旋转的三角形

#include "windows.h"
#include "tchar.h"
#include "windowsx.h"
#include "d3d9.h"
#include "d3dx9.h"

#define curectvertex_fvf (D3DFVF_XYZ|D3DFVF_DIFFUSE)
struct curectvertex{
 float x,y,z;
 DWORD color;
};

HWND g_hwnd;
LPDIRECT3D9 g_d3d9=NULL;
LPDIRECT3DDEVICE9 g_d3d9device=NULL;
LPDIRECT3DVERTEXBUFFER9 g_d3d9_vb=NULL;
LPDIRECT3DINDEXBUFFER9 g_d3d9_ib=NULL;
int ix; //旋转角度
bool iy; //旋转方式
LRESULT initgame(){
 D3DPRESENT_PARAMETERS ps;
 ZeroMemory(&ps,sizeof(ps));
 ps.Windowed=true;
 ps.SwapEffect=D3DSWAPEFFECT_DISCARD;
 ps.BackBufferCount=1;
 ps.EnableAutoDepthStencil=true;
 ps.AutoDepthStencilFormat=D3DFMT_D16;
 ps.BackBufferFormat=D3DFMT_A8R8G8B8;
 ps.MultiSampleQuality=0;
 ps.MultiSampleType=D3DMULTISAMPLE_NONE;


 g_d3d9 =Direct3DCreate9(D3D_SDK_VERSION);
 if FAILED(g_d3d9->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,g_hwnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING,&ps,&g_d3d9device))
  return E_FAIL;

 g_d3d9device->SetRenderState(D3DRS_LIGHTING,false);

 g_d3d9device->SetRenderState(D3DRS_ZENABLE,D3DZB_TRUE);

 curectvertex b[]={
  {   0.0f, 1.0f, 0.0f, D3DCOLOR_XRGB(0,255,0), },   
  {   1.0f, -1.0f, -0.577f, D3DCOLOR_XRGB(0,255,0), },
  {  -1.0f, -1.0f, -0.577f, D3DCOLOR_XRGB(0,255,0), },
  {   0.0f, 1.0f, 0.0f, D3DCOLOR_XRGB(255,0,0), },   
  {  0.0f, -1.0f, 1.155f, D3DCOLOR_XRGB(255,0,0),},  
  {   1.0f, -1.0f, -0.577f, D3DCOLOR_XRGB(255,0,0), },
  {   0.0f, 1.0f, 0.0f, D3DCOLOR_XRGB(0,0,255), },     
  {  -1.0f, -1.0f, -0.577f,  D3DCOLOR_XRGB(0,0,255), },
  {  0.0f, -1.0f, 1.155f,  D3DCOLOR_XRGB(0,0,255),},    


 };

 if FAILED(g_d3d9device->CreateVertexBuffer(
  sizeof(b),
  0,
  curectvertex_fvf,
  D3DPOOL_DEFAULT,
  &g_d3d9_vb,
  NULL))
  return E_FAIL;

 void *p;
 if FAILED(g_d3d9_vb->Lock(0,sizeof(b),(void **)&p,0))
  return E_FAIL;
 memcpy(p,b,sizeof(b));
 g_d3d9_vb->Unlock();
 return S_OK;
}

LRESULT Setmatrix(float x,float y,float z){
 D3DXMATRIX m_t;
 D3DXMatrixTranslation(&m_t,x,y,z);
 D3DXMATRIX m_r;
 D3DXMatrixRotationY(&m_r,ix++*D3DX_PI/180);
 D3DXMATRIX wm;
 if (iy)
 D3DXMatrixMultiply(&wm,&m_r,&m_t);
 else
 D3DXMatrixMultiply(&wm,&m_t,&m_r);

 g_d3d9device->SetTransform(D3DTS_WORLD,&wm);
 D3DXVECTOR3 eye(0.0f,3.0f,-3.0f);
 D3DXVECTOR3 lookat(0.0f,0.0f,0.0f);
 D3DXVECTOR3 up(0.0f,1.0f,0.0f);
 D3DXMATRIX vm;
 D3DXMatrixLookAtLH(&vm,&eye,&lookat,&up);
 g_d3d9device->SetTransform(D3DTS_VIEW,&vm);
 D3DXMATRIXA16 matProj;
 D3DXMatrixPerspectiveFovLH(&matProj,45*D3DX_PI/180,1.33f,1.0f,100.0f);

 g_d3d9device->SetTransform(D3DTS_PROJECTION,&matProj);
 
 return S_OK;

}

LRESULT game(){
 
 g_d3d9device->Clear(0,NULL,D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(0,0,0),1.0f,0);
 g_d3d9device->SetFVF(curectvertex_fvf);
 g_d3d9device->SetStreamSource(0,g_d3d9_vb,0,sizeof(curectvertex));
 g_d3d9device->BeginScene();
 Setmatrix(1.0,0.0,0.0);
 g_d3d9device->DrawPrimitive(D3DPT_TRIANGLELIST,0,3);
 Setmatrix(0.0,0.0,0.0);
 g_d3d9device->DrawPrimitive(D3DPT_TRIANGLELIST,0,3);
 Setmatrix(-1.0,0.0,0.0);
 g_d3d9device->DrawPrimitive(D3DPT_TRIANGLELIST,0,3);
 g_d3d9device->EndScene();
 g_d3d9device->Present(NULL,NULL,NULL,NULL);
 return S_OK;
}

LRESULT CALLBACK wndproc(HWND hwnd,UINT message,WPARAM wparam ,LPARAM lparam){
 switch (message){
  case WM_DESTROY:
   PostQuitMessage(0);
   break;
  case WM_LBUTTONDOWN:
   iy=!iy;
   break;

 }
 return DefWindowProc(hwnd,message,wparam,lparam);

}

int WINAPI  WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd )
{
 WNDCLASSEX wndclass;
 ZeroMemory(&wndclass,sizeof(WNDCLASSEX));
 wndclass.cbSize=sizeof(WNDCLASSEX);

 wndclass.lpfnWndProc=wndproc;
 wndclass.lpszClassName=_T("abc");
 wndclass.hInstance=GetModuleHandle(NULL);
 wndclass.style=CS_HREDRAW|CS_VREDRAW;
 wndclass.hbrBackground=GetStockBrush(RGB(0,0,0));
 wndclass.hCursor=LoadCursor(hInstance,IDC_ARROW);
 RegisterClassEx(&wndclass);

 g_hwnd=CreateWindow(_T("abc"),_T("fffff"),WS_OVERLAPPEDWINDOW,0,0,400,600,NULL,NULL,wndclass.hInstance,NULL);
 ShowWindow(g_hwnd,SW_SHOW);
 UpdateWindow(g_hwnd);


 initgame();
 MSG message;

 while(true){
  if (PeekMessage(&message,NULL,0,0,PM_REMOVE)){
   if (message.message==WM_QUIT)
   {
    break;
   }
   else{
    TranslateMessage(&message);
    DispatchMessage(&message);  
   }   


  }
  game();
 }
 
 g_d3d9device->Release();
 g_d3d9->Release();
 return S_OK;
}

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