DX学习笔记(具有颜色的三角形)

这个demo主要演示了用平面着色模式与Gouraud着色模式对三角形进行着色的不同

首先添加了全局变量与其他demo不同的是多了个世界变化矩阵

IDirect3DDevice9* Device;
D3DXMATRIX WorldMatrix;//所存储三角形的世界变化矩阵
IDirect3DVertexBuffer9* Triangle = 0;
const int Width = 640;
const int Height = 480;

首先我们需定义一个结构体ColorVertex,包含着顶点位置,顶点类型,以及颜色,与其的构造方法。

struct ColorVertex{
	ColorVertex(){};

	ColorVertex(float x, float y, float z, D3DCOLOR color)
	{
		_x = x;
		_y = y;
		_z = z;
		_color = color;
	}
	float _x, _y, _z;
	D3DCOLOR _color;
	static const DWORD FVF;
};
const DWORD ColorVertex::FVF = D3DFVF_XYZ | D3DFVF_DIFFUSE;

接着便是Setup()方法,先创建了顶点缓存,并用所要绘制的三角形中带有颜色信息的顶点对该缓存进行填充。并设置投影矩阵,并将光照禁用(不然会使三角形都是黑色。)

bool Setup()
{
	Device->CreateVertexBuffer(3 * sizeof(ColorVertex), D3DUSAGE_WRITEONLY, ColorVertex::FVF, D3DPOOL_MANAGED, &Triangle, 0);
	ColorVertex* V;
	Triangle->Lock(0, 0, (void**)&V, 0);
	V[0] = ColorVertex(-1.0f, 0.0f, 2.0f, D3DCOLOR_XRGB(255, 0, 0));//红
	V[1] = ColorVertex(0.0f, 1.0f, 2.0f, D3DCOLOR_XRGB(0, 255, 0));//绿
	V[2] = ColorVertex(1.0f, 0.0f, 2.0f, D3DCOLOR_XRGB(0, 0, 255));//蓝
	Triangle->Unlock();

	D3DXMATRIX proj;
	D3DXMatrixPerspectiveFovLH(&proj, D3DX_PI * 0.5f, (float)Width / (float)Height, 1.0f/*近裁面*/, 1000.f/*远裁面*/);
	Device->SetTransform(D3DTS_PROJECTION, &proj);

	Device->SetRenderState(D3DRS_LIGHTING, false);//将光照禁用

	return true;
}
最后需要改动的方法便是Display(),它在本例中绘制了2个不同着色模式下的三角形。(三角形的位置是通过世界矩阵确定的)

bool Display(float timeDelta)
{
	if (Device)
	{
		Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
		Device->BeginScene();

		Device->SetFVF(ColorVertex::FVF);
		Device->SetStreamSource(0, Triangle, 0, sizeof(ColorVertex));

		D3DXMatrixTranslation(&WorldMatrix, 1.25f, 0.0f, 0.0f);
		Device->SetTransform(D3DTS_WORLD, &WorldMatrix);
		
		//平滑着色
		Device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
		Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
		
		
		D3DXMatrixTranslation(&WorldMatrix, -1.25f, 0.0f, 0.0f);
		Device->SetTransform(D3DTS_WORLD, &WorldMatrix);

		//Gougraud着色
		Device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
		Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);

		Device->EndScene();
		Device->Present(0, 0, 0, 0);

	}
	return true;
}

corlortriangle.cpp

//平面着色模式和Gouraud着色模式对三角形着色
#include"d3dUtility.h"
IDirect3DDevice9* Device;
D3DXMATRIX WorldMatrix;//所存储三角形的世界变化矩阵
IDirect3DVertexBuffer9* Triangle = 0;
const int Width = 640;
const int Height = 480;
struct ColorVertex{
	ColorVertex(){};

	ColorVertex(float x, float y, float z, D3DCOLOR color)
	{
		_x = x;
		_y = y;
		_z = z;
		_color = color;
	}
	float _x, _y, _z;
	D3DCOLOR _color;
	static const DWORD FVF;
};
const DWORD ColorVertex::FVF = D3DFVF_XYZ | D3DFVF_DIFFUSE;

bool Display(float timeDelta)
{
	if (Device)
	{
		Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
		Device->BeginScene();

		Device->SetFVF(ColorVertex::FVF);
		Device->SetStreamSource(0, Triangle, 0, sizeof(ColorVertex));

		D3DXMatrixTranslation(&WorldMatrix, 1.25f, 0.0f, 0.0f);
		Device->SetTransform(D3DTS_WORLD, &WorldMatrix);
		
		//平滑着色
		Device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
		Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
		
		
		D3DXMatrixTranslation(&WorldMatrix, -1.25f, 0.0f, 0.0f);
		Device->SetTransform(D3DTS_WORLD, &WorldMatrix);

		//Gougraud着色
		Device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
		Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);

		Device->EndScene();
		Device->Present(0, 0, 0, 0);

	}
	return true;
}
void Cleanup()
{
	d3d::Release<IDirect3DVertexBuffer9*>(Triangle);
}

bool Setup()
{
	Device->CreateVertexBuffer(3 * sizeof(ColorVertex), D3DUSAGE_WRITEONLY, ColorVertex::FVF, D3DPOOL_MANAGED, &Triangle, 0);
	ColorVertex* V;
	Triangle->Lock(0, 0, (void**)&V, 0);
	V[0] = ColorVertex(-1.0f, 0.0f, 2.0f, D3DCOLOR_XRGB(255, 0, 0));//红
	V[1] = ColorVertex(0.0f, 1.0f, 2.0f, D3DCOLOR_XRGB(0, 255, 0));//绿
	V[2] = ColorVertex(1.0f, 0.0f, 2.0f, D3DCOLOR_XRGB(0, 0, 255));//蓝
	Triangle->Unlock();

	D3DXMATRIX proj;
	D3DXMatrixPerspectiveFovLH(&proj, D3DX_PI * 0.5f, (float)Width / (float)Height, 1.0f/*近裁面*/, 1000.f/*远裁面*/);
	Device->SetTransform(D3DTS_PROJECTION, &proj);

	Device->SetRenderState(D3DRS_LIGHTING, false);//将光照禁用

	return true;
}

LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
	switch (msg)
	{
	case WM_DESTROY:
		::PostQuitMessage(0);
		break;
	case WM_KEYDOWN:
		if (wParam == VK_ESCAPE)
			::DestroyWindow(hwnd);
		break;
	}
	return ::DefWindowProc(hwnd, msg, wParam, lParam);
}

int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE prevInstance, PSTR cmdLine, int showCmd)
{
	if (!d3d::InitD3D(hinstance, Width, Height, true, D3DDEVTYPE_HAL, &Device))
	{
		::MessageBox(0, "InitD3D() - FAILED", 0, 0);
		return 0;
	}
	if (!Setup())
	{
		::MessageBox(0, "Setup() - FAILED", 0, 0);
		return 0;
	}

	d3d::EnterMsgLoop(Display);

	Cleanup();

	Device->Release();

	return 0;
}


至于d3dUtility.cpp和d3dUtili.h可以去此链接领取http://blog.csdn.net/zero_witty/article/details/51627916

例程图片:




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