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            學習頂點緩存與索引緩存(一)

            Posted on 2008-08-04 15:35 orlando 閱讀(1673) 評論(0)  編輯 收藏 引用

            在學習了頂點緩存和索引緩存后運行了一個例子:

            //=============================================================================
            // Desc: 索引緩沖區(qū)
            //=============================================================================

            #include <d3d9.h>
            #include <math.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(qū)對象
            LPDIRECT3DINDEXBUFFER9  g_pIB   = NULL; // 索引緩沖區(qū)對象


            //-----------------------------------------------------------------------------
            // Desc: 頂點結構和靈活頂點格式
            //-----------------------------------------------------------------------------
            struct CUSTOMVERTEX
            {   FLOAT x, y, z, rhw;   // 經過坐標轉換的頂點位置
                DWORD color;          // 頂點漫反射顏色值
            };
            #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)


            //-----------------------------------------------------------------------------
            // Desc: 初始化Direct3D
            //-----------------------------------------------------------------------------
            HRESULT InitD3D( HWND hWnd )
            {
             //創(chuàng)建Direct3D對象, 該對象用于創(chuàng)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(chuàng)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(chuàng)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;
                }

                return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 創(chuàng)建并填充頂點緩沖區(qū)和索引緩沖區(qū)
            //-----------------------------------------------------------------------------
            HRESULT InitVBAndIB()
            {
             //頂點數(shù)據
             CUSTOMVERTEX g_Vertices[9];
             g_Vertices[0].x = 300;
             g_Vertices[0].y = 250;
             g_Vertices[0].z = 0.5f;
             g_Vertices[0].rhw = 1.0f;
             g_Vertices[0].color = 0xffff0000;
             for(int i=0; i<8; i++)
             {
              g_Vertices[i+1].x =  (float)(200*sin(i*3.14159/4.0)) + 300;
              g_Vertices[i+1].y = -(float)(200*cos(i*3.14159/4.0)) + 250;
              g_Vertices[i+1].z = 0.5f;
              g_Vertices[i+1].rhw = 1.0f;
              g_Vertices[i+1].color = 0xff00ff00;
             }

             //頂點索引數(shù)組
             WORD g_Indices[] ={ 0,1,2, 0,2,3, 0,3,4, 0,4,5, 0,5,6, 0,6,7, 0,7,8, 0,8,1 };

             //創(chuàng)建頂點緩沖區(qū)
                if( FAILED( g_pd3dDevice->CreateVertexBuffer( 9*sizeof(CUSTOMVERTEX),
                                                              0, D3DFVF_CUSTOMVERTEX,
                                                              D3DPOOL_DEFAULT, &g_pVB,NULL ) ) )
                {
                    return E_FAIL;
                }

             //填充頂點緩沖區(qū)
                VOID* pVertices;
                if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (void**)&pVertices, 0 ) ) )
                    return E_FAIL;
                memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
                g_pVB->Unlock();

             //創(chuàng)建索引緩沖區(qū)
             if( FAILED( g_pd3dDevice->CreateIndexBuffer( 24*sizeof(WORD),
                                                              0, D3DFMT_INDEX16,  //索引類型
                                                              D3DPOOL_DEFAULT, &g_pIB,NULL ) ) )
                {
                    return E_FAIL;
                }

             //填充頂點緩沖區(qū)
                VOID* pIndices;
                if( FAILED( g_pIB->Lock( 0, sizeof(g_Indices), (void**)&pIndices, 0 ) ) )
                    return E_FAIL;
                memcpy( pIndices, g_Indices, sizeof(g_Indices) );
                g_pIB->Unlock();

                return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 釋放創(chuàng)建的對象
            //-----------------------------------------------------------------------------
            VOID Cleanup()
            {
             //釋放頂點緩沖區(qū)對象
                if( g_pVB != NULL )       
                    g_pVB->Release();

             //釋放索引緩沖區(qū)對象
             if(g_pIB != NULL)
              g_pIB->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(qū)
                g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );

             //開始在后臺緩沖區(qū)繪制圖形
              if( SUCCEEDED( g_pd3dDevice->BeginScene()))
                {
              //在后臺緩沖區(qū)繪制圖形
                    g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
                    g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
                 g_pd3dDevice->SetIndices( g_pIB );  //設置索引緩沖區(qū)
                 g_pd3dDevice->DrawIndexedPrimitive ( D3DPT_TRIANGLELIST, 0,0,9,0,8 );
                
