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struct Vertex { //Positionskoordinaten D3DVECTOR vPosition; //Normalenvektor D3DVECTOR vNormal; //Farbe DWORD color; //Texturkoordinaten float u, v; //Vertexformat static const DWORD dwFVF; }; const DWORD Vertex::dwFVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1; |
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BOOL SetLight() { D3DLIGHT9 pLight; memset(&pLight, 0, sizeof(D3DLIGHT9)); pLight.Type = D3DLIGHT_DIRECTIONAL; pLight.Diffuse.r = 1.0f; pLight.Diffuse.g = 1.0f; pLight.Diffuse.b = 1.0f; pLight.Direction = D3DXVECTOR3(0.0f, 0.0f, 1.0f); pLight.Range = 5.0f; g_pD3DDevice->SetLight(0, &pLight); g_pD3DDevice->LightEnable(0, TRUE); g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE); g_pD3DDevice->SetRenderState(D3DRS_AMBIENT, D3DXCOLOR(20.0f, 20.0f, 20.0f, 0.0f)); g_pD3DDevice->SetRenderState(D3DRS_COLORVERTEX, FALSE); g_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_ADDSIGNED ); g_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); g_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); return TRUE; } |
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BOOL SetMaterial() { D3DMATERIAL9 pMaterial; pMaterial.Diffuse.r = 0.7f; pMaterial.Diffuse.g = 0.7f; pMaterial.Diffuse.b = 0.7f; pMaterial.Power = 10.0f; D3DCOLORVALUE colorValue; colorValue.r = 124.5f; colorValue.g = 23.5f; colorValue.b = 43.5f; pMaterial.Specular = colorValue; colorValue.r = 0.0f; colorValue.g = 0.0f; colorValue.b = 0.0f; pMaterial.Emissive = colorValue; g_pD3DDevice->SetMaterial(&pMaterial); return TRUE; } |
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/// MySelf.cpp : Definiert den Einstiegspunkt für die Anwendung. // #include "stdafx.h" #include "MySelf.h" #include <windows.h> #include <d3dx9.h> #include <d3d9.h> // Globale Variablen: HINSTANCE hInst; // Aktuelle Instanz TCHAR szTitle[100] = TEXT("Titelleistentext"); // Titelleistentext TCHAR szWindowClass[100] = TEXT("TriBase"); // Klassenname des Hauptfensters PDIRECT3DDEVICE9 g_pD3DDevice = NULL; PDIRECT3D9 g_pD3D = NULL; PDIRECT3DTEXTURE9 g_pTexture; PDIRECT3DVERTEXBUFFER9 g_pVertBuff = NULL; PDIRECT3DINDEXBUFFER9 g_pIndexBuff = NULL; HWND g_hWnd; bool g_bRun = TRUE; float g_angle = 0.0f; // Vorwärtsdeklarationen der in diesem Codemodul enthaltenen Funktionen: ATOM MyRegisterClass(HINSTANCE hInstance); BOOL InitInstance(HINSTANCE, int); LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM); //D3D Initialisieren BOOL InitD3D(); //Objekt drehen BOOL Rotation(); //Kamera setzen BOOL SetCamera(); //Perspecitve setzen BOOL SetPerspective(); //Licht setzen BOOL SetLight(); //Material setzen BOOL SetMaterial(); //Rendern des Dreiecks BOOL RenderTriangle(); //D3D Runterfahren BOOL ExitD3D(); #define TB_DEG_TO_RAD(x) ((x) * 0.0174532925199432957692369076848f) // Grad -> Bogenmaß #define PI 3.14159265 struct Vertex { //Positionskoordinaten D3DVECTOR vPosition; //Normalenvektor D3DVECTOR vNormal; //Farbe DWORD color; //Texturkoordinaten float u, v; //Vertexformat static const DWORD dwFVF; }; const DWORD Vertex::dwFVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1; int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { // TODO: