D3D绘制顶点的必要步骤

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1.       定义一个自定义的顶点类型和FVF

struct LVertex
{
    FLOAT    x, y, z;
    D3DCOLOR specular, diffuse;
    FLOAT    tu, tv;
};
const DWORD VertexFVF = (D3DFVF_XYZ | D3DFVF_DIFFUSE |
                         D3DFVF_SPECULAR | D3DFVF_TEX1 );

 

2.       创建一个顶点缓存区,使其有足够的空间来存储顶点

g_d3dDevice->CreateVertexBuffer( 4*sizeof(LVertex),  
D3DUSAGE_WRITEONLY, VertexFVF, D3DPOOL_DEFAULT, &pBigSquareVB, NULL );

 

3.       为各个顶点设值

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.       绘制图形

g_d3dDevice->SetFVF(VertexFVF);

g_d3dDevice->SetStreamSource(0, pBigSquareVB, 0, sizeof(LVertex));

g_d3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0 ,2);