1. 定義一個自定義的頂點類型和FVF碼
struct LVertex
{
FLOAT x, y, z;
D3DCOLOR specular, diffuse;
FLOAT tu, tv;
};
const DWORD VertexFVF = (D3DFVF_XYZ | D3DFVF_DIFFUSE |
D3DFVF_SPECULAR | D3DFVF_TEX1 );
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2. 創建一個頂點緩存區,使其有足夠的空間來存儲頂點
g_d3dDevice->CreateVertexBuffer( 4*sizeof(LVertex),
D3DUSAGE_WRITEONLY, VertexFVF, D3DPOOL_DEFAULT, &pBigSquareVB, NULL );
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3. 爲各個頂點設值
LVertex * v; pBigSquareVB->Lock( 0, 0, (BYTE**)&v, 0 );
v[0].x = 0.0f; v[0].y = 10.0; v[0].z = 10.0f; v[0].diffuse = 0xffff0000; v[0].specular = 0xff00ff00; v[0].tu = 0.0f; v[0].tv = 0.0f;
v[1].x = 0.0f; v[1].y = 0.0f; v[1].z = 10.0f; v[1].diffuse = 0xff00ff00; v[1].specular = 0xff00ffff; v[1].tu = 0.0f; v[1].tv = 0.0f;
v[2].x = 10.0f; v[2].y = 10.0f; v[2].z = 10.0f; v[2].diffuse = 0xffff00ff; v[2].specular = 0xff000000; v[2].tu = 0.0f; v[2].tv = 0.0f;
v[3].x = 0.0f; v[3].y = 10.0f; v[3].z = 10.0f; v[3].diffuse = 0xffffff00; v[3].specular = 0xffff0000; v[3].tu = 0.0f; v[3].tv = 0.0f;
pBigSquareVB->Unlock(); |
4. 繪製圖形
g_d3dDevice->SetFVF(VertexFVF); g_d3dDevice->SetStreamSource(0, pBigSquareVB, 0, sizeof(LVertex)); g_d3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0 ,2); |