在Direct3D中,实体模型中的一个点可能被多个三角形面所共用,如果每个三角形都构造三个顶点,对比较浪费资源的,为了节省资源,引入了索引缓冲区:把顶点的具体数据和代表图元格式的顶点顺序分开存储,顶点数据仍然放到顶点缓存区中,索引缓存区则按照图元格式,顺序存放顶点的索引。
下面是一个简单的使用例子,画出两个三角形:
- /******************************************************
- FileName: CTDUIMessage.h - TDOnline/UISystem
- Author: lsm Version: Date: 08/11/4
- Description: 索引缓冲区的使用
- History:
- <author> <time> <version> <note>
- ******************************************************/
- /*-------------Head------------*/
- #include "assert.h"
- #include "d3dx9.h"
- #pragma warning(disable : 4996)
- #include "strsafe.h"
- #pragma warning(disable : 4996)
- LPDIRECT3D9 g_pD3DObj = NULL; //D3D 对象
- LPDIRECT3DDEVICE9 g_pD3DDev = NULL; //D3D 设备
- LPDIRECT3DVERTEXBUFFER9 g_pVerBuf = NULL; //顶点缓冲区
- LPDIRECT3DINDEXBUFFER9 g_pInBuf = NULL; //索引缓冲区
- TCHAR g_AppName[] = TEXT("D3D");//类名
- #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)//灵活顶点格式
- struct CUSTOMVERTEX
- {
- D3DXVECTOR3 position;
- float rhw;
- D3DCOLOR color;
- };
- /*---------------End------------*/
- /*==========================================
- Function name: InitD3D
- Description: 初始化D3D对象
- ==========================================*/
- HRESULT InitD3D(HWND hWnd)
- {
- if((g_pD3DObj = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)//创建3D对象
- {
- assert(false);
- return E_FAIL;
- }
- D3DDISPLAYMODE devMode;
- if (FAILED(g_pD3DObj->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &devMode)))//获得显卡信息
- {
- assert(false);
- return E_FAIL;
- }
- D3DPRESENT_PARAMETERS d3dpp;
- ZeroMemory(&d3dpp, sizeof(d3dpp));
- d3dpp.Windowed = true;
- d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
- d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
- if(FAILED(g_pD3DObj->CreateDevice(
- D3DADAPTER_DEFAULT,
- D3DDEVTYPE_HAL,
- hWnd,
- D3DCREATE_SOFTWARE_VERTEXPROCESSING,
- &d3dpp,
- &g_pD3DDev
- )))
- {
- assert(false);
- return E_FAIL;
- }
- return S_OK;
- }
- /*==========================================
- Function name: InitVBuf
- Description: 填充顶点缓冲区
- ==========================================*/
- HRESULT InitVBuf()
- {
- if (FAILED(g_pD3DDev->CreateVertexBuffer(
- 4*sizeof(CUSTOMVERTEX),
- 0,
- D3DFVF_CUSTOMVERTEX,
- D3DPOOL_DEFAULT,
- &g_pVerBuf,
- NULL
- )))
- {
- return E_FAIL;
- }
- CUSTOMVERTEX *vertices;
- if (FAILED(g_pVerBuf->Lock(0, 0, (void**)&vertices, 0)))//锁住内存
- {
- return E_FAIL;
- }
- vertices[0].position = D3DXVECTOR3(150.0f, 50.0f, 1.0f);//四个点,注意三角形的构造顺序
- vertices[0].rhw = 1.0f;
- vertices[0].color = 0xffff0000;
- vertices[1].position = D3DXVECTOR3( 50.0f, 220.0f, 1.0f);
- vertices[1].rhw = 1.0f;
- vertices[1].color = 0xff0000ff;
- vertices[2].position = D3DXVECTOR3(150.0f, 250.0f, 1.0f);
- vertices[2].rhw = 1.0f;
- vertices[2].color = 0xffffffff;
- vertices[3].position = D3DXVECTOR3(250.0f, 250.0f, 0.0f);
- vertices[3].rhw = 1.0f;
- vertices[3].color = 0xff000fff;
- g_pVerBuf->Unlock();
- WORD indexBuf[] = {0, 3, 2, 0, 2, 1};//以下是索引缓冲区
- void *pIndex;
- g_pD3DDev->CreateIndexBuffer(sizeof(indexBuf), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT,&g_pInBuf, NULL);
- g_pInBuf->Lock(0, sizeof(indexBuf), (void **)&pIndex, 0);
- memcpy(pIndex, indexBuf, sizeof(indexBuf));
- g_pInBuf->Unlock();
- return S_OK;
- }
- /*==========================================
- Function name: Cleanup
- Description: 释放对象
- ==========================================*/
- VOID Cleanup()
- {
- if (g_pVerBuf != NULL)
- {
- g_pVerBuf->Release();
- }
- if (g_pD3DDev != NULL)
- {
- g_pD3DDev->Release();
- }
- if (g_pD3DObj != NULL)
- {
- g_pD3DObj->Release();
- }
- }
- /*==========================================
- Function name: Render
- Description: 负责渲染
- ==========================================*/
- VOID Render()
- {
- if (g_pD3DDev == NULL)
- {
- return ;
- }
- g_pD3DDev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 255), 1, 0);
- if (SUCCEEDED(g_pD3DDev->BeginScene()))
- {
- g_pD3DDev->SetStreamSource(0, g_pVerBuf, 0, sizeof(CUSTOMVERTEX));
- g_pD3DDev->SetFVF(D3DFVF_CUSTOMVERTEX);
- g_pD3DDev->SetIndices(g_pInBuf);
- g_pD3DDev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2);
- //g_pD3DDev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
- g_pD3DDev->EndScene();
- }
- g_pD3DDev->Present(NULL, NULL, NULL, NULL);
- }
- /*==========================================
- Function name: MsgProc
- Description: 负责消息循环
- ==========================================*/
- 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);
- }
- /*==========================================
- Function name: WinMain
- Description: 程序启动函数
- ==========================================*/
- INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
- {
- WNDCLASSEX wc = {
- sizeof(WNDCLASSEX),
- CS_CLASSDC,
- MsgProc,
- 0L,
- 0L,
- GetModuleHandle(NULL),
- NULL,
- NULL,
- NULL,
- NULL,
- g_AppName,
- NULL
- };
- RegisterClassEx(&wc);
- HWND hWnd = CreateWindow(
- g_AppName,
- TEXT("D3D Tutorial 1"),
- WS_OVERLAPPEDWINDOW,
- 100,
- 100,
- 300,
- 300,
- NULL,
- NULL,
- wc.hInstance,
- NULL
- );
- if (hWnd == NULL)
- {
- return -1;
- }
- if(SUCCEEDED(InitD3D(hWnd)))
- {
- if(SUCCEEDED(InitVBuf()))
- {
- ShowWindow(hWnd, SW_SHOWDEFAULT);
- UpdateWindow(hWnd);
- MSG msg;
- ZeroMemory(&msg, sizeof(msg));
- while (msg.message != WM_QUIT)
- {
- if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
- {
- TranslateMessage(&msg);
- DispatchMessage(&msg);
- }
- else
- {
- Render();
- }
- }
- }
- }
- UnregisterClass(g_AppName, wc.hInstance);
- return 0;
- }