3D游戏编程入门(十六)索引缓存绘制立方体
T T本想和刚才那个帖在一起的,可是新浪日志限制每帖1万字,呼,再单独的发个立方体代码吧 运行后效果图应当如下:
头文件就不再给出包含了,其他完整代码如下,另部分关于旋转和视角的东西大家暂时先不用管,我以后会慢慢说明的。
// 全局变量:
HINSTANCE hInst; // 当前实例
TCHAR szTitle[20]; // 标题栏文本
TCHAR szWindowClass[20]; // 主窗口类名
LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pD3DDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL;
// 此代码模块中包含的函数的前向声明:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
LRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM);
//定义定点信息的结构体
struct CUSTOMVERTEX
{
FLOAT x, y, z;
DWORD colour;
};
//自由定点格式的宏定义
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
//COM对象释放的宏定义
#define SafeRelease(pObject) if(pObject != NULL) {pObject->Release(); pObject=NULL;}
//初始化D3D设备
HRESULT InitialiseD3D(HWND hWnd)
{
//得到一个D3D9的对象
g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if(g_pD3D == NULL)
{
return E_FAIL;
}
//得到当前的显示模式
D3DDISPLAYMODE d3ddm;
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
{
return E_FAIL;
}
//建立一个存储设备设置的结构体
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;//为窗口还是全屏
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; //
d3dpp.BackBufferFormat = d3ddm.Format;//显示模式
//创建D3D设备
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pD3DDevice)))
{
return E_FAIL;
}
//设置渲染时的剔出模式
g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
//关闭灯光
g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
return S_OK;
}
HRESULT InitialiseVertexBuffer()
{
VOID* pVertices;
CUSTOMVERTEX cvVertices[] =
{
//顶面
{-5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(0, 255, 255),},
{-5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(255, 255, 0),},
{5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(255, 255, 0),},
{5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 255),},
//侧面 1
{-5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 255),},
{-5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(0, 255, 255),},
{5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(255, 255, 0),},
{5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 255),},
//侧面 2
{5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(0, 255, 255),},
{5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(255, 255, 0),},
//侧面 3
{-5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(255, 255, 0),},
{-5.0f, 5.0f, 5.0f, D3DCOLOR_XRGB(255, 0, 255),},
//侧面 4
{-5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(255, 255, 0),},
{-5.0f, 5.0f, -5.0f, D3DCOLOR_XRGB(0, 255, 255),},
//底面
{5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(0, 255, 255),},
{5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(255, 0, 255),},
{-5.0f, -5.0f, -5.0f, D3DCOLOR_XRGB(255, 0, 255),},
{-5.0f, -5.0f, 5.0f, D3DCOLOR_XRGB(255, 255, 0),},
};
//通过D3D设备指针获得一个定点缓冲的指针
if(FAILED(g_pD3DDevice->CreateVertexBuffer(sizeof(cvVertices),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVertexBuffer,NULL)))
{
return E_FAIL;
}
//锁定定点缓冲区并得到一个存放顶点信息缓冲区的指针
if(FAILED(g_pVertexBuffer->Lock(0, sizeof(cvVertices), (void**)&pVertices, 0)))
{
return E_FAIL;
}
//将顶点数组当中的顶点信息复制到顶点缓冲当中
memcpy(pVertices, cvVertices, sizeof(cvVertices));
//解锁顶点缓冲
g_pVertexBuffer->Unlock();
return S_OK;
}
//设置旋转、移动和缩放,即设置世界变换, 暂时无需管
void SetupRotation()
{
D3DXMATRIX matWorld;
D3DXMATRIX matScaling;
D3DXMATRIX matTranslation;
D3DXMatrixRotationX(&matWorld,70);
D3DXMatrixScaling(&matScaling,1.5,1.5,1.5);
D3DXMatrixTranslation(&matTranslation,5,0,0);
D3DXMatrixMultiply(&matWorld,&matWorld,&matScaling);
D3DXMatrixMultiply(&matWorld,&matWorld,&matTranslation);
g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
}
//设置摄像机
void SetupCamera()
{
D3DXMATRIX matView;
D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(-30.0f, 0.0f,-25.0f), //摄像机的位置
&D3DXVECTOR3(0.0f, 0.0f, 0.0f), //摄像机的朝向
&D3DXVECTOR3(0.0f, 1.0f, 0.0f)); //摄像机的顶方向
g_pD3DDevice->SetTransform(D3DTS_VIEW, &matView);
}
void SetupPerspective()
{
//Here we specify the field of view, aspect ration and near and far clipping planes.
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1.0f, 1.0f, 500.0f);
g_pD3DDevice->SetTransform(D3DTS_PROJECTION, &matProj);
}
void Render()
{
if(g_pD3DDevice == NULL)
{
return;
}
//将后备缓冲区全部清空为黑色
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
//开始绘制场景
g_pD3DDevice->BeginScene();
//设置世界变换、视图变换和投影变换
SetupRotation();
SetupCamera();
SetupPerspective();
//渲染立方体
g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer, 0, sizeof(CUSTOMVERTEX)); //设置顶点缓冲区
g_pD3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX); //设置自由顶点格式
g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); //渲染顶面
g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4, 8); //渲染侧面
g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 14, 2); //渲染底面
//结束绘制场景
g_pD3DDevice->EndScene();
//翻页,显示后备缓冲区的内容
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}
//释放COM对象
void CleanUp()
{
SafeRelease(g_pVertexBuffer);
SafeRelease(g_pD3DDevice);
SafeRelease(g_pD3D);
}
void GameLoop()
{
//进入游戏循环
MSG msg;
BOOL fMessage;
PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
while(msg.message != WM_QUIT)
{
fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);
if(fMessage)
{
//处理消息
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
//没有消息处理的时候,渲染当前的场景
Render();
}
}
}
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
//注册窗口类
WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"D3DDrawCube", NULL};
RegisterClassEx(&wc);
//建立一个应用程序的窗口
HWND hWnd = CreateWindow("D3DDrawCube", "D3D绘制立方体",
WS_OVERLAPPEDWINDOW, 50, 50, 500, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL);
//初始化 Direct3D
if(SUCCEEDED(InitialiseD3D(hWnd)))
{
//显示窗口
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
//初始化顶点缓冲(Vertex Buffer)
if(SUCCEEDED(InitialiseVertexBuffer()))
{
//开始执行游戏: 进入游戏循环
GameLoop();
}
}
//游戏结束,执行清理工作
CleanUp();
//注销窗口类
UnregisterClass("D3DDrawCube", wc.hInstance);
return 0;
}
// 注册窗口类。
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = (WNDPROC)WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_MY);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = (LPCTSTR)IDC_MY;
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);
return RegisterClassEx(&wcex);
}
// 保存实例句柄并创建主窗口
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HWND hWnd;
hInst = hInstance; // 将实例句柄存储在全局变量中
hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
if (!hWnd)
{
return FALSE;
}
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
return TRUE;
}
// 处理主窗口的消息。
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break;
case WM_KEYUP:
switch (wParam)
{
case VK_ESCAPE:
//当用户按下ESC键的时候,关闭窗口
DestroyWindow(hWnd);
return 0;
break;
}
break;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}