              //結束在后臺緩沖區(qū)渲染圖形
                    g_pd3dDevice->EndScene();
                }

             //將在后臺緩沖區(qū)繪制的圖形提交到前臺緩沖區(qū)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:
                        PostQuitMessage( 0 );
                        return 0;
                }
                return DefWindowProc( hWnd, msg, wParam, lParam );
            }


            //-----------------------------------------------------------------------------
            // Desc: 入口函數(shù)
            //-----------------------------------------------------------------------------
            INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
            {
             //注冊窗口類
                WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC | CS_HREDRAW | CS_VREDRAW, MsgProc, 0L, 0L,
                                  GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                                  L"ClassName", NULL };
                RegisterClassEx( &wc );

             //創(chuàng)建窗口
                HWND hWnd = CreateWindow( L"ClassName", L"索引緩沖區(qū)",
                                          WS_OVERLAPPEDWINDOW, 200, 100, 600, 550,
                                          GetDesktopWindow(), NULL, wc.hInstance, NULL );

             //初始化Direct3D
                if( SUCCEEDED( InitD3D( hWnd ) ) )
                {
              //創(chuàng)建并填充頂點緩沖區(qū)和索引緩沖區(qū)
                    if( SUCCEEDED( InitVBAndIB() ) )
                    {
               //顯示窗口
                        ShowWindow( hWnd, SW_SHOWDEFAULT );
                        UpdateWindow( hWnd );

               //進入消息循環(huán)
                        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;
            }

            但當我想把例子改成下面那樣使用頂點緩存時發(fā)現(xiàn)不能達到目的

            HRESULT InitVBAndIB()
            {
             //頂點數(shù)據
             CUSTOMVERTEX g_Vertices[9];
             g_Vertices[0].x = 300;
             g_Vertices[0].y = 250;
             g_Vertices[0].z = 0.5f;
             g_Vertices[0].rhw = 1.0f;
             g_Vertices[0].color = 0xffff0000;
             for(int i=0; i<8; i++)
             {
              g_Vertices[i+1].x =  (float)(200*sin(i*3.14159/4.0)) + 300;
              g_Vertices[i+1].y = -(float)(200*cos(i*3.14159/4.0)) + 250;
              g_Vertices[i+1].z = 0.5f;
              g_Vertices[i+1].rhw = 1.0f;
              g_Vertices[i+1].color = 0xff00ff00;
             }

             //頂點索引數(shù)組
             WORD g_Indices[] ={ 0,1,2, 0,2,3, 0,3,4, 0,4,5, 0,5,6, 0,6,7, 0,7,8, 0,8,1 };

             //創(chuàng)建頂點緩沖區(qū)
                if( FAILED( g_pd3dDevice->CreateVertexBuffer( 9*sizeof(CUSTOMVERTEX),
                                                              0, D3DFVF_CUSTOMVERTEX,
                                                              D3DPOOL_DEFAULT, &g_pVB,NULL ) ) )
                {
                    return E_FAIL;
                }

             //填充頂點緩沖區(qū)
                VOID* pVertices;
                if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (void**)&pVertices, 0 ) ) )
                    return E_FAIL;
                memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
                g_pVB->Unlock();

                 return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 釋放創(chuàng)建的對象
            //-----------------------------------------------------------------------------
            VOID Cleanup()
            {
             //釋放頂點緩沖區(qū)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(qū)
                g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );

             //開始在后臺緩沖區(qū)繪制圖形
              if( SUCCEEDED( g_pd3dDevice->BeginScene()))
                {
              //在后臺緩沖區(qū)繪制圖形
                    g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
                    g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
                  g_pd3dDevice->DrawPrimitive ( D3DPT_TRIANGLELIST, 0,8 );
                
              //結束在后臺緩沖區(qū)渲染圖形
                    g_pd3dDevice->EndScene();
                }

             //將在后臺緩沖區(qū)繪制的圖形提交到前臺緩沖區(qū)顯示
                g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
            }


            后來才發(fā)現(xiàn)使用頂點緩沖區(qū)繪制圖形時不能共用頂點,除非使用索引緩存

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