使用DirectX作渲染过程

1. 首先知道渲染代码放置位置。渲染代码放在WinMain消息循环中

while(msg.message!=WM_QUIT)

{

    if(PeekMessage(****)

   { 

     TranslateMessage(&msg);

    DispatchMessage(&msg);

   }

  else 

    RenderScene();

  }

}

RenderScene函数中是绘制场景。

//在WinMain函数中,调用渲染场景前,要先创建D3D设备,步骤如下:

1. 创建D3D object对象

LPDIRECT3D g_D3D = Direct3DCreate9(D3D_SDK_VERSION);

2. 获取桌面窗口显示模式

D3DISPLAYMODE displayMode;

g_D3D->GetAdpterDisplayMode(D3DADPTER_DEFAULT,&displayMode)));

//创建用于设置d3d设备的数据结构

D3DPRENT_PARAMETERS d3dpp;

d3dpp.Windowed = FALSE; //是窗口还是全屏

d3dpp.BackBufferWidth = 600;

d3dpp.BackBufferHeight = 800; // 后备缓冲区宽度和高度

//还有其他一些函数,采样类型,设置是否使用深度缓冲等。 ???深度缓冲

3. 创建设备

g_D3D->CreateDevice(****);

//创建完成设备后,设置渲染模式

g_D3D->SetRenderState(*,*);

SetRenderState如下:

HRESULT SetRenderState(
  [in]  D3DRENDERSTATETYPE State,
  [in]  DWORD Value
);

