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);
}

 

posted @ 2019-03-08 19:51  jadeshu  阅读(430)  评论(0编辑  收藏  举报