📄 basicprimitive.cpp
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//=============================================================================
// Desc: 基本图元绘制
//=============================================================================
#include <d3d9.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
int g_iType = 1; //图元类型
//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
FLOAT x, y, z, rhw;
DWORD color;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
//-----------------------------------------------------------------------------
// 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;
//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;
//设置剔出模式为不剔出任何面
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
//设置图元填充模式为线框模式
g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 创建并填充顶点缓冲区
//-----------------------------------------------------------------------------
HRESULT InitVB()
{
//顶点数据
CUSTOMVERTEX vertices[] =
{
{ 50.0f, 250.0f, 0.5f, 1.0f, 0xffff0000, },
{ 150.0f, 50.0f, 0.5f, 1.0f, 0xffff0000, },
{ 250.0f, 250.0f, 0.5f, 1.0f, 0xffff0000, },
{ 350.0f, 50.0f, 0.5f, 1.0f, 0xffff0000, },
{ 450.0f, 250.0f, 0.5f, 1.0f, 0xffff0000, },
{ 550.0f, 50.0f, 0.5f, 1.0f, 0xffff0000, }
};
//创建顶点缓冲区
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 6*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();
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, 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() ) )
{
//在后台缓冲区绘制图形
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
switch(g_iType) //选择绘制图元的类型
{
case 1: //三角形条带
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 4 );
break;
case 2: //三角形列表
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 2 );
break;
case 3: //线段条带
g_pd3dDevice->DrawPrimitive( D3DPT_LINESTRIP, 0, 5 );
break;
case 4: //线段列表
g_pd3dDevice->DrawPrimitive( D3DPT_LINELIST, 0, 3 );
break;
case 5: //点列表
g_pd3dDevice->DrawPrimitive( D3DPT_POINTLIST, 0, 6 );
break;
case 6:
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLEFAN, 0, 4);
break;
}
//结束在后台缓冲区渲染图形
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;
case WM_KEYDOWN:
switch(wParam) //设置渲染图元类型
{
case 49: //"1"键
case 50: //"2"键
case 51: //"3"键
case 52: //"4"键
case 53: //"5"键
case 54: //"6"键
g_iType = (int)wParam-48;
break;
}
}
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"基本图元",
WS_OVERLAPPEDWINDOW, 100, 100, 600, 300,
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;
}
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