• D3D中用3D方法绘制2D图象的例子


    原文出处:

    http://www.cppblog.com/lovedday/archive/2007/07/02/27379.html

    思路与一个用D3D绘制2D图形的例子相差不多,主要的区别在顶点的数据结构定义不一样。

    2D的VERTEX结构定义为:

    // The 2D vertex format and descriptor
    typedef struct
    {
        
    float x, y, z;  // 2D coordinates
        float rhw;      // rhw
        float u, v;     // texture coordinates
    } VERTEX;

    #define VERTEX_FVF   (D3DFVF_XYZRHW | D3DFVF_TEX1)


    3D的VERTEX结构定义为:

    // The 3D vertex format and descriptor
    typedef struct
    {
        
    float x, y, z;  // 3D coordinates    
        float u, v;     // texture coordinates
    } VERTEX;

    #define VERTEX_FVF   (D3DFVF_XYZ | D3DFVF_TEX1)


    其他的区别主要在Do_Init函数,3D模式启用深度蒙板,并且格式为16位z-缓存位深;接着禁用光照,并且启用z缓存;再接着设置透视矩阵和视口矩阵。

       present_param.EnableAutoDepthStencil = TRUE;
       present_param.AutoDepthStencilFormat 
    = D3DFMT_D16;

        // set render state

        
    // disable d3d lighting
        g_d3d_device->SetRenderState(D3DRS_LIGHTING, FALSE);
        
    // enable z-buffer
        g_d3d_device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);

        
    // create and set the projection matrix

        
    // builds a left-handed perspective projection matrix based on a field of view
        D3DXMatrixPerspectiveFovLH(&mat_proj, D3DX_PI/4.01.333331.01000.0);

        
    // sets a single device transformation-related state
        g_d3d_device->SetTransform(D3DTS_PROJECTION, &mat_proj);

        
    // create and set the view matrix
        D3DXMatrixLookAtLH(&mat_view, 
                           
    &D3DXVECTOR3(0.00.0-500.0),
                           
    &D3DXVECTOR3(0.0f0.0f0.0f), 
                           
    &D3DXVECTOR3(0.0f1.0f0.0f));

        g_d3d_device
    ->SetTransform(D3DTS_VIEW, &mat_view);


    函数Do_Frame也有一些区别,调用Clear来清除后备缓冲时增加了一个D3DCLEAR_ZBUFFER提示D3D要清除z 缓存,接着设置世界矩阵。

       // clear device back buffer
        g_d3d_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(064128255), 1.0f0);

        // create and set the world transformation matrix
        
    // rotate object along z-axis
         D3DXMatrixRotationZ(&mat_world, (float) (timeGetTime() / 1000.0));
            
         g_d3d_device
    ->SetTransform(D3DTS_WORLD, &mat_world);


    完整源码如下:

    /***************************************************************************************
    PURPOSE:
        3D Drawing Demo

    Required libraries:
      WINMM.LIB, D3D9.LIB, D3DX9.LIB.
     **************************************************************************************
    */

    #include 
    <windows.h>
    #include 
    <stdio.h>
    #include 
    "d3d9.h"
    #include 
    "d3dx9.h"

    #pragma comment(lib, 
    "winmm.lib")
    #pragma comment(lib, 
    "d3d9.lib")
    #pragma comment(lib, 
    "d3dx9.lib")

    #pragma warning(disable : 
    4305)

    #define WINDOW_WIDTH    400
    #define WINDOW_HEIGHT   400

    #define Safe_Release(p) if((p)) (p)->Release();

    // window handles, class and caption text.
    HWND g_hwnd;
    HINSTANCE g_inst;
    static char g_class_name[] = "Draw3DClass";
    static char g_caption[]    = "Draw3D Demo";

    // the Direct3D and device object
    IDirect3D9* g_d3d = NULL;
    IDirect3DDevice9
    * g_d3d_device = NULL;

    // The 3D vertex format and descriptor
    typedef struct
    {
        
    float x, y, z;  // 3D coordinates    
        float u, v;     // texture coordinates
    } VERTEX;

