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一个简单例子表示fixed functional VS/Assemble VS/HLSI VS的例子

王朝other·作者佚名  2006-01-08
窄屏简体版  字體: |||超大  

// 改写了dx9 SDK中的tutorial 2 的文件使得可以采用fixed functional VS/Assemble VS/HLSI VS来渲染一个Triangle.

-----------------------------------------------------------------------------

// File: Matrices.cpp

//

// Desc: Now that we know how to create a device and render some 2D vertices,

// this tutorial goes the next step and renders 3D geometry. To deal with

// 3D geometry we need to introduce the use of 4x4 matrices to transform

// the geometry with translations, rotations, scaling, and setting up our

// camera.

//

// Geometry is defined in model space. We can move it (translation),

// rotate it (rotation), or stretch it (scaling) using a world transform.

// The geometry is then said to be in world space. Next, we need to

// position the camera, or eye point, somewhere to look at the geometry.

// Another transform, via the view matrix, is used, to position and

// rotate our view. With the geometry then in view space, our last

// transform is the projection transform, which "projects" the 3D scene

// into our 2D viewport.

//

// Note that in this tutorial, we are introducing the use of D3DX, which

// is a set of helper utilities for D3D. In this case, we are using some

// of D3DX's useful matrix initialization functions. To use D3DX, simply

// include <d3dx9.h> and link with d3dx9.lib.

//

// Copyright (c) Microsoft Corporation. All rights reserved.

// 修改者: Nigo.zhou <zzh1234567@163.com>

// 目的: 原有的固定流水线程序扩展成可以使用

// 1 固定功能流水线进行顶点处理 或者使用

// 2 汇编级的可编程流水线进行顶点处理 或者使用

// 3 HLSI的可编程流水线进行顶点处理

//-----------------------------------------------------------------------------

#include <Windows.h>

#include <mmsystem.h>

#include <d3dx9.h>

#define VS_TYPE 2 // 0; for fixed VS; 1: for Assemble VS; 2: for HLSL

#define SAFE_RELEASE(x) {if(x) x->Release();};

//-----------------------------------------------------------------------------

// Global variables

//-----------------------------------------------------------------------------

LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice

LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device

LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices

// A structure for our custom vertex type

struct CUSTOMVERTEX

{

FLOAT x, y, z; // The untransformed, 3D position for the vertex

DWORD color; // The vertex color

};

// 我使用dx9引入的vertex declartiaon代替FVF

LPDIRECT3DVERTEXDECLARATION9 g_pVertexDeclaration;

// Our custom FVF, which describes our custom vertex structure

//#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)

// vertex declaration

D3DVERTEXELEMENT9 decl[] =

{

//for Position

{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT,D3DDECLUSAGE_POSITION, 0 },

// for color

{ 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT,D3DDECLUSAGE_COLOR, 0 },

D3DDECL_END()

};

#if VS_TYPE == 1

// shader declaration

const char* strVertexShader =

"vs_3_0 // version instruction\n"

// input register declaration

"dcl_position v0 // define position data in register v0\n"

"dcl_color v1 // define color\n"

// output register declaration

"dcl_position0 o7 // \n"

"dcl_color o3 // output color\n"

// ALU(Shader function/function declaration)

"m4x4 o7, v0, c0 // transform vertices by world/view/projection matrix\n"

"mov o3, v1 //\n"

";//\n"

"";

LPDIRECT3DVERTEXSHADER9 g_pVS = NULL;

#endif

#if VS_TYPE == 2

const char* strVertexShader = // vertex shader declaration

"float4x4 WorldViewProj : WORLDVIEWPROJ;\n"

"struct VS_OUTPUT\n"

"{\n"

"float4 Pos : POSITION;\n"

"float4 Diff : COLOR0;\n"

"};\n"

"\n"

"VS_OUTPUT VS_Matrices(float4 inPos : POSITION,float4 inDiff : COLOR0)\n"

"{\n"

"VS_OUTPUT Out = (VS_OUTPUT)0;\n"

"\n"

" Out.Pos = mul(inPos, WorldViewProj);\n"

" Out.Diff = inDiff;\n"

" return Out;\n"

"}\n"

"";

LPDIRECT3DVERTEXSHADER9 g_pVS = NULL;

