注意点
- 需要安装dx9.0和vs2019设置,可以参考这个https://www.cnblogs.com/Thermo/p/15779136.html
- 顶点缓存6个面中后面和下面是以左下角坐标逆时针写的,其他面都是顺时针的,这样导致画每个面的三角形按照顶点的渲染方式不一样,为什么后面和下面这样去渲染呢?如果6个面按照同样的方式就会有显示错误。
代码
struct Vertex
{
Vertex() {
}
Vertex(float x, float y, float z, float nx, float ny, float nz, float u, float v)
{
_x = x; _y = y; _z = z;
_nx = nx; _ny = ny; _nz = nz;
_u = u; _v = v;
}
float _x, _y, _z;
float _nx, _ny, _nz;
float _u, _v;
};
#define FVF_VERTEX (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1)
#include <d3dx9.h>
class Cube
{
public:
Cube(IDirect3DDevice9* device);
~Cube();
bool draw(D3DXMATRIX* world, D3DMATERIAL9* mtrl, IDirect3DTexture9* tex);
private:
IDirect3DDevice9* _device;
IDirect3DVertexBuffer9* _vb;
IDirect3DIndexBuffer9* _ib;
};
#include "Cube.h"
#include "d3dUtility.h"
#include "Vertex.h"
Cube::Cube(IDirect3DDevice9* device)
{
_device = device;
device->CreateVertexBuffer(24 * sizeof(Vertex), D3DUSAGE_WRITEONLY, FVF_VERTEX, D3DPOOL_MANAGED, &_vb, nullptr);
Vertex* v;
_vb->Lock(0, 0, (void**)&v, 0);
v[0] = Vertex(-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f);
v[1] = Vertex(-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
v[2] = Vertex(1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f);
v[3] = Vertex(1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f);
v[4] = Vertex(-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f);
v[5] = Vertex(1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f);
v[6] = Vertex(1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
v[7] = Vertex(-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f);
v[8] = Vertex(-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f);
v[9] = Vertex(-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f);
v[10] = Vertex(-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f);
v[11] = Vertex(-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f);
v[12] = Vertex(1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f);
v[13] = Vertex(1.0f, 1.0f, -1.0f, 1.0f,