Direct3D 9 入门样例程序 圆锥体
介绍
Directx3D 9
Directx3D 元素
程序结构
程序解析
叙述
UML
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程序实现
框架
细节
CD3DDlg m_D3DDlg;
m_D3DDlg.CreateEx(
0,
AfxRegisterWndClass(NULL,NULL,NULL,NULL),
L"D3D Window",
WS_POPUP|WS_CAPTION|WS_VISIBLE,
CRect(100,100,500,500),
this,
0);
6. D3DMFCAppDlg 结束button生成函数加入
m_D3DDlg.DestroyWindow();
7. CD3DDlg 头文件引入文件和定义顶点结构
#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
#include <d3d9.h>
#include <d3dx9math.h> typedef struct _CUSTOMVERTEX1
{
D3DXVECTOR3 position;
D3DXVECTOR3 normal;
float fu;
float fv;
}CUSTOMVERTEX1; #define D3DFVF_CUSTOMVERTEX1 (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1) typedef struct _CUSTOMVERTEX2
{
D3DXVECTOR3 position;
D3DXVECTOR3 normal;
}CUSTOMVERTEX2; #define D3DFVF_CUSTOMVERTEX2 (D3DFVF_XYZ|D3DFVF_NORMAL)
这里也许涉及到安装DirectX 只是网上非常多样例了,我仅仅关注实例练习,仅仅是说假设安装了D3D SDK。那么路径配置正确这样写不会有错误。
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnDestroy();
afx_msg void OnTimer(UINT_PTR nIDEvent);
9. 类向导加入私有函数
void InitD3D9(void);
void Render(void);
void CleanUp(void);
void InitGeometry(void);
void SetupMatrices(void);
void SetLight(void);
void SetMaterial1(void);
void SetMaterial2(void);
10 .类向导加入私有变量
LPDIRECT3D9 m_pD3D9;
LPDIRECT3DDEVICE9 m_pD3DDevice9;
LPDIRECT3DVERTEXBUFFER9 m_pVB1;
LPDIRECT3DVERTEXBUFFER9 m_pVB2;
LPDIRECT3DTEXTURE9 m_pD3DTexture9;
int m_nRotateY;
11. CD3DDlg实现文件 初始化 D3D
<pre name="code" class="cpp">void CD3DDlg::InitD3D9(void)
{
m_pD3D9=Direct3DCreate9(D3D_SDK_VERSION); D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp,sizeof(D3DPRESENT_PARAMETERS)); d3dpp.BackBufferFormat=D3DFMT_UNKNOWN;
d3dpp.BackBufferCount=1;
d3dpp.EnableAutoDepthStencil=TRUE;
d3dpp.AutoDepthStencilFormat=D3DFMT_D16;
d3dpp.Windowed=TRUE;
d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD; m_pD3D9->CreateDevice(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
m_hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&m_pD3DDevice9); m_pD3DDevice9->SetRenderState(D3DRS_ZENABLE,D3DZB_TRUE); m_pD3DDevice9->SetRenderState(D3DRS_LIGHTING,TRUE); m_pD3DDevice9->SetRenderState(D3DRS_NORMALIZENORMALS,TRUE);
}
12. 初始化图元
void CD3DDlg::InitGeometry(void)
{
D3DXCreateTextureFromFile(m_pD3DDevice9,_T("texture.jpg"),&m_pD3DTexture9); CUSTOMVERTEX1 vertices1[32]; vertices1[0].position=D3DXVECTOR3(-1.0f,0.0f,0.0f);
vertices1[0].normal=D3DXVECTOR3(-1.0f,0.0f,0.0f);
vertices1[0].fu=0.0f;
vertices1[0].fv=0.5f; for (int i=1;i<32;i++)
{
float theat=(i-1)*2*D3DX_PI/30.0f;
vertices1[i].position=D3DXVECTOR3(1.0f,sinf(theat),cosf(theat));
vertices1[i].normal=D3DXVECTOR3(0.0f,sinf(theat),cosf(theat));
float m=sqrtf(5.0f);
float beta=(0.5f-1.0f/m+(i-1.0f)/15.0f/m)*D3DX_PI;
vertices1[i].fu=0.5*sinf(beta);
vertices1[i].fv=0.5-0.5*cosf(beta);
} m_pD3DDevice9->CreateVertexBuffer(
sizeof(vertices1),
0,
D3DFVF_CUSTOMVERTEX1,
D3DPOOL_DEFAULT,
&m_pVB1,
NULL); VOID* pVertices=NULL; m_pVB1->Lock(
0,
sizeof(vertices1),
&pVertices,
0); memcpy(pVertices,vertices1,sizeof(vertices1)); m_pVB1->Unlock(); CUSTOMVERTEX2 vertices2[32]; vertices2[0].position=D3DXVECTOR3(1.0f,0.0f,0.0f);
vertices2[0].normal=D3DXVECTOR3(1.0f,0.0f,0.0f); for (int i=1;i<32;i++)
{
float theat=(i-1)*2*D3DX_PI/30.0f;
vertices2[i].position=vertices1[32-i].position;
vertices2[i].normal=D3DXVECTOR3(1.0f,0.0f,0.0f);
} m_pD3DDevice9->CreateVertexBuffer(
sizeof(vertices2),
0,
D3DFVF_CUSTOMVERTEX2,
D3DPOOL_DEFAULT,
&m_pVB2,
NULL); m_pVB2->Lock(
0,
sizeof(vertices2),
&pVertices,
0); memcpy(pVertices,vertices2,sizeof(vertices2)); m_pVB2->Unlock();
}
13. 设置左边变换
