博客园  :: 首页  :: 新随笔  :: 联系 :: 订阅 订阅  :: 管理

DirectX9 立方体

Posted on 2009-02-25 16:25  浪端之渡鸟  阅读(594)  评论(0编辑  收藏  举报

sdk的框架借用一下·

先看一下完整的程序

 

Code
//-----------------------------------------------------------------------------
// File: CreateDevice.cpp
//
// Desc: This is the first tutorial for using Direct3D. In this tutorial, all
//       we are doing is creating a Direct3D device and using it to clear the
//       window.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include <d3dx9.h>
#pragma warning( disable : 4996 ) // disable deprecated warning 
#include 
<strsafe.h>
#pragma warning( default : 4996 )

#define  LENGTH  1.0f //立方体边长 
#define  D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
struct CUSTOMVERTEX 
{
    
//坐标
    float x,y,z;

    
//坐标颜色
    DWORD color;

    
// 顶点的纹理坐标(目前还不需要用到)
    FLOAT tu, tv;   
};

//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9                    g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9            g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER9        g_pVB = NULL;
LPDIRECT3DINDEXBUFFER9        g_pIB 
= NULL;



//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    
// Create the D3D object, which is needed to create the D3DDevice.
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        
return E_FAIL;

    
// Set up the structure used to create the D3DDevice. Most parameters are
    
// zeroed out. We set Windowed to TRUE, since we want to do D3D in a
    
// window, and then set the SwapEffect to "discard", which is the most
    
// efficient method of presenting the back buffer to the display.  And 
    
// we request a back buffer format that matches the current desktop display 
    
// format.
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory( 
&d3dpp, sizeof( d3dpp ) );
    d3dpp.Windowed 
= true;
    d3dpp.SwapEffect 
= D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat 
= D3DFMT_UNKNOWN;
    
    d3dpp.EnableAutoDepthStencil 
= TRUE;
    d3dpp.AutoDepthStencilFormat 
= D3DFMT_D16; //生成16 bit的Z缓存

    
// Create the Direct3D device. Here we are using the default adapter (most
    
// systems only have one, unless they have multiple graphics hardware cards
    
// installed) and requesting the HAL (which is saying we want the hardware
    
// device rather than a software one). Software vertex processing is 
    
// specified since we know it will work on all cards. On cards that support 
    
// hardware vertex processing, though, we would see a big performance gain 
    
// by specifying hardware vertex processing.
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      
&d3dpp, &g_pd3dDevice ) ) )
    {
        
return E_FAIL;
    }


    
// Turn off culling
    g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

    
// Turn off D3D lighting
    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );

    
// Turn on the zbuffer
    g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );

    
return S_OK;
}


HRESULT InitGeometry()
{
//     CUSTOMVERTEX vertices[] =
//     {{ 0.0f, 1.0f, 0.0f, D3DCOLOR_XRGB(0,255,0) }, //点A,绿色
//     { -1.0f, -1.0f, -0.577f, D3DCOLOR_XRGB(255,0,0) }, //点B,红色
//     { 1.0f, -1.0f, -0.577f, D3DCOLOR_XRGB(0,255,255) }, //点C,浅蓝
//     { 0.0f, -1.0f, 1.155f, D3DCOLOR_XRGB(255,0,255) }}; //点D,粉红
// 
//     WORD indices[] = { 0, 2, 1, 0, 3, 2, 0, 1, 3, 1, 2, 3 };

    CUSTOMVERTEX vertices[] 
=
    {

        
// (0,15,18)  (1,17,23) (2,4,13) (3,5,21) (8,19,22) (6,10,14) (9,12,16) (7,11,20)

