青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品

天行健 君子當自強而不息

坐標系與基本圖元(3)

渲染頂點緩沖區圖形

void render()
{
g_device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_X#050505, 1.0f, 0);
	g_device->BeginScene();
	g_device->SetStreamSource(0, g_vertex_buffer, 0, sizeof(sCustomVertex));
g_device->SetFVF(D3DFVF_CUSTOM_VERTEX);
g_device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
	g_device->EndScene();
	g_device->Present(NULL, NULL, NULL, NULL);
}

函數IDirect3DDevice9::SetStreamSource()將頂點緩沖區和渲染數據流鏈接。

Binds a vertex buffer to a device data stream. For more information, see Setting the Stream Source (Direct3D 9).

HRESULT SetStreamSource(
UINT StreamNumber,
IDirect3DVertexBuffer9 * pStreamData,
UINT OffsetInBytes,
UINT Stride
);

Parameters

StreamNumber
[in] Specifies the data stream, in the range from 0 to the maximum number of streams -1.
pStreamData
[in] Pointer to an IDirect3DVertexBuffer9 interface, representing the vertex buffer to bind to the specified data stream.
OffsetInBytes
[in] Offset from the beginning of the stream to the beginning of the vertex data, in bytes. To find out if the device supports stream offsets, see the D3DDEVCAPS2_STREAMOFFSET constant in D3DDEVCAPS2.
Stride
[in] Stride of the component, in bytes. See Remarks.

Return Values

If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.

Remarks

When a FVF vertex shader is used, the stride of the vertex stream must match the vertex size, computed from the FVF. When a declaration is used, the stride should be greater than or equal to the stream size computed from the declaration.

When calling SetStreamSource, the stride is normally required to be equal to the vertex size. However, there are times when you may want to draw multiple instances of the same or similar geometry (such as when using instancing to draw). For this case, use a zero stride to tell the runtime not to increment the vertex buffer offset (ie: use the same vertex data for all instances). For more information about instancing, see Efficiently Drawing Multiple Instances of Geometry (Direct3D 9).

函數IDirect3DDevice9::SetFVF()的作用是聲明當前的渲染數據流中的靈活頂點格式。

Sets the current vertex stream declaration.

HRESULT SetFVF(
DWORD FVF
);

Parameters

FVF
[in] DWORD containing the fixed function vertex type. For more information, see D3DFVF.

Return Values

If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be: D3DERR_INVALIDCALL.

Remarks

Here are the steps necessary to initialize and use vertices that have a position, diffuse and specular color, and texture coordinates:

  1. Define the custom vertex type and FVF code.
    struct LVertex
    {
    FLOAT x, y, z;
    D3DCOLOR specular, diffuse;
    FLOAT tu, tv;
    };

    const DWORD VertexFVF = (D3DFVF_XYZ | D3DFVF_DIFFUSE |
    D3DFVF_SPECULAR | D3DFVF_TEX1 );
  2. Create a vertex buffer with enough room for four vertices using IDirect3DDevice9::CreateVertexBuffer.
    g_d3dDevice->CreateVertexBuffer( 4*sizeof(LVertex),  
    D3DUSAGE_WRITEONLY, VertexFVF, D3DPOOL_DEFAULT, &pBigSquareVB, NULL );
  3. Set the values for each vertex.
    LVertex * v;
    pBigSquareVB->Lock( 0, 0, (BYTE**)&v, 0 );

    v[0].x = 0.0f; v[0].y = 10.0; v[0].z = 10.0f;
    v[0].diffuse = 0xffff0000;
    v[0].specular = 0xff00ff00;
    v[0].tu = 0.0f; v[0].tv = 0.0f;

    v[1].x = 0.0f; v[1].y = 0.0f; v[1].z = 10.0f;
    v[1].diffuse = 0xff00ff00;
    v[1].specular = 0xff00ffff;
    v[1].tu = 0.0f; v[1].tv = 0.0f;

    v[2].x = 10.0f; v[2].y = 10.0f; v[2].z = 10.0f;
    v[2].diffuse = 0xffff00ff;
    v[2].specular = 0xff000000;
    v[2].tu = 0.0f; v[2].tv = 0.0f;

    v[3].x = 0.0f; v[3].y = 10.0f; v[3].z = 10.0f;
    v[3].diffuse = 0xffffff00;
    v[3].specular = 0xffff0000;
    v[3].tu = 0.0f; v[3].tv = 0.0f;

    pBigSquareVB->Unlock();
  4. The vertex buffer has been initialized and is ready to render. The following code example shows how to use the legacy FVF to draw a square.
    g_d3dDevice->SetFVF(VertexFVF);
    g_d3dDevice->SetStreamSource(0, pBigSquareVB, 0, sizeof(LVertex));
    g_d3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0 ,2);

Here are the steps necessary to initialize and use vertices that have a position, a normal, and texture coordinates:

