寻找Direct3D曲面细分的代码示例

时间:2010-07-21 00:04:04

标签: direct3d tessellation

我正在尝试学习如何使用Direct3D函数D3DXTessellateRectPatch: msdn.microsoft.com/en-us/library/bb205471(V = VS.85)的.aspx

我发现MSDN文档非常有用,并且能够实现a的细分 单个矩形补丁。

我现在正试图用三十二个双三次Bezier 3D贴片(犹他州茶壶)组成一个网格。

我尝试过一种简单的方法 - 单独测试每个贝塞尔曲线,然后连接顶点和 适当地考虑顶点偏移,以创建细分的合并网格。

然而,这似乎没有达到预期的效果。

如果有人对这个问题有所提示,或者更好的是代码示例,那么非常感谢。

具体来说,我检查过: Www.directxtutorial.com http://www.amazon.com/Introduction-Game-Programming-Direct-9-0c/dp/1598220160/

另一个Direct3D参考,以及Google。

谢谢你,期待你的建议/指示。

此致 米莎

1 个答案:

答案 0 :(得分:0)

Tim C Schroeder得到了很大的帮助,并建议我使用ID3DXPatchMesh。下面是一些生成镶嵌细分茶壶的示例代码(放在文件tester.cpp中):

// Main D3DX framework from www.directxtutorial.com (free section) 
#include <assert.h>
#include <stdio.h>

// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>

// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600

// include the Direct3D Library files
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")

// global declarations
LPDIRECT3D9 d3d;
LPDIRECT3DDEVICE9 d3ddev;
LPD3DXMESH mesh = NULL;    // define the mesh pointer

// function prototypes
void initD3D(HWND hWnd);
void render_frame(void);
void cleanD3D(void);
void init_graphics(void);

struct vertex_data 
{
    D3DXVECTOR3 position;
    DWORD color;
};
#define FVF_VERTEX_DATA (D3DFVF_XYZ | D3DFVF_DIFFUSE)

// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);

// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
                   HINSTANCE hPrevInstance,
                   LPSTR lpCmdLine,
                   int nCmdShow)
{
    HWND hWnd;
    WNDCLASSEX wc;

    ZeroMemory(&wc, sizeof(WNDCLASSEX));

    wc.cbSize = sizeof(WNDCLASSEX);
    wc.style = CS_HREDRAW | CS_VREDRAW;
    wc.lpfnWndProc = WindowProc;
    wc.hInstance = hInstance;
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.lpszClassName = "WindowClass";

    RegisterClassEx(&wc);

    hWnd = CreateWindowEx(NULL, "WindowClass", "Our Direct3D Program",
                          WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                          NULL, NULL, hInstance, NULL);

    ShowWindow(hWnd, nCmdShow);

    initD3D(hWnd);

    MSG msg;

    while(TRUE)
    {
        while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }

        if(msg.message == WM_QUIT)
            break;

        render_frame();
    }

    cleanD3D();

    return msg.wParam;
}

// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch(message)
    {
    case WM_DESTROY:
        PostQuitMessage(0);
        return 0;
    }

    return DefWindowProc (hWnd, message, wParam, lParam);
}

// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
    d3d = Direct3DCreate9(D3D_SDK_VERSION);

    D3DPRESENT_PARAMETERS d3dpp;

    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.hDeviceWindow = hWnd;
    d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
    d3dpp.BackBufferWidth = SCREEN_WIDTH;
    d3dpp.BackBufferHeight = SCREEN_HEIGHT;
    d3dpp.EnableAutoDepthStencil = TRUE;
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

    d3d->CreateDevice(D3DADAPTER_DEFAULT,
                      D3DDEVTYPE_HAL,
                      hWnd,
                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                      &d3dpp,
                      &d3ddev);

    init_graphics();

    d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE);    // turn off the 3D lighting
    d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);    // turn off culling
    d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE);    // turn on the z-buffer
}

// this is the function used to render a single frame
void render_frame(void)
{
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

    d3ddev->BeginScene();

    d3ddev->SetFVF(FVF_VERTEX_DATA);

