坐标系与基本图元(4)
各种基本图元的绘制
上面使用顶点缓冲区绘制的是三角形列表图元,前面介绍过Direct3D支持点列表,线段列表、线段条带、三角形列表、三角形条带、三角扇形6种基本图元。下面通过示例程序BasicPrimitive演示各种基本图元的绘制。该示例程序使用同一个顶点缓冲区绘制不同类型的图元,程序中通过一个全局变量标识当前绘制的图元类型,通过单击键盘上的"1" ~ "6"数字键可以在各图元类型之间进行切换,单击空格键可以在线框模式和实体模式之间切换。
三角形条带:
三角形列表:
线段条带:
线段列表:
点列表:
三角扇形:
实体模式:
完整源码:
#include
<
d3d9.h
>
#define PRIMITIVE_TRIANGLE_STRIP 1
#define PRIMITIVE_TRIANGLE_LIST 2
#define PRIMITIVE_LINE_STRIP 3
#define PRIMITIVE_LINE_LIST 4
#define PRIMITIVE_POINT_LIST 5
#define PRIMITIVE_TRIANGLE_FAN 6
#define CLASS_NAME "GameApp"
#define release_com(p) do { if(p) { (p)->Release(); (p) = NULL; } } while(0)
IDirect3D9 * g_d3d;
IDirect3DDevice9 * g_device;
IDirect3DVertexBuffer9 * g_vertex_buffer;
DWORD g_primitive_type = PRIMITIVE_TRIANGLE_STRIP;
DWORD g_fill_mode = D3DFILL_WIREFRAME;
struct sCustomVertex
{
float x, y, z, rhw;
DWORD color;
};
#define D3DFVF_CUSTOM_VERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
void init_vb()
{
sCustomVertex vertices[] =
{
{ 50.0f , 250.0f , 0.5f , 1.0f , 0xffff0000 , },
{ 150.0f , 50.0f , 0.5f , 1.0f , 0xffff0000 , },
{ 250.0f , 250.0f , 0.5f , 1.0f , 0xffff0000 , },
{ 350.0f , 50.0f , 0.5f , 1.0f , 0xffff0000 , },
{ 450.0f , 250.0f , 0.5f , 1.0f , 0xffff0000 , },
{ 550.0f , 50.0f , 0.5f , 1.0f , 0xffff0000 , }
};
g_device -> CreateVertexBuffer( sizeof (vertices), 0 , D3DFVF_CUSTOM_VERTEX, D3DPOOL_DEFAULT, & g_vertex_buffer, NULL);
void * ptr;
g_vertex_buffer -> Lock( 0 , sizeof (vertices), ( void ** ) & ptr, 0 );
memcpy(ptr, vertices, sizeof (vertices));
g_vertex_buffer -> Unlock();
}
bool init_d3d(HWND hwnd)
{
g_d3d = Direct3DCreate9(D3D_SDK_VERSION);
if (g_d3d == NULL)
return false ;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( & d3dpp, sizeof (d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
if (FAILED(g_d3d -> CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
& d3dpp, & g_device)))
{
return false ;
}
init_vb();
g_device -> SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); // do not cull any face
g_device -> SetRenderState(D3DRS_FILLMODE, g_fill_mode);
return true ;
}
void cleanup()
{
release_com(g_vertex_buffer);
release_com(g_device);
release_com(g_d3d);
}
void render()
{
g_device -> Clear( 0 , NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 5 , 5 , 5 ), 1.0f , 0 );
g_device -> BeginScene();
g_device -> SetRenderState(D3DRS_FILLMODE, g_fill_mode);
g_device -> SetStreamSource( 0 , g_vertex_buffer, 0 , sizeof (sCustomVertex));
g_device -> SetFVF(D3DFVF_CUSTOM_VERTEX);
switch (g_primitive_type)
{
case PRIMITIVE_TRIANGLE_STRIP:
g_device -> DrawPrimitive(D3DPT_TRIANGLESTRIP, 0 , 4 );
break ;
case PRIMITIVE_TRIANGLE_LIST:
g_device -> DrawPrimitive(D3DPT_TRIANGLELIST, 0 , 2 );
break ;
case PRIMITIVE_LINE_STRIP:
g_device -> DrawPrimitive(D3DPT_LINESTRIP, 0 , 5 );
break ;
case PRIMITIVE_LINE_LIST:
g_device -> DrawPrimitive(D3DPT_LINELIST, 0 , 3 );
break ;
case PRIMITIVE_POINT_LIST:
g_device -> DrawPrimitive(D3DPT_POINTLIST, 0 , 6 );
break ;
case PRIMITIVE_TRIANGLE_FAN:
g_device -> DrawPrimitive(D3DPT_TRIANGLEFAN, 0 , 4 );
break ;
}
g_device -> EndScene();
g_device -> Present(NULL, NULL, NULL, NULL);
}
LRESULT WINAPI WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_KEYDOWN:
switch (wParam)
{
case 49 : // key "1"
case 50 : // key "2"
case 51 : // key "3"
case 52 : // key "4"
case 53 : // key "5"
case 54 : // key "6"
g_primitive_type = (DWORD)wParam - 48 ;
break ;
case VK_SPACE:
g_fill_mode = (g_fill_mode == D3DFILL_WIREFRAME) ? D3DFILL_SOLID : D3DFILL_WIREFRAME;
break ;
case VK_ESCAPE:
DestroyWindow(hwnd);
break ;
}
break ;
case WM_DESTROY:
PostQuitMessage( 0 );
return 0 ;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR, INT)
{
WNDCLASSEX wc;
wc.cbSize = sizeof (WNDCLASSEX);
wc.style = CS_CLASSDC;
wc.lpfnWndProc = WinProc;
wc.cbClsExtra = 0 ;
wc.cbWndExtra = 0 ;
wc.hInstance = inst;
wc.hIcon = NULL;
wc.hCursor = NULL;
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = CLASS_NAME;
wc.hIconSm = NULL;
if ( ! RegisterClassEx( & wc))
return - 1 ;
HWND hwnd = CreateWindow(CLASS_NAME, " Direct3D App " , WS_OVERLAPPEDWINDOW, 200 , 100 , 600 , 300 ,
NULL, NULL, wc.hInstance, NULL);
if (hwnd == NULL)
return - 1 ;
if (init_d3d(hwnd))
{
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
MSG msg;
ZeroMemory( & msg, sizeof (msg));
while (msg.message != WM_QUIT)
{
if (PeekMessage( & msg, NULL, 0 , 0 , PM_REMOVE))
{
TranslateMessage( & msg);
DispatchMessage( & msg);
}
render();
}
}
cleanup();
UnregisterClass(CLASS_NAME, wc.hInstance);
return 0 ;
}
#define PRIMITIVE_TRIANGLE_STRIP 1
#define PRIMITIVE_TRIANGLE_LIST 2
#define PRIMITIVE_LINE_STRIP 3
#define PRIMITIVE_LINE_LIST 4
#define PRIMITIVE_POINT_LIST 5
#define PRIMITIVE_TRIANGLE_FAN 6
#define CLASS_NAME "GameApp"
#define release_com(p) do { if(p) { (p)->Release(); (p) = NULL; } } while(0)
IDirect3D9 * g_d3d;
IDirect3DDevice9 * g_device;
IDirect3DVertexBuffer9 * g_vertex_buffer;
DWORD g_primitive_type = PRIMITIVE_TRIANGLE_STRIP;
DWORD g_fill_mode = D3DFILL_WIREFRAME;
struct sCustomVertex
{
float x, y, z, rhw;
DWORD color;
};
#define D3DFVF_CUSTOM_VERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
void init_vb()
{
sCustomVertex vertices[] =
{
{ 50.0f , 250.0f , 0.5f , 1.0f , 0xffff0000 , },
{ 150.0f , 50.0f , 0.5f , 1.0f , 0xffff0000 , },
{ 250.0f , 250.0f , 0.5f , 1.0f , 0xffff0000 , },
{ 350.0f , 50.0f , 0.5f , 1.0f , 0xffff0000 , },
{ 450.0f , 250.0f , 0.5f , 1.0f , 0xffff0000 , },
{ 550.0f , 50.0f , 0.5f , 1.0f , 0xffff0000 , }
};
g_device -> CreateVertexBuffer( sizeof (vertices), 0 , D3DFVF_CUSTOM_VERTEX, D3DPOOL_DEFAULT, & g_vertex_buffer, NULL);
void * ptr;
g_vertex_buffer -> Lock( 0 , sizeof (vertices), ( void ** ) & ptr, 0 );
memcpy(ptr, vertices, sizeof (vertices));
g_vertex_buffer -> Unlock();
}
bool init_d3d(HWND hwnd)
{
g_d3d = Direct3DCreate9(D3D_SDK_VERSION);
