Direct3D 9 入门例子程序 圆锥体

来源:互联网 发布:淘宝免单群是什么意思 编辑:程序博客网 时间:2024/05/17 09:21

介绍

Directx3D 9

什么是DirectX,很好说了,Win32 C++ API,主要是多媒体编程方面的,优点体现在高性能了,现在我知道的版本最高是D3D11,但是我是学习入门的,从D3D9开始,不算很是落伍。

Directx3D 元素

D3D元素很多,这里说的元素是程序中用到的元素。
1〉D3D 编程的起点,可以理解成出所用的D3D SDK程序集。
2〉D3D present parameter ,呈现参数,专业的参数是通过一顿检测配置成最好的。程序中的参数简单的用默认的显示参数。
3〉D3D Device 设备 这个可以理解成多媒体设备的虚拟,在D3D理论中各种概念。
4〉D3D Vertex 顶点 一个图形中有意义的三维顶点,比较特殊一点的地方,例如,三角形顶点。
5〉D3D Vertex Buffer 顶点缓存,暂时存放顶点的内存区域。

程序结构

MFC 基于对话框的程序。MFC很好理解,一个东西摆在哪儿,遇见什么事件就干事件相对应的事情。

程序解析

叙述

初始化
1〉初始化D3D
2〉初始化逻辑单位
配置
1〉配置D3D
2〉配置逻辑
执行
1〉旋转
2〉呈现
结束
1〉释放各种对象

UML


程序实现

框架

一个对话框继承自CWnd

细节

1. 创建工程D3DMFCApp
2. 添加按钮 开始 结束 到D3DMFCAppDlg 主窗口。
3. 添加类 D3DDlg 到工程 随便找个图片 (jpg我的是)大小改为 256x256 的 命名texture.jpg 复制到工程。
4. D3DMFCAppDlg 添加变量
CD3DDlg m_D3DDlg;
5. D3DMFCAppDlg 开始按钮生成函数添加
m_D3DDlg.CreateEx(0,AfxRegisterWndClass(NULL,NULL,NULL,NULL),L"D3D Window",WS_POPUP|WS_CAPTION|WS_VISIBLE,CRect(100,100,500,500),this,0);
6. D3DMFCAppDlg  结束按钮生成函数添加
m_D3DDlg.DestroyWindow();
7. CD3DDlg 头文件引入文件和定义顶点结构
#pragma comment(lib,"d3d9.lib")#pragma comment(lib,"d3dx9.lib")#include <d3d9.h>#include <d3dx9math.h>typedef struct _CUSTOMVERTEX1{D3DXVECTOR3 position;D3DXVECTOR3 normal;float fu;float fv;}CUSTOMVERTEX1;#define D3DFVF_CUSTOMVERTEX1 (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)typedef struct _CUSTOMVERTEX2{D3DXVECTOR3 position;D3DXVECTOR3 normal;}CUSTOMVERTEX2;#define D3DFVF_CUSTOMVERTEX2 (D3DFVF_XYZ|D3DFVF_NORMAL)
这里或许涉及到安装DirectX 不过网上很多例子了,我只关注实例练习,只是说如果安装了D3D SDK,那么路径配置正确这样写不会有错误。
8. 类向导添加消息函数  记得是类向导 我这个是添加后的结果。
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);afx_msg void OnDestroy();afx_msg void OnTimer(UINT_PTR nIDEvent);
9. 类向导添加私有函数
void InitD3D9(void);void Render(void);void CleanUp(void);void InitGeometry(void);void SetupMatrices(void);void SetLight(void);void SetMaterial1(void);void SetMaterial2(void);
10 .类向导添加私有变量
LPDIRECT3D9 m_pD3D9;LPDIRECT3DDEVICE9 m_pD3DDevice9;LPDIRECT3DVERTEXBUFFER9 m_pVB1;LPDIRECT3DVERTEXBUFFER9 m_pVB2;LPDIRECT3DTEXTURE9 m_pD3DTexture9;int m_nRotateY;