    #define VERTEX_FVF   (D3DFVF_XYZ | D3DFVF_TEX1)

    IDirect3DVertexBuffer9
    * g_vertex_buffer = NULL;
    IDirect3DTexture9
    *      g_texture = NULL;

    //--------------------------------------------------------------------------------
    // Window procedure.
    //--------------------------------------------------------------------------------
    long WINAPI Window_Proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
    {
        
    switch(msg)
        {
        
    case WM_DESTROY:
            PostQuitMessage(
    0);
            
    return 0;
        }

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

    //--------------------------------------------------------------------------------
    // Initialize d3d, d3d device, vertex buffer, texutre; set render state for d3d;
    // set perspective matrix and view matrix.
    //--------------------------------------------------------------------------------
    BOOL Do_Init()
    {
        D3DPRESENT_PARAMETERS present_param;
        D3DDISPLAYMODE  display_mode;
        D3DXMATRIX mat_proj, mat_view;
        BYTE
    * vertex_ptr;

        
    // initialize vertex data
        VERTEX verts[] = {
          { 
    -100.0f,  100.0f0.0f0.0f0.0f },
          {  
    100.0f,  100.0f0.0f1.0f0.0f },
          { 
    -100.0f-100.0f0.0f0.0f1.0f },
          {  
    100.0f-100.0f0.0f1.0f1.0f }
        }; 

        
    // do a windowed mode initialization of Direct3D
        if((g_d3d = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
            
    return FALSE;

        
    // retrieves the current display mode of the adapter
        if(FAILED(g_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &display_mode)))
            
    return FALSE;

        ZeroMemory(
    &present_param, sizeof(present_param));

        
    // initialize d3d presentation parameter
        present_param.Windowed               = TRUE;
        present_param.SwapEffect             
    = D3DSWAPEFFECT_DISCARD;
        present_param.BackBufferFormat       
    = display_mode.Format;
        present_param.EnableAutoDepthStencil 
    = TRUE;
        present_param.AutoDepthStencilFormat 
    = D3DFMT_D16;

        
    // creates a device to represent the display adapter
        if(FAILED(g_d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING, 
    &present_param, &g_d3d_device)))
            
    return FALSE;     

        
    // set render state

        
    // disable d3d lighting
        g_d3d_device->SetRenderState(D3DRS_LIGHTING, FALSE);
        
    // enable z-buffer
        g_d3d_device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);

        
    // create and set the projection matrix

        
    // builds a left-handed perspective projection matrix based on a field of view
        D3DXMatrixPerspectiveFovLH(&mat_proj, D3DX_PI/4.01.333331.01000.0);

        
    // sets a single device transformation-related state
        g_d3d_device->SetTransform(D3DTS_PROJECTION, &mat_proj);

        
    // create and set the view matrix
        D3DXMatrixLookAtLH(&mat_view, 
                           
    &D3DXVECTOR3(0.00.0-500.0),
                           
    &D3DXVECTOR3(0.0f0.0f0.0f), 
                           
    &D3DXVECTOR3(0.0f1.0f0.0f));

        g_d3d_device
    ->SetTransform(D3DTS_VIEW, &mat_view);

        
    // create the vertex buffer and set data
        g_d3d_device->CreateVertexBuffer(sizeof(VERTEX) * 40, VERTEX_FVF, D3DPOOL_DEFAULT, &g_vertex_buffer, NULL);

        
    // locks a range of vertex data and obtains a pointer to the vertex buffer memory
        g_vertex_buffer->Lock(00, (void**)&vertex_ptr, 0);

        memcpy(vertex_ptr, verts, 
    sizeof(verts));

        
    // unlocks vertex data
        g_vertex_buffer->Unlock();

