DirectX 9.0 学习笔记2

 

DirectX 9.0 学习笔记2

                                                                                                                                Flyli

以下是Direct SDK  tutorial2的程序内容

主要介绍了direct中公共的顶点结构

Sdk 的很多英文注释写的都很好,因为我的英文不大好,所以以后我的注释也用英文写

为了说明哪些注释是我加上去的,我会在注释前面加上flyli的字样

//I will use English write note, because of my poor English

#include <d3d9.h>

#pragma warning( disable : 4996 ) // disable deprecated warning

#include <strsafe.h>

#pragma warning( default : 4996 )

//-----------------------------------------------------------------------------

// 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

// A structure for our custom vertex type

//flyli: a structure of custom vertex.

struct CUSTOMVERTEX

{

    FLOAT x, y, z, rhw; // The transformed position for the vertex

    DWORD color;        // The vertex color

};

// Our custom FVF, which describes our custom vertex structure

#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)

//flyli:this will tell vertex buffer that the custom vertice has a translate point followed by

//a color component.

//-----------------------------------------------------------------------------

// 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

//flyli:fill the structure.

    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;

    }

    //flyli:Driver of Direct define by LPDIRECT3D9,which contect driver and hWnd

    // Device state would normally be set here

    return S_OK;

}

//-----------------------------------------------------------------------------

// Name: InitVB()

// Desc: Creates a vertex buffer and fills it with our Vertices. The vertex

//       buffer is basically just a chuck of memory that holds Vertices. After

//       creating it, we must Lock()/Unlock() it to fill it. For indices, D3D

//       also uses index buffers. The special thing about vertex and index

//       buffers is that they can be created in device memory, allowing some

//       cards to process them in hardware, resulting in a dramatic

//       performance gain.

//-----------------------------------------------------------------------------

HRESULT InitVB()

{

    // Initialize three Vertices for rendering a triangle

    CUSTOMVERTEX Vertices[] =

    {

        { 150.0f,  50.0f, 0.5f, 1.0f, 0xffff0000, }, // x, y, z, rhw, color

        { 250.0f, 250.0f, 0.5f, 1.0f, 0xff00ff00, },

        {  50.0f, 250.0f, 0.5f, 1.0f, 0xff00ffff, },

    };

    // Create the vertex buffer. Here we are allocating enough memory

    // (from the default pool) to hold all our 3 custom Vertices. We also

    // specify the FVF, so the vertex buffer knows what data it contains.

    if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),

                                                  0, D3DFVF_CUSTOMVERTEX,

                                                  D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )

    {

        return E_FAIL;

    }

    // Now we fill the vertex buffer. To do this, we need to Lock() the VB to

    // gain access to the Vertices. This mechanism is required becuase vertex

    // buffers may be in device memory.

VOID* pVertices;

//flyli:lock the vertex buffer

    if( FAILED( g_pVB->Lock( 0, sizeof(Vertices), (void**)&pVertices, 0 ) ) )

        return E_FAIL;

//flyli:copy the vertices into vertex buffer

    memcpy( pVertices, Vertices, sizeof(Vertices) );

    g_pVB->Unlock();

    return S_OK;

}

//-----------------------------------------------------------------------------

// Name: Cleanup()

// Desc: Releases all previously initialized objects

//-----------------------------------------------------------------------------

//flyli:releases all objects.

VOID Cleanup()

{

    if( g_pVB != NULL )       

        g_pVB->Release();

 

    if( g_pd3dDevice != NULL )

        g_pd3dDevice->Release();

 

    if( g_pD3D != NULL )      

        g_pD3D->Release();

}

//-----------------------------------------------------------------------------

// Name: Render()

// Desc: Draws the scene

//-----------------------------------------------------------------------------

VOID Render()

{

// Clear the backbuffer to a blue color

//flyli: fill the background.

    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );

// Begin the scene

if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )

    {

        // Draw the triangles in the vertex buffer. This is broken into a few

        // steps. We are passing the Vertices down a "stream", so first we need

        // to specify the source of that stream, which is our vertex buffer. Then

        // we need to let D3D know what vertex shader to use. Full, custom vertex

        // shaders are an advanced topic, but in most cases the vertex shader is

        // just the FVF, so that D3D knows what type of Vertices we are dealing

        // with. Finally, we call DrawPrimitive() which does the actual rendering

        // of our geometry (in this case, just one triangle).

        //flyli: set the source of the data

        g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );

//flyli: set the type of the FVF

        g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );

        //flyli: begin to draw. The first parameter is the type of primitive to draw.

        //       the second parameter is the index of first virtice .

        //       the third parameter is number of the maximun to draw.

        g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );

        // 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: wWinMain()

// Desc: The application's entry point

//-----------------------------------------------------------------------------

INT WINAPI wWinMain( HINSTANCE hInst, HINSTANCE, LPWSTR, INT )

{

    // Register the window class

    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,

                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,

                      L"D3D Tutorial", NULL };

    RegisterClassEx( &wc );

    // Create the application's window

    HWND hWnd = CreateWindow( L"D3D Tutorial", L"D3D Tutorial 02: Vertices",

                              WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,

                              NULL, NULL, wc.hInstance, NULL );

    // Initialize Direct3D

    if( SUCCEEDED( InitD3D( hWnd ) ) )

    {

        // Create the vertex buffer

        if( SUCCEEDED( InitVB() ) )

        {

            // 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( L"D3D Tutorial", wc.hInstance );

    return 0;

}

总结:通过这次的学习主要明白了direct对三角形的渲染方法(漫反射),以及每个点的结构啊之类的东东,但是有个东西需要注意,就是整个画图的区域并不是我们在winmain中设置的300*300,因为标题栏和对话框边框都占去了不少空间,而我们virtexStructure中的点的结构是以可以使用的Client 客户区域的左上角为0点来定的坐标。

Conclusion: passing this course, I understand the way to render of DirectX and the structure of the virtice.

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