//=============================================================================
// Desc: 坐標變換
//=============================================================================
#include <d3dx9.h> //D3DX實用庫函數, 該頭文件中又包含了d3d9.h頭文件
//-----------------------------------------------------------------------------
// 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
HWND g_Wnd = NULL; //窗口句柄
D3DRECT g_ClentRect;
LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
//-----------------------------------------------------------------------------
// Desc: 頂點結構
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
D3DXVECTOR3 position;
DWORD color;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
//-----------------------------------------------------------------------------
// Desc: 設置世界矩陣
//-----------------------------------------------------------------------------
VOID SetupWorldMatrice()
{
//建立一個繞X軸動態旋轉的世界矩陣
D3DXMATRIX matWorld;
UINT iTime = timeGetTime() % 1000;
FLOAT fAngle = iTime * (2.0f * D3DX_PI) / 1000.0f;
D3DXMatrixIdentity( &matWorld );
D3DXMatrixRotationX( &matWorld, fAngle );
//設置世界矩陣
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
}
//-----------------------------------------------------------------------------
// Desc: 設置觀察矩陣和投影矩陣
//-----------------------------------------------------------------------------
VOID SetupViewandProjMatrices()
{
//建立并設置觀察矩陣
D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
//建立并設置投影矩陣
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
//-----------------------------------------------------------------------------
// Desc: 設置視區
//-----------------------------------------------------------------------------
VOID SetupViewPort()
{
RECT rect;
GetClientRect(g_Wnd,&rect);
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = rect.right;
vp.Height = rect.bottom;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
g_pd3dDevice->SetViewport(&vp);
}
//-----------------------------------------------------------------------------
// 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;
}
//設置剔出模式為不剔出任何面(正面和反面)
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
//關閉光照處理, 默認情況下啟用光照處理
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
//設置觀察和投影矩陣
SetupViewandProjMatrices();
//設置視區
SetupViewPort();
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 創建場景圖形
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
//創頂點緩沖區
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}
//填充頂點緩沖區
CUSTOMVERTEX* pVertices;
if( FAILED( g_pVB->Lock( 0, 0, (void**)&pVertices, 0 ) ) )
return E_FAIL;
for( DWORD i=0; i<50; i++ )
{
FLOAT theta = (2*D3DX_PI*i)/(50-1);
pVertices[2*i+0].position = D3DXVECTOR3( sinf(theta),-1.0f, cosf(theta) );
pVertices[2*i+0].color =0xffffff00;
pVertices[2*i+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) );
pVertices[2*i+1].color =0xffffff00;
}
g_pVB->Unlock();
WORD g_Indices[100] ;
int index;
for (index=0;index<100;index++)
{
g_Indices[index]=index;
}
//創建索引緩沖區
if( FAILED( g_pd3dDevice->CreateIndexBuffer( 100*sizeof(WORD),
0, D3DFMT_INDEX16, //索引類型
D3DPOOL_DEFAULT, &g_pIB,NULL ) ) )
{
return E_FAIL;
}
//填充索引緩沖區
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() ) )
{
//設置世界矩陣
SetupWorldMatrice();
//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->SetIndices( g_pIB ); //設置索引緩沖區
g_pd3dDevice->DrawIndexedPrimitive ( D3DPT_LINELIST, 0,0,100,0,50 );
//結束在后臺緩沖區渲染圖形
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;
}
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"坐標變換",
WS_OVERLAPPEDWINDOW, 200, 100, 500,500,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
g_Wnd=hWnd;
//初始化Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
//創建場景圖形
if( SUCCEEDED( InitGeometry() ) )
{
//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;
}
在上面的代碼中
g_pd3dDevice->DrawIndexedPrimitive ( D3DPT_LINELIST, 0,0,100,0,50 );
可以顯示出LINELIST
但設置為(D3DPT_POINTLIST,0,0,100,0,100)時卻不能顯示POINT,
這是為什么?