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c++ - 如果从文件中创建尺寸大于 128*128 的地形,则会出现堆栈溢出错误

转载 作者:太空宇宙 更新时间:2023-11-04 15:22:23 24 4
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当我尝试加载尺寸大于 128*128 的 heightmap.raw 时,出现堆栈溢出错误

谁能帮帮我?

#include<Windows.h>
#include<WindowsX.h>
#include<d3d9.h>
#include<d3dx9.h>
#define CUSTOMFVF (D3DFVF_XYZ|D3DFVF_DIFFUSE)
#define CENTERX 400
#define CENTERY 300
#define RADIUS 100
#include<fstream>
#define WIDTH 64
#define HEIGHT 64


float eyeX;
float eyeY;
float eyeZ;

#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")

IDirect3D9 *pDirect3D = NULL;
IDirect3DDevice9 *pDevice = NULL;
IDirect3DVertexBuffer9 *pV_Buffer = NULL;
IDirect3DIndexBuffer9 *pV_Index = NULL;
D3DPRESENT_PARAMETERS pp = {0};
D3DVIEWPORT9 vp={0};
void InitDirectx(HWND hWnd);
bool render();
void Init_graphics(void);
void cleanD3D(void);

struct OURCUSTOMVERTEX
{
float x,y,z;
DWORD color;
};


D3DXMATRIX matView;
D3DXMATRIX matProjection;
D3DXMATRIX matWorld;

LRESULT CALLBACK WindowProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam);

int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR cmdline,int nCmdShow)
{
WNDCLASSEX wcex = {0};

wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.hInstance = hInstance;
wcex.lpszClassName = TEXT("DirectX Window");
wcex.lpfnWndProc = WindowProc;

ATOM result = RegisterClassEx (&wcex);

if(result == 0)
{
MessageBox(NULL, TEXT("Register class failed"), TEXT("Error"), MB_OK);
}
HWND hWnd = NULL;

hWnd = CreateWindowEx(0,wcex.lpszClassName,TEXT("DirectX Window"),WS_OVERLAPPEDWINDOW,CW_USEDEFAULT,CW_USEDEFAULT,800, 600,NULL,NULL,hInstance,NULL);

if(hWnd == NULL)
{
MessageBox(NULL,TEXT("Window Creation Failed"),TEXT("ERROR"),MB_OK);
}
ShowWindow(hWnd,nCmdShow);

InitDirectx(hWnd);

MSG msg = {0};

while(true)
{
PeekMessage(&msg,NULL,0,0,PM_REMOVE);
if(msg.message == WM_QUIT)
break;
DispatchMessage(&msg);
render();
}
}
LRESULT CALLBACK WindowProc(HWND hwnd,UINT message,WPARAM wparam,LPARAM lparam)
{
switch(message)
{
case WM_KEYDOWN:
switch(wparam)
{
case VK_UP:
eyeZ = eyeZ - .05;
break;
case VK_DOWN:
eyeZ = eyeZ + .05;
break;
case VK_LEFT:
eyeX = eyeX - .05;
break;
case VK_RIGHT:
eyeX = eyeX + .05;
break;
}
break;
case WM_DESTROY:
{
PostQuitMessage(0);
break;
}
default :
return DefWindowProc(hwnd,message,wparam,lparam);
}
return 0;
}

void InitDirectx(HWND hWnd)
{
pDirect3D = Direct3DCreate9(D3D_SDK_VERSION);

pp.BackBufferFormat=D3DFMT_A8R8G8B8;
pp.BackBufferWidth = 800;
pp.BackBufferHeight = 600;
pp.hDeviceWindow=hWnd;
pp.SwapEffect=D3DSWAPEFFECT_DISCARD;
pp.Windowed =true;

pDirect3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hWnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING,&pp,&pDevice);


pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
Init_graphics();
}
bool render()
{
pDevice->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,0),0.0,NULL);

pDevice->BeginScene();
{

/** create the view matrix **/
D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(eyeX, eyeY, eyeZ), &D3DXVECTOR3(0, 0, 1), &D3DXVECTOR3(0, 1, 0));

pDevice->SetFVF(CUSTOMFVF);

pDevice->SetTransform(D3DTS_WORLD, &matWorld);
pDevice->SetTransform(D3DTS_VIEW, &matView);
pDevice->SetTransform(D3DTS_PROJECTION, &matProjection);

pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
pDevice->SetStreamSource(0,pV_Buffer,0,sizeof(OURCUSTOMVERTEX));
// pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 2);
pDevice->SetIndices(pV_Index);
pDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0, 0, WIDTH*HEIGHT, 0, (WIDTH-1)*(HEIGHT-1)*2);
}
pDevice->EndScene();

pDevice->Present(NULL,NULL,0,NULL);

return true;