Hier Code einfügen. MSG msg; MyRegisterClass(hInstance); // Anwendungsinitialisierung ausführen: if (!InitInstance (hInstance, nCmdShow)) { return FALSE; } InitD3D(); while(g_bRun) { RenderTriangle(); // Hauptmeldungsschleife: while (PeekMessage(&msg, g_hWnd, 0, 0, PM_REMOVE)) { if(msg.message == WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } } ExitD3D(); UnregisterClass(szWindowClass, hInstance); return (int) msg.wParam; } ATOM MyRegisterClass(HINSTANCE hInstance) { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_MYSELF)); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = MAKEINTRESOURCE(IDC_MYSELF); wcex.lpszClassName = szWindowClass; wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL)); return RegisterClassEx(&wcex); } BOOL InitInstance(HINSTANCE hInstance, int nCmdShow) { hInst = hInstance; // Instanzenhandle in der globalen Variablen speichern g_hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW, GetSystemMetrics(SM_CXSCREEN) / 2 - (1024 / 2), GetSystemMetrics(SM_CYSCREEN) / 2 - (768 / 2), 1024, 768, NULL, NULL, hInstance, NULL); if (!g_hWnd) { return FALSE; } ShowWindow(g_hWnd, nCmdShow); UpdateWindow(g_hWnd); return TRUE; } LRESULT CALLBACK WndProc(HWND g_hWnd, UINT message, WPARAM wParam, LPARAM lParam) { switch (message) { case WM_CREATE: break; case WM_KEYDOWN: switch(wParam) { case VK_ESCAPE: SendMessage(g_hWnd, WM_QUIT, 0, NULL); break; } break; case WM_CLOSE: SendMessage(g_hWnd, WM_QUIT, 0, NULL); case WM_QUIT: g_bRun = false; DestroyWindow(g_hWnd); break; case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(g_hWnd, message, wParam, lParam); } return 0; } BOOL InitD3D() { D3DPRESENT_PARAMETERS PresentParms; D3DDISPLAYMODE DisplayMode; //GGf. überprüfen ob GraKa die gesetzten Modien überhaupt leisten kann HRESULT hResult; g_pD3D = Direct3DCreate9(D3D_SDK_VERSION); if(FAILED(g_pD3D->GetAdapterDisplayMode(0, &DisplayMode))) { MessageBox(NULL, TEXT("Error setting the display mode."), TEXT("Error!"), MB_OK); return false; } if(g_pD3D == NULL) { return FALSE; } memset(&PresentParms,0, sizeof(D3DPRESENT_PARAMETERS)); PresentParms.Windowed = TRUE; PresentParms.BackBufferWidth = 1024; PresentParms.BackBufferHeight = 768; PresentParms.BackBufferFormat = D3DFMT_A8R8G8B8; PresentParms.BackBufferCount = 1; PresentParms.MultiSampleType = D3DMULTISAMPLE_6_SAMPLES; PresentParms.SwapEffect = D3DSWAPEFFECT_DISCARD; PresentParms.hDeviceWindow = NULL; PresentParms.EnableAutoDepthStencil = TRUE; PresentParms.AutoDepthStencilFormat = D3DFMT_D24S8; PresentParms.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL; PresentParms.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; PresentParms.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; //Erzeugen und initialisieren des Gerätes if(FAILED(hResult = g_pD3D->CreateDevice(0, D3DDEVTYPE_HAL, g_hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &PresentParms, &g_pD3DDevice))) { MessageBox(g_hWnd, TEXT("Fehler bei CreateDevice"), TEXT("Fehler!!!"), MB_ICONERROR); } if(FAILED(hResult = g_pD3DDevice->SetFVF(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1))) { MessageBox(g_hWnd, TEXT("Fehler beim setzten der\n