  1. Define the custom vertex type and FVF code.
    struct Vertex
    {
    FLOAT x, y, z;
    FLOAT nx, ny, nz;
    FLOAT tu, tv;
    };

    const DWORD VertexFVF = ( D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1 );
  2. Create a vertex buffer with enough room for four vertices using IDirect3DDevice9::CreateVertexBuffer (similar to the example above).
  3. Set the values for each vertex.
    Vertex * v;
    pBigSquareVB->Lock(0, 0, (BYTE**)&v, 0);

    v[0].x = 0.0f; v[0].y = 10.0; v[0].z = 10.0f;
    v[0].nx = 0.0f; v[0].ny = 1.0f; v[0].nz = 0.0f;
    v[0].tu = 0.0f; v[0].tv = 0.0f;

    v[1].x = 0.0f; v[1].y = 0.0f; v[1].z = 10.0f;
    v[1].nx = 0.0f; v[1].ny = 1.0f; v[1].nz = 0.0f;
    v[1].tu = 0.0f; v[1].tv = 0.0f;

    v[2].x = 10.0f; v[2].y = 10.0f; v[2].z = 10.0f;
    v[2].nx = 0.0f; v[2].ny = 1.0f; v[2].nz = 0.0f;
    v[2].tu = 0.0f; v[2].tv = 0.0f;

    v[3].x = 0.0f; v[3].y = 10.0f; v[3].z = 10.0f;
    v[3].nx = 0.0f; v[3].ny = 1.0f; v[3].nz = 0.0f;
    v[3].tu = 0.0f; v[3].tv = 0.0f;

    pBigSquareVB->Unlock();
  4. Draw the object (similar to the example above).

函數IDirect3DDevice9::DrawPrimitive()用來繪制當前的渲染數據流中的圖元。

示例程序VertexBuffer的完整源碼如下:

 #include <d3d9.h>

#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;

struct sCustomVertex
{
    
float x, y, z, rhw;
    DWORD color;
};

#define D3DFVF_CUSTOM_VERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE) 

void init_vb()
{
    sCustomVertex vertices[] 
=
    {
        { 
100.0f400.0f1.0f1.0f0xffffff00, },
        { 
300.0f,  50.0f1.0f1.0f0xff00ff00, }, 
        { 
500.0f400.0f1.0f1.0f0xffff00ff, },
    };

    g_device
->CreateVertexBuffer(sizeof(vertices), 0, D3DFVF_CUSTOM_VERTEX, D3DPOOL_DEFAULT, &g_vertex_buffer, NULL);

    
void* ptr;

    g_vertex_buffer
->Lock(0sizeof(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();

    
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(555), 1.0f0);

    g_device
->BeginScene();

    g_device
->SetStreamSource(0, g_vertex_buffer, 0sizeof(sCustomVertex));
    g_device
->SetFVF(D3DFVF_CUSTOM_VERTEX);
    g_device
->DrawPrimitive(D3DPT_TRIANGLELIST, 01);

    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:
        
if(wParam == VK_ESCAPE)
            DestroyWindow(hwnd);
        
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, 200100600500,
                             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, 00, PM_REMOVE))
            {
                TranslateMessage(
&msg);
                DispatchMessage(
&msg);
            }
                
            render();
        }
    }

    cleanup();

    UnregisterClass(CLASS_NAME, wc.hInstance);    

    
return 0;
}

 

運行截圖:


posted on 2008-04-30 13:59 lovedday 閱讀(837) 評論(0)  編輯 收藏 引用


只有注冊用戶登錄后才能發表評論。
網站導航: 博客園   IT新聞   BlogJava   博問   Chat2DB   管理


公告

導航

統計

常用鏈接

隨筆分類(178)