void CD3DDlg::SetupMatrices(void)
{
D3DXMATRIX matWorld;
float angle=m_nRotateY*D3DX_PI/180; D3DXMatrixRotationY(&matWorld,angle );
m_pD3DDevice9->SetTransform(D3DTS_WORLD,&matWorld); D3DXVECTOR3 eye(0.0f,3.0f,-5.0f);
D3DXVECTOR3 lookAt(0.0f,0.0f,0.0f);
D3DXVECTOR3 up(0.0f,1.0f,0.0f);
D3DXMATRIX matView; D3DXMatrixLookAtLH(&matView,&eye,&lookAt,&up); m_pD3DDevice9->SetTransform(D3DTS_VIEW,&matView); D3DXMATRIXA16 matProj; D3DXMatrixPerspectiveFovLH(&matProj,D3DX_PI/4,1.0f,1.0f,100.0f); m_pD3DDevice9->SetTransform(D3DTS_PROJECTION,&matProj);
}
14. 设置材料1
void CD3DDlg::SetMaterial1(void)
{
D3DMATERIAL9 mtrl; ZeroMemory(&mtrl,sizeof(D3DMATERIAL9));
mtrl.Diffuse.r=mtrl.Ambient.r=1.0f;
mtrl.Diffuse.g=mtrl.Ambient.g=1.0f;
mtrl.Diffuse.b=mtrl.Ambient.b=1.0f;
mtrl.Diffuse.a=mtrl.Ambient.a=1.0f; m_pD3DDevice9->SetMaterial(&mtrl);
}
15. 设置材料2
void CD3DDlg::SetMaterial2(void)
{
D3DMATERIAL9 mtrl; ZeroMemory(&mtrl,sizeof(D3DMATERIAL9));
mtrl.Diffuse.r=mtrl.Ambient.r=1.0f;
mtrl.Diffuse.g=mtrl.Ambient.g=1.0f;
mtrl.Diffuse.b=mtrl.Ambient.b=0.0f;
mtrl.Diffuse.a=mtrl.Ambient.a=1.0f; m_pD3DDevice9->SetMaterial(&mtrl);
}
16.设置关照
void CD3DDlg::SetLight(void)
{
D3DLIGHT9 light; ZeroMemory(&light,sizeof(light));
light.Type=D3DLIGHT_DIRECTIONAL;
light.Diffuse.r=1.0f;
light.Diffuse.g=1.0f;
light.Diffuse.b=1.0f;
light.Direction=D3DXVECTOR3(0.0f,0.0,1.0f);
light.Range=1000.0f; m_pD3DDevice9->SetLight(0,&light); m_pD3DDevice9->LightEnable(0,TRUE); m_pD3DDevice9->SetRenderState(D3DRS_AMBIENT,D3DCOLOR_RGBA(32,32,32,0));
}
17. 渲染 运行
void CD3DDlg::Render(void)
{
m_pD3DDevice9->Clear(
0,
NULL,
D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,255),
1.0f,
0); m_pD3DDevice9->BeginScene(); SetupMatrices(); SetLight(); SetMaterial1(); m_pD3DDevice9->SetTexture(0,m_pD3DTexture9); m_pD3DDevice9->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_MODULATE); m_pD3DDevice9->SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_TEXTURE); m_pD3DDevice9->SetTextureStageState(0,D3DTSS_COLORARG2,D3DTA_DIFFUSE); m_pD3DDevice9->SetFVF(D3DFVF_CUSTOMVERTEX1); m_pD3DDevice9->SetStreamSource(0,m_pVB1,0,sizeof(CUSTOMVERTEX1)); m_pD3DDevice9->DrawPrimitive(D3DPT_TRIANGLEFAN,0,30); m_pD3DDevice9->SetTexture(0,NULL); m_pD3DDevice9->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_DISABLE); SetMaterial2(); m_pD3DDevice9->SetFVF(D3DFVF_CUSTOMVERTEX2); m_pD3DDevice9->SetStreamSource(0,m_pVB2,0,sizeof(CUSTOMVERTEX2)); m_pD3DDevice9->DrawPrimitive(D3DPT_TRIANGLEFAN,0,30); m_pD3DDevice9->EndScene(); m_pD3DDevice9->Present(NULL,NULL,NULL,NULL);
}
18. 释放资源
void CD3DDlg::CleanUp(void)
{
m_pVB1->Release();
m_pVB2->Release();
m_pD3DTexture9->Release();
m_pD3DDevice9->Release();
m_pD3D9->Release();
}
19. 最终该公有函数了 初始化
int CD3DDlg::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CWnd::OnCreate(lpCreateStruct) == -1)
return -1; InitD3D9(); InitGeometry(); SetTimer(1,40,NULL); return 0;
}
20. 定时运行渲染
void CD3DDlg::OnTimer(UINT_PTR nIDEvent)
{
Render(); m_nRotateY+=2; CWnd::OnTimer(nIDEvent);
}
21. 结束
void CD3DDlg::OnDestroy()
{
CWnd::OnDestroy(); CleanUp();
}
程序结果
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watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQveW9uc2hp/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/SouthEast">
总结
Direct3D
谁解释也是白搭,仅仅有多练。只是推荐的就是抄程序也要抄对。
程序
m_pD3DDevice9->CreateVertexBuffer(
sizeof(vertices1),
0,
D3DFVF_CUSTOMVERTEX1,
D3DPOOL_DEFAULT,
&m_pVB1,
NULL);
每个參数一行,至于什么函数分行写还是须要自己把握的。微软内部调用时第一个參数和函数同行。最后一个括号会再分一行,我认为不好就调成这种格式了。
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