FlexibleVertexFormate"), TEXT("Fehler!!!"), MB_ICONERROR); } SetMaterial(); SetLight(); g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); g_pD3DDevice->SetRenderState(D3DRS_DITHERENABLE, TRUE); //Laden der Texture if(FAILED(hResult = D3DXCreateTextureFromFileEx(g_pD3DDevice, TEXT("Texture.bmp"), D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_NONE, D3DX_DEFAULT, 0, NULL, NULL, &g_pTexture))) { MessageBox(g_hWnd, TEXT("Fehler beim Laden der\n Texture"), TEXT("Fehler!!!"), MB_ICONERROR); } g_pD3DDevice->SetTexture(0, g_pTexture); //Benutzung der Filter einstellen g_pD3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); g_pD3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC); g_pD3DDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); g_pD3DDevice->CreateVertexBuffer(8 * sizeof(Vertex), 0, D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1, D3DPOOL_DEFAULT, &g_pVertBuff, NULL); g_pD3DDevice->CreateIndexBuffer(36 * sizeof(int), 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &g_pIndexBuff, NULL); Vertex* pVertices; WORD* pIndices; g_pVertBuff->Lock(0, 0, (void**) (&pVertices), D3DLOCK_NOSYSLOCK); g_pIndexBuff->Lock(0, 0, (void**) (&pIndices), D3DLOCK_NOSYSLOCK); D3DVECTOR vTemp; vTemp.x = -1.0f; vTemp.y = 1.0f; vTemp.z = -1.0f; pVertices[0].vPosition = vTemp; vTemp.x = -1.0f; vTemp.y = 1.0f; vTemp.z = 1.0f; pVertices[1].vPosition = vTemp; vTemp.x = 1.0f; vTemp.y = 1.0f; vTemp.z = 1.0f; pVertices[2].vPosition = vTemp; vTemp.x = 1.0f; vTemp.y = 1.0f; vTemp.z = -1.0f; pVertices[3].vPosition = vTemp; vTemp.x = -1.0f; vTemp.y = -1.0f; vTemp.z = -1.0f; pVertices[4].vPosition = vTemp; vTemp.x = -1.0f; vTemp.y = -1.0f; vTemp.z = 1.0f; pVertices[5].vPosition = vTemp; vTemp.x = 1.0f; vTemp.y = -1.0f; vTemp.z = 1.0f; pVertices[6].vPosition = vTemp; vTemp.x = 1.0f; vTemp.y = -1.0f; vTemp.z = -1.0f; pVertices[7].vPosition = vTemp; int aiIndex[36] = {0, 3, 7, 0, 7, 4, // Vorderseite 2, 1, 5, 2, 5, 6, // Hinterseite 1, 0, 4, 1, 4, 5, // Linke Seite 3, 2, 6, 3, 6, 7, // Rechte Seite 0, 1, 2, 0, 2, 3, // Oberseite 6, 5, 4, 6, 4, 7}; // Unterseite for(int i = 0; i < 36; i++) { pIndices[i] = (WORD) aiIndex[i]; } g_pVertBuff->Unlock(); g_pIndexBuff->Unlock(); SetPerspective(); return TRUE; } BOOL SetLight() { D3DLIGHT9 pLight; memset(&pLight, 0, sizeof(D3DLIGHT9)); pLight.Type = D3DLIGHT_POINT; pLight.Diffuse.r = 1.0f; pLight.Diffuse.g = 1.0f; pLight.Diffuse.b = 1.0f; pLight.Ambient.r = 1.0f; pLight.Ambient.g = 1.0f; pLight.Ambient.b = 1.0f; pLight.Specular.r = 1.0f; pLight.Specular.g = 1.0f; pLight.Specular.b = 1.0f; pLight.Range = 10000.f; pLight.Position.x = 0.0f; pLight.Position.y = 0.0f; pLight.Position.z = -6.5f; g_pD3DDevice->SetLight(0, &pLight); g_pD3DDevice->LightEnable(0, TRUE); g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE); g_pD3DDevice->SetRenderState(D3DRS_COLORVERTEX, FALSE); return TRUE; } BOOL SetMaterial() { D3DMATERIAL9 pMaterial; pMaterial.Diffuse.r = 1.0f; pMaterial.Diffuse.g = 0.0f; pMaterial.Diffuse.b = 0.0f; pMaterial.Specular.r = 0.5f; pMaterial.Specular.g = 0.5f; pMaterial.Specular.b = 0.5f; pMaterial.Emissive.r = 0.0f; pMaterial.Emissive.g = 0.0f; pMaterial.Emissive.b = 0.0f; pMaterial.Power = 10.0f; g_pD3DDevice->SetMaterial(&pMaterial); return TRUE; } BOOL