lpcpp 发表于 2008-6-23 22:27:04

D3D9教程1的程序注释的翻译[原创]

\Samples\C++\Direct3D\Tutorials\Tut03_Matrices

//-----------------------------------------------------------------------------
// File: Matrices.cpp
//目的:介绍3D几何学中的4*4矩阵的使用
//我们可以转换他,旋转他,伸缩他。。
//在这个教程中,我们将介绍D3DX的使用
//我们将学会D3DX最有用的矩阵使用
//需要连接上 d3dx9.lib.
// 微软公司(c) Microsoft Corporation.
//翻译:Bill(c) http://hi.baidu.com/probill/
//转载请注明出处 :-)
//-----------------------------------------------------------------------------
#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
#pragma warning( disable : 4996 ) // 禁用4996警告
#include <strsafe.h>
#pragma warning( default : 4996 )


//-----------------------------------------------------------------------------
// 全局变量
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; // 创建D3D设备
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // 创建渲染
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // 顶点缓冲

// 自定义顶点类型
struct CUSTOMVERTEX
{
FLOAT x, y, z; // 顶点的3D位置
DWORD color; //顶点颜色
};

// 自定义定点
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)

//-----------------------------------------------------------------------------
// Name: InitD3D()
// 目的:初始化 Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
// 创建 D3D
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;

// 填充D3DDevice结构
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

// 创建D3DDevice
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}

// 不使用平面剔除,使我们可以看见背面
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

// 不使用光照
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );

return S_OK;
}


//-----------------------------------------------------------------------------
// Name: InitGeometry()
// 目的: 初始化几何数据
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
// 初始化顶点数据
CUSTOMVERTEX g_Vertices[] =
{
{ -1.0f,-1.0f, 0.0f, 0xffff0000, },
{ 1.0f,-1.0f, 0.0f, 0xff0000ff, },
{ 0.0f, 1.0f, 0.0f, 0xffffffff, },
};

// 创建顶点缓冲区
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}

//填入顶点数据
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
g_pVB->Unlock();

return S_OK;
}



//-----------------------------------------------------------------------------
// Name: Cleanup()
// 目的:清理资源
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if( g_pVB != NULL )
g_pVB->Release();

if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();

if( g_pD3D != NULL )
g_pD3D->Release();
}


//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// 目的:设置世界、视角、投影矩阵
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
// 我们的物体绕Y轴旋转
D3DXMATRIXA16 matWorld;

//设置旋转矩阵去产生360度的旋转

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

// 设置观察矩阵
// 一个视点、一个目标点、一个上坐标(确定Y轴用的)
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 );

// 设置投影矩阵,把3D投影到2D

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

//-----------------------------------------------------------------------------
// Name: Render()
// 目的:渲染场景
//-----------------------------------------------------------------------------
VOID Render()
{
// 清空缓冲
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 );
}

//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: window' 消息处理
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
}

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




//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: 程序入口
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
// 注册窗口
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"D3D Tutorial", NULL };
RegisterClassEx( &wc );

// 创建窗口
HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 03: Matrices",
WS_OVERLAPPEDWINDOW, 100, 100, 256, 256,
NULL, NULL, wc.hInstance, NULL );

// Initialize Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
// 初始化几何数据
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
Render();
}
}
}

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

JAY 发表于 2008-6-26 09:42:37

讲解原理比翻译注释更有意义
页: [1]
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