3D游戲編程相關鏈接

搜索

最新評論

青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品
  • <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>
            欧美另类视频在线| 欧美日韩精品一区二区| 久久精品91久久香蕉加勒比| 久久精品日韩一区二区三区| 国产视频欧美视频| 亚洲性人人天天夜夜摸| 日韩午夜黄色| 国产欧美一区二区三区在线老狼| 亚洲欧美国产视频| 久久精品国产清高在天天线 | 欧美一站二站| 久久久久久久成人| 亚洲午夜精品一区二区三区他趣| 日韩视频中文| 伊人久久综合| 亚洲欧美在线免费观看| 亚洲国产精品综合| 亚洲一区二区精品视频| 亚洲精品日产精品乱码不卡| 亚洲精品国精品久久99热| 欧美久久影院| 久久婷婷国产麻豆91天堂| 欧美高清视频一区| 欧美一级播放| 国产精品免费一区二区三区在线观看| 久久人人爽爽爽人久久久| 欧美三级在线视频| 黄色成人精品网站| 亚洲一区二区三区三| 亚洲欧洲日本mm| 久久成人这里只有精品| 亚洲免费一级电影| 欧美极品欧美精品欧美视频| 欧美 日韩 国产精品免费观看| 国产精品无码永久免费888| 欧美激情一区二区三区不卡| 亚洲国产99精品国自产| 久久久久久久久一区二区| 亚洲视频一区二区在线观看 | 亚洲国产影院| 久久久精品性| 你懂的成人av| 亚洲日本va午夜在线影院| 久久婷婷综合激情| 欧美福利网址| 日韩一级二级三级| 欧美视频导航| 亚洲欧美日韩区| 久久久久久久波多野高潮日日| 国产日韩精品在线| 久久久国产精品一区二区三区| 另类激情亚洲| 亚洲视频成人| 好看的日韩av电影| 欧美在线精品一区| 欧美一级黄色录像| 欧美福利专区| 欧美制服丝袜第一页| 一区二区三区在线观看国产| 久热这里只精品99re8久| 一本久久综合| 欧美国产乱视频| 欧美成人午夜激情视频| 亚洲理论在线| 猫咪成人在线观看| 午夜精品久久久久久久| 亚洲国产精品传媒在线观看| 欧美日韩一区高清| 欧美凹凸一区二区三区视频| 午夜精品久久久99热福利| 亚洲国产黄色| 欧美激情视频在线播放| 欧美一区午夜精品| 夜夜夜精品看看| 99re6热只有精品免费观看| 久久一区二区三区四区五区| 欧美女同在线视频| 麻豆成人av| 欧美77777| 欧美激情视频一区二区三区不卡| 久久久精品一区| 美女国产一区| 欧美激情亚洲国产| 欧美高清在线一区| 欧美日本精品| 国产精品第13页| 国产精品视频免费观看| 国产精品伦子伦免费视频| 国产伦精品一区二区三区四区免费| 国产精品播放| 红桃av永久久久| 99国产精品久久久| 久久久免费观看视频| 欧美国产日韩亚洲一区| 99精品视频免费全部在线| 亚洲综合三区| 美女精品国产| 午夜电影亚洲| 亚洲伦理精品| 久久久久久69| 99精品国产在热久久婷婷| 欧美一区二区三区久久精品茉莉花| 久久精品夜色噜噜亚洲a∨ | 久久久成人网| 欧美三级免费| 一区二区三区精品久久久| 久久久噜噜噜久久人人看| 欧美肥婆在线| 久久美女性网| 国产嫩草影院久久久久 | 亚洲美女91| 玖玖在线精品| 性色av香蕉一区二区| 国产精品av免费在线观看| 亚洲精品极品| 一区二区三区高清| 亚洲欧美视频一区| 欧美日韩成人在线观看| 亚洲片区在线| 亚洲国语精品自产拍在线观看| 欧美一区二区久久久| 国产精品嫩草99av在线| 亚洲男人的天堂在线aⅴ视频| 亚洲理论在线观看| 国产精品二区影院| 欧美一级免费视频| 亚洲一区观看| 狠狠色2019综合网| 欧美国产激情| 国产精品观看| 欧美成年人网站| 欧美日韩色婷婷| 欧美中文字幕在线观看| 久久久之久亚州精品露出| 亚洲精品欧美精品| 亚洲小视频在线| 国产一区日韩欧美| 蜜桃久久精品一区二区| 欧美日韩精品综合| 亚洲一区二区三区午夜| 可以看av的网站久久看| 欧美日韩在线播放三区| 午夜在线电影亚洲一区| 久久亚洲精品一区| 亚洲视频成人| 免费观看久久久4p| 亚洲女同同性videoxma| 久久亚洲影音av资源网| 亚洲图片在线| 美女图片一区二区| 欧美一二三视频| 欧美人牲a欧美精品| 欧美在线地址| 欧美日韩免费| 狼人社综合社区| 国产欧美91| 亚洲精品无人区| 亚洲精品一区中文| 久久国产精品久久精品国产| 99精品免费网| 一区二区三区高清视频在线观看| 亚洲毛片一区| 久久综合狠狠综合久久综青草 | 欧美一区二区三区久久精品茉莉花| 亚洲精品欧洲精品| 欧美有码在线视频| 欧美在线网站| 欧美视频日韩视频| 欧美国产欧美亚洲国产日韩mv天天看完整 | 国产精品久久久久毛片软件 | 亚洲激情在线激情| 尤物精品在线| 久久先锋资源| 亚洲国产日韩欧美综合久久| 欧美激情一区二区三区在线视频观看 | 亚洲另类在线视频| 1000精品久久久久久久久| 欧美在线不卡视频| 亚洲巨乳在线| 美女国内精品自产拍在线播放| 亚洲香蕉伊综合在人在线视看| 欧美日韩成人综合| 亚洲国产mv| 亚洲人www| 国产精品专区h在线观看| 99精品视频免费在线观看| 亚洲一级免费视频| 欧美激情一区二区三区高清视频| 亚洲一二三四久久| 久久久久免费视频| 亚洲欧洲精品一区二区三区不卡 | 亚洲欧美成人在线| 久久亚洲精品欧美| 99精品久久久| 在线日韩av永久免费观看| 欧美人成免费网站| 久久99在线观看| 欧美一区三区二区在线观看| 欧美高清在线视频观看不卡| 午夜亚洲性色福利视频|