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  • 6. D3DXMatrixOrthoLH +正交投影矩阵

    #include<d3d9.h>
    #include
    <d3dx9.h>

    #pragma comment(lib, "d3d9.lib")
    #pragma comment(lib, "d3dx9.lib")

    #define WINDOW_CLASS "UGPDX"
    #define WINDOW_NAME "Ortho Projection Matrix"
    #define WINDOW_WIDTH 640
    #define WINDOW_HEIGHT 480

    // Function Prototypes...
    bool InitializeD3D(HWND hWnd, bool fullscreen);
    bool InitializeObjects();
    void RenderScene();
    void Shutdown();


    // Direct3D object and device.
    LPDIRECT3D9 g_D3D = NULL;
    LPDIRECT3DDEVICE9 g_D3DDevice
    = NULL;
    D3DXMATRIX g_ortho;

    // Vertex buffer to hold the geometry.
    LPDIRECT3DVERTEXBUFFER9 g_VertexBuffer = NULL;

    // A structure for our custom vertex type
    struct stD3DVertex
    {
    float x, y, z;
    unsigned
    long color;
    };

    // Our custom FVF, which describes our custom vertex structure
    #define D3DFVF_VERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE)


    LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
    {
    switch(msg)
    {
    case WM_DESTROY:
    PostQuitMessage(
    0);
    return 0;
    break;

    case WM_KEYUP:
    if(wParam == VK_ESCAPE) PostQuitMessage(0);
    break;
    }

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


    int WINAPI WinMain(HINSTANCE hInst, HINSTANCE prevhInst, LPSTR cmdLine, int show)
    {
    // Register the window class
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
    GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
    WINDOW_CLASS, NULL };
    RegisterClassEx(
    &wc);

    // Create the application's window
    HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME, WS_OVERLAPPEDWINDOW,
    100, 100, WINDOW_WIDTH, WINDOW_HEIGHT, GetDesktopWindow(),
    NULL, wc.hInstance, NULL);

    // Initialize Direct3D
    if(InitializeD3D(hWnd, false))
    {
    // Show the window
    ShowWindow(hWnd, SW_SHOWDEFAULT);
    UpdateWindow(hWnd);

    // Enter the message loop
    MSG msg;
    ZeroMemory(
    &msg, sizeof(msg));

    while(msg.message != WM_QUIT)
    {
    if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
    {
    TranslateMessage(
    &msg);
    DispatchMessage(
    &msg);
    }
    else
    RenderScene();
    }
    }

    // Release any and all resources.
    Shutdown();

    // Unregister our window.
    UnregisterClass(WINDOW_CLASS, wc.hInstance);
    return 0;
    }


    bool InitializeD3D(HWND hWnd, bool fullscreen)
    {
    D3DDISPLAYMODE displayMode;

    // Create the D3D object.
    g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
    if(g_D3D == NULL) return false;

    // Get the desktop display mode.
    if(FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &displayMode)))
    return false;

    // Set up the structure used to create the D3DDevice
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory(
    &d3dpp, sizeof(d3dpp));

    if(fullscreen)
    {
    d3dpp.Windowed
    = FALSE;
    d3dpp.BackBufferWidth
    = WINDOW_WIDTH;
    d3dpp.BackBufferHeight
    = WINDOW_HEIGHT;
    }
    else
    d3dpp.Windowed
    = TRUE;
    d3dpp.SwapEffect
    = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat
    = displayMode.Format;

    // Create the D3DDevice
    if(FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
    D3DCREATE_SOFTWARE_VERTEXPROCESSING,
    &d3dpp, &g_D3DDevice)))
    {
    return false;
    }

    // Initialize any objects we will be displaying.
    if(!InitializeObjects()) return false;

    return true;
    }


    bool InitializeObjects()
    {
    // 生成正交投影矩阵
    //正交投影中,投影向量和观察平面垂直,物体坐标沿观察坐标系的z轴平行投影到观察平面上,
    //观察点和观察平面间的距离不会影响物体的投影大小
    //对于正交投影来说,它的取景范围是一个长方体,只有在这个长方体中的景物才会被绘制出来。
    // Set the projection matrix.
    D3DXMatrixOrthoLH(&g_ortho, WINDOW_WIDTH, WINDOW_HEIGHT, 0.1f, 1000.0f);
    g_D3DDevice
    ->SetTransform(D3DTS_PROJECTION, &g_ortho);

    // Set default rendering states.
    g_D3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);

    //代表是否绘制三角形的反面。
    // D3DCULL_MODE是背面隐藏消除的意思.
    //SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE )则正反面都绘制。
    //SetRenderState( D3DRS_CULLMODE, D3DCULL_CW ); //绘制顺时针三角形。
    //SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW )绘制逆时针三角形。
    g_D3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);

    // Fill in our structure to draw an object.
    // x, y, z, color.
    stD3DVertex objData[] =
    {
    {
    -150.0f, -150.0f, 0.1f, D3DCOLOR_XRGB(255,0,0)},
    {
    150.0f, -150.0f, 0.1f, D3DCOLOR_XRGB(0,255,0)},
    {
    0.0f, 150.0f, 0.1f, D3DCOLOR_XRGB(0,0,255)}
    };

    // Create the vertex buffer.
    if(FAILED(g_D3DDevice->CreateVertexBuffer(3 * sizeof(stD3DVertex), 0,
    D3DFVF_VERTEX, D3DPOOL_DEFAULT,
    &g_VertexBuffer, NULL))) return false;

    // Fill the vertex buffer.
    void *ptr;
    if(FAILED(g_VertexBuffer->Lock(0, sizeof(objData), (void**)&ptr, 0))) return false;
    memcpy(ptr, objData,
    sizeof(objData));
    g_VertexBuffer
    ->Unlock();

    return true;
    }


    void RenderScene()
    {
    // Clear the backbuffer.
    g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);

    // Begin the scene. Start rendering.
    g_D3DDevice->BeginScene();

    // Bind data to the stream, set fvf so D3D knows how our data
    // is made up, then render the object.
    g_D3DDevice->SetStreamSource(0, g_VertexBuffer, 0, sizeof(stD3DVertex));
    g_D3DDevice
    ->SetFVF(D3DFVF_VERTEX);
    g_D3DDevice
    ->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);

    // End the scene. Stop rendering.
    g_D3DDevice->EndScene();

    // Display the scene.
    g_D3DDevice->Present(NULL, NULL, NULL, NULL);
    }


    void Shutdown()
    {
    if(g_D3DDevice != NULL) g_D3DDevice->Release();
    if(g_D3D != NULL) g_D3D->Release();
    if(g_VertexBuffer != NULL) g_VertexBuffer->Release();
    }

      


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  • 原文地址:https://www.cnblogs.com/kex1n/p/2145682.html
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