    // set the view transform
    D3DXMATRIX matView;    // the view transform matrix
    D3DXMatrixLookAtLH(&matView,
    &D3DXVECTOR3 (0.0f, 8.0f, 25.0f),    // 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

    // set the projection transform
    D3DXMATRIX matProjection;    // the projection transform matrix
    D3DXMatrixPerspectiveFovLH(&matProjection,
                               D3DXToRadian(45),    // the horizontal field of view
                               (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
                               1.0f,   // the near view-plane
                               100.0f);    // the far view-plane
    d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection

    // set the world transform
    static float index = 0.0f; index+=0.03f; // an ever-increasing float value
    D3DXMATRIX matRotateY;    // a matrix to store the rotation for each triangle
    D3DXMatrixRotationY(&matRotateY, index);    // the rotation matrix
    d3ddev->SetTransform(D3DTS_WORLD, &(matRotateY));    // set the world transform

    if (mesh) mesh->DrawSubset(0);     

    d3ddev->EndScene(); 

    d3ddev->Present(NULL, NULL, NULL, NULL);
}

// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
    if (mesh) mesh->Release();
    d3ddev->Release();
    d3d->Release();
}

#define MAX_PATCHES 1000
#define POINTS_PER_PATCH 16
int num_patches = -1;
int patches[MAX_PATCHES][POINTS_PER_PATCH];

void B_patch(int ii, int a, int b, int c, int d, int e, int f, int g, int h, int i, int j, int k, int l, int m, int n, int o, int p)
{
    assert(ii < MAX_PATCHES);
    patches[ii][0] = a-1;
    patches[ii][1] = b-1;
    patches[ii][2] = c-1;
    patches[ii][3] = d-1;
    patches[ii][4] = e-1;
    patches[ii][5] = f-1;
    patches[ii][6] = g-1;
    patches[ii][7] = h-1;
    patches[ii][8] = i-1;
    patches[ii][9] = j-1;
    patches[ii][10] = k-1;
    patches[ii][11] = l-1;
    patches[ii][12] = m-1;
    patches[ii][13] = n-1;
    patches[ii][14] = o-1;
    patches[ii][15] = p-1;
    assert(POINTS_PER_PATCH==16);
}

#define MAX_POINTS 1000
int num_points = -1;
D3DXVECTOR3 points[MAX_POINTS];

void B_point(int ii, double x, double y, double z)
{
    ii--;
    assert(ii < MAX_POINTS);
    points[ii].x = x;
    /*** Y AND Z FLIPPED ***/
    points[ii].y = z;
    points[ii].z = y;
}

// BEGIN http://www.sjbaker.org/teapot/teaset.tgz

/*
 *  The file input.c  -- Juhana Kouhia, jk87377@cs.tut.fi, Oct. 25, 1991
 *
 *  Load_patch(filename, patches, vertices);
 *    char *filename; int *patches, *vertices;  
 *    A sample program to read Bezier patches in.
 *    Returns count of patches and vertices.
 *  User defined subroutines:
 *    B_patch(ii, a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p);
 *      int ii, a, b, ..., p;
 *      Defines one Bezier patch with index number ii,
 *      indexes to points are in a, b, c, ..., p.
 *    B_point(ii, x, y, z);
 *      int ii; double x, y, z;
 *      Defines one point with index number ii.
 */

#include <stdio.h>

// Modified to work with g++
void Load_patch(char *filename, int *patches, int *vertices)
{
  int ii;
  float x,y,z;
  int a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p;

  FILE *fp;

  if (!(fp = fopen(filename,"r"))) {
    fprintf(stderr,"Load_patch: Can't open %s\n",filename);
    exit(1);
  }

