• 颜色


    1.颜色表示。  RGB数据可以用两种不同的结构来保存。

    1.1D3DCOLOR,他实际与DWORD类型相同。32位,D3DCOLOR中的每一项占居一位。每位取值[0,255]。

    用宏D3DCOLOR_ARGB和宏D3DCOLOR_XRGB来表示。

    1.2D3DCOLORVALUE,在该结构中我们用单精度浮点数来表示每个颜色分量的亮度值。取值范围0~1。我们可以用D3DXCOLOR来替代D3DCOLORVALUE。

    2.顶点颜色。 图元的颜色由构成改图元的顶点颜色来决定。相关标识D3DFVF_DIFFUSE.

    3.着色。有两种着色模式:平面着色和高洛德着色。

    Device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT); //平面着色

    Device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);//高洛德着色

    #ifndef __d3dUtilityH__
    #define __d3dUtilityH__
    
    #include <d3dx9.h>
    #include <string>
    
    namespace d3d
    {
        bool InitD3D(
            HINSTANCE hInstance,       // [in] Application instance.
            int width, int height,     // [in] Backbuffer dimensions.
            bool windowed,             // [in] Windowed (true)or full screen (false).
            D3DDEVTYPE deviceType,     // [in] HAL or REF
            IDirect3DDevice9** device);// [out]The created device.
    
        int EnterMsgLoop( 
            bool (*ptr_display)(float timeDelta));
    
        LRESULT CALLBACK WndProc(
            HWND hwnd,
            UINT msg, 
            WPARAM wParam,
            LPARAM lParam);
    
        template<class T> void Release(T t)
        {
            if( t )
            {
                t->Release();
                t = 0;
            }
        }
            
        template<class T> void Delete(T t)
        {
            if( t )
            {
                delete t;
                t = 0;
            }
        }
    
        const D3DXCOLOR      WHITE( D3DCOLOR_XRGB(255, 255, 255) );
        const D3DXCOLOR      BLACK( D3DCOLOR_XRGB(  0,   0,   0) );
        const D3DXCOLOR        RED( D3DCOLOR_XRGB(255,   0,   0) );
        const D3DXCOLOR      GREEN( D3DCOLOR_XRGB(  0, 255,   0) );
        const D3DXCOLOR       BLUE( D3DCOLOR_XRGB(  0,   0, 255) );
        const D3DXCOLOR     YELLOW( D3DCOLOR_XRGB(255, 255,   0) );
        const D3DXCOLOR       CYAN( D3DCOLOR_XRGB(  0, 255, 255) );
        const D3DXCOLOR    MAGENTA( D3DCOLOR_XRGB(255,   0, 255) );
    }
    
    #endif // __d3dUtilityH__
    d3dUtility.h
    #include "d3dUtility.h"
    
    bool d3d::InitD3D(
        HINSTANCE hInstance,
        int width, int height,
        bool windowed,
        D3DDEVTYPE deviceType,
        IDirect3DDevice9** device)
    { 
        WNDCLASS wc;
    
        wc.style         = CS_HREDRAW | CS_VREDRAW;
        wc.lpfnWndProc   = (WNDPROC)d3d::WndProc; 
        wc.cbClsExtra    = 0;
        wc.cbWndExtra    = 0;
        wc.hInstance     = hInstance;
        wc.hIcon         = LoadIcon(0, IDI_APPLICATION);
        wc.hCursor       = LoadCursor(0, IDC_ARROW);
        wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
        wc.lpszMenuName  = 0;
        wc.lpszClassName = "Direct3D9App";
    
        if( !RegisterClass(&wc) ) 
        {
            ::MessageBox(0, "RegisterClass() - FAILED", 0, 0);
            return false;
        }
            
        HWND hwnd = 0;
        hwnd = ::CreateWindow("Direct3D9App", "Direct3D9App", 
            WS_EX_TOPMOST,
            0, 0, width, height,
            0 /*parent hwnd*/, 0 /* menu */, hInstance, 0 /*extra*/); 
    
        if( !hwnd )
        {
            ::MessageBox(0, "CreateWindow() - FAILED", 0, 0);
            return false;
        }
    
        ::ShowWindow(hwnd, SW_SHOW);
        ::UpdateWindow(hwnd);
    
        //
        // Init D3D: 
        //
    
        HRESULT hr = 0;
    
        // Step 1: Create the IDirect3D9 object.
    
        IDirect3D9* d3d9 = 0;
        d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
    
        if( !d3d9 )
        {
            ::MessageBox(0, "Direct3DCreate9() - FAILED", 0, 0);
            return false;
        }
    
        // Step 2: Check for hardware vp.
    
        D3DCAPS9 caps;
        d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT, deviceType, &caps);
    
        int vp = 0;
        if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
            vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
        else
            vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
    
        // Step 3: Fill out the D3DPRESENT_PARAMETERS structure.
     
        D3DPRESENT_PARAMETERS d3dpp;
        d3dpp.BackBufferWidth            = width;
        d3dpp.BackBufferHeight           = height;
        d3dpp.BackBufferFormat           = D3DFMT_A8R8G8B8;
        d3dpp.BackBufferCount            = 1;
        d3dpp.MultiSampleType            = D3DMULTISAMPLE_NONE;
        d3dpp.MultiSampleQuality         = 0;
        d3dpp.SwapEffect                 = D3DSWAPEFFECT_DISCARD; 
        d3dpp.hDeviceWindow              = hwnd;
        d3dpp.Windowed                   = windowed;
        d3dpp.EnableAutoDepthStencil     = true; 
        d3dpp.AutoDepthStencilFormat     = D3DFMT_D24S8;
        d3dpp.Flags                      = 0;
        d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
        d3dpp.PresentationInterval       = D3DPRESENT_INTERVAL_IMMEDIATE;
    
