DX9 DirectX 索引缓存(IndexBuffer) 代码
// @time: 2012.3.22
// @author: jadeshu
// des: 索引缓存
//包含头文件
#include <Windows.h>
#include <d3d9.h>
#pragma comment(lib,"d3d9.lib")
//自定义
#define ReleaseD3D(x) if (x!=NULL){x->Release();x=NULL;}
//定义设备接口
IDirect3DDevice9 * g_pDevic = NULL;
//定义顶点缓冲
IDirect3DVertexBuffer9 * g_pVertexBuff = NULL;
//定义索引缓冲
IDirect3DIndexBuffer9 * g_pIndexBuff = NULL;
//定义着色模式选择
BOOL g_bFlat = FALSE;
//定义填充模式选择
int g_iFillMode = 3;
//定义结构体
struct CUSTOMVERTEX
{
FLOAT _x, _y, _z, _rhw;
DWORD _color;
CUSTOMVERTEX(FLOAT x, FLOAT y, FLOAT z, FLOAT rhw, DWORD color)
:_x(x), _y(y), _z(z), _rhw(rhw), _color(color) {}
};
//定义顶点灵活格式
#define CUSTOMVERTEX_FVF (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
//回调函数声明
LRESULT CALLBACK WinProc(HWND hwnd,
UINT uMsg,
WPARAM wParam,
LPARAM lParam
);
//初始化Direct3D函数声明
HRESULT InitD3D(HWND hwnd);
//渲染声明
VOID Render();
//清除对象声明
VOID Release3D();
//主函数,入口函数
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow
)
{
//定义窗口类结构
TCHAR szAppName[] = TEXT("ClassN");
WNDCLASSEX wc;
HWND hwnd;
MSG msg;
ZeroMemory(&msg, sizeof(MSG));
wc.cbClsExtra = 0;
wc.cbSize = sizeof(WNDCLASSEX);
wc.cbWndExtra = 0;
wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wc.hCursor = LoadCursor(hInstance, IDC_ARROW);
wc.hIcon = LoadIcon(hInstance, IDI_APPLICATION);
wc.hIconSm = NULL;
wc.hInstance = hInstance;
wc.lpfnWndProc = WinProc;
wc.lpszClassName = szAppName;
wc.lpszMenuName = NULL;
wc.style = CS_HREDRAW | CS_VREDRAW;
//注册窗口
RegisterClassEx(&wc);
//创建窗口
hwnd = CreateWindow(szAppName, TEXT("第一个DirectX程序"), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT,
NULL, NULL, hInstance, 0);
//加载D初始化
if (SUCCEEDED(InitD3D(hwnd)))
{
//显示和更新窗口
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
//消息循环
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
//转换消息
TranslateMessage(&msg);
//投递消息
DispatchMessage(&msg);
}
else
{
//渲染
Render();
}
}
}
////清除对象
//Release3D();
//删除注册窗口
UnregisterClass(szAppName, hInstance);
return msg.wParam;
}
//回调函数
LRESULT CALLBACK WinProc(HWND hwnd,
UINT uMsg,
WPARAM wParam,
LPARAM lParam
)
{
switch (uMsg)
{
case WM_LBUTTONDOWN:
g_bFlat = !g_bFlat; //着色模式取反(平面模式和高洛德模式)
return 0;
case WM_RBUTTONDOWN:
if (1 == g_iFillMode)
{
g_iFillMode = 2;
}
else if (2 == g_iFillMode)
{
g_iFillMode = 3;
}
else if (3 == g_iFillMode)
{
g_iFillMode = 1;
}
return 0;
case WM_DESTROY:
//清除对象
Release3D();
//退出消息循环
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
HRESULT InitD3D(HWND hwnd)
{
//定义接口
IDirect3D9 * g_pD3D = NULL;
//创建对象接口
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
{
return E_FAIL;
}
//获取硬件设备信息
D3DCAPS9 caps;
g_pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);
DWORD vp = 0;
if (caps.DevCaps&D3DDEVCAPS_HWTRANSFORMANDLIGHT)
{
vp = D3DCREATE_HARDWARE_VERTEXPROCESSING; //硬件顶点运算处理(D处理方式)
}
else
{
vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING; //软件顶点运算处理(D处理方式)
}
//创建Direct3D设备接口
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS));
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = TRUE;
if (FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, vp, &d3dpp, &g_pDevic)))
{
return E_FAIL;
}
//创建顶点缓冲区
if (FAILED(g_pDevic->CreateVertexBuffer(6 * sizeof(CUSTOMVERTEX), 0, CUSTOMVERTEX_FVF, D3DPOOL_DEFAULT, &g_pVertexBuff, 0)))
{
return E_FAIL;
}
//填充顶点缓冲区
CUSTOMVERTEX * pvertexs = NULL;
g_pVertexBuff->Lock(0, 0, (void **)&pvertexs, 0);
pvertexs[0] = CUSTOMVERTEX(220.0f, 120.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(255, 0, 0)); //V0
pvertexs[1] = CUSTOMVERTEX(420.0f, 120.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 255, 0)); //V1
pvertexs[2] = CUSTOMVERTEX(220.0f, 320.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(255, 255, 0)); //V2
//pvertexs[3]=CUSTOMVERTEX(420.0f,120.0f,0.5f,1.0f,D3DCOLOR_XRGB(0,255,0)); //V1
pvertexs[3] = CUSTOMVERTEX(420.0f, 320.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 0, 255)); //V3
//pvertexs[5]=CUSTOMVERTEX(220.0f,320.0f,0.5f,1.0f,D3DCOLOR_XRGB(255,255,0));//V2
g_pVertexBuff->Unlock();
//创建索引缓冲区
if (FAILED(g_pDevic->CreateIndexBuffer(6 * sizeof(WORD), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &g_pIndexBuff, 0)))
{
return E_FAIL;
}
//填充索引缓冲区
WORD Indices[] = { 0,1,2,1,3,2 };
void *pIndices = NULL;
g_pIndexBuff->Lock(0, sizeof(Indices), (void **)&pIndices, 0);
memcpy(pIndices, Indices, sizeof(Indices));
/*g_pIndexBuff->Lock(0,0,(void **)&pIndices,0);
pIndices[0]=0,pIndices[1]=1,pIndices[2]=2;
pIndices[3]=1,pIndices[4]=3,pIndices[5]=2;*/
g_pIndexBuff->Unlock();
//释放对象g_pD3D
ReleaseD3D(g_pD3D);
return S_OK;
}
//渲染图形
VOID Render()
{
//设置着色模式
if (g_bFlat)
{
g_pDevic->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
}
else
{
g_pDevic->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
}
//设置填充模式
if (1 == g_iFillMode)
{
//点填充
g_pDevic->SetRenderState(D3DRS_FILLMODE, D3DFILL_POINT);
}
else if (2 == g_iFillMode)
{
//线框填充
g_pDevic->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
}
else if (3 == g_iFillMode)
{
//面填充
g_pDevic->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
}
//清除后台缓冲区
g_pDevic->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(150, 150, 250), 0, 0);
//开始绘制
g_pDevic->BeginScene();
g_pDevic->SetStreamSource(0, g_pVertexBuff, 0, sizeof(CUSTOMVERTEX));
g_pDevic->SetFVF(CUSTOMVERTEX_FVF);
/*g_pDevic->DrawPrimitive(D3DPT_TRIANGLELIST,0,2);*/
g_pDevic->SetIndices(g_pIndexBuff);
g_pDevic->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2);
//结束绘制
g_pDevic->EndScene();
//从后台缓冲区复制到前台----翻转/提交
g_pDevic->Present(NULL, NULL, NULL, NULL);
}
//清除对象
VOID Release3D()
{
ReleaseD3D(g_pIndexBuff);
ReleaseD3D(g_pVertexBuff);
ReleaseD3D(g_pDevic);
//ReleaseD3D(g_pD3D);
}