#endif

//-----------------------------------------------------------------------------

// Name: InitD3D()

// Desc: Initializes Direct3D

//-----------------------------------------------------------------------------

HRESULT InitD3D( HWND hWnd )

{

// Create the D3D object.

if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )

return E_FAIL;

// Set up the structure used to create the D3DDevice

D3DPRESENT_PARAMETERS d3dpp;

ZeroMemory( &d3dpp, sizeof(d3dpp) );

d3dpp.Windowed = TRUE;

d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;

d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

// Create the D3DDevice

if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,

D3DCREATE_SOFTWARE_VERTEXPROCESSING,

&d3dpp, &g_pd3dDevice ) ) )

{

return E_FAIL;

}

// Turn off culling, so we see the front and back of the triangle

g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

// Turn off D3D lighting, since we are providing our own vertex colors

g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );

return S_OK;

}

//-----------------------------------------------------------------------------

// Name: SetupMatrices()

// Desc: Sets up the world, view, and projection transform matrices.

//-----------------------------------------------------------------------------

VOID SetupMatrices()

{

// For our world matrix, we will just rotate the object about the y-axis.

D3DXMATRIXA16 matWorld;

// Set up the rotation matrix to generate 1 full rotation (2*PI radians)

// every 1000 ms. To avoid the loss of precision inherent in very high

// floating point numbers, the system time is modulated by the rotation

// period before conversion to a radian angle.

UINT iTime = timeGetTime() % 1000;

FLOAT fAngle = iTime * (2.0f * D3DX_PI) / 1000.0f;

D3DXMatrixRotationY( &matWorld, fAngle );

// Set up our view matrix. A view matrix can be defined given an eye point,

// a point to lookat, and a direction for which way is up. Here, we set the

// eye five units back along the z-axis and up three units, look at the

// origin, and define "up" to be in the y-direction.

D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );

D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );

D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );

D3DXMATRIXA16 matView;

D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );

// For the projection matrix, we set up a perspective transform (which

// transforms geometry from 3D view space to 2D viewport space, with

// a perspective divide making objects smaller in the distance). To build

// a perpsective transform, we need the field of view (1/4 pi is common),

// the aspect ratio, and the near and far clipping planes (which define at

// what distances geometry should be no longer be rendered).

D3DXMATRIXA16 matProj;

D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );

#if VS_TYPE == 0

g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );

#else

D3DXMATRIXA16 compMat;

D3DXMatrixMultiply(&compMat, &matWorld, &matView);

D3DXMatrixMultiply(&compMat, &compMat, &matProj);

D3DXMatrixTranspose( &compMat, &compMat );

g_pd3dDevice->SetVertexShaderConstantF( 0, (float*)&compMat, 4 );

#endif

}

//-----------------------------------------------------------------------------

// Name: InitGeometry()

// Desc: Creates the scene geometry

//-----------------------------------------------------------------------------

HRESULT InitGeometry()

{

HRESULT hr;

// Initialize three vertices for rendering a triangle

CUSTOMVERTEX g_Vertices[] =

{

{ -1.0f,-1.0f, 0.0f, 0xffff0000, },

{ 1.0f,-1.0f, 0.0f, 0xff0000ff, },

{ 0.0f, 1.0f, 0.0f, 0xffffffff, },

};

// Create the vertex buffer.

// 我们使用vertex declartion

//if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),

// 0, D3DFVF_CUSTOMVERTEX,

// D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )

if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),

0, 0,

D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )

{

return E_FAIL;

}

// Fill the vertex buffer.

VOID* pVertices;

if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (void**)&pVertices, 0 ) ) )

return E_FAIL;

memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );

g_pVB->Unlock();

if( FAILED( hr = g_pd3dDevice->CreateVertexDeclaration( decl,

&g_pVertexDeclaration ) ) )

{

SAFE_RELEASE(g_pVertexDeclaration);

return hr;

}

#if VS_TYPE == 1

// Compile and create the vertex shader

LPD3DXBUFFER pShader = NULL;

hr = D3DXAssembleShader(

strVertexShader,

(UINT)strlen(strVertexShader),

NULL,

NULL,

D3DXSHADER_DEBUG,

&pShader,

NULL // error messages

);

if( FAILED(hr) )