        // Step 4: Create the device.
    
        hr = d3d9->CreateDevice(
            D3DADAPTER_DEFAULT, // primary adapter
            deviceType,         // device type
            hwnd,               // window associated with device
            vp,                 // vertex processing
            &d3dpp,             // present parameters
            device);            // return created device
    
        if( FAILED(hr) )
        {
            // try again using a 16-bit depth buffer
            d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
            
            hr = d3d9->CreateDevice(
                D3DADAPTER_DEFAULT,
                deviceType,
                hwnd,
                vp,
                &d3dpp,
                device);
    
            if( FAILED(hr) )
            {
                d3d9->Release(); // done with d3d9 object
                ::MessageBox(0, "CreateDevice() - FAILED", 0, 0);
                return false;
            }
        }
    
        d3d9->Release(); // done with d3d9 object
        
        return true;
    }
    
    int d3d::EnterMsgLoop( bool (*ptr_display)(float timeDelta) )
    {
        MSG msg;
        ::ZeroMemory(&msg, sizeof(MSG));
    
        static float lastTime = (float)timeGetTime(); 
    
        while(msg.message != WM_QUIT)
        {
            if(::PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
            {
                ::TranslateMessage(&msg);
                ::DispatchMessage(&msg);
            }
            else
            {    
                float currTime  = (float)timeGetTime();
                float timeDelta = (currTime - lastTime)*0.001f;
    
                ptr_display(timeDelta);
    
                lastTime = currTime;
            }
        }
        return msg.wParam;
    }
    d3dUtility.cpp
    #include "d3dUtility.h"
    
    IDirect3DDevice9* Device = 0; 
    
    const int Width  = 640;
    const int Height = 480;
    
    IDirect3DVertexBuffer9* Triangle = 0; 
    D3DXMATRIX WorldMatrix;
    
    struct Vertex
    {
        Vertex(){}
    
        Vertex(float x, float y, float z,D3DCOLOR c)
        {
            _x = x;     _y = y;  _z = z;
            _c=c;
        }
    
        float _x, _y, _z;
        D3DCOLOR _c;
    
        static const DWORD FVF;
    };
    const DWORD Vertex::FVF = D3DFVF_XYZ | D3DFVF_DIFFUSE;
    
    //
    // Framework Functions
    //
    bool Setup()
    {
        Device->CreateVertexBuffer(
            3 * sizeof(Vertex), // size in bytes
            D3DUSAGE_WRITEONLY, // flags
            Vertex::FVF,        // vertex format
            D3DPOOL_MANAGED,    // managed memory pool
            &Triangle,          // return create vertex buffer
            0);                 // not used - set to 0
    
        Vertex* vertices;
        Triangle->Lock(0, 0, (void**)&vertices, 0);
    
        vertices[0] = Vertex(-1.0f, 0.0f, 2.0f,d3d::RED);
        vertices[1] = Vertex( 0.0f, 1.0f, 2.0f,d3d::BLUE);
        vertices[2] = Vertex( 1.0f, 0.0f, 2.0f,d3d::CYAN);
    
        Triangle->Unlock();
    
        D3DXMATRIX proj;
        D3DXMatrixPerspectiveFovLH(
                &proj,                        // result
                D3DX_PI * 0.5f,               // 90 - degrees
                (float)Width / (float)Height, // aspect ratio
                1.0f,                         // near plane
                1000.0f);                     // far plane
        Device->SetTransform(D3DTS_PROJECTION, &proj);
     
        Device->SetRenderState(D3DRS_LIGHTING, false);//如果没有这个,会是两个黑块三角形
    
        return true;
    }
    void Cleanup()
    {
        d3d::Release<IDirect3DVertexBuffer9*>(Triangle);
    }
    
    bool Display(float timeDelta)
    {
        if( Device )
        {
            Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
            Device->BeginScene();
    
            Device->SetStreamSource(0, Triangle, 0, sizeof(Vertex));
            Device->SetFVF(Vertex::FVF);
    
            // Draw one triangle.    
            D3DXMatrixTranslation(&WorldMatrix, -1.25f, 0.0f, 0.0f);
            Device->SetTransform(D3DTS_WORLD, &WorldMatrix);
    
            Device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT); //平面着色
            Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
    
            D3DXMatrixTranslation(&WorldMatrix, 1.25f, 0.0f, 0.0f);
            Device->SetTransform(D3DTS_WORLD, &WorldMatrix);
    
            Device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);//高洛德着色
            Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
    
            Device->EndScene();
            Device->Present(0, 0, 0, 0);
        }
        return true;
    }
    
    
    //
    // WndProc
    //
    LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
    {
        switch( msg )
        {
        case WM_DESTROY:
            ::PostQuitMessage(0);
            break;
            
        case WM_KEYDOWN:
            if( wParam == VK_ESCAPE )
                ::DestroyWindow(hwnd);
            break;
        }
        return ::DefWindowProc(hwnd, msg, wParam, lParam);
    }
    
    //
    // WinMain
    //
    int WINAPI WinMain(HINSTANCE hinstance,
                       HINSTANCE prevInstance, 
                       PSTR cmdLine,
                       int showCmd)
    {
        if(!d3d::InitD3D(hinstance,
            Width, Height, true, D3DDEVTYPE_HAL, &Device))
        {
            ::MessageBox(0, "InitD3D() - FAILED", 0, 0);
            return 0;
        }
            
        if(!Setup())
        {
            ::MessageBox(0, "Setup() - FAILED", 0, 0);
            return 0;
        }
    
        d3d::EnterMsgLoop( Display );
    
        Cleanup();
    
        Device->Release();
    
        return 0;
    }
    main.cpp
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  • 原文地址:https://www.cnblogs.com/hometown/p/3652529.html
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