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render_dx9.cpp
Package: chap03.rar [view]
Upload User: gzqinmao
Upload Date: 2022-07-13
Package Size: 472k
Code Size: 3k
Category:
OpenGL program
Development Platform:
Visual C++
- #include "Gut.h"
- #include "render_data.h"
- static LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL;
- static LPDIRECT3DINDEXBUFFER9 g_pIndexBuffer = NULL;
- bool InitResourceDX9(void)
- {
- // `获得Direct3D9设备`
- LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();
- // `设置视角转换矩阵`
- Matrix4x4 projection_matrix = GutMatrixPerspectiveRH_DirectX(90.0f, 1.0f, 0.1f, 100.0f);
- device->SetTransform(D3DTS_PROJECTION, (D3DMATRIX *) &projection_matrix);
- // `关闭光照`
- device->SetRenderState(D3DRS_LIGHTING, FALSE);
- // `改变三角形正面的法线`
- device->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
- for ( int i=0; i<g_iNumSphereVertices; i++ )
- {
- unsigned char temp = g_pSphereVertices[i].m_RGBA[0];
- g_pSphereVertices[i].m_RGBA[0] = g_pSphereVertices[i].m_RGBA[2];
- g_pSphereVertices[i].m_RGBA[2] = temp;
- }
- int vsize = g_iNumSphereVertices * sizeof(Vertex_VC);
- if ( D3D_OK!=device->CreateVertexBuffer(vsize, 0, 0, D3DPOOL_MANAGED, &g_pVertexBuffer, NULL) )
- {
- return false;
- }
- Vertex_VC *pVertexArray = NULL;
- // `获得Vertex Buffer的内存位置`
- g_pVertexBuffer->Lock(0, vsize, (void **)&pVertexArray, 0);
- memcpy(pVertexArray, g_pSphereVertices, vsize);
- g_pVertexBuffer->Unlock();
- int isize = g_iNumSphereIndices * sizeof(unsigned short);
- if ( D3D_OK!=device->CreateIndexBuffer(isize, 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &g_pIndexBuffer, NULL) )
- {
- return false;
- }
- unsigned short *pIndexArray = NULL;
- // `获得Index Buffer的内存位置`
- g_pIndexBuffer->Lock(0, isize, (void **)&pIndexArray, 0);
- memcpy(pIndexArray, g_pSphereIndices, isize);
- g_pIndexBuffer->Unlock();
- return true;
- }
- bool ReleaseResourceDX9(void)
- {
- if ( g_pVertexBuffer )
- {
- g_pVertexBuffer->Release();
- g_pVertexBuffer = NULL;
- }
- if ( g_pIndexBuffer )
- {
- g_pIndexBuffer->Release();
- g_pIndexBuffer = NULL;
- }
- return true;
- }
- void ResizeWindowDX9(int width, int height)
- {
- // `获得Direct3D9设备`
- LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();
- GutResetGraphicsDeviceDX9();
- // `设置视角转换矩阵`
- float aspect = (float) height / (float) width;
- Matrix4x4 projection_matrix = GutMatrixPerspectiveRH_DirectX(90.0f, aspect, 0.1f, 100.0f);
- device->SetTransform(D3DTS_PROJECTION, (D3DMATRIX *) &projection_matrix);
- // `关闭光照`
- device->SetRenderState(D3DRS_LIGHTING, FALSE);
- // `改变三角形正面的法线`
- device->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
- }
- // `使用Direct3D9来绘图`
- void RenderFrameDX9(void)
- {
- LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();
- device->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
- // `开始下绘图指令`
- device->BeginScene();
- // `计算出一个可以转换到镜头坐标系的矩阵`
- Matrix4x4 view_matrix = GutMatrixLookAtRH(g_eye, g_lookat, g_up);
- device->SetTransform(D3DTS_VIEW, (D3DMATRIX *) &view_matrix);
- // `设置数据格式`
- // D3DFVF_XYZ = `使用3个浮点数来记录位置`
- // D3DFVF_DIFFUSE = `使用32bits整数类型来记录BGRA颜色`
- device->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE);
- device->SetStreamSource(0, g_pVertexBuffer, 0, sizeof(Vertex_VC));
- device->SetIndices(g_pIndexBuffer);
- // `画出球`
- device->DrawIndexedPrimitive(
- D3DPT_TRIANGLELIST, // `指定所要画的基本图形种类`
- 0,
- 0, // `会使用的最小顶点编号, 事实上没太大用处.`
- g_iNumSphereVertices, // `顶点数组里有几个顶点`
- 0,
- g_iNumSphereTriangles // `要画出几个基本图形`
- );
- // `声明所有的绘图指令都下完了`
- device->EndScene();
- // `把背景backbuffer的画面显示出来`
- device->Present( NULL, NULL, NULL, NULL );
- }