HLSL 研究学习之四

  (4_1)3D中3D(用C++中原来所设顶点色)

 

 

hlsl.fx:

 

//(4_1)3D三角形(用原来色)
// -------------------------------------------------------------
// 全局变量
// -------------------------------------------------------------
float4x4 matWorldViewProj;

// -------------------------------------------------------------
//顶点输出信息
// -------------------------------------------------------------
struct VS_OUTPUT
{
   float4 Pos: POSITION;
   float4 Dif: COLOR0;
};

// -------------------------------------------------------------
// 顶点渲染指令段
// -------------------------------------------------------------

VS_OUTPUT VS( float4 Pos: POSITION , float4 Color: COLOR0)
{
   VS_OUTPUT Out = (VS_OUTPUT) 0;
   Out.Pos = mul(Pos, matWorldViewProj); // 通过矩阵来设置顶点位置
   Out.Dif = Color;
   return Out;
}

// -------------------------------------------------------------
// 像素渲染指令段
// -------------------------------------------------------------
float4 PS(VS_OUTPUT In) : COLOR
{
   return In.Dif;
}


// -------------------------------------------------------------
// 效果指令段
// -------------------------------------------------------------
technique TShader
{
    pass P0
    {
        VertexShader = compile vs_1_1 VS();
        PixelShader  = compile ps_1_1 PS();
    }
}


 

C++代码:

//-----------------------------------------------------------------------------
// (4_1)3D三角形(用原来色)
//-----------------------------------------------------------------------------
#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
#include <strsafe.h>

 


//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9             g_pD3D       = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER9 g_pVB        = NULL; // Buffer to hold vertices
LPD3DXEFFECT            g_pEffect    = NULL;
// A structure for our custom vertex type
struct CUSTOMVERTEX
{
    FLOAT x, y, z;      // The untransformed, 3D position for the vertex
    DWORD Color;        // The vertex color
};

// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)

 


//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    // Create the D3D object.
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        return E_FAIL;

    // Set up the structure used to create the D3DDevice
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory( &d3dpp, sizeof(d3dpp) );
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

    // Create the D3DDevice
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      &d3dpp, &g_pd3dDevice ) ) )
    {
        return E_FAIL;
    }

    // Turn off culling, so we see the front and back of the triangle
    g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

    // Turn off D3D lighting, since we are providing our own vertex colors
    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );

 //创建HLSH
 if( FAILED(D3DXCreateEffectFromFile( g_pd3dDevice, "hlsl.fx", NULL, NULL,
  D3DXSHADER_DEBUG, NULL, &g_pEffect, NULL ) ) )
 {
        return E_FAIL;
 }
 if( g_pEffect != NULL ) g_pEffect->OnResetDevice();
  
 //设定效果:因为只有一个,所以初始时就设了~
 D3DXHANDLE hTechnique = g_pEffect->GetTechniqueByName( "TShader" );
 g_pEffect->SetTechnique( hTechnique );
    return S_OK;
}

 


//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Creates the scene geometry
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
    // Initialize three vertices for rendering a triangle
    CUSTOMVERTEX g_Vertices[] =
    {
        { -1.0f,-1.0f, 0.0f,0xffff0000 },
        {  1.0f,-1.0f, 0.0f,0xff00ff00 },
        {  0.0f, 1.0f, 0.0f,0xff0000ff },
    };

    // Create the vertex buffer.
    if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
                                                  0, D3DFVF_CUSTOMVERTEX,
                                                  D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
    {
        return E_FAIL;
    }

    // Fill the vertex buffer.
    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;
}

 


//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    if( g_pEffect != NULL )       
        g_pEffect->Release();

    if( g_pVB != NULL )
        g_pVB->Release();

    if( g_pd3dDevice != NULL )
        g_pd3dDevice->Release();

    if( g_pD3D != NULL )
        g_pD3D->Release();
}

 

//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
    // For our world matrix, we will just rotate the object about the y-axis.
    D3DXMATRIXA16 matWorld;

    UINT  iTime  = timeGetTime() % 1000;
    FLOAT fAngle = iTime * (2.0f * D3DX_PI) / 1000.0f;
    D3DXMatrixRotationY( &matWorld, fAngle );

    D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
    D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
    D3DXMATRIXA16 matView;
    D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );

    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );

 //设定VS矩阵
 D3DXMATRIX mWorldViewProj = matWorld * matView * matProj;
 g_pEffect->SetMatrix( "matWorldViewProj", &mWorldViewProj );
}

 

//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    // Clear the backbuffer to a black color
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );

    // Begin the scene
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
        // Setup the world, view, and projection matrices
        SetupMatrices();

        // Render the vertex buffer contents

  //按VS,PS渲染
  if( g_pEffect != NULL )
  {
   UINT nPasses=0;
   UINT iPass=0;
   if(SUCCEEDED(g_pEffect->Begin( &nPasses, 0 )))
   {
    for(iPass = 0; iPass < nPasses; iPass ++ )
    {
     g_pEffect->BeginPass( iPass );
    }
    g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
    g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
    g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 1 );
    g_pEffect->EndPass();
    g_pEffect->End();
   }
  }
        // End the scene
        g_pd3dDevice->EndScene();
    }

    // Present the backbuffer contents to the display
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}

 


//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
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 );
}

 


//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
    // Register the window class
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                      "D3D Tutorial", NULL };
    RegisterClassEx( &wc );

    // Create the application's window
    HWND hWnd = CreateWindow( "D3D Tutorial", "HLSL学习4_1",
                              WS_OVERLAPPEDWINDOW, 100, 100, 256, 256,
                              GetDesktopWindow(), NULL, wc.hInstance, NULL );

    // Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    {
        // Create the scene geometry
        if( SUCCEEDED( InitGeometry() ) )
        {
            // Show the window
            ShowWindow( hWnd, SW_SHOWDEFAULT );
            UpdateWindow( hWnd );

            // Enter the message loop
            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();
            }
        }
    }

    UnregisterClass( "D3D Tutorial", wc.hInstance );
    return 0;
}

 

本文来自CSDN博客,转载请标明出处:http://blog.csdn.net/honghaier/archive/2008/10/30/3188490.aspx

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