11. CD3DDlg实现文件 初始化 D3D

<pre name="code" class="cpp">void CD3DDlg::InitD3D9(void){m_pD3D9=Direct3DCreate9(D3D_SDK_VERSION);D3DPRESENT_PARAMETERS d3dpp;ZeroMemory(&d3dpp,sizeof(D3DPRESENT_PARAMETERS));d3dpp.BackBufferFormat=D3DFMT_UNKNOWN;d3dpp.BackBufferCount=1;d3dpp.EnableAutoDepthStencil=TRUE;d3dpp.AutoDepthStencilFormat=D3DFMT_D16;d3dpp.Windowed=TRUE;d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;m_pD3D9->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,m_hWnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING,&d3dpp,&m_pD3DDevice9);m_pD3DDevice9->SetRenderState(D3DRS_ZENABLE,D3DZB_TRUE);m_pD3DDevice9->SetRenderState(D3DRS_LIGHTING,TRUE);m_pD3DDevice9->SetRenderState(D3DRS_NORMALIZENORMALS,TRUE);}
12. 初始化图元
void CD3DDlg::InitGeometry(void){D3DXCreateTextureFromFile(m_pD3DDevice9,_T("texture.jpg"),&m_pD3DTexture9);CUSTOMVERTEX1 vertices1[32];vertices1[0].position=D3DXVECTOR3(-1.0f,0.0f,0.0f);vertices1[0].normal=D3DXVECTOR3(-1.0f,0.0f,0.0f);vertices1[0].fu=0.0f;vertices1[0].fv=0.5f;for (int i=1;i<32;i++){float theat=(i-1)*2*D3DX_PI/30.0f;vertices1[i].position=D3DXVECTOR3(1.0f,sinf(theat),cosf(theat));vertices1[i].normal=D3DXVECTOR3(0.0f,sinf(theat),cosf(theat));float m=sqrtf(5.0f);float beta=(0.5f-1.0f/m+(i-1.0f)/15.0f/m)*D3DX_PI;vertices1[i].fu=0.5*sinf(beta);vertices1[i].fv=0.5-0.5*cosf(beta);}m_pD3DDevice9->CreateVertexBuffer(sizeof(vertices1),0,D3DFVF_CUSTOMVERTEX1,D3DPOOL_DEFAULT,&m_pVB1,NULL);VOID* pVertices=NULL;m_pVB1->Lock(0,sizeof(vertices1),&pVertices,0);memcpy(pVertices,vertices1,sizeof(vertices1));m_pVB1->Unlock();CUSTOMVERTEX2 vertices2[32];vertices2[0].position=D3DXVECTOR3(1.0f,0.0f,0.0f);vertices2[0].normal=D3DXVECTOR3(1.0f,0.0f,0.0f);for (int i=1;i<32;i++){float theat=(i-1)*2*D3DX_PI/30.0f;vertices2[i].position=vertices1[32-i].position;vertices2[i].normal=D3DXVECTOR3(1.0f,0.0f,0.0f);}m_pD3DDevice9->CreateVertexBuffer(sizeof(vertices2),0,D3DFVF_CUSTOMVERTEX2,D3DPOOL_DEFAULT,&m_pVB2,NULL);m_pVB2->Lock(0,sizeof(vertices2),&pVertices,0);memcpy(pVertices,vertices2,sizeof(vertices2));m_pVB2->Unlock();}
13. 设置左边变换
void CD3DDlg::SetupMatrices(void){D3DXMATRIX matWorld;float angle=m_nRotateY*D3DX_PI/180;D3DXMatrixRotationY(&matWorld,angle );m_pD3DDevice9->SetTransform(D3DTS_WORLD,&matWorld);D3DXVECTOR3 eye(0.0f,3.0f,-5.0f);D3DXVECTOR3 lookAt(0.0f,0.0f,0.0f);D3DXVECTOR3 up(0.0f,1.0f,0.0f);D3DXMATRIX matView;D3DXMatrixLookAtLH(&matView,&eye,&lookAt,&up);m_pD3DDevice9->SetTransform(D3DTS_VIEW,&matView);D3DXMATRIXA16 matProj;D3DXMatrixPerspectiveFovLH(&matProj,D3DX_PI/4,1.0f,1.0f,100.0f);m_pD3DDevice9->SetTransform(D3DTS_PROJECTION,&matProj);}
14. 设置材料1
void CD3DDlg::SetMaterial1(void){D3DMATERIAL9 mtrl;ZeroMemory(&mtrl,sizeof(D3DMATERIAL9));mtrl.Diffuse.r=mtrl.Ambient.r=1.0f;mtrl.Diffuse.g=mtrl.Ambient.g=1.0f;mtrl.Diffuse.b=mtrl.Ambient.b=1.0f;mtrl.Diffuse.a=mtrl.Ambient.a=1.0f;m_pD3DDevice9->SetMaterial(&mtrl);}
15. 设置材料2
void CD3DDlg::SetMaterial2(void){D3DMATERIAL9 mtrl;ZeroMemory(&mtrl,sizeof(D3DMATERIAL9));mtrl.Diffuse.r=mtrl.Ambient.r=1.0f;mtrl.Diffuse.g=mtrl.Ambient.g=1.0f;mtrl.Diffuse.b=mtrl.Ambient.b=0.0f;mtrl.Diffuse.a=mtrl.Ambient.a=1.0f;m_pD3DDevice9->SetMaterial(&mtrl);}
16.设置关照
void CD3DDlg::SetLight(void){D3DLIGHT9 light;ZeroMemory(&light,sizeof(light));light.Type=D3DLIGHT_DIRECTIONAL;light.Diffuse.r=1.0f;light.Diffuse.g=1.0f;light.Diffuse.b=1.0f;light.Direction=D3DXVECTOR3(0.0f,0.0,1.0f);light.Range=1000.0f;m_pD3DDevice9->SetLight(0,&light);m_pD3DDevice9->LightEnable(0,TRUE);m_pD3DDevice9->SetRenderState(D3DRS_AMBIENT,D3DCOLOR_RGBA(32,32,32,0));}
17. 渲染 执行
void CD3DDlg::Render(void){m_pD3DDevice9->Clear(0,NULL,D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(0,0,255),1.0f,0);m_pD3DDevice9->BeginScene();SetupMatrices();SetLight();SetMaterial1();m_pD3DDevice9->SetTexture(0,m_pD3DTexture9);m_pD3DDevice9->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_MODULATE);m_pD3DDevice9->SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_TEXTURE);m_pD3DDevice9->SetTextureStageState(0,D3DTSS_COLORARG2,D3DTA_DIFFUSE);m_pD3DDevice9->SetFVF(D3DFVF_CUSTOMVERTEX1);m_pD3DDevice9->SetStreamSource(0,m_pVB1,0,sizeof(CUSTOMVERTEX1));m_pD3DDevice9->DrawPrimitive(D3DPT_TRIANGLEFAN,0,30);m_pD3DDevice9->SetTexture(0,NULL);m_pD3DDevice9->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_DISABLE);SetMaterial2();m_pD3DDevice9->SetFVF(D3DFVF_CUSTOMVERTEX2);m_pD3DDevice9->SetStreamSource(0,m_pVB2,0,sizeof(CUSTOMVERTEX2));m_pD3DDevice9->DrawPrimitive(D3DPT_TRIANGLEFAN,0,30);m_pD3DDevice9->EndScene();m_pD3DDevice9->Present(NULL,NULL,NULL,NULL);}
18. 释放资源
void CD3DDlg::CleanUp(void){m_pVB1->Release();m_pVB2->Release();m_pD3DTexture9->Release();m_pD3DDevice9->Release();m_pD3D9->Release();}
19. 终于该公有函数了 初始化 
int CD3DDlg::OnCreate(LPCREATESTRUCT lpCreateStruct){if (CWnd::OnCreate(lpCreateStruct) == -1)return -1;InitD3D9();InitGeometry();SetTimer(1,40,NULL);return 0;}
20. 定时执行渲染
void CD3DDlg::OnTimer(UINT_PTR nIDEvent){Render();m_nRotateY+=2;CWnd::OnTimer(nIDEvent);}
21. 结束
void CD3DDlg::OnDestroy(){CWnd::OnDestroy();CleanUp();}