if (g_d3d == NULL)
return false ;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( & d3dpp, sizeof (d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
if (FAILED(g_d3d -> CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
& d3dpp, & g_device)))
{
return false ;
}
init_vb();
g_device -> SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); // do not cull any face
g_device -> SetRenderState(D3DRS_FILLMODE, g_fill_mode);
return true ;
}
void cleanup()
{
release_com(g_vertex_buffer);
release_com(g_device);
release_com(g_d3d);
}
void render()
{
g_device -> Clear( 0 , NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 5 , 5 , 5 ), 1.0f , 0 );
g_device -> BeginScene();
g_device -> SetRenderState(D3DRS_FILLMODE, g_fill_mode);
g_device -> SetStreamSource( 0 , g_vertex_buffer, 0 , sizeof (sCustomVertex));
g_device -> SetFVF(D3DFVF_CUSTOM_VERTEX);
switch (g_primitive_type)
{
case PRIMITIVE_TRIANGLE_STRIP:
g_device -> DrawPrimitive(D3DPT_TRIANGLESTRIP, 0 , 4 );
break ;
case PRIMITIVE_TRIANGLE_LIST:
g_device -> DrawPrimitive(D3DPT_TRIANGLELIST, 0 , 2 );
break ;
case PRIMITIVE_LINE_STRIP:
g_device -> DrawPrimitive(D3DPT_LINESTRIP, 0 , 5 );
break ;
case PRIMITIVE_LINE_LIST:
g_device -> DrawPrimitive(D3DPT_LINELIST, 0 , 3 );
break ;
case PRIMITIVE_POINT_LIST:
g_device -> DrawPrimitive(D3DPT_POINTLIST, 0 , 6 );
break ;
case PRIMITIVE_TRIANGLE_FAN:
g_device -> DrawPrimitive(D3DPT_TRIANGLEFAN, 0 , 4 );
break ;
}
g_device -> EndScene();
g_device -> Present(NULL, NULL, NULL, NULL);
}
LRESULT WINAPI WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_KEYDOWN:
switch (wParam)
{
case 49 : // key "1"
case 50 : // key "2"
case 51 : // key "3"
case 52 : // key "4"
case 53 : // key "5"
case 54 : // key "6"
g_primitive_type = (DWORD)wParam - 48 ;
break ;
case VK_SPACE:
g_fill_mode = (g_fill_mode == D3DFILL_WIREFRAME) ? D3DFILL_SOLID : D3DFILL_WIREFRAME;
break ;
case VK_ESCAPE:
DestroyWindow(hwnd);
break ;
}
break ;
case WM_DESTROY:
PostQuitMessage( 0 );
return 0 ;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR, INT)
{
WNDCLASSEX wc;
wc.cbSize = sizeof (WNDCLASSEX);
wc.style = CS_CLASSDC;
wc.lpfnWndProc = WinProc;
wc.cbClsExtra = 0 ;
wc.cbWndExtra = 0 ;
wc.hInstance = inst;
wc.hIcon = NULL;
wc.hCursor = NULL;
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = CLASS_NAME;
wc.hIconSm = NULL;
if ( ! RegisterClassEx( & wc))
return - 1 ;
HWND hwnd = CreateWindow(CLASS_NAME, " Direct3D App " , WS_OVERLAPPEDWINDOW, 200 , 100 , 600 , 300 ,
NULL, NULL, wc.hInstance, NULL);
if (hwnd == NULL)
return - 1 ;
if (init_d3d(hwnd))
{
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
MSG msg;
ZeroMemory( & msg, sizeof (msg));
while (msg.message != WM_QUIT)
{
if (PeekMessage( & msg, NULL, 0 , 0 , PM_REMOVE))
{
TranslateMessage( & msg);
DispatchMessage( & msg);
}
render();
}
}
cleanup();
UnregisterClass(CLASS_NAME, wc.hInstance);
return 0 ;
}