颜色

在Direct3D中,颜色用RGB三元组来表示,RGB数据可用两种不同的数据结构来保存,第一种是D3DCOLOR,它实际与DWORD完全相同,共有32位,D3DCOLOR类型中的各位被分成4个八位项同,每顶存放了一种颜色的分量值,
             32bit
alpha red,green,blue

typedef DWORD D3DCOLOR
#define D3DCOLOR_ARGB(a,r,g,b) \
    ((D3DCOLOR)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))

#define D3DCOLOR_RGBA(r,g,b,a) D3DCOLOR_ARGB(a,r,g,b)

#define D3DCOLOR_XRGB(r,g,b) D3DCOLOR_ARGB(0xff,r,g,b)

//亮度,0-1
#define D3DCOLOR_COLORVALUE(r,g,b,a) \

    D3DCOLOR_RGBA((DWORD)((r)*255.f),(DWORD)((g)*255.f),(DWORD)((b)*255.f),(DWORD)((a)*255.f))


着色模式 看下面测试代码

#include <windows.h>
#include <d3d9.h>
#include <d3dx9.h>
#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")

IDirect3D9* g_pD3d = NULL;
IDirect3DDevice9* g_pDevice = NULL;
IDirect3DVertexBuffer9 * triangle= NULL;

struct ColorVertex{
	float x,y,z;
	D3DCOLOR clr;
	static const DWORD FVF;
};
const DWORD ColorVertex::FVF = D3DFVF_DIFFUSE | D3DFVF_XYZ;

bool initd3d(HWND hwnd)
{
	g_pD3d = Direct3DCreate9(D3D_SDK_VERSION);

	D3DDISPLAYMODE display;
	ZeroMemory(&display,sizeof(display));

	g_pD3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&display);

	D3DPRESENT_PARAMETERS d3dpp;
	ZeroMemory(&d3dpp,sizeof(d3dpp));

	d3dpp.BackBufferFormat = display.Format;
	d3dpp.BackBufferHeight = 600;
	d3dpp.BackBufferWidth  = 800;
	d3dpp.Windowed = TRUE;
	d3dpp.hDeviceWindow = hwnd;
	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;

	g_pD3d->CreateDevice(D3DADAPTER_DEFAULT,
		D3DDEVTYPE_HAL,
		hwnd,
		D3DCREATE_HARDWARE_VERTEXPROCESSING,
		&d3dpp,
		&g_pDevice);

	return true;
}

bool InitObject()
{
	ColorVertex t[3]={
		-1.0f,0.0f,2.0f,D3DCOLOR_XRGB(255,0,0),
		 0.0f,1.0f,2.0f,D3DCOLOR_XRGB(0,255,0),
		 1.0f,0.0f,2.0f,D3DCOLOR_XRGB(0,0,255),
	};


	g_pDevice->CreateVertexBuffer(3*sizeof(ColorVertex),
		D3DUSAGE_WRITEONLY,
		ColorVertex::FVF,
		D3DPOOL_MANAGED,
		&triangle,
		0);

	void *p = NULL;

	triangle->Lock(0,sizeof(t),(void**)&p,0);
	memcpy(p,t,sizeof(t));
	triangle->Unlock();

	D3DXMATRIX proj;
	D3DXMatrixPerspectiveFovLH(&proj,
		D3DX_PI*0.5f,
		float(800)/float(600),
		1.0f,
		1000.0f);
	g_pDevice->SetTransform(D3DTS_PROJECTION,&proj);

	g_pDevice->SetRenderState(D3DRS_LIGHTING,false);
	return true;

}

void RenderScence()
{
	g_pDevice->Clear(0,NULL,D3DCLEAR_TARGET,0xffffffff,1.0f,0);

	g_pDevice->BeginScene();

	g_pDevice->SetStreamSource(0,triangle,0,sizeof(ColorVertex));
	g_pDevice->SetFVF(ColorVertex::FVF);


	//draw left
	D3DXMATRIX world;
	D3DXMatrixTranslation(&world,-1.25f,0.0f,0.0f);
	g_pDevice->SetTransform(D3DTS_WORLD,&world);

	g_pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
	g_pDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,1);

	/draw right
	D3DXMatrixTranslation(&world,1.25f,0.0f,0.0f);
	g_pDevice->SetTransform(D3DTS_WORLD,&world);

	g_pDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_GOURAUD);
	g_pDevice->DrawPrimitive( D3DPT_TRIANGLELIST,0,1);

	g_pDevice->EndScene();
	g_pDevice->Present(0,0,0,0);
}

void Shutdown()
{
	if(g_pD3d)
	{
		g_pD3d->Release();
	}
	if(g_pDevice)
	{
		g_pDevice->Release();
	}
}


LRESULT CALLBACK WndProc (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam);
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR szCmdLine, int iCmdShow)
{
    static TCHAR szAppName[] = TEXT ("COLOR");
    HWND         hwnd;
    MSG          msg;
    WNDCLASSEX   wndclassex = {0};
    wndclassex.cbSize        = sizeof(WNDCLASSEX);
    wndclassex.style         = CS_HREDRAW | CS_VREDRAW;
    wndclassex.lpfnWndProc   = WndProc;
    wndclassex.cbClsExtra    = 0;
    wndclassex.cbWndExtra    = 0;
    wndclassex.hInstance     = hInstance;
    wndclassex.hIcon         = LoadIcon (NULL, IDI_APPLICATION);
    wndclassex.hCursor       = LoadCursor (NULL, IDC_ARROW);
    wndclassex.hbrBackground = (HBRUSH) GetStockObject (WHITE_BRUSH);
    wndclassex.lpszMenuName  = NULL;
    wndclassex.lpszClassName = szAppName;
    wndclassex.hIconSm       = wndclassex.hIcon;
	
    if (!RegisterClassEx (&wndclassex))
    {
        MessageBox (NULL, TEXT ("RegisterClassEx failed!"), szAppName, MB_ICONERROR);
        return 0;
    }
    hwnd = CreateWindowEx (WS_EX_OVERLAPPEDWINDOW, 
		                  szAppName, 
        		          TEXT ("WindowTitle"),
                		  WS_OVERLAPPEDWINDOW,
		                  CW_USEDEFAULT, 
        		          CW_USEDEFAULT, 
                		  800, 
		                  600, 
        		          NULL, 
                		  NULL, 
		                  hInstance,
        		          NULL); 

	initd3d(hwnd);
	InitObject();
						  
    ShowWindow (hwnd, iCmdShow);
    UpdateWindow (hwnd);
	
    while (msg.message!=WM_QUIT)
    {
		if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
		{
			TranslateMessage (&msg);
			DispatchMessage (&msg);
		}
		else
		{
			RenderScence();
		}
    }
	Shutdown();
    return msg.wParam;
}
LRESULT CALLBACK WndProc (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch (message)
    {
    case WM_DESTROY:
        PostQuitMessage (0);
        return (0);
    }
    return DefWindowProc (hwnd, message, wParam, lParam);
}

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值