  (void)fscanf(fp,"%i\n",patches);
  for (ii = 0; ii < *patches; ii++) {
    (void)fscanf(fp,"%i, %i, %i, %i,",&a,&b,&c,&d);
    (void)fscanf(fp,"%i, %i, %i, %i,",&e,&f,&g,&h);
    (void)fscanf(fp,"%i, %i, %i, %i,",&i,&j,&k,&l);
    (void)fscanf(fp,"%i, %i, %i, %i\n",&m,&n,&o,&p);
    B_patch(ii, a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p);
  }
  (void)fscanf(fp,"%i\n",vertices);
  for (ii = 1; ii <= *vertices; ii++) {
    (void)fscanf(fp,"%f, %f, %f\n",&x,&y,&z);
    B_point(ii, (double)x,(double)y,(double)z);
  }
}

// END http://www.sjbaker.org/teapot/teaset.tgz

// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{
    // load patch
    char filename[255];
    sprintf(filename,"teapot");
    Load_patch(filename,&num_patches,&num_points);
    printf("Loaded patch %s with %d patches and %d vertices.\n",
           filename,num_patches,num_points);

    // create declarator from FVF
    D3DVERTEXELEMENT9 inDecl[MAX_FVF_DECL_SIZE];
    if (!SUCCEEDED(D3DXDeclaratorFromFVF(FVF_VERTEX_DATA,inDecl)))
        assert(FALSE);    

    // create patch mesh
    LPD3DXPATCHMESH p_mesh;
    D3DXPATCHINFO info;
    info.PatchType = D3DXPATCHMESH_RECT;
    info.Degree = D3DDEGREE_CUBIC;
    info.Basis = D3DBASIS_BEZIER;

    if (!SUCCEEDED(D3DXCreatePatchMesh(&info,num_patches,num_points,0,inDecl,d3ddev,&p_mesh)))
        assert(FALSE);
    assert(p_mesh->GetControlVerticesPerPatch()==POINTS_PER_PATCH);

    // copy vertices
    LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL;
    if (!SUCCEEDED(p_mesh->GetVertexBuffer(&v_buffer))) 
        assert(FALSE);
    struct vertex_data* vertex_data = NULL;
    DWORD number_of_vertices=p_mesh->GetNumVertices();
    assert(number_of_vertices==num_points);
    if (!SUCCEEDED(v_buffer->Lock(0,number_of_vertices*sizeof(struct vertex_data),(void **)&vertex_data,D3DLOCK_DISCARD)))
        assert(FALSE);
    for (int i=0; i<num_points; i++)
    {
        vertex_data[i].position.x = points[i].x;
        vertex_data[i].position.y = points[i].y;
        vertex_data[i].position.z = points[i].z;
        vertex_data[i].color = D3DCOLOR_XRGB(255,0,0);
    }
    v_buffer->Unlock();
    v_buffer->Release();    

    // copy indices
    LPDIRECT3DINDEXBUFFER9 i_buffer = NULL;
    if (!SUCCEEDED(p_mesh->GetIndexBuffer(&i_buffer))) 
        assert(FALSE);
    D3DINDEXBUFFER_DESC i_buffer_desc;
    if (!SUCCEEDED(i_buffer->GetDesc(&i_buffer_desc)))
        assert(FALSE);
    assert(i_buffer_desc.Size==num_patches*POINTS_PER_PATCH*sizeof(WORD));
    WORD* index_data = NULL;
    if (!SUCCEEDED(i_buffer->Lock(0,0,(void **)&index_data,D3DLOCK_DISCARD)))
        assert(FALSE);
    int idx=0;
    for (int i=0; i<num_patches; i++)
    {
        for (int j=0; j<POINTS_PER_PATCH; j++)
        {
            index_data[idx] = patches[i][j];
            idx++;
        }
    }
    i_buffer->Unlock();
    i_buffer->Release();    

    // create mesh for tesselation
    FLOAT fTessLevel=1.0f;
    DWORD Adaptive=FALSE;
    DWORD NumTriangles,NumVertices;
    if (!SUCCEEDED(p_mesh->GetTessSize(fTessLevel,Adaptive,&NumTriangles,&NumVertices)))
        assert(FALSE);
    if (!SUCCEEDED(D3DXCreateMeshFVF(NumTriangles,NumVertices,D3DXMESH_MANAGED,FVF_VERTEX_DATA,d3ddev,&mesh)))
        assert(FALSE);

