• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            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(qū)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(shù)IDirect3DDevice9::SetStreamSource()將頂點緩沖區(qū)和渲染數(shù)據(jù)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(shù)IDirect3DDevice9::SetFVF()的作用是聲明當前的渲染數(shù)據(jù)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(shù)IDirect3DDevice9::DrawPrimitive()用來繪制當前的渲染數(shù)據(jù)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(835) 評論(0)  編輯 收藏 引用


            只有注冊用戶登錄后才能發(fā)表評論。
            網(wǎng)站導(dǎo)航: 博客園   IT新聞   BlogJava   博問   Chat2DB   管理


            公告

            導(dǎo)航

            統(tǒng)計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關(guān)鏈接

            搜索

            最新評論

            精品亚洲综合久久中文字幕| 久久久精品国产Sm最大网站| 久久久久亚洲AV片无码下载蜜桃| 一本综合久久国产二区| 99久久这里只精品国产免费| 亚洲伊人久久大香线蕉综合图片| 浪潮AV色综合久久天堂| 久久91精品国产91久久麻豆| 久久天天躁狠狠躁夜夜2020| 亚洲av伊人久久综合密臀性色| 国产午夜久久影院| 色狠狠久久综合网| 青青草国产精品久久| 7777久久久国产精品消防器材| 中文字幕亚洲综合久久2| 亚洲国产精品综合久久网络| 97久久精品无码一区二区| 久久久久久久久久免免费精品| 久久亚洲精精品中文字幕| 天天做夜夜做久久做狠狠| 久久综合丝袜日本网| 久久成人国产精品| 亚洲欧洲日产国码无码久久99| 久久天天日天天操综合伊人av | 91精品国产色综合久久| 人妻系列无码专区久久五月天| 久久国产精品99久久久久久老狼 | 人妻精品久久无码区| 四虎影视久久久免费| 久久99精品国产99久久6| 国产成人久久激情91| 无码日韩人妻精品久久蜜桃| 久久只有这精品99| 日韩欧美亚洲国产精品字幕久久久| 大伊人青草狠狠久久| 国产亚洲婷婷香蕉久久精品| 欧美va久久久噜噜噜久久| 久久综合狠狠综合久久综合88 | 久久亚洲国产欧洲精品一| 久久99精品久久久久子伦| 1000部精品久久久久久久久|