        
// 前面

//         {  LENGTH, -LENGTH/2, -LENGTH, D3DCOLOR_ARGB(255, 127, 127, 127), 1.0, 1.0 }, // 0
// 
//         { -LENGTH, -LENGTH/2, -LENGTH, D3DCOLOR_ARGB(255, 127, 127, 127), 0.0, 1.0 }, // 1
// 
//         {  LENGTH,  LENGTH/2, -LENGTH, D3DCOLOR_ARGB(255, 255, 255, 255), 1.0, 0.0 }, // 2
// 
//         { -LENGTH,  LENGTH/2, -LENGTH, D3DCOLOR_ARGB(255, 255, 255, 255), 0.0, 0.0 }, // 3 
// 
// 
//         // 顶部的面
// 
//         {  LENGTH,  LENGTH/2, -LENGTH, D3DCOLOR_ARGB(255, 255, 255, 255), 1.0, 1.0 }, // 4
// 
//         { -LENGTH,  LENGTH/2, -LENGTH, D3DCOLOR_ARGB(255, 255, 255, 255), 0.0, 1.0 }, // 5
// 
//         {  LENGTH,  LENGTH/2,  LENGTH, D3DCOLOR_ARGB(255, 255, 255, 255), 1.0, 0.0 }, // 6
// 
//         { -LENGTH,  LENGTH/2,  LENGTH, D3DCOLOR_ARGB(255, 255, 255, 255), 0.0, 0.0 }, // 7
// 
// 
// 
// 
//         // 背部的面
// 
//         { -LENGTH, -LENGTH/2,  LENGTH, D3DCOLOR_ARGB(255, 127, 127, 127), 1.0, 1.0 }, // 8
// 
//         {  LENGTH, -LENGTH/2,  LENGTH, D3DCOLOR_ARGB(255, 127, 127, 127), 0.0, 1.0 }, // 9
// 
//         {  LENGTH,  LENGTH/2,  LENGTH, D3DCOLOR_ARGB(255, 255, 255, 255), 0.0, 0.0 }, // 10
// 
//         { -LENGTH,  LENGTH/2,  LENGTH, D3DCOLOR_ARGB(255, 255, 255, 255), 1.0, 0.0 }, // 11 
// 
// 
//         // 左边的面
// 
//         {  LENGTH, -LENGTH/2,  LENGTH, D3DCOLOR_ARGB(255, 127, 127, 127), 1.0, 1.0 }, // 12
// 
//         {  LENGTH,  LENGTH/2, -LENGTH, D3DCOLOR_ARGB(255, 255, 255, 255), 0.0, 0.0 }, // 13
// 
//         {  LENGTH,  LENGTH/2,  LENGTH, D3DCOLOR_ARGB(255, 255, 255, 255), 1.0, 0.0 }, // 14
// 
//         {  LENGTH, -LENGTH/2, -LENGTH, D3DCOLOR_ARGB(255, 127, 127, 127), 0.0, 1.0 }, // 15 
// 
// 
//         // 底部的面
// 
//         {  LENGTH, -LENGTH/2,  LENGTH, D3DCOLOR_ARGB(255, 127, 127, 127), 1.0, 1.0 }, // 16
// 
//         { -LENGTH, -LENGTH/2, -LENGTH, D3DCOLOR_ARGB(255, 127, 127, 127), 0.0, 0.0 }, // 17
// 
//         {  LENGTH, -LENGTH/2, -LENGTH, D3DCOLOR_ARGB(255, 127, 127, 127), 1.0, 0.0 }, // 18
// 
//         { -LENGTH, -LENGTH/2,  LENGTH, D3DCOLOR_ARGB(255, 127, 127, 127), 0.0, 1.0 }, // 19 
// 
// 
//         // 右边的面
// 
//         { -LENGTH,  LENGTH/2,  LENGTH, D3DCOLOR_ARGB(255, 255, 255, 255), 0.0, 0.0 }, // 20
// 
//         { -LENGTH,  LENGTH/2, -LENGTH, D3DCOLOR_ARGB(255, 255, 255, 255), 1.0, 0.0 }, // 21
// 
//         { -LENGTH, -LENGTH/2,  LENGTH, D3DCOLOR_ARGB(255, 127, 127, 127), 0.0, 1.0 }, // 22
// 
//         { -LENGTH, -LENGTH/2, -LENGTH, D3DCOLOR_ARGB(255, 127, 127, 127), 1.0, 1.0 }, // 23


