首先需要创建一个MFC项目,然后添加D3D的相关头文件和库文件。

接下来,在应用程序类中添加以下成员变量:

LPDIRECT3D9 m_pD3D; // D3D对象指针
LPDIRECT3DDEVICE9 m_pDevice; // 设备对象指针
LPDIRECT3DVERTEXBUFFER9 m_pVB; // 顶点缓冲区指针
LPDIRECT3DTEXTURE9 m_pTexture[6]; // 纹理对象指针数组

在应用程序类的构造函数中初始化D3D对象和设备对象:

CMyApp::CMyApp() {
    m_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
    if (m_pD3D == NULL) {
        AfxMessageBox(_T("Error creating D3D object!"));
        AfxAbort();
    }

    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
    d3dpp.EnableAutoDepthStencil = TRUE;
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

    HWND hWnd = AfxGetMainWnd()->GetSafeHwnd();
    m_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
        D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &m_pDevice);
}

接下来,需要定义立方体的顶点数据和纹理坐标数据:

struct CUSTOMVERTEX {
    FLOAT x, y, z;
    DWORD color;
    FLOAT u, v;
};

CUSTOMVERTEX g_Vertices[] = {
    // Front face
    {-1.0f, -1.0f, -1.0f, 0xffffffff, 0.0f, 1.0f},
    {-1.0f,  1.0f, -1.0f, 0xffffffff, 0.0f, 0.0f},
    { 1.0f,  1.0f, -1.0f, 0xffffffff, 1.0f, 0.0f},
    { 1.0f, -1.0f, -1.0f, 0xffffffff, 1.0f, 1.0f},

    // Back face
    {-1.0f, -1.0f, 1.0f, 0xffffffff, 0.0f, 1.0f},
    { 1.0f, -1.0f, 1.0f, 0xffffffff, 1.0f, 1.0f},
    { 1.0f,  1.0f, 1.0f, 0xffffffff, 1.0f, 0.0f},
    {-1.0f,  1.0f, 1.0f, 0xffffffff, 0.0f, 0.0f},

    // Top face
    {-1.0f, 1.0f, -1.0f, 0xffffffff, 0.0f, 1.0f},
    {-1.0f, 1.0f,  1.0f, 0xffffffff, 0.0f, 0.0f},
    { 1.0f, 1.0f,  1.0f, 0xffffffff, 1.0f, 0.0f},
    { 1.0f, 1.0f, -1.0f, 0xffffffff, 1.0f, 1.0f},

    // Bottom face
    {-1.0f, -1.0f, -1.0f, 0xffffffff, 0.0f, 1.0f},
    { 1.0f, -1.0f, -1.0f, 0xffffffff, 1.0f, 1.0f},
    { 1.0f, -1.0f,  1.0f, 0xffffffff, 1.0f, 0.0f},
    {-1.0f, -1.0f,  1.0f, 0xffffffff, 0.0f, 0.0f},

    // Right face
    { 1.0f, -1.0f, -1.0f, 0xffffffff, 0.0f, 1.0f},
    { 1.0f,  1.0f, -1.0f, 0xffffffff, 0.0f, 0.0f},
    { 1.0f,  1.0f,  1.0f, 0xffffffff, 1.0f, 0.0f},
    { 1.0f, -1.0f,  1.0f, 0xffffffff, 1.0f, 1.0f},

    // Left face
    {-1.0f, -1.0f, -1.0f, 0xffffffff, 0.0f, 1.0f},
    {-1.0f, -1.0f,  1.0f, 0xffffffff, 1.0f, 1.0f},
    {-1.0f,  1.0f,  1.0f, 0xffffffff, 1.0f, 0.0f},
    {-1.0f,  1.0f, -1.0f, 0xffffffff, 0.0f, 0.0f},
};

WORD g_Indices[] = {
    0, 1, 2, 0, 2, 3, // Front face
    4, 5, 6, 4, 6, 7, // Back face
    8, 9, 10, 8, 10, 11, // Top face
    12, 13, 14, 12, 14, 15, // Bottom face
    16, 17, 18, 16, 18, 19, // Right face
    20, 21, 22, 20, 22, 23, // Left face
};

LPCTSTR g_TextureFiles[] = {
    _T("front.bmp"),
    _T("back.bmp"),
    _T("top.bmp"),
    _T("bottom.bmp"),
    _T("right.bmp"),
    _T("left.bmp"),
};

在应用程序类的InitInstance函数中,需要创建顶点缓冲区和纹理对象:

BOOL CMyApp::InitInstance() {
    // ...

    // Create vertex buffer
    if (FAILED(m_pDevice->CreateVertexBuffer(sizeof(g_Vertices),
        D3DUSAGE_WRITEONLY, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1,
        D3DPOOL_MANAGED, &m_pVB, NULL))) {
        AfxMessageBox(_T("Error creating vertex buffer!"));
        AfxAbort();
    }

    // Copy vertex data into buffer
    VOID* pVertices;
    if (FAILED(m_pVB->Lock(0, sizeof(g_Vertices), (void**)&pVertices, 0))) {
        AfxMessageBox(_T("Error locking vertex buffer!"));
        AfxAbort();
    }
    memcpy(pVertices, g_Vertices, sizeof(g_Vertices));
    m_pVB->Unlock();

    // Load textures
    for (int i = 0; i < 6; i++) {
        if (FAILED(D3DXCreateTextureFromFile(m_pDevice, g_TextureFiles[i],
            &m_pTexture[i]))) {
            AfxMessageBox(_T("Error loading texture!"));
            AfxAbort();
        }
    }

    // ...
}

在应用程序类的Render函数中,需要设置渲染状态和绘制立方体:

void CMyApp::Render() {
    // Clear the screen and depth buffer
    m_pDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
        D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0);

    // Begin the scene
    if (SUCCEEDED(m_pDevice->BeginScene())) {
        // Set render states
        m_pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
        m_pDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
        m_pDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
        m_pDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
        m_pDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
        m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
        m_pDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
        m_pDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);

        // Set vertex stream
        m_pDevice->SetStreamSource(0, m_pVB, 0, sizeof(CUSTOMVERTEX));
        m_pDevice->SetFVF(D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);

        // Set texture
        for (int i = 0; i < 6; i++) {
            m_pDevice->SetTexture(0, m_pTexture[i]);
            m_pDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 24,
                g_Indices + i * 6, 2);
        }

        // End the scene
        m_pDevice->EndScene();
    }

    // Present the backbuffer to the screen
    m_pDevice->Present(NULL, NULL, NULL, NULL);
}

最后,在应用程序类的ExitInstance函数中释放资源:

int CMyApp::ExitInstance() {
    // Release resources
    if (m_pTexture) {
        for (int i = 0; i < 6; i++) {
            if (m_pTexture[i])
                m_pTexture[i]->Release();
        }
    }
    if (m_pVB)
        m_pVB->Release();
    if (m_pDevice)
        m_pDevice->Release();
    if (m_pD3D)
        m_pD3D->Release();

    return CWinApp::ExitInstance();
}

这样,一个使用D3D绘制立方体,并且每个面贴不同图片的MFC应用程序就完成了

以MFC为框架使用D3D绘制一个立方体每个面贴不同的图片

原文地址: https://www.cveoy.top/t/topic/eCM4 著作权归作者所有。请勿转载和采集!

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