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#include <TriBase.h> #include "..\\..\\Allgemeines\\InitWindow.h" #include "..\\..\\Allgemeines\\Direct3DEnum.h" #include "..\\..\\Allgemeines\\InitDirect3D.h" #include "..\\..\\Allgemeines\\Allgemeines.h" struct SVertex { tbVector3 vPosition; DWORD Color; static const DWORD dwFVF; }; const DWORD SVertex::dwFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE; SDirect3DParameters g_D3DParams; PDIRECT3DVERTEXBUFFER9 g_pVertexBuffer; PDIRECT3DINDEXBUFFER9 g_pIndexBuffer; LPDIRECT3DTEXTURE9 Texture; const int g_iNumCubes = 2048; const int g_iNumVertices = g_iNumCubes * 8; SVertex pVertices[g_iNumVertices]; unsigned short *pIndices; float g_fTime = 0.0f; tbResult Render(float fNumSecsPassed) { tbMatrix mTranslation = tbMatrixTranslation(tbVector3(0.0f, 0.0f, 2.0f)); tbMatrix mRotation = tbMatrixRotationY(TB_DEG_TO_RAD(90.0f * g_fTime)); tbMatrix mWorld = tbMatrix(mRotation * mTranslation); g_pD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)(&mWorld)); tbMatrix mCamera = tbMatrixIdentity(); g_pD3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)(&mCamera)); g_pD3DDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); g_pD3DDevice->BeginScene(); g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer, 0, sizeof(SVertex)); g_pD3DDevice->SetIndices(g_pIndexBuffer); g_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, g_iNumCubes * 8, 0, g_iNumCubes * 12); g_pD3DDevice->EndScene(); g_pD3DDevice->Present(0, 0, 0, 0); return TB_OK; } tbResult Move(float fNumSecsPassed) { if(GetAsyncKeyState(VK_ESCAPE) & 0x8000) { PostQuitMessage(0); } g_fTime += fNumSecsPassed; return TB_OK; } void InitScene() { const float fAspect = (float)(g_D3DParams.VideoMode.Width) / (float)(g_D3DParams.VideoMode.Height); tbMatrix mProjection = tbMatrixProjection(TB_DEG_TO_RAD(90.0f), fAspect, 0.1f, 250.0f); g_pD3DDevice->SetFVF(SVertex::dwFVF); g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE); g_pD3DDevice->SetRenderState(D3DRS_DITHERENABLE, TRUE); g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); g_pD3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)(&mProjection)); g_pD3DDevice->CreateVertexBuffer(g_iNumCubes * 8 * sizeof(SVertex), 0,SVertex::dwFVF, D3DPOOL_MANAGED, &g_pVertexBuffer, 0); g_pD3DDevice->CreateIndexBuffer(g_iNumCubes * 36 * 2, 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &g_pIndexBuffer, 0); g_pVertexBuffer->Lock(0,0,(void**)(&pVertices), D3DLOCK_NOSYSLOCK); g_pIndexBuffer->Lock(0,0,(void**)(&pIndices), D3DLOCK_NOSYSLOCK); for(int iCubes = 0; iCubes < g_iNumCubes; iCubes++) { tbVector3 vCube = tbVector3Random() * tbFloatRandom(20.0f, 250.0f); int iStartVertex = iCubes * 8; int iStartIndex = iCubes * 36; pVertices[iStartVertex + 0].vPosition = vCube + tbVector3(-1.0f, 1.0f, -1.0f); pVertices[iStartVertex + 1].vPosition = vCube + tbVector3(-1.0f, 1.0f, 1.0f); pVertices[iStartVertex + 2].vPosition = vCube + tbVector3(1.0f, 1.0f, 1.0f); pVertices[iStartVertex + 3].vPosition = vCube + tbVector3(1.0f, 1.0f, -1.0f); pVertices[iStartVertex + 4].vPosition = vCube + tbVector3(-1.0f, -1.0f, -1.0f); pVertices[iStartVertex + 5].vPosition = vCube + tbVector3(-1.0f, -1.0f, 1.0f); pVertices[iStartVertex + 6].vPosition = vCube + tbVector3(1.0f, -1.0f, 1.0f); pVertices[iStartVertex + 7].vPosition = vCube + tbVector3(1.0f, -1.0f, -1.0f); for(int iVertex = iStartVertex; iVertex < iStartVertex + 8; iVertex++) { pVertices[iVertex].Color = tbColor(1.0f, 0.0f, 0.0f); } 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(int iIndex = 0; iIndex < 36; iIndex++) { pIndices[iStartIndex + iIndex] = aiIndex[iIndex] + iStartVertex; } } g_pIndexBuffer->Unlock(); g_pVertexBuffer->Unlock(); } int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR CmdLine, int ShowCmd) { tbInit(); GetDirect3DParameters(&g_D3DParams); InitWindow(g_D3DParams.VideoMode.Width, g_D3DParams.VideoMode.Height, "Vertex und IndexBuffer", LoadIcon(NULL, IDI_APPLICATION)); InitDirect3D(&g_D3DParams, g_hWindow); InitScene(); tbDoMessageLoop(Render, Move); ExitDirect3D(); ExitWindow(); tbExit(); return 0; } |
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SVertex pVertices[g_iNumVertices]; |
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g_pVertexBuffer->Lock(0,0,(void**)(&pVertices), D3DLOCK_NOSYSLOCK); |
Zitat von »"Mr. Data"«
ich glaubs nich du sagst sogar noch das bringt eh nix und schon werden meine tolen roten würfel gerendert Danke!!
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