        
//前面
        {0.0f,0.0f,0.0f,D3DCOLOR_XRGB(0,0,0)},//点A        0
        {0.0f,1.0f,0.0f,D3DCOLOR_XRGB(0,255,0)},//点B    1    
        {1.0f,1.0f,0.0f,D3DCOLOR_XRGB(255,255,0)},//点C    2
        {1.0f,0.0f,0.0f,D3DCOLOR_XRGB(255,0,0)},//点D    3
        
        
//后面
        {0.0f,0.0f,1.0f,D3DCOLOR_XRGB(0,0,0)},//点A'    4
        {0.0f,1.0f,1.0f,D3DCOLOR_XRGB(0,255,0)},//点B'    5
        {1.0f,1.0f,1.0f,D3DCOLOR_XRGB(255,255,0)},//点C'6
        {1.0f,0.0f,1.0f,D3DCOLOR_XRGB(255,0,0)},//点D'    7
// 
//         //左面
//         {0.0f,0.0f,0.0f,D3DCOLOR_XRGB(0,0,0)},//点A        8
//         {0.0f,0.0f,1.0f,D3DCOLOR_XRGB(0,0,0)},//点A'    9
//         {0.0f,1.0f,1.0f,D3DCOLOR_XRGB(0,255,0)},//点B'    10
//         {0.0f,1.0f,0.0f,D3DCOLOR_XRGB(0,255,0)},//点B    11
// 
//         //右面
//         {1.0f,0.0f,0.0f,D3DCOLOR_XRGB(255,0,0)},//点D    12
//         {1.0f,1.0f,0.0f,D3DCOLOR_XRGB(255,255,0)},//点C    13
//         {1.0f,1.0f,1.0f,D3DCOLOR_XRGB(255,255,0)},//点C'14
//         {1.0f,0.0f,1.0f,D3DCOLOR_XRGB(255,0,0)},//点D'    15
// 
//         //上面
//         {0.0f,1.0f,0.0f,D3DCOLOR_XRGB(0,255,0)},//点B    16
//         {0.0f,1.0f,1.0f,D3DCOLOR_XRGB(0,255,0)},//点B'    17
//         {1.0f,1.0f,1.0f,D3DCOLOR_XRGB(255,255,0)},//点C'18
//         {1.0f,1.0f,0.0f,D3DCOLOR_XRGB(255,255,0)},//点C    19
// 
//         //下面
//         {0.0f,0.0f,0.0f,D3DCOLOR_XRGB(0,0,0)},//点A        20
//         {1.0f,0.0f,0.0f,D3DCOLOR_XRGB(255,0,0)},//点D    21
//         {1.0f,0.0f,1.0f,D3DCOLOR_XRGB(255,0,0)},//点D'    22
//         {0.0f,0.0f,1.0f,D3DCOLOR_XRGB(0,0,0)}//点A'    23

    };

//     WORD indices[] = { 0,  1,  2,  3,  2,  1,
// 
//         4,  5,  6,  5,  7,  6,
// 
//         8,  9, 10,  8, 10, 11,
// 
//         12, 13, 14, 12, 15, 13,
// 
//         16, 17, 18, 16, 19, 17,
// 
//         20, 21, 22, 21, 23, 22 };


//     WORD indices[] = {
//         //
//         0, 1, 2, 3, 0, 2,
//         //
//         4,5,6,7,4,6,
//         //
//           8,9,10,11,8,10,
//         //
//            12,13,14,15,12,14,
//          //
//          16,17,18,19,16,18,
//         //
//          20,21,22,23,20,22
//     };

WORD indices[] 
= {
    
//
    012302,
    
//
    4,5,6,7,4,6,
    
//
    0,4,5,1,0,5,
    
//
    7,3,2,6,7,2,
    
//
    2,1,5,6,2,5,
    
//
    7,4,0,3,7,0
};

    
//创建顶点缓存 开始
    g_pd3dDevice->CreateVertexBuffer(
        
sizeof(vertices), //缓存区尺寸
        0, D3DFVF_CUSTOMVERTEX,
        D3DPOOL_DEFAULT, 
&g_pVB, NULL );

    
void* pVertices;
    g_pVB
->Lock(0,sizeof(vertices),(void**)&pVertices,0);
    memcpy(pVertices,vertices,
sizeof(vertices));
    g_pVB
->Unlock();
    