}

void CleanD3D(void)
{
pV_Buffer->Release();

pDevice->Release();

pDirect3D->Release();
}

void Init_graphics(void)
{
OURCUSTOMVERTEX Vertices[WIDTH*HEIGHT];
float flt_HeightData[WIDTH][HEIGHT];

flt_HeightData[0][0]=0;
flt_HeightData[1][0]=0;
flt_HeightData[2][0]=0;
flt_HeightData[3][0]=0;

flt_HeightData[0][1]=1;
flt_HeightData[1][1]=0;
flt_HeightData[2][1]=2;
flt_HeightData[3][1]=2;

flt_HeightData[0][2]=2;
flt_HeightData[1][2]=2;
flt_HeightData[2][2]=4;
flt_HeightData[3][2]=2;
std::ifstream f_DataFile;

f_DataFile.open("heightdata.raw", std::ios::binary);

if (f_DataFile.is_open())
{

for (int x=0;x< WIDTH;x++) {

for (int y=0; y< HEIGHT;y++) {
Vertices[y*WIDTH + x].x = -x;
Vertices[y*WIDTH + x].y = y;
Vertices[y*WIDTH + x].z = f_DataFile.get()/50;
Vertices[y*WIDTH + x].color = 0xffffffff;
}
}

}
f_DataFile.close();
pDevice->CreateVertexBuffer(WIDTH*HEIGHT*sizeof(OURCUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_DEFAULT,
&pV_Buffer,
NULL);

VOID *pVoid = NULL;



pV_Buffer->Lock(0, (WIDTH-1)*(HEIGHT-1)*6*sizeof(OURCUSTOMVERTEX),(void**)&pVoid,0);
memcpy(pVoid,Vertices,WIDTH*HEIGHT*sizeof(OURCUSTOMVERTEX));
pV_Buffer->Unlock();




short s_Indices[(WIDTH-1)*(HEIGHT-1)*6];


for (int x=0;x< WIDTH-1;x++) {

for (int y=0; y< HEIGHT-1;y++) {
s_Indices[(x+y*(WIDTH-1))*6+2] = x+y*WIDTH;
s_Indices[(x+y*(WIDTH-1))*6+1] = (x+1)+y*WIDTH;
s_Indices[(x+y*(WIDTH-1))*6] = (x+1)+(y+1)*WIDTH;

s_Indices[(x+y*(WIDTH-1))*6+3] = (x+1)+(y+1)*WIDTH;
s_Indices[(x+y*(WIDTH-1))*6+4] = x+y*WIDTH;
s_Indices[(x+y*(WIDTH-1))*6+5] = x+(y+1)*WIDTH;

}
}
pDevice->CreateIndexBuffer((WIDTH-1)*(HEIGHT-1)*6*sizeof(short),
0,
D3DFMT_INDEX16,
D3DPOOL_MANAGED,
&pV_Index,
NULL);

VOID *pVoid2= NULL;

pV_Index->Lock(0, (WIDTH-1)*(HEIGHT-1)*6*sizeof(short),(void**)&pVoid2,0);
memcpy(pVoid2, s_Indices,(WIDTH-1)*(HEIGHT-1)*6*sizeof(short));
pV_Index->Unlock();

pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
pDevice->SetRenderState(D3DRS_LIGHTING,false);
pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME);










/** Reset the world matrix to identity **/
D3DXMatrixIdentity(&matWorld);


/** create the projection matrix **/
D3DXMatrixPerspectiveFovLH(&matProjection, 60, 1.6666F, 1, 1000);

vp.X= 0;
vp.Y = 0;
vp.Width = WIDTH;
vp.Height = HEIGHT;

//pDevice->SetViewport(&vp);


eyeX = 0;
eyeY = 0;
eyeZ = +5;

}

最佳答案

增加堆栈的大小,或者最好在堆上分配数组。在 C++ 中执行此操作的最简单方法是使用 std::vector

关于c++ - 如果从文件中创建尺寸大于 128*128 的地形,则会出现堆栈溢出错误,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/15859910/

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