程序结果




总结

Direct3D

这么大的概念谁也没有办法一下子说清楚,只有多练,我写这个程序写了三周,其中一个Bug卡了将近一周。谁解释也是白搭,只有多练,不过推荐的就是抄程序也要抄对。

程序

1>MFC 工程始入门的最好的工程类型,我试过Win32,一个框架就把人搭晕了。不如MFC 干脆,但是MFC 仅限学习,到了应用还是Win32,那时应该好说了。
2>变量是 D3DDevice9  而不是 D3D9Device,当然你可以自己随便编写,不过人家官网是这样,慢慢习惯了好学习。
3>函数调用跟Win32 一个风格,例如
m_pD3DDevice9->CreateVertexBuffer(sizeof(vertices1),0,D3DFVF_CUSTOMVERTEX1,D3DPOOL_DEFAULT,&m_pVB1,NULL);
每一个参数一行,至于什么函数分行写还是需要自己把握的。微软内部调用时第一个参数和函数同行,最后一个括号会再分一行,我觉得不好就调成这样的格式了。
4>图片复制到工程需要修改属性,类型是资源编译器,要不然报什么链接1102的错误。

其他

如果想学习更多参考 DirectX3D9 初级教程 祝晓鹰 余峰写的,我看了特别好,百度好评的时候想给好评的结果给了一个1星就再也改不了了,把我气的,这里致歉一下。

1 1
原创粉丝点击