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            天行健 君子當自強而不息

            坐標系與基本圖元(3)

            渲染頂點緩沖區圖形

            void render()
            {
            g_device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_X#050505, 1.0f, 0);
            	g_device->BeginScene();
            	g_device->SetStreamSource(0, g_vertex_buffer, 0, sizeof(sCustomVertex));
            g_device->SetFVF(D3DFVF_CUSTOM_VERTEX);
            g_device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
            	g_device->EndScene();
            	g_device->Present(NULL, NULL, NULL, NULL);
            }

            函數IDirect3DDevice9::SetStreamSource()將頂點緩沖區和渲染數據流鏈接。

            Binds a vertex buffer to a device data stream. For more information, see Setting the Stream Source (Direct3D 9).

            HRESULT SetStreamSource(
            UINT StreamNumber,
            IDirect3DVertexBuffer9 * pStreamData,
            UINT OffsetInBytes,
            UINT Stride
            );

            Parameters

            StreamNumber
            [in] Specifies the data stream, in the range from 0 to the maximum number of streams -1.
            pStreamData
            [in] Pointer to an IDirect3DVertexBuffer9 interface, representing the vertex buffer to bind to the specified data stream.
            OffsetInBytes
            [in] Offset from the beginning of the stream to the beginning of the vertex data, in bytes. To find out if the device supports stream offsets, see the D3DDEVCAPS2_STREAMOFFSET constant in D3DDEVCAPS2.
            Stride
            [in] Stride of the component, in bytes. See Remarks.

            Return Values

            If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.

            Remarks

            When a FVF vertex shader is used, the stride of the vertex stream must match the vertex size, computed from the FVF. When a declaration is used, the stride should be greater than or equal to the stream size computed from the declaration.

            When calling SetStreamSource, the stride is normally required to be equal to the vertex size. However, there are times when you may want to draw multiple instances of the same or similar geometry (such as when using instancing to draw). For this case, use a zero stride to tell the runtime not to increment the vertex buffer offset (ie: use the same vertex data for all instances). For more information about instancing, see Efficiently Drawing Multiple Instances of Geometry (Direct3D 9).

            函數IDirect3DDevice9::SetFVF()的作用是聲明當前的渲染數據流中的靈活頂點格式。

            Sets the current vertex stream declaration.

            HRESULT SetFVF(
            DWORD FVF
            );

            Parameters

            FVF
            [in] DWORD containing the fixed function vertex type. For more information, see D3DFVF.

            Return Values

            If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be: D3DERR_INVALIDCALL.

            Remarks

            Here are the steps necessary to initialize and use vertices that have a position, diffuse and specular color, and texture coordinates:

            1. Define the custom vertex type and FVF code.
              struct LVertex
              {
              FLOAT x, y, z;
              D3DCOLOR specular, diffuse;
              FLOAT tu, tv;
              };

              const DWORD VertexFVF = (D3DFVF_XYZ | D3DFVF_DIFFUSE |
              D3DFVF_SPECULAR | D3DFVF_TEX1 );
            2. Create a vertex buffer with enough room for four vertices using IDirect3DDevice9::CreateVertexBuffer.
              g_d3dDevice->CreateVertexBuffer( 4*sizeof(LVertex),  
              D3DUSAGE_WRITEONLY, VertexFVF, D3DPOOL_DEFAULT, &pBigSquareVB, NULL );
            3. Set the values for each vertex.
              LVertex * v;
              pBigSquareVB->Lock( 0, 0, (BYTE**)&v, 0 );

              v[0].x = 0.0f; v[0].y = 10.0; v[0].z = 10.0f;
              v[0].diffuse = 0xffff0000;
              v[0].specular = 0xff00ff00;
              v[0].tu = 0.0f; v[0].tv = 0.0f;

              v[1].x = 0.0f; v[1].y = 0.0f; v[1].z = 10.0f;
              v[1].diffuse = 0xff00ff00;
              v[1].specular = 0xff00ffff;
              v[1].tu = 0.0f; v[1].tv = 0.0f;

              v[2].x = 10.0f; v[2].y = 10.0f; v[2].z = 10.0f;
              v[2].diffuse = 0xffff00ff;
              v[2].specular = 0xff000000;
              v[2].tu = 0.0f; v[2].tv = 0.0f;

              v[3].x = 0.0f; v[3].y = 10.0f; v[3].z = 10.0f;
              v[3].diffuse = 0xffffff00;
              v[3].specular = 0xffff0000;
              v[3].tu = 0.0f; v[3].tv = 0.0f;

              pBigSquareVB->Unlock();
            4. The vertex buffer has been initialized and is ready to render. The following code example shows how to use the legacy FVF to draw a square.
              g_d3dDevice->SetFVF(VertexFVF);
              g_d3dDevice->SetStreamSource(0, pBigSquareVB, 0, sizeof(LVertex));
              g_d3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0 ,2);

            Here are the steps necessary to initialize and use vertices that have a position, a normal, and texture coordinates:

