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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"
- bool InitResourceDX9(void)
- {
- // 获得Direct3D 9设备
- LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();
- Matrix4x4 projection_matrix = GutMatrixPerspectiveRH_DirectX(90.0f, 1.0f, 0.1f, 100.0f);
- // 设置视角转换矩阵
- 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);
- int num_vertices = sizeof(g_pyramid_vertices)/sizeof(Vertex_VC);
- // 把RGBA的颜色数据转换成DX9 BGRA格式
- for ( int i=0; i<num_vertices; i++ )
- {
- unsigned char temp = g_pyramid_vertices[i].m_RGBA[0];
- g_pyramid_vertices[i].m_RGBA[0] = g_pyramid_vertices[i].m_RGBA[2];
- g_pyramid_vertices[i].m_RGBA[2] = temp;
- }
- num_vertices = sizeof(g_road_vertices)/sizeof(Vertex_VC);
- for ( int i=0; i<num_vertices; i++ )
- {
- unsigned char temp = g_road_vertices[i].m_RGBA[0];
- g_road_vertices[i].m_RGBA[0] = g_road_vertices[i].m_RGBA[2];
- g_road_vertices[i].m_RGBA[2] = temp;
- }
- return true;
- }
- bool ReleaseResourceDX9(void)
- {
- return true;
- }
- // 使用DirectX 9来绘图
- void RenderFrameDX9(void)
- {
- LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();
- // `清除画面`
- device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 0, 0, 0), 1.0f, 0);
- // `开始下绘图指令`
- device->BeginScene();
- // `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);
- // `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);
- Vector4 border(-15.0f, 0.0f, -15.0f);
- Vector4 grid_position = border;
- const int grids_x = 30;
- const int grids_z = 30;
- for ( int x=0; x<grids_x; x++ )
- {
- int grid_x = x & 0x07;
- grid_position[2] = border[2];
- for ( int z=0; z<grids_z; z++ )
- {
- int grid_z = z & 0x07;
- char c = g_map[grid_x][grid_z];
- // `设置转换矩阵`
- Matrix4x4 object_matrix;
- object_matrix.Translate_Replace(grid_position);
- if ( c==0 ) // `马路`
- {
- device->SetTransform(D3DTS_WORLD, (D3DMATRIX *) &object_matrix);
- // `画出地板`
- device->DrawIndexedPrimitiveUP(
- D3DPT_TRIANGLESTRIP,
- 0,
- 4,
- 2,
- g_road_trianglestrip_indices,
- D3DFMT_INDEX16,
- g_road_vertices,
- sizeof(Vertex_VC)
- );
- }
- else // `金字塔`
- {
- // `设置金字塔的高度`
- object_matrix.Scale_Replace(1.0f, (float) c, 1.0f);
- object_matrix[3] = grid_position;
- device->SetTransform(D3DTS_WORLD, (D3DMATRIX *) &object_matrix);
- // `画出金字塔`
- device->DrawIndexedPrimitiveUP(
- D3DPT_TRIANGLEFAN, // `指定所要画的基本图形种类`
- 0, // `会使用的最小顶点编号, 事实上没太大用处.`
- 5, // `顶点数组里有几个顶点`
- 4, // `要画出几个基本图形`
- g_pyramid_trianglefan_indices, // `索引数组`
- D3DFMT_INDEX16, // `索引数组的类型`
- g_pyramid_vertices, // `顶点数组`
- sizeof(Vertex_VC) // `顶点数组里每个顶点的大小`
- );
- }
- grid_position[2] += 1.0f;
- }
- grid_position[0] += 1.0f;
- }
- // `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 );
- }