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dragonliu01
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註冊:2004-12-21

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#1 引用回覆 回覆 發表時間:2005-10-02 17:36:40 IP:134.208.xxx.xxx 未訂閱
不知道能不能在這邊問關於directX的問題...    小弟是初學,希望大家多指教...
    //-----------------------------------------------------------------------------
// 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).
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------    #include 
#pragma warning( disable : 4996 ) // disable deprecated warning 
#include 
#pragma warning( default : 4996 ) 
#include<math.h>    void triangle(float ,float ,float ,float,float,float,int);    //-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9             g_pD3D       = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER9 g_pVB        = NULL; // Buffer to hold Vertices    // 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
};     // CUSTOMVERTEX *Vertices=new CUSTOMVERTEX[50];
  CUSTOMVERTEX Vertices[30];
// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)    float X1,Y1,X2,Y2,X3,Y3;    int i=0 , cut=1;    //-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------    triangle( X1, Y1, X2, Y2, X3, Y3, cut)
{
        if(cut>0)
         {
                 triangle(X1,Y1,(X1 X2)/2,(Y1 Y2)/2,(X1 X3)/2,(Y1 Y3)/2,cut-1);
                 triangle((X1 X2)/2,(Y1 Y2)/2,X2,Y2,(X2 X3)/2,(Y2 Y3)/2,cut-1);
                 triangle((X1 X3)/2,(Y1 Y3)/2,(X2 X3)/2,(Y2 Y3)/2,X3,Y3,cut-1);             }
        else
        {
                 Vertices[i].x=X1;
                 Vertices[i].y=Y1;
                 Vertices[i].z=0.5f;
                 Vertices[i].rhw=1.0f;
                 Vertices[i].color=0xffff0000;
                        i  ;
                 Vertices[i].x=(X1 X2)/2;
                 Vertices[i].y=(Y1 Y2)/2;
                 Vertices[i].z=0.5f;
                 Vertices[i].rhw=1.0f;
                 Vertices[i].color=0xffff0000;
                        i  ;
                 Vertices[i].x=(X1 X3)/2;
                 Vertices[i].y=(Y1 Y3)/2;
                 Vertices[i].z=0.5f;
                 Vertices[i].rhw=1.0f;
                 Vertices[i].color=0xffff0000;
                        i  ;
        }
}
HRESULT InitD3D( HWND hWnd )
{
    // Create the D3D object.
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        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 = D3DFMT_UNKNOWN;        // Create the D3DDevice
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, 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 they can 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
        
    triangle(150.0f, 50.0f,250.0f, 250.0f, 50.0f,250.0f, cut);        // 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, NULL ) ) )
    {
        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(Vertices), (void**)&pVertices, 0 ) ) )
        return E_FAIL;
    memcpy( pVertices, Vertices, sizeof(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
    if( SUCCEEDED( 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, 0, sizeof(CUSTOMVERTEX) );
        g_pd3dDevice->SetFVF( 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_DESTROY:
            Cleanup();
            PostQuitMessage( 0 );
            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 02: Vertices",
                              WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
                              NULL, NULL, wc.hInstance, NULL );
                // Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    {
        // Create the vertex buffer
        if( SUCCEEDED( InitVB() ) )
        {
            // Show the 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();
            }
        }
    }        UnregisterClass( "D3D Tutorial", wc.hInstance );
    return 0;
}
邏輯方面應該沒錯,不過編譯時一直出現有問題...感謝回答...
系統時間:2024-04-28 14:42:04
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