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标题:SetupRotation()函数我觉得是在render()里调用的;但没在render()里面 ...
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q345918550q
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SetupRotation()函数我觉得是在render()里调用的;但没在render()里面出现,却调用了
#include <windows.h>
#include <d3d9.h>
#include "d3dx9.h"
#include "mmsystem.h"
struct CUSTOMVERTEX
{
    FLOAT x, y, z; // The transformed position for the vertex.
    DWORD colour; // The vertex colour.
};


#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)

#define SafeRelease(pObject) if(pObject != NULL) {pObject->Release(); pObject=NULL;}

BOOL    InitWindow(HINSTANCE hInstance, int nCmdShow,char *pszClassName );
HRESULT InitD3D(HWND hWnd);
HRESULT InitVertexBuffer();
void Render();
void CleanUp();
void SetupRotation();
void SetupPerspective(HWND hWnd);
void SetupViewer();

LRESULT CALLBACK WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);

LPDIRECT3D9                g_pD3D = NULL;
LPDIRECT3DDEVICE9        g_pD3DDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL; // Buffer to hold vertices


int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow)
{
    //Register the window class
    MSG        msg;
    char    *pszClassName = "DrawPrimtive";
    if (!InitWindow(hInstance,nCmdShow,pszClassName))
    {
        CleanUp();
        return FALSE;
    }
    while(TRUE)
    {
        if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
        {
            if (msg.message == WM_QUIT)
                break;
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        else
        {
            Render();
        }
    }
    CleanUp();
            return msg.wParam ;
}

BOOL InitWindow(HINSTANCE hInstance,int nCmdShow,char *pszClassName)
{
    WNDCLASS    wc;
    HWND                hWnd;
    wc.style = CS_HREDRAW | CS_VREDRAW ;//NULL;
    wc.lpfnWndProc =WinProc;
    wc.cbClsExtra = 0;
    wc.cbWndExtra = 0;
    wc.hInstance = hInstance;
    wc.hIcon = NULL;
    wc.hCursor = NULL;
    wc.hbrBackground =(HBRUSH)GetStockObject(WHITE_BRUSH);//CreateSolidBrush(RGB(100,0,0));
    wc.lpszMenuName = NULL;
    wc.lpszClassName = pszClassName;//"DrawPrimtive";
    RegisterClass(&wc);
   

    hWnd = CreateWindow(pszClassName,//"DrawPrimtive",
                        "DrawPrimtive",
                        //WS_POPUP|WS_MAXIMIZE,0,0,
                        WS_OVERLAPPEDWINDOW,0,0,
                        //GetSystemMetrics(SM_CXSCREEN),
                        //GetSystemMetrics(SM_CYSCREEN),
                        500,
                        500,
                        NULL,
                        NULL,
                        hInstance,
                        NULL
                        );
    if (!hWnd) return FALSE;
    if (SUCCEEDED(InitD3D(hWnd)))
    {
        ShowWindow(hWnd,nCmdShow);
        UpdateWindow(hWnd);
        if(SUCCEEDED(InitVertexBuffer()))
        {
            //Start game running: Enter the game loop
            return TRUE;
        }
        else
        {
            return FALSE;
        }
    }
    else
    {
        return FALSE;
    }
}
HRESULT InitD3D(HWND hWnd)
{
    //First of all, create the main D3D object. If it is created successfully we
    //should get a pointer to an IDirect3D8 interface.
    g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
    if(g_pD3D == NULL)
    {
        return E_FAIL;
    }

    //Get the current display mode
    D3DDISPLAYMODE d3ddm;
    if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
    {
        return E_FAIL;
    }

    //Create a structure to hold the settings for our device
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory(&d3dpp, sizeof(d3dpp));

    //Fill the structure.
    //We want our program to be windowed, and set the back buffer to a format
    //that matches our current display mode
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = d3ddm.Format;

