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// Coder: Patrick Metzger // // Vertex- und Index Buffer Tests! #include <TriBase.h> #include "..\\Buch\\3D Spieleprogrammierung\\Beispiele\\Allgemeines\\InitWindow.h" #include "..\\Buch\\3D Spieleprogrammierung\\Beispiele\\Allgemeines\\Direct3DEnum.h" #include "..\\Buch\\3D Spieleprogrammierung\\Beispiele\\Allgemeines\\InitDirect3D.h" struct SVertex { tbVector3 vPosition; DWORD dwColor; static const DWORD dwFVF; }; const DWORD SVertex::dwFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE; tbResult InitApplication(); tbResult ExitApplication(); tbResult InitScene(); tbResult ExitScene(); tbResult Render(float fNumSecsPassed); tbResult Move(float fNumSecsPassed); float g_fTime = 0.0f; SVertex Objekt[8]; PDIRECT3DVERTEXBUFFER9 g_ppVertexBuffer; PDIRECT3DINDEXBUFFER9 g_ppIndexBuffer; int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd ) { tbResult Result; Result = InitApplication(); if (Result == TB_ERROR) { MessageBox(NULL,"Fehler beim Initialisieren der Anwendung!","Fehler",MB_OK | MB_ICONERROR); return 1; } else if (Result == TB_CANCELED) { return 0; } tbDoMessageLoop(Move,Render); ExitApplication(); return 0; } tbResult InitApplication() { if(tbInit()) { MessageBox(NULL,"Fehler beim Initialisieren der Engine!","Fehler",MB_OK | MB_ICONERROR); } SDirect3DParameters Direct3DParameters; tbResult Result; Result = GetDirect3DParameters(&Direct3DParameters); if (Result == TB_ERROR) { MessageBox(NULL,"Fehler beim abfragen der Direct3D Parameter!","Fehler",MB_OK | MB_ICONERROR); return TB_ERROR; } else if (Result == TB_CANCELED) { tbExit(); return TB_CANCELED; } if (InitWindow(Direct3DParameters.VideoMode.Width,Direct3DParameters.VideoMode.Height, "Testumgebung",NULL)) { MessageBox(NULL,"Fehler beim erstellen des Fensters!","Fehler",MB_OK | MB_ICONERROR); tbExit(); return TB_ERROR; } if (InitDirect3D(&Direct3DParameters,g_hWindow)) { MessageBox(g_hWindow,"Fehler beim Initialisieren von Direct3D!","Fehler",MB_OK | MB_ICONERROR); ExitWindow(); tbExit(); return TB_ERROR; } if (InitScene()) { MessageBox(g_hWindow,"Fehler beim Initialisieren der Szene!","Fehler",MB_OK | MB_ICONERROR); ExitDirect3D(); ExitWindow(); tbExit(); return TB_ERROR; } return TB_OK; } tbResult ExitApplication() { ExitScene(); ExitWindow(); ExitDirect3D(); tbExit(); return TB_OK; } tbResult Move(float fNumSecsPassed) { g_fTime += fNumSecsPassed; return TB_OK; } tbResult Render(float fNumSecsPassed) { tbMatrix mRotation = tbMatrixRotation(TB_DEG_TO_RAD(30.0f), TB_DEG_TO_RAD(30.0f), TB_DEG_TO_RAD(30.0f)); tbMatrix mTranslation = tbMatrixTranslation(tbVector3(0.0f,0.0f,10.0f)); tbMatrix mWorld = mRotation * mTranslation; g_pD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)(&mWorld)); g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, tbColor(0.0f,0.0f,0.0f), 1.0f, 0); g_pD3DDevice->BeginScene(); g_pD3DDevice->SetStreamSource(0,g_ppVertexBuffer,0,sizeof(SVertex)); g_pD3DDevice->SetIndices(g_ppIndexBuffer); HRESULT hResult; hResult = g_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 8, 0, 12); if (FAILED(hResult)) { TB_ERROR_DIRECTX("g_pD3DDevice->DrawIndexedPrimitive",hResult,TB_ERROR); }; g_pD3DDevice->EndScene(); g_pD3DDevice->Present(NULL,NULL,NULL,NULL); return TB_OK; } tbResult InitScene() { HRESULT hResult; if(FAILED(hResult = g_pD3DDevice->SetFVF(SVertex::dwFVF))) { //Fehler beim setzen des Vertexformats! TB_ERROR_DIRECTX("g_pD3DDevice->SetFVF",hResult,TB_ERROR); } g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE); g_pD3DDevice->SetRenderState(D3DRS_DITHERENABLE, TRUE); if (FAILED(hResult = g_pD3DDevice->CreateVertexBuffer(8*sizeof(SVertex), 