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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 LPDIRECT3DVERTEXSHADER9 g_pVertexShaderDX9 = NULL;
- static LPDIRECT3DPIXELSHADER9 g_pPixelShaderDX9 = NULL;
- static Matrix4x4 g_proj_matrix;
- bool InitResourceDX9(void)
- {
- // 获得Direct3D 9设备
- LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();
- // 载入Vertex Shader
- g_pVertexShaderDX9 = GutLoadVertexShaderDX9_HLSL("../../shaders/vertex_color.shader", "VS", "vs_1_1");
- if ( g_pVertexShaderDX9==NULL )
- return false;
- // 载入Pixel Shader
- g_pPixelShaderDX9 = GutLoadPixelShaderDX9_HLSL("../../shaders/vertex_color.shader", "PS", "ps_2_0");
- if ( g_pPixelShaderDX9==NULL )
- return false;
- // 计算投影转换矩阵
- g_proj_matrix = GutMatrixPerspectiveRH_DirectX(90.0f, 1.0f, 0.1f, 100.0f);
- // 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);
- return true;
- }
- bool ReleaseResourceDX9(void)
- {
- SAFE_RELEASE(g_pVertexShaderDX9);
- SAFE_RELEASE(g_pPixelShaderDX9);
- return true;
- }
- void ResizeWindowDX9(int width, int height)
- {
- // 获得Direct3D 9设备
- LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();
- GutResetGraphicsDeviceDX9();
- // 投影矩阵, 重设水平和垂直方向的视角.
- float aspect = (float) height / (float) width;
- g_proj_matrix = GutMatrixPerspectiveRH_DirectX(90.0f, aspect, 0.1f, 100.0f);
- // 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();
- // `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();
- // `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);
- Matrix4x4 view_proj_matrix = view_matrix * g_proj_matrix;
- Matrix4x4 world_view_proj_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);
- // `设置Shader`
- device->SetVertexShader(g_pVertexShaderDX9);
- device->SetPixelShader(g_pPixelShaderDX9);
- // `太阳`
- world_view_proj_matrix = g_sun_matrix * view_proj_matrix;
- device->SetVertexShaderConstantF(0, (const float *)&world_view_proj_matrix, 4);
- device->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, g_iNumSphereVertices, g_iNumSphereTriangles, g_pSphereIndices, D3DFMT_INDEX16, g_pSunVertices, sizeof(Vertex_VC) );
- // `地球`
- world_view_proj_matrix = g_earth_matrix * view_proj_matrix;
- device->SetVertexShaderConstantF(0, (const float *)&world_view_proj_matrix, 4);
- device->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, g_iNumSphereVertices, g_iNumSphereTriangles, g_pSphereIndices, D3DFMT_INDEX16, g_pEarthVertices, sizeof(Vertex_VC) );
- // `月亮`
- world_view_proj_matrix = g_moon_matrix * view_proj_matrix;
- device->SetVertexShaderConstantF(0, (const float *)&world_view_proj_matrix, 4);
- device->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, g_iNumSphereVertices, g_iNumSphereTriangles, g_pSphereIndices, D3DFMT_INDEX16, g_pMoonVertices, sizeof(Vertex_VC) );
- // `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 );
- }