice
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, 
        g_fHALDevice ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF, 
        hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
        &d3dpp, &g_pd3dDevice ) ) )
    {
        return E_FAIL;
    }

    // Device state would normally be set here

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: InitVB()
// Desc: Creates a vertex buffer and fills it with our vertices. The vertex
//       buffer is basically just a chuck of memory that holds vertices. After
//       creating it, we must Lock()/Unlock() it to fill it. For indices, D3D
//       also uses index buffers. The special thing about vertex and index
//       buffers is that the ycan be created in device memory, allowing some
//       cards to process them in hardware, resulting in a dramatic
//       performance gain.
//-----------------------------------------------------------------------------
HRESULT InitVB()
{
    // Initialize three vertices for rendering a triangle
    CUSTOMVERTEX g_Vertices[] =
    {
        { 160.0f,  20.0f, 0.5f, 1.0f, 0xffff0000, }, // x, y, z, rhw, color
        { 260.0f, 200.0f, 0.5f, 1.0f, 0xff00ff00, },
        {  60.0f, 200.0f, 0.5f, 1.0f, 0xff00ffff, },
    };

    // Create the vertex buffer. Here we are allocating enough memory
    // (from the default pool) to hold all our 3 custom vertices. We also
    // specify the FVF, so the vertex buffer knows what data it contains.
    if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
                                                  0, D3DFVF_CUSTOMVERTEX,
                                                  D3DPOOL_DEFAULT, &g_pVB ) ) )
    {
        return E_FAIL;
    }

    // Now we fill the vertex buffer. To do this, we need to Lock() the VB to
    // gain access to the vertices. This mechanism is required becuase vertex
    // buffers may be in device memory.
    VOID* pVertices;
    if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (BYTE**)&pVertices, 0 ) ) )
        return E_FAIL;
    memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
    g_pVB->Unlock();

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    if( g_pVB != NULL )        
        g_pVB->Release();

    if( g_pd3dDevice != NULL ) 
        g_pd3dDevice->Release();

    if( g_pD3D != NULL )       
        g_pD3D->Release();
}




//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    // Clear the backbuffer to a blue color
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );

    // Begin the scene
    g_pd3dDevice->BeginScene();

    // Draw the triangles in the vertex buffer. This is broken into a few
    // steps. We are passing the vertices down a "stream", so first we need
    // to specify the source of that stream, which is our vertex buffer. Then
    // we need to let D3D know what vertex shader to use. Full, custom vertex
    // shaders are an advanced topic, but in most cases the vertex shader is
    // just the FVF, so that D3D knows what type of vertices we are dealing
    // with. Finally, we call DrawPrimitive() which does the actual rendering
    // of our geometry (in this case, just one triangle).
    g_pd3dDevice->SetStreamSource( 0, g_pVB, sizeof(CUSTOMVERTEX) );
    g_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
    g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );

    // End the scene
    g_pd3dDevice->EndScene();

    // Present the backbuffer contents to the display
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}




//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
        case WM_KEYUP:
            if (VK_ESCAPE == wParam)
            {
                DestroyWindow(hWnd);
                return 0;
            }
            break;

        case WM_DESTROY:
            PostQuitMessage( 0 );
            return 0;
    }

    return DefWindowProc( hWnd, msg, wParam, lParam );
}




//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPTSTR pCmdLine, INT )
{
    if (_tcsstr(pCmdLine, _T("fullscreen")))
    {
        g_fWindowed = FALSE;
    }
    if (_tcsstr(pCmdLine, _T("ref")))
    {
        g_fHALDevice = FALSE;
    }

    // Register the window class
    WNDCLASS wc;
	
    memset(&wc, 0, sizeof(wc));
	wc.lpfnWndProc = MsgProc;
	wc.hInstance = hInst;
    wc.lpszClassName = TEXT("D3D Tutorial");

    RegisterClass( &wc );

    // Create the application's window
    HWND hWnd = CreateWindowEx(0, TEXT("D3D Tutorial"), TEXT("D3D Tutorial 02: Vertices"), 
                              WS_OVERLAPPED, 0, 0, 320, 240,
                              NULL, NULL, wc.hInstance, NULL );

    // Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    {
        // Create the vertex buffer
        if( SUCCEEDED( InitVB() ) )
        {
            // Show the window
            ShowWindow( hWnd, SW_SHOWNORMAL );
            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();
            }
        }
    }

    // Clean up everything and exit the app
    Cleanup();
    return 0;
}

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