0, SVertex::dwFVF, D3DPOOL_MANAGED, &g_ppVertexBuffer, NULL))) { // Fehler TB_ERROR_DIRECTX("g_pD3DDevice->CreateVertexBuffer",hResult,TB_ERROR); } if (FAILED(hResult = g_pD3DDevice->CreateIndexBuffer(36, 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &g_ppIndexBuffer, NULL))) { // Fehler TB_ERROR_DIRECTX("g_pD3DDevice->CreateVertexBuffer",hResult,TB_ERROR); } Objekt[0].vPosition = tbVector3(-1.0f, 1.0f, 0.0f); Objekt[1].vPosition = tbVector3(-1.0f, 1.0f, 1.0f); Objekt[2].vPosition = tbVector3( 1.0f, 1.0f, 1.0f); Objekt[3].vPosition = tbVector3( 1.0f, 1.0f, 0.0f); Objekt[4].vPosition = tbVector3(-1.0f, -1.0f, 0.0f); Objekt[5].vPosition = tbVector3(-1.0f, -1.0f, 1.0f); Objekt[6].vPosition = tbVector3( 1.0f, -1.0f, 1.0f); Objekt[7].vPosition = tbVector3( 1.0f, -1.0f, 0.0f); for (int i = 0; i < 8; i++) { Objekt[i].dwColor = tbColor(0.5f,0.5f,0.5f); }; SVertex* pvVertices = NULL; WORD* pwIndices = NULL; g_ppVertexBuffer->Lock(0,0,(void**)(&pvVertices),D3DLOCK_NOSYSLOCK); g_ppIndexBuffer->Lock(0,0,(void**)(&pwIndices),D3DLOCK_NOSYSLOCK); for (i = 0; i < 8; i++) { pvVertices[i] = Objekt[i]; }; int aiIndex[36] = {0,3,7, 0,7,4, 2,1,5, 2,5,6, 1,0,4, 1,4,5, 3,2,6, 3,6,7, 0,1,2, 0,2,3, 6,5,4, 6,4,7}; for (i = 0; i < 36; i++) { pwIndices[i] = aiIndex[i]; }; g_ppVertexBuffer->Unlock(); g_ppIndexBuffer->Unlock(); return TB_OK; } tbResult ExitScene() { return TB_OK; } |
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// Coder: Patrick Metzger // // Vertex- und Index Buffer Tests! #include <TriBase.h> #include "..\\Buch\\3D Spieleprogrammierung\\Beispiele\\Allgemeines\\InitWindow.h" #include "..\\Buch\\3D Spieleprogrammierung\\Beispiele\\Allgemeines\\Direct3DEnum.h" #include "..\\Buch\\3D Spieleprogrammierung\\Beispiele\\Allgemeines\\InitDirect3D.h" struct SVertex { tbVector3 vPosition; DWORD dwColor; static const DWORD dwFVF; }; const DWORD SVertex::dwFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE; tbResult InitApplication(); tbResult ExitApplication(); tbResult InitScene(); tbResult ExitScene(); tbResult Render(float fNumSecsPassed); tbResult Move(float fNumSecsPassed); float g_fTime = 0.0f; SVertex Objekt[8]; SDirect3DParameters Direct3DParameters; PDIRECT3DVERTEXBUFFER9 g_ppVertexBuffer; PDIRECT3DINDEXBUFFER9 g_ppIndexBuffer; int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd ) { tbResult Result; Result = InitApplication(); if (Result == TB_ERROR) { MessageBox(NULL,"Fehler beim Initialisieren der Anwendung!","Fehler",MB_OK | MB_ICONERROR); return 1; } else if (Result == TB_CANCELED) { return 0; } tbDoMessageLoop(Move,Render); ExitApplication(); return 0; } tbResult InitApplication() { if(tbInit()) { MessageBox(NULL,"Fehler beim Initialisieren der Engine!","Fehler",MB_OK | MB_ICONERROR); } tbResult Result; Result = GetDirect3DParameters(&Direct3DParameters); if (Result == TB_ERROR) { MessageBox(NULL,"Fehler beim abfragen der Direct3D Parameter!","Fehler",MB_OK | MB_ICONERROR); return TB_ERROR; } else if (Result == TB_CANCELED) { tbExit(); return TB_CANCELED; } if (InitWindow(Direct3DParameters.VideoMode.Width,Direct3DParameters.VideoMode.Height, "Testumgebung",NULL)) { MessageBox(NULL,"Fehler beim erstellen des Fensters!","Fehler",MB_OK | MB_ICONERROR); tbExit(); return TB_ERROR; } if (InitDirect3D(&Direct3DParameters,g_hWindow)) { MessageBox(g_hWindow,"Fehler beim Initialisieren von Direct3D!","Fehler",MB_OK | MB_ICONERROR); ExitWindow(); tbExit(); return TB_ERROR; } if (InitScene()) { MessageBox(g_hWindow,"Fehler beim Initialisieren der Szene!","Fehler",MB_OK | MB_ICONERROR); ExitDirect3D(); ExitWindow(); tbExit(); return TB_ERROR; } return TB_OK; } tbResult