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  • SetVertexDeclaration()和SetFVF()

    IDirect3DDevice9::SetVertexDeclaration

    Sets a Vertex Declaration (Direct3D 9).

    HRESULT SetVertexDeclaration(
      IDirect3DVertexDeclaration9 * pDecl
    );

    Parameters

    pDecl
    [in] Pointer to an IDirect3DVertexDeclaration9 object, which contains the vertex declaration.

    Return Values

    If the method succeeds, the return value is D3D_OK. The return value can be D3DERR_INVALIDCALL.

    Remarks

    A vertex declaration is an IDirect3DVertexDeclaration9 object that defines the data members of a vertex (i.e. texture coordinates, colors, normals, etc.). This data can be useful for implementing vertex shaders and pixel shaders.

    Requirements

    Header: Declared in D3D9.h.

    See Also

    IDirect3DDevice9::GetVertexDeclaration

    IDirect3DDevice9::SetFVF

    Sets the current vertex stream declaration.

    HRESULT SetFVF(
      DWORD FVF
    );

    Parameters

    FVF
    [in] DWORD containing the fixed function vertex type. For more information, see D3DFVF.

    Return Values

    If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be: D3DERR_INVALIDCALL.

    Remarks

    Here are the steps necessary to initialize and use vertices that have a position, diffuse and specular color, and texture coordinates:

    1. Define the custom vertex type and FVF code.
      struct LVertex
      {
          FLOAT    x, y, z;
          D3DCOLOR specular, diffuse;
          FLOAT    tu, tv;
      };
          
      const DWORD VertexFVF = (D3DFVF_XYZ | D3DFVF_DIFFUSE |
                               D3DFVF_SPECULAR | D3DFVF_TEX1 );
      
    2. Create a vertex buffer with enough room for four vertices using IDirect3DDevice9::CreateVertexBuffer.
      g_d3dDevice->CreateVertexBuffer( 4*sizeof(LVertex),  
          D3DUSAGE_WRITEONLY, VertexFVF, D3DPOOL_DEFAULT, &pBigSquareVB, NULL );
      
    3. Set the values for each vertex.
      LVertex * v;
      pBigSquareVB->Lock( 0, 0, (BYTE**)&v, 0 );
          
      v[0].x  = 0.0f;  v[0].y  = 10.0;  v[0].z  = 10.0f;
      v[0].diffuse  = 0xffff0000;
      v[0].specular = 0xff00ff00;
      v[0].tu = 0.0f;  v[0].tv = 0.0f;
          
      v[1].x  = 0.0f;  v[1].y  = 0.0f;  v[1].z  = 10.0f;
      v[1].diffuse  = 0xff00ff00;
      v[1].specular = 0xff00ffff;
      v[1].tu = 0.0f;  v[1].tv = 0.0f;
          
      v[2].x  = 10.0f; v[2].y  = 10.0f; v[2].z  = 10.0f;
      v[2].diffuse  = 0xffff00ff;
      v[2].specular = 0xff000000;
      v[2].tu = 0.0f;  v[2].tv = 0.0f;
          
      v[3].x  = 0.0f; v[3].y  = 10.0f;  v[3].z = 10.0f;
      v[3].diffuse  = 0xffffff00;
      v[3].specular = 0xffff0000;
      v[3].tu = 0.0f; v[3].tv = 0.0f;
          
      pBigSquareVB->Unlock();
      
    4. The vertex buffer has been initialized and is ready to render. The following code example shows how to use the legacy FVF to draw a square.
      g_d3dDevice->SetFVF(VertexFVF);
      g_d3dDevice->SetStreamSource(0, pBigSquareVB, 0, sizeof(LVertex));
      g_d3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0 ,2);
      

    Here are the steps necessary to initialize and use vertices that have a position, a normal, and texture coordinates:

    1. Define the custom vertex type and FVF code.
      struct Vertex
      {
          FLOAT x, y, z;
          FLOAT nx, ny, nz;
          FLOAT tu, tv;
      };
          
      const DWORD VertexFVF = ( D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1 );
      
    2. Create a vertex buffer with enough room for four vertices using IDirect3DDevice9::CreateVertexBuffer (similar to the example above).
    3. Set the values for each vertex.
      Vertex * v;
      pBigSquareVB->Lock(0, 0, (BYTE**)&v, 0);
          
      v[0].x  = 0.0f;  v[0].y  = 10.0;  v[0].z  = 10.0f;
      v[0].nx = 0.0f;  v[0].ny = 1.0f;  v[0].nz = 0.0f;
      v[0].tu = 0.0f;  v[0].tv = 0.0f;
      
      v[1].x  = 0.0f;  v[1].y  = 0.0f;  v[1].z  = 10.0f;
      v[1].nx = 0.0f;  v[1].ny = 1.0f;  v[1].nz = 0.0f;
      v[1].tu = 0.0f;  v[1].tv = 0.0f;
          
      v[2].x  = 10.0f; v[2].y  = 10.0f; v[2].z  = 10.0f;
      v[2].nx = 0.0f;  v[2].ny = 1.0f;  v[2].nz = 0.0f;
      v[2].tu = 0.0f;  v[2].tv = 0.0f;
          
      v[3].x  = 0.0f; v[3].y  = 10.0f;  v[3].z = 10.0f;
      v[3].nx = 0.0f; v[3].ny = 1.0f;   v[3].nz = 0.0f;
      v[3].tu = 0.0f; v[3].tv = 0.0f;
          
      pBigSquareVB->Unlock();
      
    4. Draw the object (similar to the example above).

    Requirements

    Header: Declared in D3D9.h.

    See Also

    IDirect3DDevice9::GetFVF

    无论是可编程管线还是固定管线 SetVertexDeclaration 都比 SetFVF 高效。

    SetVertexDeclaration 比 SetFVF 灵活,使用可编程管线时,复杂情况下 SetFVF 是不够用的。

    效果不一定一样。
    比如,SetVertexDeclaration可以设定纹理坐标是2个浮点数或者3个浮点数或者4个浮点数,也可以设定法线是3个浮点数或者4个浮点数或者一个4字节整数,非常灵活,此外还有很多别的特性,都是FVF做不到的,所以两者不一定能直接转换。

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  • 原文地址:https://www.cnblogs.com/kex1n/p/2217278.html
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