DX学习笔记(具有颜色的三角形)

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这个demo主要演示了用平面着色模式与Gouraud着色模式对三角形进行着色的不同

首先添加了全局变量与其他demo不同的是多了个世界变化矩阵

IDirect3DDevice9* Device;D3DXMATRIX WorldMatrix;//所存储三角形的世界变化矩阵IDirect3DVertexBuffer9* Triangle = 0;const int Width = 640;const int Height = 480;

首先我们需定义一个结构体ColorVertex,包含着顶点位置,顶点类型,以及颜色,与其的构造方法。

struct ColorVertex{ColorVertex(){};ColorVertex(float x, float y, float z, D3DCOLOR color){_x = x;_y = y;_z = z;_color = color;}float _x, _y, _z;D3DCOLOR _color;static const DWORD FVF;};const DWORD ColorVertex::FVF = D3DFVF_XYZ | D3DFVF_DIFFUSE;

接着便是Setup()方法,先创建了顶点缓存,并用所要绘制的三角形中带有颜色信息的顶点对该缓存进行填充。并设置投影矩阵,并将光照禁用(不然会使三角形都是黑色。)

bool Setup(){Device->CreateVertexBuffer(3 * sizeof(ColorVertex), D3DUSAGE_WRITEONLY, ColorVertex::FVF, D3DPOOL_MANAGED, &Triangle, 0);ColorVertex* V;Triangle->Lock(0, 0, (void**)&V, 0);V[0] = ColorVertex(-1.0f, 0.0f, 2.0f, D3DCOLOR_XRGB(255, 0, 0));//红V[1] = ColorVertex(0.0f, 1.0f, 2.0f, D3DCOLOR_XRGB(0, 255, 0));//绿V[2] = ColorVertex(1.0f, 0.0f, 2.0f, D3DCOLOR_XRGB(0, 0, 255));//蓝Triangle->Unlock();D3DXMATRIX proj;D3DXMatrixPerspectiveFovLH(&proj, D3DX_PI * 0.5f, (float)Width / (float)Height, 1.0f/*近裁面*/, 1000.f/*远裁面*/);Device->SetTransform(D3DTS_PROJECTION, &proj);Device->SetRenderState(D3DRS_LIGHTING, false);//将光照禁用return true;}
最后需要改动的方法便是Display(),它在本例中绘制了2个不同着色模式下的三角形。(三角形的位置是通过世界矩阵确定的)

bool Display(float timeDelta){if (Device){Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);Device->BeginScene();Device->SetFVF(ColorVertex::FVF);Device->SetStreamSource(0, Triangle, 0, sizeof(ColorVertex));D3DXMatrixTranslation(&WorldMatrix, 1.25f, 0.0f, 0.0f);Device->SetTransform(D3DTS_WORLD, &WorldMatrix);//平滑着色Device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);D3DXMatrixTranslation(&WorldMatrix, -1.25f, 0.0f, 0.0f);Device->SetTransform(D3DTS_WORLD, &WorldMatrix);//Gougraud着色Device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);Device->EndScene();Device->Present(0, 0, 0, 0);}return true;}

corlortriangle.cpp

//平面着色模式和Gouraud着色模式对三角形着色#include"d3dUtility.h"IDirect3DDevice9* Device;D3DXMATRIX WorldMatrix;//所存储三角形的世界变化矩阵IDirect3DVertexBuffer9* Triangle = 0;const int Width = 640;const int Height = 480;struct ColorVertex{ColorVertex(){};ColorVertex(float x, float y, float z, D3DCOLOR color){_x = x;_y = y;_z = z;_color = color;}float _x, _y, _z;D3DCOLOR _color;static const DWORD FVF;};const DWORD ColorVertex::FVF = D3DFVF_XYZ | D3DFVF_DIFFUSE;bool Display(float timeDelta){if (Device){Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);Device->BeginScene();Device->SetFVF(ColorVertex::FVF);Device->SetStreamSource(0, Triangle, 0, sizeof(ColorVertex));D3DXMatrixTranslation(&WorldMatrix, 1.25f, 0.0f, 0.0f);Device->SetTransform(D3DTS_WORLD, &WorldMatrix);//平滑着色Device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);D3DXMatrixTranslation(&WorldMatrix, -1.25f, 0.0f, 0.0f);Device->SetTransform(D3DTS_WORLD, &WorldMatrix);//Gougraud着色Device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);Device->EndScene();Device->Present(0, 0, 0, 0);}return true;}void Cleanup(){d3d::Release<IDirect3DVertexBuffer9*>(Triangle);}bool Setup(){Device->CreateVertexBuffer(3 * sizeof(ColorVertex), D3DUSAGE_WRITEONLY, ColorVertex::FVF, D3DPOOL_MANAGED, &Triangle, 0);ColorVertex* V;Triangle->Lock(0, 0, (void**)&V, 0);V[0] = ColorVertex(-1.0f, 0.0f, 2.0f, D3DCOLOR_XRGB(255, 0, 0));//红V[1] = ColorVertex(0.0f, 1.0f, 2.0f, D3DCOLOR_XRGB(0, 255, 0));//绿V[2] = ColorVertex(1.0f, 0.0f, 2.0f, D3DCOLOR_XRGB(0, 0, 255));//蓝Triangle->Unlock();D3DXMATRIX proj;D3DXMatrixPerspectiveFovLH(&proj, D3DX_PI * 0.5f, (float)Width / (float)Height, 1.0f/*近裁面*/, 1000.f/*远裁面*/);Device->SetTransform(D3DTS_PROJECTION, &proj);Device->SetRenderState(D3DRS_LIGHTING, false);//将光照禁用return true;}LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam){switch (msg){case WM_DESTROY:::PostQuitMessage(0);break;case WM_KEYDOWN:if (wParam == VK_ESCAPE)::DestroyWindow(hwnd);break;}return ::DefWindowProc(hwnd, msg, wParam, lParam);}int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE prevInstance, PSTR cmdLine, int showCmd){if (!d3d::InitD3D(hinstance, Width, Height, true, D3DDEVTYPE_HAL, &Device)){::MessageBox(0, "InitD3D() - FAILED", 0, 0);return 0;}if (!Setup()){::MessageBox(0, "Setup() - FAILED", 0, 0);return 0;}d3d::EnterMsgLoop(Display);Cleanup();Device->Release();return 0;}


至于d3dUtility.cpp和d3dUtili.h可以去此链接领取http://blog.csdn.net/zero_witty/article/details/51627916

例程图片:




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