其中第一个参数如下:
typedef enum D3DRENDERSTATETYPE { 
  D3DRS_ZENABLE                     = 7,// z缓存
  D3DRS_FILLMODE                    = 8,
  D3DRS_SHADEMODE                   = 9,
  D3DRS_ZWRITEENABLE                = 14,
  D3DRS_ALPHATESTENABLE             = 15,
  D3DRS_LASTPIXEL                   = 16,
  D3DRS_SRCBLEND                    = 19,
  D3DRS_DESTBLEND                   = 20,
  D3DRS_CULLMODE                    = 22,
  D3DRS_ZFUNC                       = 23,
  D3DRS_ALPHAREF                    = 24,
  D3DRS_ALPHAFUNC                   = 25,
  D3DRS_DITHERENABLE                = 26,
  D3DRS_ALPHABLENDENABLE            = 27,
  D3DRS_FOGENABLE                   = 28,
  D3DRS_SPECULARENABLE              = 29,
  D3DRS_FOGCOLOR                    = 34,
  D3DRS_FOGTABLEMODE                = 35,
  D3DRS_FOGSTART                    = 36,
  D3DRS_FOGEND                      = 37,
  D3DRS_FOGDENSITY                  = 38,
  D3DRS_RANGEFOGENABLE              = 48,
  D3DRS_STENCILENABLE               = 52,
  D3DRS_STENCILFAIL                 = 53,
  D3DRS_STENCILZFAIL                = 54,
  D3DRS_STENCILPASS                 = 55,
  D3DRS_STENCILFUNC                 = 56,
  D3DRS_STENCILREF                  = 57,
  D3DRS_STENCILMASK                 = 58,
  D3DRS_STENCILWRITEMASK            = 59,
  D3DRS_TEXTUREFACTOR               = 60,
  D3DRS_WRAP0                       = 128,
  D3DRS_WRAP1                       = 129,
  D3DRS_WRAP2                       = 130,
  D3DRS_WRAP3                       = 131,
  D3DRS_WRAP4                       = 132,
  D3DRS_WRAP5                       = 133,
  D3DRS_WRAP6                       = 134,
  D3DRS_WRAP7                       = 135,
  D3DRS_CLIPPING                    = 136,
  D3DRS_LIGHTING                    = 137,
  D3DRS_AMBIENT                     = 139,
  D3DRS_FOGVERTEXMODE               = 140,
  D3DRS_COLORVERTEX                 = 141,
  D3DRS_LOCALVIEWER                 = 142,
  D3DRS_NORMALIZENORMALS            = 143,
  D3DRS_DIFFUSEMATERIALSOURCE       = 145,
  D3DRS_SPECULARMATERIALSOURCE      = 146,
  D3DRS_AMBIENTMATERIALSOURCE       = 147,
  D3DRS_EMISSIVEMATERIALSOURCE      = 148,
  D3DRS_VERTEXBLEND                 = 151,
  D3DRS_CLIPPLANEENABLE             = 152,
  D3DRS_POINTSIZE                   = 154,
  D3DRS_POINTSIZE_MIN               = 155,
  D3DRS_POINTSPRITEENABLE           = 156,
  D3DRS_POINTSCALEENABLE            = 157,
  D3DRS_POINTSCALE_A                = 158,
  D3DRS_POINTSCALE_B                = 159,
  D3DRS_POINTSCALE_C                = 160,
  D3DRS_MULTISAMPLEANTIALIAS        = 161,
  D3DRS_MULTISAMPLEMASK             = 162,
  D3DRS_PATCHEDGESTYLE              = 163,
  D3DRS_DEBUGMONITORTOKEN           = 165,
  D3DRS_POINTSIZE_MAX               = 166,
  D3DRS_INDEXEDVERTEXBLENDENABLE    = 167,
  D3DRS_COLORWRITEENABLE            = 168,
  D3DRS_TWEENFACTOR                 = 170,
  D3DRS_BLENDOP                     = 171,
  D3DRS_POSITIONDEGREE              = 172,
  D3DRS_NORMALDEGREE                = 173,
  D3DRS_SCISSORTESTENABLE           = 174,
  D3DRS_SLOPESCALEDEPTHBIAS         = 175,
  D3DRS_ANTIALIASEDLINEENABLE       = 176,
  D3DRS_MINTESSELLATIONLEVEL        = 178,
  D3DRS_MAXTESSELLATIONLEVEL        = 179,
  D3DRS_ADAPTIVETESS_X              = 180,
  D3DRS_ADAPTIVETESS_Y              = 181,
  D3DRS_ADAPTIVETESS_Z              = 182,
  D3DRS_ADAPTIVETESS_W              = 183,
  D3DRS_ENABLEADAPTIVETESSELLATION  = 184,
  D3DRS_TWOSIDEDSTENCILMODE         = 185,
  D3DRS_CCW_STENCILFAIL             = 186,
  D3DRS_CCW_STENCILZFAIL            = 187,
  D3DRS_CCW_STENCILPASS             = 188,
  D3DRS_CCW_STENCILFUNC             = 189,
  D3DRS_COLORWRITEENABLE1           = 190,
  D3DRS_COLORWRITEENABLE2           = 191,
  D3DRS_COLORWRITEENABLE3           = 192,
  D3DRS_BLENDFACTOR                 = 193,
  D3DRS_SRGBWRITEENABLE             = 194,
  D3DRS_DEPTHBIAS                   = 195,
  D3DRS_WRAP8                       = 198,
  D3DRS_WRAP9                       = 199,
  D3DRS_WRAP10                      = 200,
  D3DRS_WRAP11                      = 201,
  D3DRS_WRAP12                      = 202,
  D3DRS_WRAP13                      = 203,
  D3DRS_WRAP14                      = 204,
  D3DRS_WRAP15                      = 205,
  D3DRS_SEPARATEALPHABLENDENABLE    = 206,
  D3DRS_SRCBLENDALPHA               = 207,
  D3DRS_DESTBLENDALPHA              = 208,
  D3DRS_BLENDOPALPHA                = 209,
  D3DRS_FORCE_DWORD                 = 0x7fffffff
} D3DRENDERSTATETYPE, *LPD3DRENDERSTATETYPE;

参数太多,自己看了下directx api文档,http://www.google.com.hk/#newwindow=1&q=directx+api&safe=strict,主要设置渲染状态,但对这些状态了解太少了,对有些状态设置后,场景中要显示的物体没有显示。

设置完成渲染状态后,设置要渲染的对象。

//设置透视投影矩阵,设置观察矩阵,世界矩阵

g_D3DDevice->SetTransform(D3DTS_PROJECTION, &g_projection);

g_D3DDevice->SetTransform(D3DTS_VIEW, &g_pview);

g_D3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)g_bones[i].absolute.matrix);调试代码,无法将这些矩阵和在窗口显示的关联在一起,不明白。

//设置要渲染的数据

g_D3DDevice->DrawPrimitiveUP(D3DPT_LINELIST, 4,
baseLines, sizeof(Vertex));

//将数据显示窗口中

g_D3Device->EndScene();

g_D3Device->Present(NULL,NULL,NULL,NULL);

这样在窗口中可以看到渲染的物体对象。

原文地址:https://www.cnblogs.com/sdnyzhl/p/3532960.html