以下是一个简单的实现步骤:

  1. 创建一个MFC单文档应用程序。
  2. 在资源管理器中添加6张不同的图片,用于贴在立方体的6个面上。
  3. 在CView派生类中添加以下成员变量:
LPDIRECT3DVERTEXBUFFER9 m_pVertexBuffer; // 顶点缓冲区
LPDIRECT3DTEXTURE9 m_pTextures[6]; // 纹理数组(用于存储6张图片)
  1. 在CView的OnCreate函数中初始化Direct3D:
// 初始化Direct3D
HRESULT hr;
LPDIRECT3D9 pD3D = Direct3DCreate9(D3D_SDK_VERSION); // 创建Direct3D对象
D3DPRESENT_PARAMETERS d3dpp = { 0 };
d3dpp.BackBufferWidth = 800;
d3dpp.BackBufferHeight = 600;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.BackBufferCount = 1;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp.MultiSampleQuality = 0;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = m_hWnd;
d3dpp.Windowed = TRUE;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.Flags = 0;
d3dpp.FullScreen_RefreshRateInHz = 0;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
hr = pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, m_hWnd,
    D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &m_pd3dDevice);
if (FAILED(hr)) {
    return -1;
}
  1. 在CView的OnDraw函数中绘制立方体:
// 绘制立方体
m_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0);
m_pd3dDevice->BeginScene();

// 设置顶点缓冲区
CUSTOMVERTEX vertices[] =
{
    { -1.0f, 1.0f, -1.0f, 0.0f, 0.0f },
    { 1.0f, 1.0f, -1.0f, 1.0f, 0.0f },
    { -1.0f, -1.0f, -1.0f, 0.0f, 1.0f },
    { 1.0f, -1.0f, -1.0f, 1.0f, 1.0f },

    { -1.0f, 1.0f, 1.0f, 1.0f, 0.0f },
    { 1.0f, 1.0f, 1.0f, 0.0f, 0.0f },
    { -1.0f, -1.0f, 1.0f, 1.0f, 1.0f },
    { 1.0f, -1.0f, 1.0f, 0.0f, 1.0f },

    { -1.0f, 1.0f, 1.0f, 0.0f, 0.0f },
    { -1.0f, -1.0f, 1.0f, 0.0f, 1.0f },
    { -1.0f, 1.0f, -1.0f, 1.0f, 0.0f },
    { -1.0f, -1.0f, -1.0f, 1.0f, 1.0f },

    { 1.0f, 1.0f, 1.0f, 1.0f, 0.0f },
    { 1.0f, 1.0f, -1.0f, 0.0f, 0.0f },
    { 1.0f, -1.0f, 1.0f, 1.0f, 1.0f },
    { 1.0f, -1.0f, -1.0f, 0.0f, 1.0f },

    { -1.0f, 1.0f, 1.0f, 0.0f, 0.0f },
    { 1.0f, 1.0f, 1.0f, 1.0f, 0.0f },
    { -1.0f, 1.0f, -1.0f, 0.0f, 1.0f },
    { 1.0f, 1.0f, -1.0f, 1.0f, 1.0f },

    { -1.0f, -1.0f, 1.0f, 1.0f, 0.0f },
    { 1.0f, -1.0f, 1.0f, 0.0f, 0.0f },
    { -1.0f, -1.0f, -1.0f, 1.0f, 1.0f },
    { 1.0f, -1.0f, -1.0f, 0.0f, 1.0f },
};

m_pd3dDevice->CreateVertexBuffer(sizeof(vertices), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &m_pVertexBuffer, NULL);
VOID* pVertices;
m_pVertexBuffer->Lock(0, sizeof(vertices), (void**)&pVertices, 0);
memcpy(pVertices, vertices, sizeof(vertices));
m_pVertexBuffer->Unlock();

// 加载纹理
D3DXCreateTextureFromFile(m_pd3dDevice, _T("texture1.jpg"), &m_pTextures[0]);
D3DXCreateTextureFromFile(m_pd3dDevice, _T("texture2.jpg"), &m_pTextures[1]);
D3DXCreateTextureFromFile(m_pd3dDevice, _T("texture3.jpg"), &m_pTextures[2]);
D3DXCreateTextureFromFile(m_pd3dDevice, _T("texture4.jpg"), &m_pTextures[3]);
D3DXCreateTextureFromFile(m_pd3dDevice, _T("texture5.jpg"), &m_pTextures[4]);
D3DXCreateTextureFromFile(m_pd3dDevice, _T("texture6.jpg"), &m_pTextures[5]);

// 设置渲染状态
m_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
m_pd3dDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
m_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
m_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
m_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

// 绘制立方体
for (int i = 0; i < 6; i++) {
    m_pd3dDevice->SetTexture(0, m_pTextures[i]);
    m_pd3dDevice->SetStreamSource(0, m_pVertexBuffer, 0, sizeof(CUSTOMVERTEX));
    m_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
    m_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, i * 4, 2);
}

// 完成绘制
m_pd3dDevice->EndScene();
m_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  1. 在CView的OnDestroy函数中释放资源:
// 释放资源
if (m_pVertexBuffer != NULL) {
    m_pVertexBuffer->Release();
}
for (int i = 0; i < 6; i++) {
    if (m_pTextures[i] != NULL) {
        m_pTextures[i]->Release();
    }
}
if (m_pd3dDevice != NULL) {
    m_pd3dDevice->Release();
}

注意:在使用Direct3D时,需要添加头文件d3d9.h、d3dx9.h,并链接库文件d3d9.lib、d3dx9.lib。

VS2017 MFC D3D 单文档立方体绘制教程:每个面贴不同图片

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

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