SetCamera() { D3DXMATRIX view; D3DXVECTOR3 eye(0.0f, 0.0f, -16.5f); D3DXVECTOR3 lookAt(0.0f, 0.0f, 0.0f); D3DXVECTOR3 up(0.0f, 1.0f, 0.0f); D3DXMatrixLookAtLH(&view, &eye, &lookAt, &up); g_pD3DDevice->SetTransform(D3DTS_VIEW, &view); return TRUE; } BOOL SetPerspective() { D3DXMATRIX Projection; D3DXMatrixPerspectiveFovLH(&Projection, 1.0f, 1024/768, -1.0f, 5.0f); // Set the projection. g_pD3DDevice->SetTransform(D3DTS_PROJECTION, &Projection); return TRUE; } BOOL Rotation() { D3DXMATRIX matRotation, matRotationX,matRotationY, matRotationZ,matTranslation; D3DXMatrixRotationZ(&matRotationZ,g_angle); D3DXMatrixRotationX(&matRotationX,g_angle * 0.10f); D3DXMatrixRotationY(&matRotationY,g_angle * 0.10f); D3DXMatrixMultiply(&matRotation, &matRotationX, &matRotationY); D3DXMatrixTranslation(&matTranslation,0.0f,0.0f,0.0f); D3DXMatrixMultiply(&matRotation, &matRotation, &matTranslation); g_pD3DDevice->SetTransform(D3DTS_WORLD,&(matRotation)); g_angle += 0.05f; return TRUE; } BOOL RenderTriangle() { //Buffer clearen und Hintergrundfarbe setzen g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(255, 255, 255), 1.0f, 0); //Start des Zeichnen g_pD3DDevice->BeginScene(); g_pD3DDevice->SetStreamSource(0, g_pVertBuff, 0, sizeof(Vertex)); g_pD3DDevice->SetIndices(g_pIndexBuff); Rotation(); SetCamera(); HRESULT result; //Zeichnen des Dreiecks if(FAILED(result = g_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 8,0, 12))) { MessageBox(NULL, L"FEhler", L"Fehler", MB_ICONERROR); } g_pD3DDevice->EndScene(); //Sichtbar machen g_pD3DDevice->Present(NULL, NULL, NULL, NULL); return TRUE; } BOOL ExitD3D() { if(g_pD3D != NULL) { g_pD3D->Release(); g_pD3D = NULL; } g_pD3DDevice->SetTexture(0, NULL); if(g_pTexture != NULL) { g_pTexture->Release(); g_pTexture = NULL; } if(g_pVertBuff != NULL) { g_pVertBuff->Release(); g_pVertBuff = NULL; } if(g_pIndexBuff != NULL) { g_pIndexBuff->Release(); g_pIndexBuff = NULL; } g_pD3DDevice->SetStreamSource(0, NULL, 0, 0); g_pD3DDevice->SetIndices(NULL); if(g_pD3DDevice != NULL) { g_pD3DDevice->Release(); g_pD3DDevice = NULL; } return TRUE; } |
Zitat
struct Vertex
{
//Positionskoordinaten
D3DVECTOR vPosition;
//Normalenvektor
D3DVECTOR vNormal;
//Farbe
DWORD color;
//Texturkoordinaten
float u, v;
//Vertexformat
static const DWORD dwFVF;
};
const DWORD Vertex::dwFVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;
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struct Vertex { D3DVECTOR vPosition; D3DVECTOR vNormal; float u, v; static const DWORD dwFVF; }; const DWORD Vertex::dwFVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1; |
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const DWORD Vertex::dwFVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX1; |