//创建顶点缓存 结束

    
//创建索引缓存 开始
    g_pd3dDevice->CreateIndexBuffer(
        
sizeof(indices),0,
        D3DFMT_INDEX16,D3DPOOL_DEFAULT,
        
&g_pIB,NULL
        );

    
void* pIndices;
    g_pIB
->Lock(0,sizeof(indices),(void**)&pIndices,0);
    memcpy(pIndices,indices,
sizeof(indices));
    g_pVB
->Unlock();
    
//创建索引缓存 结束

    
return S_OK;
}


VOID SetupMatrices()
{
    
// Set up world matrix
    D3DXMATRIXA16 matWorld;
    D3DXMatrixIdentity( 
&matWorld );
    D3DXMatrixRotationX( 
&matWorld, timeGetTime() / 1000.0f );
    
//D3DXMatrixRotationZ( &matWorld, timeGetTime() / 10000.0f );
    g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

    
// Set up our view matrix. A view matrix can be defined given an eye point,
    
// a point to lookat, and a direction for which way is up. Here, we set the
    
// eye five units back along the z-axis and up three units, look at the
    
// origin, and define "up" to be in the y-direction.
    D3DXVECTOR3 vEyePt( 0.0f3.0f,-5.0f );
    D3DXVECTOR3 vLookatPt( 
0.0f0.0f0.0f );
    D3DXVECTOR3 vUpVec( 
0.0f1.0f0.0f );
    D3DXMATRIXA16 matView;
    D3DXMatrixLookAtLH( 
&matView, &vEyePt, &vLookatPt, &vUpVec );
    g_pd3dDevice
->SetTransform( D3DTS_VIEW, &matView );

    
// For the projection matrix, we set up a perspective transform (which
    
// transforms geometry from 3D view space to 2D viewport space, with
    
// a perspective divide making objects smaller in the distance). To build
    
// a perpsective transform, we need the field of view (1/4 pi is common),
    
// the aspect ratio, and the near and far clipping planes (which define at
    
// what distances geometry should be no longer be rendered).
    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH( 
&matProj, D3DX_PI / 41.0f1.0f100.0f );
    g_pd3dDevice
->SetTransform( D3DTS_PROJECTION, &matProj );
}

//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    
if (g_pIB != NULL)
        g_pIB
->Release();

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

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




//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    
if( NULL == g_pd3dDevice )
        
return;

    
// Clear the backbuffer to a blue color
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB( 00255 ), 1.0f0 );

    
// Begin the scene
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
        SetupMatrices();
        
// Rendering of scene objects can happen here
        
        g_pd3dDevice
->SetFVF( D3DFVF_CUSTOMVERTEX );
        g_pd3dDevice
->SetStreamSource( 0, g_pVB, 0sizeof(CUSTOMVERTEX) );
         
        g_pd3dDevice
->SetIndices(g_pIB);
        g_pd3dDevice
->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0024012);

        
// 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;

//         case WM_PAINT:
//             Render();
//             ValidateRect( hWnd, NULL );
//             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, 0L0L,
        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 01: CreateDevice",
                              WS_OVERLAPPEDWINDOW, 
100100350350,
                              NULL, NULL, wc.hInstance, NULL );

    
// Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    {
        
if (SUCCEEDED(InitGeometry()))
        {
        
            
// 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, 0U0U, PM_REMOVE ) )
                {
                    TranslateMessage( 
&msg );
                    DispatchMessage( 
&msg );
                }
                
else
                    Render();
            }
        }
    }

    UnregisterClass( L
"D3D Tutorial", wc.hInstance );
    
return 0;
}



 

 

立方体共有8个顶点,其中一个点被三个面共用,开始写的代码很麻烦,一共24个顶点,索引也排列到23·

如果按共用顶点计算就很简单了,要注意是按顺时针排列的,要把索引的顺寻排好,要不图形会不完整的