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DirectX 9c C++ MSVS 2005 .

 
     
  [] [] [ 1] []  
     
  Matrices - - 1  
     
 

, Matrices

, CreateDevice Vertices.

FrameMove, , SetupMatrices, , .

 
     
 

Matrices , Vertices.

- SetupMatrices

VOID SetupMatrices()
{
// 3d- - world matrix, Y.
D3DXMATRIXA16 matWorld;

// 2*-
// 1000 ms ().
// ,
//

UINT iTime = timeGetTime() % 1000;
FLOAT fAngle = iTime * ( 2.0f * D3DX_PI ) / 1000.0f;
D3DXMatrixRotationY( &matWorld, fAngle );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

// view matrix - .
// vEyePt, vLookatPt

// vUpVec.

//
D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIXA16 matView;

//
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

// - projection matrix -
// 3D 2D Viewport,
// ( ).
// , field of view

// 1/4 pi ,
// - aspect ratio, near far // ( ,

// ).

D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}

 
     
 

Render - -

// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
// , BeginScene..EndScene

// , FrameMove, // SetupMatrices , .

// FrameMove wWinMain
SetupMatrices();

// Render the vertex buffer contents
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 1 );

// End the scene
g_pd3dDevice->EndScene();
}

 
     
 

-

//FrameMove()

VOID FrameMove()
{
// Setup the world, view, and projection matrices
SetupMatrices();
}

//Render()

VOID Render()
{
// Clear the backbuffer to a black color
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0, 0, 0 ), 1.0f, 0 );

// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
// Setup the world, view, and projection matrices
//SetupMatrices();

// Render the vertex buffer contents
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 1 );

// End the scene
g_pd3dDevice->EndScene();
}

// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}

//wWinMain

INT WINAPI wWinMain( HINSTANCE hInst, HINSTANCE, LPWSTR, INT )
{
// Register the window class
WNDCLASSEX wc =
{
sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle( NULL ), NULL, NULL, NULL, NULL,
L"D3D Tutorial", NULL
};
RegisterClassEx( &wc );

// Create the application's window
HWND hWnd = CreateWindow( L"D3D Tutorial", L"D3D Tutorial 03: Matrices",
WS_OVERLAPPEDWINDOW, 100, 100, 256, 256,
NULL, NULL, wc.hInstance, NULL );

// Initialize Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
// Create the scene geometry
if( SUCCEEDED( InitGeometry() ) )
{
// 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 {
FrameMove();
Render();
}
}
}
}

UnregisterClass( L"D3D Tutorial", wc.hInstance );
return 0;
}

 
     
  .  
     
 

, -

//
struct CUSTOMVERTEX
{
FLOAT x, y, z; // untransformed - , 3D
DWORD color; //
};

// FVF, -

//
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)

 
     
 

InitD3D -

// culling,

//
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

// D3D ,
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );

 
     
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