    D3DCAPS9 caps;
    g_pD3D ->GetDeviceCaps(
                    D3DADAPTER_DEFAULT, // 主显示设备
                     D3DDEVTYPE_HAL,        // 硬件处理的方式   
                    &caps                //返回填充后的D3DCAPS9结构,包含主显示设备的能力
            );                            // 是否可以使用硬件顶点处理?
    int vp = 0;
    if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
    {
        // 是,支持硬件顶点处理
        vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
    }
    else
    {
        // 不,只能用软件顶点处理
        vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
    }
    //Create a Direct3D device.
    if(FAILED(g_pD3D->CreateDevice(    D3DADAPTER_DEFAULT,
                                    D3DDEVTYPE_HAL,
                                    hWnd,
                                    vp,
                                    &d3dpp,
                                    &g_pD3DDevice)))
    {
        return E_FAIL;
    }
    //g_pD3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
    //g_pD3DDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
    g_pD3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );//让逆时针的三角形现实出来
    g_pD3DDevice->SetRenderState( D3DRS_LIGHTING, FALSE );//
    SetupPerspective(hWnd);
    SetupViewer();


    return S_OK;
}

HRESULT InitVertexBuffer()
{
    VOID* pVertices;
   
    //设置三角形的顶点
        CUSTOMVERTEX cvVertices[] =
            {
                //Top Face
                {-1.0f , 1.0f , -1.0f, D3DCOLOR_XRGB(0, 0, 255)}, //Vertex 0 - Blue
                {-1.0f , 1.0f , 1.0f, D3DCOLOR_XRGB(255, 0, 0)}, //Vertex 1 - Red
                {1.0f , 1.0f , -1.0f, D3DCOLOR_XRGB(255, 0, 0)}, //Vertex 2 - Red
                {1.0f , 1.0f , 1.0f, D3DCOLOR_XRGB(0, 255, 0)}, //Vertex 3 - Green

                //Face 1
                //请添加相应的顶点数据
                  {-1.0f, -1.0f, -1.0f, D3DCOLOR_XRGB(255, 0, 0)}, //Vertex 4
                {-1.0f, 1.0f, -1.0f,D3DCOLOR_XRGB(0, 0, 255)}, //Vertex 5                    
                {1.0f, -1.0f, -1.0f,D3DCOLOR_XRGB(0, 255, 0)}, //Vertex 6  
                 {1.0f, 1.0f, -1.0f,D3DCOLOR_XRGB(255, 0, 0)}, //Vertex 7

                //Face 2
                //请添加相应的顶点数据
                  {1.0f, -1.0f, 1.0f,D3DCOLOR_XRGB(0, 0, 255)}, //Vertex 8
                {1.0f, 1.0f, 1.0f,D3DCOLOR_XRGB(0, 255, 0)}, //Vertex 9
        
                //Face 3
                //请添加相应的顶点数据
               {-1.0f, -1.0f, 1.0f,D3DCOLOR_XRGB(0, 255, 0)}, //Vertex 10  
               {-1.0f, 1.0f, 1.0f,D3DCOLOR_XRGB(255, 0, 0)}, //Vertex 11

                //Face 4
                //请添加相应的顶点数据
                  {-1.0f, -1.0f, -1.0f,D3DCOLOR_XRGB(255, 0, 0)}, //Vertex 12     
               {-1.0f, 1.0f, -1.0f,D3DCOLOR_XRGB(0, 0, 255)}, //Vertex 13

                //Bottom Face
                //请添加相应的顶点数据
               {1.0f, -1.0f, -1.0f,D3DCOLOR_XRGB(0, 255, 0)}, //Vertex 14   
               {1.0f, -1.0f, 1.0f,D3DCOLOR_XRGB(0, 0, 255)}, //Vertex 15     
               {-1.0f, -1.0f, -1.0f,D3DCOLOR_XRGB(255, 0, 0)}, //Vertex 16
               {-1.0f, -1.0f, 1.0f,D3DCOLOR_XRGB(0, 255, 0)} //Vertex 17


            };

