LPDIRECT3DVERTEXBUFFER9 g_VertexBuffer=NULL; //顶点缓存
LPDIRECT3DTEXTURE9 g_Texture=NULL;//纹理对象
bool InitializeObjects()
{
//将含有纹理坐标的数据填充到该顶点结构数组中
stD3DVertex objData[]=
{
{-0.3f, -0.4f, 0, D3DCOLOR_XRGB(255,255,255), 0, 1},
{0.3f, -0.4f, 0, D3DCOLOR_XRGB(255,255,255), 1, 1},
{0.3f, 0.4f, 0, D3DCOLOR_XRGB(255,255,255), 1, 0},
{0.3f, 0.4f, 0, D3DCOLOR_XRGB(255,255,255), 1, 0},
{-0.3f, 0.4f, 0, D3DCOLOR_XRGB(255,255,255), 0, 0},
{-0.3f, -0.4f, 0, D3DCOLOR_XRGB(255,255,255), 0, 1}
};
//创建顶点缓存
if(FAILED(g_D3DDevice->CreateVertexBuffer(sizeof(objData),0,
D3DFVF_VERTEX,D3DPOOL_DEFAULT,
&g_VertexBuffer,NULL)))
return false;
void *ptr;
//锁定顶点缓存,以进行读写操作。ptr指向该顶点缓存内存区域
if(FAILED(g_VertexBuffer->Lock(0,sizeof(objData),
(void**)&ptr,0))) return false;
//将objData内存区域的数据复制到ptr所指向的内存区域中
memcpy(ptr,objData,sizeof(objData));
g_VertexBuffer->Unlock();
//加载纹理图像至该设备对象
if(D3DXCreateTextureFromFile(g_D3DDevice,"ugp.tga",
&g_Texture)!=D3D_OK)
return false;
// 设置纹理采样模式(纹理过滤器)
g_D3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER,
D3DTEXF_LINEAR); // 线性过滤
g_D3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER,
D3DTEXF_LINEAR); // 线性过滤
g_D3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE); // 关闭光照
g_D3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); // 不剔除任何面
// Set the projection matrix.
D3DXMatrixPerspectiveFovLH(&g_projection, 45.0f,
WINDOW_WIDTH/WINDOW_HEIGHT, 0.1f, 1000.0f);
g_D3DDevice->SetTransform(D3DTS_PROJECTION, &g_projection);
// Set default rendering states.
g_D3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
// Define camera information.
D3DXVECTOR3 cameraPos(0.0f, 0.0f, -1.0f);
D3DXVECTOR3 lookAtPos(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 upDir(0.0f, 1.0f, 0.0f);
// Build view matrix.创建视图矩阵
D3DXMatrixLookAtLH(&g_ViewMatrix, &cameraPos,
&lookAtPos, &upDir);
return true;
}
void RenderScene()
{
// Clear the back buffer.
g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET,
D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
// Begin the scene. Start rendering.启动绘制
g_D3DDevice->BeginScene();
// Apply the view (camera).
g_D3DDevice->SetTransform(D3DTS_VIEW, &g_ViewMatrix);
// 设置纹理
g_D3DDevice->SetTexture(0, g_Texture);
// 设置所要使用的顶点缓存与数据流的链接
g_D3DDevice->SetStreamSource(0, g_VertexBuffer,
0, sizeof(stD3DVertex));
// 设置灵活顶点格式
g_D3DDevice->SetFVF(D3DFVF_VERTEX);
// 绘制该场景
g_D3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
// End the scene. Stop rendering.
g_D3DDevice->EndScene();
// Display the scene.
g_D3DDevice->Present(NULL, NULL, NULL, NULL);
}