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c++ - 在 DirectX 9 中使用可扩展数组绘制三角形

转载 作者:行者123 更新时间:2023-11-28 07:34:02 24 4
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我正在尝试使用 C++ 和 DirectX 绘制一个三角形,该三角形确实适用于以下代码:

Renderer.h

#pragma once

#include "DirectX.h"
#include "Camera.h"
#include "OBJMesh.h"

class Renderer : public DirectX
{
public:
Renderer(std::string windowTitle, int x, int y, unsigned int windowWidth, unsigned int windowHeight, bool fullscreen);
~Renderer();

void Update();
void Render();

protected:
OBJMesh* modelMesh;
Camera* camera;
VERTEX vertices[3];
};

Renderer.cpp

#include "Renderer.h"

Renderer::Renderer(std::string windowTitle, int x, int y, unsigned int windowWidth, unsigned int windowHeight, bool fullscreen) : DirectX(windowTitle, x, y, windowWidth, windowHeight, fullscreen)
{
//camera = new Camera(Vector3(0.0f, -100.0f, 5000.0f), 0.0f, 0.0f);
camera = new Camera(0.0f, 0.0f, D3DXVECTOR3(0.0f, 0.0f, 10.0f));
OBJMesh* modelMesh = new OBJMesh("../Models/Tank/destroyedTank.obj");

VERTEX v1, v2, v3;

v1.x = 0.0f;
v1.y = -1.0f;
v1.z = 0.5f;
v1.color = D3DCOLOR_XRGB(0, 0, 255);

v2.x = 1.0f;
v2.y = 1.0f;
v2.z = 0.5f;
v2.color = D3DCOLOR_XRGB(0, 255, 0);

v3.x = -1.0f;
v3.y = 1.0f;
v3.z = 0.5f;
v3.color = D3DCOLOR_XRGB(255, 0, 0);

vertices[0] = v1;
vertices[1] = v2;
vertices[2] = v3;

device->CreateVertexBuffer(3 * sizeof(VERTEX), 0, VERTEXFORMAT, D3DPOOL_MANAGED, &vertexBuffer, NULL);

VOID* lockingAd;

vertexBuffer->Lock(0, 0, (void**)&lockingAd, 0);
memcpy(lockingAd, vertices, sizeof(vertices));
vertexBuffer->Unlock();

device->SetRenderState(D3DRS_LIGHTING, FALSE); //turn off lighting - DirectX needs to know this :(
device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); //turns off face culling (for now)
}

Renderer::~Renderer()
{
delete camera;
}

void Renderer::Update()
{
window->Update();

float msec = Window::GetGameTimer()->GetFrameTime();

camera->Update(msec);
}

void Renderer::Render()
{
device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(40, 40, 40), 1.0f, 0);

device->BeginScene(); //Must be used as it tells DirectX we're starting to draw stuff.

D3DXMATRIX worldMat;
D3DXMatrixTranslation(&worldMat, 0.0f, 0.0f, 0.0f);
device->SetTransform(D3DTS_WORLD, &worldMat);

device->SetTransform(D3DTS_VIEW, &camera->BuildViewMatrix());

D3DXMATRIX projMatrix;
D3DXMatrixPerspectiveFovLH( &projMatrix,
D3DXToRadian(45),
(float)width/(float)height,
1.0f,
10000.0f);
device->SetTransform(D3DTS_PROJECTION, &projMatrix);

device->SetFVF(VERTEXFORMAT);
device->SetStreamSource(0, vertexBuffer, 0, sizeof(VERTEX));
device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);

device->EndScene(); //Thank you for waiting, I have finished drawing stuff on the screen, please handle the rest Mr DirectX.

device->Present(NULL, NULL, NULL, NULL);
}

但是,当我在我的头文件中将顶点数组更改为 VERTEX* vertices 并在我的 cpp 文件中将其更改为 vertices = new VERTEX[3] 时,它不会画任何东西……这是为什么?我该如何解决这个问题?

最佳答案

我不确定这是否是您的问题,但这看起来可能是有问题的行:

memcpy( lockingAd, vertices, sizeof(vertices) );

在这里,如果 verticesVERTEX[3]VERTEX* 类型,这将做不同的事情。在第一种情况下,sizeof 将返回数组的大小,而在第二种情况下,它只会返回您机器上指针的大小,以解决此问题(如果您有固定数量的elements 3) 您应该将其更改为以下内容:

memcpy( lockingAd, vertices, sizeof(VERTEX) * 3 );

关于c++ - 在 DirectX 9 中使用可扩展数组绘制三角形,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/17096125/

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