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// MySelf.cpp : Definiert den Einstiegspunkt für die Anwendung. // #include "stdafx.h" #include "MySelf.h" #include <windows.h> #include <d3dx9.h> #include <d3d9.h> // Globale Variablen: HINSTANCE hInst; // Aktuelle Instanz TCHAR szTitle[100] = TEXT("Titelleistentext"); // Titelleistentext TCHAR szWindowClass[100] = TEXT("TriBase"); // Klassenname des Hauptfensters PDIRECT3DDEVICE9 g_pD3DDevice = NULL; PDIRECT3D9 g_pD3D = NULL; PDIRECT3DTEXTURE9 g_pTexture; PDIRECT3DVERTEXBUFFER9 g_pVertBuff = NULL; PDIRECT3DINDEXBUFFER9 g_pIndexBuff = NULL; HWND g_hWnd; bool g_bRun = TRUE; float g_angle = 0.0f; // Vorwärtsdeklarationen der in diesem Codemodul enthaltenen Funktionen: ATOM MyRegisterClass(HINSTANCE hInstance); BOOL InitInstance(HINSTANCE, int); LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM); //D3D Initialisieren BOOL InitD3D(); //Objekt drehen BOOL Rotation(); //Kamera setzen BOOL SetCamera(); //Perspecitve setzen BOOL SetPerspective(); //Licht setzen BOOL SetLight(); //Material setzen BOOL SetMaterial(); //Rendern des Dreiecks BOOL RenderTriangle(); //D3D Runterfahren BOOL ExitD3D(); #define TB_DEG_TO_RAD(x) ((x) * 0.0174532925199432957692369076848f) // Grad -> Bogenmaß #define PI 3.14159265 struct Vertex { //Positionskoordinaten D3DVECTOR vPosition; //Normalenvektor D3DVECTOR vNormal; //Texturkoordinaten float u, v; //Vertexformat static const DWORD dwFVF; }; const DWORD Vertex::dwFVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1; int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { // TODO: Hier Code einfügen. MSG msg; MyRegisterClass(hInstance); // Anwendungsinitialisierung ausführen: if (!InitInstance (hInstance, nCmdShow)) { return FALSE; } InitD3D(); while(g_bRun) { RenderTriangle(); // Hauptmeldungsschleife: while (PeekMessage(&msg, g_hWnd, 0, 0, PM_REMOVE)) { if(msg.message == WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } } ExitD3D(); UnregisterClass(szWindowClass, hInstance); return (int) msg.wParam; } ATOM MyRegisterClass(HINSTANCE hInstance) { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_MYSELF)); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = MAKEINTRESOURCE(IDC_MYSELF); wcex.lpszClassName = szWindowClass; wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL)); return RegisterClassEx(&wcex); } BOOL InitInstance(HINSTANCE hInstance, int nCmdShow) { hInst = hInstance; // Instanzenhandle in der globalen Variablen speichern g_hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW, GetSystemMetrics(SM_CXSCREEN) / 2 - (1024 / 2), GetSystemMetrics(SM_CYSCREEN) / 2 - (768 / 2), 1024, 768, NULL, NULL, hInstance, NULL); if (!g_hWnd) { return FALSE; } ShowWindow(g_hWnd, nCmdShow); UpdateWindow(g_hWnd); return TRUE; } LRESULT CALLBACK WndProc(HWND g_hWnd, UINT message, WPARAM wParam, LPARAM lParam) { switch (message) { case WM_CREATE: break; case WM_KEYDOWN: switch(wParam) { case VK_ESCAPE: SendMessage(g_hWnd, WM_QUIT, 0, NULL); break; } break; case WM_CLOSE: SendMessage(g_hWnd, WM_QUIT, 0, NULL); case WM_QUIT: g_bRun = false; DestroyWindow(g_hWnd); break; case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(g_hWnd, message, wParam, lParam); } return 0; } BOOL InitD3D() { D3DPRESENT_PARAMETERS PresentParms; D3DDISPLAYMODE DisplayMode; //GGf. überprüfen ob GraKa die gesetzten Modien überhaupt leisten kann HRESULT hResult; g_pD3D = Direct3DCreate9(D3D_SDK_VERSION); if(FAILED(g_pD3D->GetAdapterDisplayMode(0, &DisplayMode))) { MessageBox(NULL, TEXT("Error setting the display mode."), TEXT("Error!"), MB_OK); return false; } if(g_pD3D == NULL) { return FALSE; } memset(&PresentParms,0, sizeof(D3DPRESENT_PARAMETERS)); PresentParms.Windowed = TRUE; PresentParms.BackBufferWidth = 1024; PresentParms.BackBufferHeight = 768; PresentParms.BackBufferFormat = D3DFMT_A8R8G8B8; PresentParms.BackBufferCount = 1; PresentParms.MultiSampleType = D3DMULTISAMPLE_6_SAMPLES; PresentParms.SwapEffect = D3DSWAPEFFECT_DISCARD; PresentParms.hDeviceWindow = NULL; PresentParms.EnableAutoDepthStencil = TRUE; PresentParms.AutoDepthStencilFormat = D3DFMT_D24S8; PresentParms.