{

SAFE_RELEASE(pShader);

return hr;

}

// Create the vertex shader

hr = g_pd3dDevice->CreateVertexShader(

(DWORD*)pShader->GetBufferPointer(), &g_pVS );

if( FAILED(hr) )

{

SAFE_RELEASE(pShader);

SAFE_RELEASE(g_pVS);

return hr;

}

SAFE_RELEASE(pShader);

#endif

#if VS_TYPE == 2

// Compile and create the vertex shader

LPD3DXBUFFER pShader = NULL;

hr = D3DXCompileShader(

strVertexShader,

(UINT)strlen(strVertexShader),

NULL,

NULL,

"VS_Matrices",

"vs_2_0",

D3DXSHADER_DEBUG,

&pShader,

NULL, // error messages

NULL

);

if( FAILED(hr) )

{

SAFE_RELEASE(pShader);

return hr;

}

// Create the vertex shader

hr = g_pd3dDevice->CreateVertexShader(

(DWORD*)pShader->GetBufferPointer(), &g_pVS );

if( FAILED(hr) )

{

SAFE_RELEASE(pShader);

SAFE_RELEASE(g_pVS);

return hr;

}

SAFE_RELEASE(pShader);

#endif

return S_OK;

}

//-----------------------------------------------------------------------------

// Name: Render()

// Desc: Draws the scene

//-----------------------------------------------------------------------------

VOID Render()

{

// Clear the backbuffer to a black color

g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );

// Begin the scene

if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )

{

// Setup the world, view, and projection matrices

SetupMatrices();

// Render the vertex buffer contents

g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );

// 我们使用vertex declaration

g_pd3dDevice->SetVertexDeclaration( g_pVertexDeclaration);

#if VS_TYPE != 0

g_pd3dDevice->SetVertexShader(g_pVS);

#endif

//g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );

g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 1 );

#if VS_TYPE != 0

g_pd3dDevice->SetVertexShader(NULL);

#endif

// End the scene

g_pd3dDevice->EndScene();

}

// Present the backbuffer contents to the display

g_pd3dDevice->Present( NULL, NULL, NULL, NULL );

}

//-----------------------------------------------------------------------------

// Name: Cleanup()

// Desc: Releases all previously initialized objects

//-----------------------------------------------------------------------------

VOID Cleanup()

{

SAFE_RELEASE(g_pVertexDeclaration);

SAFE_RELEASE(g_pVS);

if( g_pVB != NULL )

g_pVB->Release();

if( g_pd3dDevice != NULL )

g_pd3dDevice->Release();

if( g_pD3D != NULL )

g_pD3D->Release();

}

//-----------------------------------------------------------------------------

// Name: MsgProc()

// Desc: The window's message handler

//-----------------------------------------------------------------------------

LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )

{

switch( msg )

{

case WM_DESTROY:

Cleanup();

PostQuitMessage( 0 );

return 0;

}

return DefWindowProc( hWnd, msg, wParam, lParam );

}

//-----------------------------------------------------------------------------

// Name: WinMain()

// Desc: The application's entry point

//-----------------------------------------------------------------------------

INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )

{

// Register the window class

WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,

GetModuleHandle(NULL), NULL, NULL, NULL, NULL,

"D3D Tutorial", NULL };

RegisterClassEx( &wc );

// Create the application's window

HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 03: Matrices",

WS_OVERLAPPEDWINDOW, 100, 100, 256, 256,

GetDesktopWindow(), NULL, wc.hInstance, NULL );

// Initialize Direct3D

if( SUCCEEDED( InitD3D( hWnd ) ) )

{

// Create the scene geometry

if( SUCCEEDED( InitGeometry() ) )

{

// Show the window

ShowWindow( hWnd, SW_SHOWDEFAULT );

UpdateWindow( hWnd );

// Enter the message loop

MSG msg;

ZeroMemory( &msg, sizeof(msg) );

while( msg.message!=WM_QUIT )

{

if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )

{

TranslateMessage( &msg );

DispatchMessage( &msg );

}

else

Render();

}

}

}

UnregisterClass( "D3D Tutorial", wc.hInstance );

return 0;

}

 
 
 
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