画三角形列的样例程序

#pragma once

#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib") #include<d3d9.h>
#include<d3dx9.h> //TODO: -1 custom vertex
struct CUSTOMVERTEX
{
float x;
float y;
float z;
float rhw;
}; #define D3DFVF_CUSTOMVERTEX D3DFVF_XYZRHW HRESULT InitD3D(HWND hWnd);
void CleanUp();
void Render();
LRESULT CALLBACK MsgProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam);
HRESULT InitD3DVertexBuffer(); //TODO: 0 declare d3d variables.
LPDIRECT3D9 g_pd3d = NULL;
LPDIRECT3DDEVICE9 g_pd3dDevice9 = NULL;
LPDIRECT3DVERTEXBUFFER9 g_pd3dVB = NULL; //application entry point.
INT WINAPI wWinMain(
HINSTANCE,
HINSTANCE,
LPWSTR,
INT)
{
//initialize wnd class.
WNDCLASSEX wcex;
ZeroMemory(&wcex,sizeof(wcex));
wcex.cbSize=sizeof(wcex);
wcex.hInstance=GetModuleHandle(NULL);
wcex.lpfnWndProc=MsgProc;
wcex.lpszClassName=L"Self001";
wcex.style=CS_CLASSDC; //register wnd class.
RegisterClassEx(&wcex); //create window.
HWND hWnd=CreateWindowEx(
WS_EX_OVERLAPPEDWINDOW,
L"Self001",
L"Self001 Window",
WS_OVERLAPPEDWINDOW,
100,
100,
300,
300,
NULL,
NULL,
wcex.hInstance,
NULL); //init d3d
if(SUCCEEDED(InitD3D(hWnd)))
{
//show window.
ShowWindow(hWnd,SW_SHOWDEFAULT);
UpdateWindow(hWnd); //message loop.
MSG msg;
ZeroMemory(&msg,sizeof(msg));
while(msg.message != WM_QUIT)
{
if(PeekMessage(&msg,hWnd,0,0,PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
Render();
}
}
} //unregister wnd class.
UnregisterClass(L"Self001",wcex.hInstance); return 0;
} //init d3d.
HRESULT InitD3D(HWND hWnd)
{
//create d3d.
g_pd3d=Direct3DCreate9(D3D_SDK_VERSION);
if(g_pd3d == NULL)
{
return E_FAIL;
} //initialize d3d present parameters.
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp,sizeof(d3dpp));
d3dpp.Windowed=TRUE;
d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat=D3DFMT_UNKNOWN; //create d3d device.
if(FAILED(g_pd3d->CreateDevice(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&g_pd3dDevice9)))
{
return E_FAIL;
} //init vertex buffer.
if(FAILED(InitD3DVertexBuffer()))
{
return E_FAIL;
} return S_OK;
} //clean up d3d.
void CleanUp()
{
//TODO: 3 clean up d3d.
if(g_pd3dVB != NULL)
{
g_pd3dVB->Release();
} //release device.
if(g_pd3dDevice9 != NULL)
{
g_pd3dDevice9->Release();
} //release d3d.
if(g_pd3d != NULL)
{
g_pd3d->Release();
}
} //render the scene.
void Render()
{
//clear target.
g_pd3dDevice9->Clear(
0,
NULL,
D3DCLEAR_TARGET,
D3DCOLOR_XRGB(0,0,0),
1.0f,
0); //draw primitive.
if(SUCCEEDED(g_pd3dDevice9->BeginScene()))
{
//TODO: 2 render d3d.
g_pd3dDevice9->SetStreamSource(0,g_pd3dVB,0,sizeof(CUSTOMVERTEX));
g_pd3dDevice9->SetFVF(D3DFVF_CUSTOMVERTEX);
g_pd3dDevice9->DrawPrimitive(D3DPT_TRIANGLELIST,0,2); g_pd3dDevice9->EndScene();
} //present sence.
g_pd3dDevice9->Present(NULL,NULL,NULL,NULL);
} //window message handler.
LRESULT CALLBACK MsgProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)
{
switch(msg)
{
case WM_DESTROY:
CleanUp();
return 0L;
} return DefWindowProc(hWnd,msg,wParam,lParam);
} //init d3d vertex buffer.
HRESULT InitD3DVertexBuffer()
{
//TODO: 1 init vertex buffer data.
//create vertex data.
CUSTOMVERTEX vertices[]=
{
{50.0f,250.0f,1.0f,1.0f},
{50.0f,50.0f,1.0f,1.0f},
{100.0f,250.0f,1.0f,1.0f},
{150.0f,250.0f,1.0f,1.0f},
{150.0f,50.0f,1.0f,1.0f},
{250.0f,250.0f,1.0f,1.0f}
}; //create vertex buffer.
if(FAILED(g_pd3dDevice9->CreateVertexBuffer(
sizeof(vertices),
0,
D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT,
&g_pd3dVB,
NULL)))
{
return E_FAIL;
} //fill vertex buffer.
void* pVertices=NULL;
if(FAILED(g_pd3dVB->Lock(0,sizeof(vertices),&pVertices,0)))
{
return E_FAIL;
} memcpy(pVertices,vertices,sizeof(vertices)); g_pd3dVB->Unlock(); return S_OK;
}

执行结果

1. 注意顶点总数应该是能被3整除

2. 每个三角形的顶点顺序是顺时针的,否则绘制不出来。

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