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL; PresentParms.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; PresentParms.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; //Erzeugen und initialisieren des Gerätes if(FAILED(hResult = g_pD3D->CreateDevice(0, D3DDEVTYPE_HAL, g_hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &PresentParms, &g_pD3DDevice))) { MessageBox(g_hWnd, TEXT("Fehler bei CreateDevice"), TEXT("Fehler!!!"), MB_ICONERROR); } if(FAILED(hResult = g_pD3DDevice->SetFVF(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1))) { MessageBox(g_hWnd, TEXT("Fehler beim setzten der\n FlexibleVertexFormate"), TEXT("Fehler!!!"), MB_ICONERROR); } //Laden der Texture if(FAILED(hResult = D3DXCreateTextureFromFileEx(g_pD3DDevice, TEXT("Texture.bmp"), D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_NONE, D3DX_DEFAULT, 0, NULL, NULL, &g_pTexture))) { MessageBox(g_hWnd, TEXT("Fehler beim Laden der\n Texture"), TEXT("Fehler!!!"), MB_ICONERROR); } g_pD3DDevice->SetTexture(0, g_pTexture); SetMaterial(); SetLight(); g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); g_pD3DDevice->SetRenderState(D3DRS_DITHERENABLE, TRUE); //Benutzung der Filter einstellen g_pD3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); g_pD3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC); g_pD3DDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); g_pD3DDevice->CreateVertexBuffer(8 * sizeof(Vertex), 0, D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1, D3DPOOL_DEFAULT, &g_pVertBuff, NULL); g_pD3DDevice->CreateIndexBuffer(36 * sizeof(int), 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &g_pIndexBuff, NULL); Vertex* pVertices; WORD* pIndices; g_pVertBuff->Lock(0, 0, (void**) (&pVertices), D3DLOCK_NOSYSLOCK); g_pIndexBuff->Lock(0, 0, (void**) (&pIndices), D3DLOCK_NOSYSLOCK); D3DVECTOR vTemp; vTemp.x = -1.0f; vTemp.y = 1.0f; vTemp.z = -1.0f; pVertices[0].vPosition = vTemp; vTemp.x = -1.0f; vTemp.y = 1.0f; vTemp.z = 1.0f; pVertices[1].vPosition = vTemp; vTemp.x = 1.0f; vTemp.y = 1.0f; vTemp.z = 1.0f; pVertices[2].vPosition = vTemp; vTemp.x = 1.0f; vTemp.y = 1.0f; vTemp.z = -1.0f; pVertices[3].vPosition = vTemp; vTemp.x = -1.0f; vTemp.y = -1.0f; vTemp.z = -1.0f; pVertices[4].vPosition = vTemp; vTemp.x = -1.0f; vTemp.y = -1.0f; vTemp.z = 1.0f; pVertices[5].vPosition = vTemp; vTemp.x = 1.0f; vTemp.y = -1.0f; vTemp.z = 1.0f; pVertices[6].vPosition = vTemp; vTemp.x = 1.0f; vTemp.y = -1.0f; vTemp.z = -1.0f; pVertices[7].vPosition = vTemp; int aiIndex[36] = {0, 3, 7, 0, 7, 4, // Vorderseite 2, 1, 5, 2, 5, 6, // Hinterseite 1, 0, 4, 1, 4, 5, // Linke Seite 3, 2, 6, 3, 6, 7, // Rechte Seite 0, 1, 2, 0, 2, 3, // Oberseite 6, 5, 4, 6, 4, 7}; // Unterseite for(int i = 0; i < 