
//=============================================================================
// Desc: 使用頂點緩沖區繪制三角形
//=============================================================================
#include <d3d9.h>
//-----------------------------------------------------------------------------
// Desc: 全局變量
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; //Direct3D對象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D設備對象
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; //頂點緩沖區對象
//-----------------------------------------------------------------------------
// Desc: 頂點結構
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
FLOAT x, y, z, rhw;
DWORD color;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE) //頂點格式
//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
//創建Direct3D對象, 該對象用于創建Direct3D設備對象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
//設置D3DPRESENT_PARAMETERS結構, 準備創建Direct3D設備對象
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
//創建Direct3D設備對象
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
//啟用Alpha混合, 設置混合系數
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 創建并填充頂點緩沖區
//-----------------------------------------------------------------------------
HRESULT InitVB()
{
//頂點數據
CUSTOMVERTEX vertices[] =
{
{ 100.0f, 400.0f, 0.5f, 1.0f, 0x50ff0000, },
{ 300.0f, 50.0f, 0.5f, 1.0f, 0x50ff0000, },
{ 500.0f, 400.0f, 0.5f, 1.0f, 0x50ff0000, },
};
//創建頂點緩沖區
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}
//填充頂點緩沖區
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: 釋放創建的對象
//-----------------------------------------------------------------------------
VOID Cleanup()
{
//釋放頂點緩沖區對象
if( g_pVB != NULL )
g_pVB->Release();
//釋放Direct3D設備對象
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
//釋放Direct3D對象
if( g_pD3D != NULL )
g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Desc: 渲染圖形
//-----------------------------------------------------------------------------
VOID Render()
{
//清空后臺緩沖區
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0 );
//開始在后臺緩沖區繪制圖形
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
//在后臺緩沖區繪制圖形
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );
//結束在后臺緩沖區繪制圖形
g_pd3dDevice->EndScene();
}
//將在后臺緩沖區繪制的圖形提交到前臺緩沖區顯示
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
//-----------------------------------------------------------------------------
// Desc: 消息處理
//-----------------------------------------------------------------------------
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)
{
case 48: //"0"鍵, 禁用Alpha混合
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
break;
case 49: //"1"鍵, 激活Alpha混合
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
break;
}
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Desc: 入口函數
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
//注冊窗口類
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"ClassName", NULL };
RegisterClassEx( &wc );
//創建窗口
HWND hWnd = CreateWindow( L"ClassName", L"頂點Alpha",
WS_OVERLAPPEDWINDOW, 200, 100, 600, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
//初始化Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
//創建并填充頂點緩沖區
if( SUCCEEDED( InitVB() ) )
{
//顯示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
//進入消息循環
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(); //渲染圖形
}
}
}
}
UnregisterClass(L"ClassName", wc.hInstance);
return 0;
}
posted on 2008-03-25 21:20
七星重劍 閱讀(372)
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