DirectX3D游戏开发二 绘制第一个图形

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   在前一章节我们已经创建了我们的第一个DirectX3D项目,但是只是显示一个灰色的窗口而已,并没有进行相应的

绘图操作。那么今天,我们就来让窗口变得更漂亮一些。

   今天主要讲通过顶点缓冲区绘制图形。什么是顶点缓冲区?顶点缓冲区就是用来保存顶点数据的内存缓冲区,在DirectX3D中由COM接口IDirectVertexBuffer9表示,顶点缓冲区中顶点的数据就决定了渲染到屏幕上的效果。

LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices

   顶点数据可以包含坐标、颜色等属性,而具体使用什么属性,可以使用灵活顶点格式(FVF)规定顶点的格式。FVF中包含了多种属性,我们可以根据我们的需要来定义我们的顶点数据格式,以逻辑或(|)连接即可,如下:

// A structure for our custom vertex type
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)
    这里我们定义了自己的顶点格式,其中包括D3DFVF_XYZRHW(经过转换后的坐标)和D3DFVF_DIFFUSE(漫反射)。在顶点结构体中没有RHW时,Direct3D将执行视、投影、世界等变换以及进行光线计算,之后你才能在窗口中得到你所绘制的物体,这个在下一节仔细讲当顶点结构体中有RHW时,告知Direct3D使用的顶点已经在屏幕坐标系中了,不再执行视图、投影、世界等变换和光线计算,因为D3DFVF_XYZRHW标志告诉它顶点已经经过了这些处理,并直接将顶点进行光栅操作,任何用SetTransform进行的转换都对其无效。不过这时的原点就在客户区的左上角了,其中x向右为正,y向下为正,而z的意义已经变为z-buffer的象素深度。值得注意的是D3DFVF_XYZRHW和D3DFVF_XYZ、D3DFVF_NORMAL不能共存,因为后两个标志与前一个矛盾。

    定义了顶点格式之后,我们就来初始化我们的顶点缓冲区。这里,定义了一个初始化函数InitVB:

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;
	if (FAILED(g_pVB->Lock(0, sizeof(vertices), (void**)&pVertices, 0)))
		return E_FAIL;
	memcpy(pVertices, vertices, sizeof(vertices));
	g_pVB->Unlock();
	return S_OK;
}

    在InitVB中,首先定义图形的顶点,在此我们初始化了一个三角形的三个顶点,存放在vertices数组中(注意:顶点的填充顺序与裁剪方式有关,默认是顺时针,可以通过g_pDevice->SetRenderState(…)进行设置,以后我们会进行讲解)。g_pDevice是有效的DirectX3D设备指针,CreateVertexBuffer方法就是创建顶点缓冲区的方法,第一个参数表示要创建的顶点缓冲区的大小(字节数),在此我们设置为数组的大小;第二个参数表示顶点缓冲区的属性,在此设置为0;第三个参数表示灵活顶点格式,设置为定义好的CUSTOMVERTEX;第四个参数表示顶点缓冲区内存类型,从枚举类型D3DPOOL(内存池)中选择,在此选择默认类型D3DPOOL_DEFAULT();第五个参数就是顶点缓冲区接口的地址;第六个参数是保留参数,在此设置为NULL。

    顶点缓冲区创建好了之后,我们需要将vertexes中的数据填充进去,这时,我们需要两个函数:Lock()、Unlock()。在对顶点缓冲区进行修改时,必须先后调用加锁与解锁方法,然后通过memcpy方法,将数据拷贝到缓冲区中即可。

到此,顶点缓冲区就初始化完毕了。然后在消息循环之前调用此方法以使顶点缓冲区有效。

再就是Render()方法,

VOID Render()
{
	// Clear the backbuffer to a blue color
	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).
		g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
		g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
		//The first parameter accepted by DrawPrimitive is a flag that tells Direct3D what type of primitives to draw
		//This sample uses the flag D3DPT_TRIANGLELIST to specify a list of triangles. 
		//The second parameter is the index of the first vertex to load.
		//The third parameter tells the number of primitives to draw.
		//Because this sample draws only one triangle, this value is set to 1.
		//g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
		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);
}

Render()方法主要调用了三个方法SetStreamSource、SetFVF、DrawPrimitive。

SetStreamSource方法的作用是将顶点缓冲区与渲染数据流连接起来,第一个参数表示与顶点缓冲区链接的渲染数据流的编号(>=0);第二个参数表示顶点缓冲区接口指针;第三个参数表示渲染数据流的起始位置;第四个参数表示相邻顶点距离的字节数,在此为VERTEX结构体CUSTOMVERTEX的大小。

SetFVF方法设置渲染数据流的灵活顶点格式,在此设置自己定义的CUSTOMVERTEX。

DrawPrimitive就是用来绘制渲染数据流中图元的方法。其中有三个参数,分别为,第一个参数表示渲染的图元类型,在此为D3DPT_TRIANGLELIST(三角形列表);第二个参数表示从顶点缓冲区的第几个顶点开始绘制;第三个参数表示绘制的图元的数量。

最后别忘了在Cleanup方法中将g_pVB接口Release掉,

VOID Cleanup()
{
	if (g_pVB != NULL)
		g_pVB->Release();

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

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

保存修改,按Ctrl+F5运行项目,效果如下:

下面是main.c源代码:
//-----------------------------------------------------------------------------
// File: Vertices.cpp
//
// Desc: In this tutorial, we are rendering some vertices. This introduces the
//       concept of the vertex buffer, a Direct3D object used to store
//       vertices. Vertices can be defined any way we want by defining a
//       custom structure and a custom FVF (flexible vertex format). In this
//       tutorial, we are using vertices that are transformed (meaning they
//       are already in 2D window coordinates) and lit (meaning we are not
//       using Direct3D lighting, but are supplying our own colors).
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------

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

#include <d3d9.h>
#include "Windows.h"
#include <mmsystem.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
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)




//-----------------------------------------------------------------------------
// 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;
	}

	// 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;
	if (FAILED(g_pVB->Lock(0, sizeof(vertices), (void**)&pVertices, 0)))
		return E_FAIL;
	memcpy(pVertices, vertices, sizeof(vertices));
	g_pVB->Unlock();

	
	return S_OK;
}




//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized 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
	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).
		g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
		g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
		//The first parameter accepted by DrawPrimitive is a flag that tells Direct3D what type of primitives to draw
		//This sample uses the flag D3DPT_TRIANGLELIST to specify a list of triangles. 
		//The second parameter is the index of the first vertex to load.
		//The third parameter tells the number of primitives to draw.
		//Because this sample draws only one triangle, this value is set to 1.
		//g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
		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)
{
	UNREFERENCED_PARAMETER(hInst);

	// 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;
}







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