ExitApplication() { ExitScene(); ExitWindow(); ExitDirect3D(); tbExit(); return TB_OK; } tbResult Move(float fNumSecsPassed) { g_fTime += fNumSecsPassed; return TB_OK; } tbResult Render(float fNumSecsPassed) { tbMatrix mRotation = tbMatrixRotation(TB_DEG_TO_RAD(30.0f*g_fTime), TB_DEG_TO_RAD(30.0f*g_fTime), TB_DEG_TO_RAD(30.0f*g_fTime)); tbMatrix mTranslation = tbMatrixTranslation(tbVector3(0.0f,-1.0f,5.0f)); tbMatrix mWorld = mRotation * mTranslation; g_pD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)(&mWorld)); float fAspect = (float) (Direct3DParameters.VideoMode.Width) / (float) (Direct3DParameters.VideoMode.Height); tbMatrix mProjection = tbMatrixProjection(TB_DEG_TO_RAD(90), fAspect, 0.1f, 100.0f); g_pD3DDevice->SetTransform(D3DTS_PROJECTION,(D3DMATRIX*)(&mProjection)); g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, tbColor(0.0f,0.0f,.5.0f), 1.0f, 0); g_pD3DDevice->BeginScene(); g_pD3DDevice->SetStreamSource(0,g_ppVertexBuffer,0,sizeof(SVertex)); g_pD3DDevice->SetIndices(g_ppIndexBuffer); HRESULT hResult; hResult = g_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 8, 0, 12); if (FAILED(hResult)) { TB_ERROR_DIRECTX("g_pD3DDevice->DrawIndexedPrimitive",hResult,TB_ERROR); }; g_pD3DDevice->EndScene(); g_pD3DDevice->Present(NULL,NULL,NULL,NULL); return TB_OK; } tbResult InitScene() { HRESULT hResult; if(FAILED(hResult = g_pD3DDevice->SetFVF(SVertex::dwFVF))) { //Fehler beim setzen des Vertexformats! TB_ERROR_DIRECTX("g_pD3DDevice->SetFVF",hResult,TB_ERROR); } g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE); g_pD3DDevice->SetRenderState(D3DRS_DITHERENABLE, TRUE); g_pD3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); if (FAILED(hResult = g_pD3DDevice->CreateVertexBuffer(8*sizeof(SVertex), 0, SVertex::dwFVF, D3DPOOL_MANAGED, &g_ppVertexBuffer, NULL))) { // Fehler TB_ERROR_DIRECTX("g_pD3DDevice->CreateVertexBuffer",hResult,TB_ERROR); } if (FAILED(hResult = g_pD3DDevice->CreateIndexBuffer(36*sizeof(UINT), 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &g_ppIndexBuffer, NULL))) { // Fehler TB_ERROR_DIRECTX("g_pD3DDevice->CreateVertexBuffer",hResult,TB_ERROR); } Objekt[0].vPosition = tbVector3(-1.0f, 1.0f, 0.0f); Objekt[1].vPosition = tbVector3(-1.0f, 1.0f, 1.0f); Objekt[2].vPosition = tbVector3( 1.0f, 1.0f, 1.0f); Objekt[3].vPosition = tbVector3( 1.0f, 1.0f, 0.0f); Objekt[4].vPosition = tbVector3(-1.0f, -1.0f, 0.0f); Objekt[5].vPosition = tbVector3(-1.0f, -1.0f, 1.0f); Objekt[6].vPosition = tbVector3( 1.0f, -1.0f, 1.0f); Objekt[7].vPosition = tbVector3( 1.0f, -1.0f, 0.0f); for (int i = 0; i < 8; i++) { Objekt[i].dwColor = tbColor(0.5f,0.5f,0.5f); }; SVertex* pvVertices = NULL; WORD* pwIndices = NULL; g_ppVertexBuffer->Lock(0,0,(void**)(&pvVertices),D3DLOCK_NOSYSLOCK); g_ppIndexBuffer->Lock(0,0,(void**)(&pwIndices),D3DLOCK_NOSYSLOCK); for (i = 0; i < 8; i++) { pvVertices[i] = Objekt[i]; }; int aiIndex[36] = {0,3,7, 0,7,4, 2,1,5, 2,5,6, 1,0,4, 1,4,5, 3,2,6, 3,6,7, 0,1,2, 0,2,3, 6,5,4, 6,4,7}; for (i = 0; i < 36; i++) { pwIndices[i] = aiIndex[i]; }; g_ppVertexBuffer->Unlock(); g_ppIndexBuffer->Unlock(); return TB_OK; } tbResult ExitScene() { return TB_OK; |
Zitat
wäre aber trotzdem interessant den unterschied zwischen Managed und Default zu wissen
Zitat von »"dx sdk doku"«
D3DPOOL_MANAGED:
Resources are copied automatically to device-accessible memory as needed. Managed resources are backed by system memory and do not need to be re-created when a device is lost...
Zitat von »"dx sdk doku"«
D3DPOOL_DEFAULT:
Resources are placed in the memory pool most appropriate for the set of usages requested for the given resource...
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