R-I-P 2015-01-13 15:54 采纳率: 0%
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directX 9使用索引缓存绘制矩形编译无错但是矩形无法显示

 // include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>

// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600

// include the Direct3D Library file
#pragma comment (lib, "d3d9.lib")

// global declarations
LPDIRECT3D9 d3d;    // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev;    // the pointer to the device class
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL;    // the pointer to the vertex buffer
LPDIRECT3DINDEXBUFFER9 indices_buffer = NULL;

// function prototypes
void initD3D(HWND hWnd);    // sets up and initializes Direct3D
void render_frame(void);    // renders a single frame
void cleanD3D(void);    // closes Direct3D and releases memory
void init_graphics(void);    // 3D declarations

struct CUSTOMVERTEX {FLOAT X, Y, Z, RHW; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)

// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);


// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
    HINSTANCE hPrevInstance,
    LPSTR lpCmdLine,
    int nCmdShow)
{
    HWND hWnd;
    WNDCLASSEX wc;

    ZeroMemory(&wc, sizeof(WNDCLASSEX));

    wc.cbSize = sizeof(WNDCLASSEX);
    wc.style = CS_HREDRAW | CS_VREDRAW;
    wc.lpfnWndProc = WindowProc;
    wc.hInstance = hInstance;
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.lpszClassName = L"WindowClass";

    RegisterClassEx(&wc);

    hWnd = CreateWindowEx(NULL,
        L"WindowClass",
        L"Our Direct3D Program",
        WS_OVERLAPPEDWINDOW,
        0, 0,
        SCREEN_WIDTH, SCREEN_HEIGHT,
        NULL,
        NULL,
        hInstance,
        NULL);

    ShowWindow(hWnd, nCmdShow);

    // set up and initialize Direct3D
    initD3D(hWnd);

    // enter the main loop:

    MSG msg;

    while(TRUE)
    {
        while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }

        if(msg.message == WM_QUIT)
            break;

        render_frame();
    }

    // clean up DirectX and COM
    cleanD3D();

    return msg.wParam;
}


// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch(message)
    {
    case WM_DESTROY:
        {
            PostQuitMessage(0);
            return 0;
        } break;
    }

    return DefWindowProc (hWnd, message, wParam, lParam);
}


// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
    d3d = Direct3DCreate9(D3D_SDK_VERSION);

    D3DPRESENT_PARAMETERS d3dpp;

    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.hDeviceWindow = hWnd;
    d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
    d3dpp.BackBufferWidth = SCREEN_WIDTH;
    d3dpp.BackBufferHeight = SCREEN_HEIGHT;

    // create a device class using this information and the info from the d3dpp stuct
    d3d->CreateDevice(D3DADAPTER_DEFAULT,
        D3DDEVTYPE_HAL,
        hWnd,
        D3DCREATE_SOFTWARE_VERTEXPROCESSING,
        &d3dpp,
        &d3ddev);

    init_graphics();    // call the function to initialize the triangle
}


// this is the function used to render a single frame
void render_frame(void)
{
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

    d3ddev->BeginScene();

    // select which vertex format we are using
    d3ddev->SetFVF(CUSTOMFVF);

    // select the vertex buffer to display
    d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));

    d3ddev->SetIndices(indices_buffer);

    // copy the vertex buffer to the back buffer
    d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,0,4,0,2);

    d3ddev->EndScene();

    d3ddev->Present(NULL, NULL, NULL, NULL);
}


// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
    indices_buffer->Release();
    v_buffer->Release();    // close and release the vertex buffer
    d3ddev->Release();    // close and release the 3D device
    d3d->Release();    // close and release Direct3D
}


// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{
    // create the vertices using the CUSTOMVERTEX struct
    CUSTOMVERTEX vertices[] =
    {
        { 150.0f, 62.5f, 0.5f, 1.0f, D3DCOLOR_XRGB(255, 0, 0), },
        { 650.0f, 62.5f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 255, 0), },
        { 150.0f, 500.0f, 0.5f, 1.0f,D3DCOLOR_XRGB(0, 0, 255), },
        { 650.0f, 500.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(255, 255, 255), }

    };

    // create a vertex buffer interface called v_buffer
    d3ddev->CreateVertexBuffer(4*sizeof(CUSTOMVERTEX),
        0,
        CUSTOMFVF,
        D3DPOOL_MANAGED,
        &v_buffer,
        NULL);

    VOID* pVoid;    // a void pointer

    // lock v_buffer and load the vertices into it
    v_buffer->Lock(0, 0, (void**)&pVoid, 0);
    memcpy(pVoid, vertices, sizeof(vertices));
    v_buffer->Unlock();

    DWORD indices[] = {0,1,2,2,1,3};

    d3ddev->CreateIndexBuffer(6*sizeof(DWORD),
                                0,
                                D3DFMT_INDEX16,
                                D3DPOOL_MANAGED,
                                &indices_buffer,
                                NULL);

    VOID* pIndices;

    indices_buffer->Lock(0,0,(void**)&pIndices,0);
    memcpy(pIndices,indices,sizeof(indices));
    indices_buffer->Unlock();
}

  • 写回答

2条回答 默认 最新

  • oyljerry 2015-01-14 05:08
    关注

    单步调试,跟踪一下,估计API调用等不正确

    评论

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