        
    // load the texture map
        D3DXCreateTextureFromFile(g_d3d_device, "Texture.bmp"&g_texture);

        
    return TRUE;
    }

    //--------------------------------------------------------------------------------
    // Release all d3d resource.
    //--------------------------------------------------------------------------------
    BOOL Do_Shutdown()
    {
        Safe_Release(g_vertex_buffer);
        Safe_Release(g_texture);
        Safe_Release(g_d3d_device);
        Safe_Release(g_d3d);

        
    return TRUE;
    }

    //--------------------------------------------------------------------------------
    // Render a frame.
    //--------------------------------------------------------------------------------
    BOOL Do_Frame()
    {
        D3DXMATRIX mat_world;

        
    // clear device back buffer
        g_d3d_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(064128255), 1.0f0);

        
    // Begin scene
        if(SUCCEEDED(g_d3d_device->BeginScene()))
        {
            
    // create and set the world transformation matrix
            
    // rotate object along z-axis
            D3DXMatrixRotationZ(&mat_world, (float) (timeGetTime() / 1000.0));
            
            g_d3d_device
    ->SetTransform(D3DTS_WORLD, &mat_world);

            
    // set the vertex stream, shader, and texture.

            
    // binds a vertex buffer to a device data stream
            g_d3d_device->SetStreamSource(0, g_vertex_buffer, 0sizeof(VERTEX));

            
    // set the current vertex stream declation
            g_d3d_device->SetFVF(VERTEX_FVF);

            
    // assigns a texture to a stage for a device
            g_d3d_device->SetTexture(0, g_texture);

            
    // renders a sequence of noindexed, geometric primitives of the specified type from the current set
            
    // of data input stream.
            g_d3d_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 02);

            
    // release texture
            g_d3d_device->SetTexture(0, NULL);

            
    // end the scene
            g_d3d_device->EndScene();
        }

        
    // present the contents of the next buffer in the sequence of back buffers owned by the device
        g_d3d_device->Present(NULL, NULL, NULL, NULL);

        
    return TRUE;
    }

    //--------------------------------------------------------------------------------
    // Main function, routine entry.
    //--------------------------------------------------------------------------------
    int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line, int cmd_show)
    {
        WNDCLASSEX  win_class;
        MSG         msg;

        g_inst 
    = inst;

        
    // create window class and register it
        win_class.cbSize        = sizeof(win_class);
        win_class.style         
    = CS_CLASSDC;
        win_class.lpfnWndProc   
    = Window_Proc;
        win_class.cbClsExtra    
    = 0;
        win_class.cbWndExtra    
    = 0;
        win_class.hInstance     
    = inst;
        win_class.hIcon         
    = LoadIcon(NULL, IDI_APPLICATION);
        win_class.hCursor       
    = LoadCursor(NULL, IDC_ARROW);
        win_class.hbrBackground 
    = NULL;
        win_class.lpszMenuName  
    = NULL;
        win_class.lpszClassName 
    = g_class_name;
        win_class.hIconSm       
    = LoadIcon(NULL, IDI_APPLICATION);

        
    if(! RegisterClassEx(&win_class))
            
    return FALSE;

        
    // create the main window
        g_hwnd = CreateWindow(g_class_name, g_caption, WS_CAPTION | WS_SYSMENU, 00,
                              WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, inst, NULL);

        
    if(g_hwnd == NULL)
            
    return FALSE;

        ShowWindow(g_hwnd, SW_NORMAL);
        UpdateWindow(g_hwnd);

        
    // initialize game
        if(Do_Init() == FALSE)
            
    return FALSE;

        
    // start message pump, waiting for signal to quit.
        ZeroMemory(&msg, sizeof(MSG));

        
    while(msg.message != WM_QUIT)
        {
            
    if(PeekMessage(&msg, NULL, 00, PM_REMOVE))
            {
                TranslateMessage(
    &msg);
                DispatchMessage(
    &msg);
            }
            
            
    // draw a frame
            if(Do_Frame() == FALSE)
                
    break;
        }

        
    // run shutdown function
        Do_Shutdown();

        UnregisterClass(g_class_name, inst);
        
        
    return (int) msg.wParam;
    }


    效果(图象绕z轴旋转):

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  • 原文地址:https://www.cnblogs.com/resound/p/1797645.html
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