36; i++) { pIndices[i] = (WORD) aiIndex[i]; } g_pVertBuff->Unlock(); g_pIndexBuff->Unlock(); SetPerspective(); return TRUE; } BOOL SetLight() { D3DLIGHT9 pLight; memset(&pLight, 0, sizeof(D3DLIGHT9)); pLight.Type = D3DLIGHT_DIRECTIONAL; pLight.Diffuse.r = 1.0f; pLight.Diffuse.g = 1.0f; pLight.Diffuse.b = 1.0f; pLight.Diffuse.a = 1.0f; pLight.Range = 1000000.f; D3DXVECTOR3 vecDir; vecDir = D3DXVECTOR3(0.0f, 0.0f, 3.0f); D3DXVec3Normalize( (D3DXVECTOR3*)&pLight.Direction, &vecDir); g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE); g_pD3DDevice->SetRenderState(D3DRS_COLORVERTEX, FALSE); HRESULT hResult; if(FAILED(hResult = g_pD3DDevice->SetLight(0, &pLight))) { MessageBox(NULL, L"Fehler bei Setlight", L"Fehler", MB_ICONERROR); } g_pD3DDevice->LightEnable(0, TRUE); return TRUE; } BOOL SetMaterial() { D3DMATERIAL9 pMaterial; pMaterial.Diffuse.r = 1.0f; pMaterial.Diffuse.g = 0.0f; pMaterial.Diffuse.b = 0.0f; pMaterial.Ambient.r = 1.0f; pMaterial.Ambient.g = 1.0f; pMaterial.Ambient.b = 0.0f; pMaterial.Specular.r = 0.5f; pMaterial.Specular.g = 0.5f; pMaterial.Specular.b = 0.5f; pMaterial.Emissive.r = 0.0f; pMaterial.Emissive.g = 0.0f; pMaterial.Emissive.b = 0.0f; pMaterial.Power = 10.0f; g_pD3DDevice->SetMaterial(&pMaterial); return TRUE; } BOOL SetCamera() { D3DXMATRIX view; D3DXVECTOR3 eye(0.0f, 0.0f, -6.5f); D3DXVECTOR3 lookAt(0.0f, 0.0f, 0.0f); D3DXVECTOR3 up(0.0f, 1.0f, 0.0f); D3DXMatrixLookAtLH(&view, &eye, &lookAt, &up); g_pD3DDevice->SetTransform(D3DTS_VIEW, &view); return TRUE; } BOOL SetPerspective() { D3DXMATRIX Projection; D3DXMatrixPerspectiveFovLH(&Projection, 1.0f, 1024/768, -6.0f, 0.0f); // Set the projection. g_pD3DDevice->SetTransform(D3DTS_PROJECTION, &Projection); return TRUE; } BOOL Rotation() { D3DXMATRIX matRotation, matRotationX,matRotationY, matRotationZ,matTranslation; D3DXMatrixRotationZ(&matRotationZ,g_angle); D3DXMatrixRotationX(&matRotationX,g_angle * 0.10f); D3DXMatrixRotationY(&matRotationY,g_angle * 0.10f); D3DXMatrixMultiply(&matRotation, &matRotationX, &matRotationY); D3DXMatrixTranslation(&matTranslation,0.0f,0.0f,0.0f); D3DXMatrixMultiply(&matRotation, &matRotation, &matTranslation); g_pD3DDevice->SetTransform(D3DTS_WORLD,&(matRotation)); g_angle += 0.05f; return TRUE; } BOOL RenderTriangle() { //Buffer clearen und Hintergrundfarbe setzen g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(255, 255, 255), 1.0f, 0); //Start des Zeichnen g_pD3DDevice->BeginScene(); g_pD3DDevice->SetStreamSource(0, g_pVertBuff, 0, sizeof(Vertex)); g_pD3DDevice->SetIndices(g_pIndexBuff); Rotation(); SetCamera(); HRESULT result; //Zeichnen des Dreiecks if(FAILED(result = g_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 8,0, 12))) { MessageBox(NULL, L"FEhler", L"Fehler", MB_ICONERROR); } g_pD3DDevice->EndScene(); //Sichtbar machen g_pD3DDevice->Present(NULL, NULL, NULL, NULL); return TRUE; } BOOL ExitD3D() { if(g_pD3D != NULL) { g_pD3D->Release(); g_pD3D = NULL; } g_pD3DDevice->SetTexture(0, NULL); if(g_pTexture != NULL) { g_pTexture->Release(); g_pTexture = NULL; } if(g_pVertBuff != NULL) { g_pVertBuff->Release(); g_pVertBuff = NULL; } if(g_pIndexBuff != NULL) { g_pIndexBuff->Release(); g_pIndexBuff = NULL; } g_pD3DDevice->SetStreamSource(0, NULL, 0, 0); g_pD3DDevice->SetIndices(NULL); if(g_pD3DDevice != NULL) { g_pD3DDevice->Release(); g_pD3DDevice = NULL; } return TRUE; } |