    //为D3D设备创建顶点缓冲
    if(FAILED(g_pD3DDevice->CreateVertexBuffer(18 * sizeof(CUSTOMVERTEX),
                                               0,
                                         D3DFVF_CUSTOMVERTEX,
                                               D3DPOOL_DEFAULT,
                                         &g_pVertexBuffer,
                                         NULL)))
    {
        return E_FAIL;
    }

    //获得指向顶点缓冲的指针并且锁定准备写入数据
    if(FAILED(g_pVertexBuffer->Lock(0, sizeof(cvVertices), &pVertices, 0 )))
    {
        return E_FAIL;
    }

    //把设定好的顶点数据复制入顶点缓冲的地址
    memcpy(pVertices, cvVertices, sizeof(cvVertices));

    //解锁
    g_pVertexBuffer->Unlock();

    return S_OK;
}


void Render()
{
    if(g_pD3DDevice)
    {
        //清屏
        g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(255,120,0), 1.0f, 0);   

        //开始场景渲染
        if (SUCCEEDED(g_pD3DDevice->BeginScene()))
        {
            //渲染三角形
            g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer,0, sizeof(CUSTOMVERTEX));
            g_pD3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX);

//*************原来的一条渲染语句改成三条************
//            g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);        
g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); //Top
                g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4, 8); //Sides
            g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 14, 2); //Bottom   
            
            //结束场景渲染
            g_pD3DDevice->EndScene();
        }

         //后备表面呈现出来
        g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
    }
}


void CleanUp()
{
    SafeRelease(g_pVertexBuffer);
    SafeRelease(g_pD3DDevice);
    SafeRelease(g_pD3D);
}

//The windows message handler
LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    switch(msg)
    {
        case WM_DESTROY:
            PostQuitMessage(0);
            return 0;
        break;
        case WM_KEYUP:
            switch (wParam)
            {
                case VK_ESCAPE:
                    //User has pressed the escape key, so quit
                    DestroyWindow(hWnd);
                    return 0;
                case 0x30:
                case 0x31:
                case 0x32:
                case 0x33:
                case 0x34:
                case 0x35:
                case 0x36:

                    return 0;

                break;
            }
        break;

    }

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


//世界变换,实际上是个旋转变换
void SetupRotation()
{
    D3DXMATRIX matWorld, matWorldX, matWorldY, matWorldZ;
   
    //创建三个分别绕x,y,z轴变换矩阵
    D3DXMatrixRotationX(&matWorldX, timeGetTime()/360.0f);
    D3DXMatrixRotationY(&matWorldY, timeGetTime()/360.0f);
    D3DXMatrixRotationZ(&matWorldZ, timeGetTime()/360.0f);

    //三个矩阵相乘得到最终的旋转矩阵   
    D3DXMatrixMultiply(&matWorld, &matWorldX, &matWorldY);
    D3DXMatrixMultiply(&matWorld, &matWorld, &matWorldZ);

    //应用变换
    g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
}
//投影变换
void SetupPerspective(HWND hWnd)
{                        
    double dx;
    double dy;
    RECT    rect;
    double dAspect;

    GetWindowRect(hWnd,&rect);
    //纵横比
    dAspect = (double)(rect.right - rect.left) / (double)(rect.bottom - rect.top);
    D3DXMATRIX matProj;
    D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, dAspect , 1.0f, 600.0f);
    g_pD3DDevice->SetTransform(D3DTS_PROJECTION, &matProj);
}
//观察变换
void SetupViewer()
{
    D3DXMATRIX matView;
    D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(0.0f, 0.0f,-5.0f), //观察点
                                 &D3DXVECTOR3(0.0f, 0.0f, 0.0f), //视线点
                                 &D3DXVECTOR3(0.0f, 1.0f, 0.0f)); //观察上方向
    g_pD3DDevice->SetTransform(D3DTS_VIEW, &matView);
}


为什么没出现
void Render()

·······
  SetupRotation();

这种方式呢?究竟在那里调用?


[ 本帖最后由 q345918550q 于 2010-11-2 23:15 编辑 ]
搜索更多相关主题的帖子: position include 
2010-11-02 19:22
快速回复:SetupRotation()函数我觉得是在render()里调用的;但没在render( ...
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