            1. Define the custom vertex type and FVF code.
              struct Vertex
              {
              FLOAT x, y, z;
              FLOAT nx, ny, nz;
              FLOAT tu, tv;
              };

              const DWORD VertexFVF = ( D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1 );
            2. Create a vertex buffer with enough room for four vertices using IDirect3DDevice9::CreateVertexBuffer (similar to the example above).
            3. Set the values for each vertex.
              Vertex * v;
              pBigSquareVB->Lock(0, 0, (BYTE**)&v, 0);

              v[0].x = 0.0f; v[0].y = 10.0; v[0].z = 10.0f;
              v[0].nx = 0.0f; v[0].ny = 1.0f; v[0].nz = 0.0f;
              v[0].tu = 0.0f; v[0].tv = 0.0f;

              v[1].x = 0.0f; v[1].y = 0.0f; v[1].z = 10.0f;
              v[1].nx = 0.0f; v[1].ny = 1.0f; v[1].nz = 0.0f;
              v[1].tu = 0.0f; v[1].tv = 0.0f;

              v[2].x = 10.0f; v[2].y = 10.0f; v[2].z = 10.0f;
              v[2].nx = 0.0f; v[2].ny = 1.0f; v[2].nz = 0.0f;
              v[2].tu = 0.0f; v[2].tv = 0.0f;

              v[3].x = 0.0f; v[3].y = 10.0f; v[3].z = 10.0f;
              v[3].nx = 0.0f; v[3].ny = 1.0f; v[3].nz = 0.0f;
              v[3].tu = 0.0f; v[3].tv = 0.0f;

              pBigSquareVB->Unlock();
            4. Draw the object (similar to the example above).

            函數IDirect3DDevice9::DrawPrimitive()用來繪制當前的渲染數據流中的圖元。

            示例程序VertexBuffer的完整源碼如下:

             #include <d3d9.h>

            #define CLASS_NAME    "GameApp"

            #define release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

            IDirect3D9
            *                g_d3d;
            IDirect3DDevice9
            *        g_device;
            IDirect3DVertexBuffer9
            * g_vertex_buffer;

            struct sCustomVertex
            {
                
            float x, y, z, rhw;
                DWORD color;
            };

            #define D3DFVF_CUSTOM_VERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE) 

            void init_vb()
            {
                sCustomVertex vertices[] 
            =
                {
                    { 
            100.0f400.0f1.0f1.0f0xffffff00, },
                    { 
            300.0f,  50.0f1.0f1.0f0xff00ff00, }, 
                    { 
            500.0f400.0f1.0f1.0f0xffff00ff, },
                };

                g_device
            ->CreateVertexBuffer(sizeof(vertices), 0, D3DFVF_CUSTOM_VERTEX, D3DPOOL_DEFAULT, &g_vertex_buffer, NULL);

                
            void* ptr;

                g_vertex_buffer
            ->Lock(0sizeof(vertices), (void**)&ptr, 0);
                memcpy(ptr, vertices, 
            sizeof(vertices));
                g_vertex_buffer
            ->Unlock();
            }

            bool init_d3d(HWND hwnd)
            {
                g_d3d 
            = Direct3DCreate9(D3D_SDK_VERSION);

                
            if(g_d3d == NULL)
                    
            return false;

                D3DPRESENT_PARAMETERS d3dpp;
                ZeroMemory(
            &d3dpp, sizeof(d3dpp));

                d3dpp.Windowed            
            = TRUE;
                d3dpp.SwapEffect        
            = D3DSWAPEFFECT_DISCARD;
                d3dpp.BackBufferFormat    
            = D3DFMT_UNKNOWN;

                
            if(FAILED(g_d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                              
            &d3dpp, &g_device)))
                {
                    
            return false;
                }

                init_vb();

                
            return true;
            }

            void cleanup()
            {
                release_com(g_vertex_buffer);
                release_com(g_device);
                release_com(g_d3d);
            }

            void render()
            {
                g_device
            ->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(555), 1.0f0);

                g_device
            ->BeginScene();

                g_device
            ->SetStreamSource(0, g_vertex_buffer, 0sizeof(sCustomVertex));
                g_device
            ->SetFVF(D3DFVF_CUSTOM_VERTEX);
                g_device
            ->DrawPrimitive(D3DPT_TRIANGLELIST, 01);

                g_device
            ->EndScene();

                g_device
            ->Present(NULL, NULL, NULL, NULL);
            }

            LRESULT WINAPI WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
            {
                
            switch(msg)
                {
                
            case WM_KEYDOWN:
                    
            if(wParam == VK_ESCAPE)
                        DestroyWindow(hwnd);
                    
            break;

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

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

            int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR, INT)
            {
                WNDCLASSEX wc;

                wc.cbSize            
            = sizeof(WNDCLASSEX);
                wc.style            
            = CS_CLASSDC;
                wc.lpfnWndProc        
            = WinProc;
                wc.cbClsExtra        
            = 0;
                wc.cbWndExtra        
            = 0;
                wc.hInstance        
            = inst;
                wc.hIcon            
            = NULL;
                wc.hCursor            
            = NULL;
                wc.hbrBackground    
            = NULL;
                wc.lpszMenuName        
            = NULL;
                wc.lpszClassName    
            = CLASS_NAME;
                wc.hIconSm            
            = NULL;

                
            if(! RegisterClassEx(&wc))
                    
            return -1;

                HWND hwnd 
            = CreateWindow(CLASS_NAME, "Direct3D App", WS_OVERLAPPEDWINDOW, 200100600500,
                                         NULL, NULL, wc.hInstance, NULL);

                
            if(hwnd == NULL)
                    
            return -1;

                
            if(init_d3d(hwnd))
                {
                    ShowWindow(hwnd, SW_SHOWDEFAULT);
                    UpdateWindow(hwnd);

                    MSG msg;
                    ZeroMemory(
            &msg, sizeof(msg));

                    
            while(msg.message != WM_QUIT)
                    {
                        
            if(PeekMessage(&msg, NULL, 00, PM_REMOVE))
                        {
                            TranslateMessage(
            &msg);
                            DispatchMessage(
            &msg);
                        }
                            
                        render();
                    }
                }

                cleanup();

                UnregisterClass(CLASS_NAME, wc.hInstance);    

                
            return 0;
            }

             

            運行截圖:


            posted on 2008-04-30 13:59 lovedday 閱讀(834) 評論(0)  編輯 收藏 引用

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