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struct Vertex { //Positionskoordinaten D3DVECTOR vPosition; //Normalenvektor D3DVECTOR vNormal; //Texturkoordinaten float u, v; //Vertexformat static const DWORD dwFVF; }; const DWORD Vertex::dwFVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1; BOOL InitD3D() { (/.... //Laden der Texture if(FAILED(hResult = D3DXCreateTextureFromFileEx(g_pD3DDevice, TEXT("Texture.bmp"), D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_NONE, D3DX_DEFAULT, 0, NULL, NULL, &g_pTexture))) { MessageBox(g_hWnd, TEXT("Fehler beim Laden der\n Texture"), TEXT("Fehler!!!"), MB_ICONERROR); } g_pD3DDevice->SetTexture(0, g_pTexture); SetMaterial(); SetLight(); g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); g_pD3DDevice->SetRenderState(D3DRS_DITHERENABLE, TRUE); //Benutzung der Filter einstellen //... g_pD3DDevice->CreateVertexBuffer(8 * sizeof(Vertex), 0, D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1, D3DPOOL_DEFAULT, &g_pVertBuff, NULL); g_pD3DDevice->CreateIndexBuffer(36 * sizeof(int), 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &g_pIndexBuff, NULL); Vertex* pVertices; WORD* pIndices; g_pVertBuff->Lock(0, 0, (void**) (&pVertices), D3DLOCK_NOSYSLOCK); g_pIndexBuff->Lock(0, 0, (void**) (&pIndices), D3DLOCK_NOSYSLOCK); //......füllen der Buffer g_pVertBuff->Unlock(); g_pIndexBuff->Unlock(); SetPerspective(); return TRUE; } BOOL SetLight() { D3DLIGHT9 pLight; memset(&pLight, 0, sizeof(D3DLIGHT9)); pLight.Type = D3DLIGHT_DIRECTIONAL; pLight.Diffuse.r = 1.0f; pLight.Diffuse.g = 1.0f; pLight.Diffuse.b = 1.0f; pLight.Diffuse.a = 1.0f; pLight.Range = 1000000.f; D3DXVECTOR3 vecDir; vecDir = D3DXVECTOR3(0.0f, 0.0f, 3.0f); D3DXVec3Normalize( (D3DXVECTOR3*)&pLight.Direction, &vecDir); g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE); g_pD3DDevice->SetRenderState(D3DRS_COLORVERTEX, FALSE); HRESULT hResult; if(FAILED(hResult = g_pD3DDevice->SetLight(0, &pLight))) { MessageBox(NULL, L"Fehler bei Setlight", L"Fehler", MB_ICONERROR); } g_pD3DDevice->LightEnable(0, TRUE); return TRUE; } BOOL SetMaterial() { D3DMATERIAL9 pMaterial; pMaterial.Diffuse.r = 1.0f; pMaterial.Diffuse.g = 0.0f; pMaterial.Diffuse.b = 0.0f; pMaterial.Ambient.r = 1.0f; pMaterial.Ambient.g = 1.0f; pMaterial.Ambient.b = 0.0f; pMaterial.Specular.r = 0.5f; pMaterial.Specular.g = 0.5f; pMaterial.Specular.b = 0.5f; pMaterial.Emissive.r = 0.0f; pMaterial.Emissive.g = 0.0f; pMaterial.Emissive.b = 0.0f; pMaterial.Power = 10.0f; g_pD3DDevice->SetMaterial(&pMaterial); return TRUE; } BOOL SetCamera() { D3DXMATRIX view; D3DXVECTOR3 eye(0.0f, 0.0f, -6.5f); D3DXVECTOR3 lookAt(0.0f, 0.0f, 0.0f); D3DXVECTOR3 up(0.0f, 1.0f, 0.0f); D3DXMatrixLookAtLH(&view, &eye, &lookAt, &up); g_pD3DDevice->SetTransform(D3DTS_VIEW, &view); return TRUE; } BOOL SetPerspective() { D3DXMATRIX Projection; D3DXMatrixPerspectiveFovLH(&Projection, 1.0f, 1024/768, -6.0f, 0.0f); // Set the projection. g_pD3DDevice->SetTransform(D3DTS_PROJECTION, &Projection); return TRUE; } |
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