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下面是代码, 我也不想贴, 可是我实在找不出什么错误了,应该是Render()里面函数调用有问题,程序的功能是打印一个八边形。初学Direct3D,望哪位大侠给SEE SEE啊
#pragma comment(lib, "d3d8.lib")
#include <windows.h> #include <windowsx.h> #include <d3d8.h> #include <math.h>
LPDIRECT3D8 g_pD3D = NULL; LPDIRECT3DDEVICE8 g_pd3dDevice= NULL; LPDIRECT3DVERTEXBUFFER8 g_pVB = NULL; LPDIRECT3DINDEXBUFFER8 g_pIB = NULL;
struct CUSTOMVERTEX { FLOAT x, y, z, rhw; DWORD color; // 注意这里一定要按顺序 }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
HRESULT InitD3D(HWND hWnd) { if (!(g_pD3D = Direct3DCreate8(D3D_SDK_VERSION))) return E_FAIL;
D3DDISPLAYMODE d3ddm; if (FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm))) return E_FAIL;
D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(d3dpp)); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = d3ddm.Format;
if (FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice))) return E_FAIL;
return S_OK; }
HRESULT InitVBAndIB() { CUSTOMVERTEX vertices[9]; vertices[0].x = 300; vertices[0].y = 250; vertices[0].z = 0.5f; vertices[0].rhw = 1.0f; vertices[0].color = 0xffff0000; for (int i = 0; i < 8; i++) { vertices[i + 1].x = (float)((200 * sin(i * 3.14159 / 4.0)) + 300); vertices[i + 1].y = (float)((200 * cos(i * 3.14159 / 4.0)) + 250); vertices[i + 1].z = 0.5f; vertices[i + 1].rhw = 1.0f; vertices[i + 1].color = 0xff00ff00; }
if (FAILED(g_pd3dDevice->CreateVertexBuffer(sizeof(vertices), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB))) return E_FAIL;
void* pVertices; if (FAILED(g_pVB->Lock(0, sizeof(vertices), (BYTE**)&pVertices, 0))) return E_FAIL;
memcpy(pVertices, vertices, sizeof(vertices)); g_pVB->Unlock();
WORD indices[] = {0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 5, 0, 5, 6, 0, 6, 7, 0, 7, 8, 0, 8, 1};
if (FAILED(g_pd3dDevice->CreateIndexBuffer(sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &g_pIB))) return E_FAIL;
void* p_Indices; if (FAILED(g_pIB->Lock(0, sizeof(indices), (BYTE**)&p_Indices, 0))) return E_FAIL;
memcpy(p_Indices, indices, sizeof(indices)); g_pIB->Unlock();
return S_OK; }
void Cleanup() { if (g_pVB) g_pVB->Release();
if (g_pIB) g_pIB->Release();
if (g_pd3dDevice) g_pd3dDevice->Release();
if (g_pD3D) g_pD3D->Release(); }
void Render() { g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
if (SUCCEEDED(g_pd3dDevice->BeginScene())) { g_pd3dDevice->SetStreamSource(0, g_pVB, sizeof(CUSTOMVERTEX)); g_pd3dDevice->SetVertexShader(D3DFVF_CUSTOMVERTEX); g_pd3dDevice->SetIndices(g_pIB, 0); g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 9, 0, 8); g_pd3dDevice->EndScene(); } g_pd3dDevice->Present(NULL, NULL, NULL, NULL); }
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_DESTROY: PostQuitMessage(0); return 0; } return DefWindowProc(hWnd, msg, wParam, lParam); }
INT WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLint, int nShowCmd) { HWND hWnd; WNDCLASSEX wc; MSG msg; static TCHAR szAppName[] = TEXT("D3D Turorial");
wc.cbSize = sizeof(wc); wc.style = CS_CLASSDC; wc.lpfnWndProc = WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = NULL; wc.hCursor = NULL; wc.hbrBackground = NULL; wc.lpszMenuName = NULL; wc.lpszClassName = szAppName; wc.hIconSm = NULL;
if (!RegisterClassEx(&wc)) { MessageBox(NULL, "Error", szAppName, MB_IConERROR); return 0; }
hWnd = CreateWindow(szAppName, "D3D Tutorial 02:Vertices", WS_OVERLAPPEDWINDOW, 0, 0, 600, 600, GetDesktopWindow(), NULL, wc.hInstance, NULL);
if (SUCCEEDED(InitD3D(hWnd)) && SUCCEEDED(InitVBAndIB())) { ShowWindow(hWnd, nShowCmd); UpdateWindow(hWnd);
while (msg.message != WM_QUIT) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else Render(); } }
Cleanup(); UnregisterClass(szAppName, wc.hInstance); return 0; }
我把这里的下面的代码: void Render() { g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
if (SUCCEEDED(g_pd3dDevice->BeginScene())) { g_pd3dDevice->SetStreamSource(0, g_pVB, sizeof(CUSTOMVERTEX)); g_pd3dDevice->SetVertexShader(D3DFVF_CUSTOMVERTEX); g_pd3dDevice->SetIndices(g_pIB, 0); g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 9, 0, 8); g_pd3dDevice->EndScene(); } g_pd3dDevice->Present(NULL, NULL, NULL, NULL); } 改成: void Render() { g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
if (SUCCEEDED(g_pd3dDevice->BeginScene())) { g_pd3dDevice->SetStreamSource(0, g_pVB, sizeof(CUSTOMVERTEX)); g_pd3dDevice->SetVertexShader(D3DFVF_CUSTOMVERTEX); g_pd3dDevice->SetIndices(g_pIB, 0); g_pd3dDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, 0, 9, 0, 23); g_pd3dDevice->EndScene(); } g_pd3dDevice->Present(NULL, NULL, NULL, NULL); }
结果可以正常输出
 【责编:Luzi】
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