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...