我一直在关注DirectX http://www.directxtutorial.com/Lesson.aspx?lessonid=9-4-5的本教程。我刚刚用C ++启动了DirectX。我在屏幕上绘制了两个矩形但无法翻译它们。这些矩形在屏幕上的位置不同,并存储在数组 OurVertices 中。我一直在阅读教程,它说你首先必须应用世界变换来翻译它,但我不想进入3d,因为我有两个简单的2d矩形。如何在DirectX C ++中移动简单的2d矩形。如果我使用教程应用World Transformation,我不知道为什么我的相机位置会倾斜。我的代码如下:
CUSTOMVERTEX OurVertices[] =
{
// 1
{ 0, 0, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 0), }, //meaning x,y,z,Dword
{ 100, 0, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 0), },
{ 0, 100, 0.0f, 1.0f, D3DCOLOR_XRGB(255, 255, 0), },
{ 100, 100, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 0), },
{ 200, 200, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255), },
{ 400, 200, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255), },
{ 200, 400, 0.0f, 1.0f, D3DCOLOR_XRGB(255, 255, 255), },
{ 400, 400, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255), },
};
d3ddev->CreateVertexBuffer(8 * sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&v_buffer,
NULL);
VOID* pVoid; // the void* we were talking about
v_buffer->Lock(0, 0, (void**)&pVoid, 0); // locks v_buffer, the buffer we made earlier
memcpy(pVoid, OurVertices, sizeof(OurVertices));
v_buffer->Unlock(); // unlock v_buffer
d3ddev->SetFVF(CUSTOMFVF);
void render_frame()
{
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->BeginScene();
// select which vertex format we are using
// select the vertex buffer to display
d3ddev->SetFVF(CUSTOMFVF);
// SET UP THE PIPELINE
D3DXMATRIX matTranslate;
static float index = 0.0f;
index += 0.01f; // an ever-increasing float value
// build a matrix to rotate the model based on the increasing float value
D3DXMatrixTranslation(&matTranslate, 0, index , 0.0f);
// tell Direct3D about our matrix
d3ddev->SetTransform(D3DTS_WORLD, &matTranslate);
D3DXMATRIX matView; // the view transform matrix
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3(0.0f, 0.0f, 10.0f), // the camera position
&D3DXVECTOR3(0.0f, 0.0f, 0.0f), // the look-at position
&D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // the up direction
d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView
D3DXMATRIX matProjection; // the projection transform matrix
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(100), // the horizontal field of view
(FLOAT)800 / (FLOAT)600, // aspect ratio
1.0f, // the near view-plane
100.0f); // the far view-plane
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection
// select the vertex buffer to display
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
// copy the vertex buffer to the back buffer
d3ddev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
d3ddev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4, 2);
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
有没有办法翻译两个矩形?
答案 0 :(得分:1)
你已经在使用3D了,当你指定顶点的位置时,你有一个额外的z分量,此时它被设置为0。您可以更改它并在场景中看到效果。
{ 0, 0, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 0), }, //meaning x,y,z,Dword
{ 100, 0, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 0), },
{ 0, 100, 0.0f, 1.0f, D3DCOLOR_XRGB(255, 255, 0), },
{ 100, 100, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 0), },
{ 200, 200, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255), },
{ 400, 200, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255), },
{ 200, 400, 0.0f, 1.0f, D3DCOLOR_XRGB(255, 255, 255), },
{ 400, 400, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255), },
所以现在每个帧都在y轴上以越来越大的量转换顶点。
static float index = 0.0f;
index += 0.01f; // an ever-increasing float value
// build a matrix to rotate the model based on the increasing float value
D3DXMatrixTranslation(&matTranslate, 0, index , 0.0f);
如果您在每个帧中打印索引,您将看到他在增长,并使用此值来构建将在视图/投影之前应用的转换矩阵。
我不知道你想要的效果是什么。 但是你场景的所有顶点都会从下到上,你看起来就像你的相机一样。