    // tesselate
    assert(Adaptive==FALSE);
    if (!SUCCEEDED(p_mesh->Tessellate(fTessLevel,mesh)))
        assert(FALSE);
    printf("Generated tesselated mesh with %d triangles, %d vertices\n",NumTriangles,NumVertices);

    p_mesh->Release();
}

茶壶数据(放在文件茶壶中)是(来自http://www.sjbaker.org/teapot/teaset.tgz):

32
1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16
4,17,18,19,8,20,21,22,12,23,24,25,16,26,27,28
19,29,30,31,22,32,33,34,25,35,36,37,28,38,39,40
31,41,42,1,34,43,44,5,37,45,46,9,40,47,48,13
13,14,15,16,49,50,51,52,53,54,55,56,57,58,59,60
16,26,27,28,52,61,62,63,56,64,65,66,60,67,68,69
28,38,39,40,63,70,71,72,66,73,74,75,69,76,77,78
40,47,48,13,72,79,80,49,75,81,82,53,78,83,84,57
57,58,59,60,85,86,87,88,89,90,91,92,93,94,95,96
60,67,68,69,88,97,98,99,92,100,101,102,96,103,104,105
69,76,77,78,99,106,107,108,102,109,110,111,105,112,113,114
78,83,84,57,108,115,116,85,111,117,118,89,114,119,120,93
121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136
124,137,138,121,128,139,140,125,132,141,142,129,136,143,144,133
133,134,135,136,145,146,147,148,149,150,151,152,69,153,154,155
136,143,144,133,148,156,157,145,152,158,159,149,155,160,161,69
162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177
165,178,179,162,169,180,181,166,173,182,183,170,177,184,185,174
174,175,176,177,186,187,188,189,190,191,192,193,194,195,196,197
177,184,185,174,189,198,199,186,193,200,201,190,197,202,203,194
204,204,204,204,207,208,209,210,211,211,211,211,212,213,214,215
204,204,204,204,210,217,218,219,211,211,211,211,215,220,221,222
204,204,204,204,219,224,225,226,211,211,211,211,222,227,228,229
204,204,204,204,226,230,231,207,211,211,211,211,229,232,233,212
212,213,214,215,234,235,236,237,238,239,240,241,242,243,244,245
215,220,221,222,237,246,247,248,241,249,250,251,245,252,253,254
222,227,228,229,248,255,256,257,251,258,259,260,254,261,262,263
229,232,233,212,257,264,265,234,260,266,267,238,263,268,269,242
270,270,270,270,279,280,281,282,275,276,277,278,271,272,273,274
270,270,270,270,282,289,290,291,278,286,287,288,274,283,284,285
270,270,270,270,291,298,299,300,288,295,296,297,285,292,293,294
270,270,270,270,300,305,306,279,297,303,304,275,294,301,302,271
306
1.4,0.0,2.4
1.4,-0.784,2.4
0.784,-1.4,2.4
0.0,-1.4,2.4
1.3375,0.0,2.53125
1.3375,-0.749,2.53125
0.749,-1.3375,2.53125
0.0,-1.3375,2.53125
1.4375,0.0,2.53125
1.4375,-0.805,2.53125
0.805,-1.4375,2.53125
0.0,-1.4375,2.53125
1.5,0.0,2.4
1.5,-0.84,2.4
0.84,-1.5,2.4
0.0,-1.5,2.4
-0.784,-1.4,2.4
-1.4,-0.784,2.4
-1.4,0.0,2.4
-0.749,-1.3375,2.53125
-1.3375,-0.749,2.53125
-1.3375,0.0,2.53125
-0.805,-1.4375,2.53125
-1.4375,-0.805,2.53125
-1.4375,0.0,2.53125
-0.84,-1.5,2.4
-1.5,-0.84,2.4
-1.5,0.0,2.4
-1.4,0.784,2.4
-0.784,1.4,2.4
0.0,1.4,2.4
-1.3375,0.749,2.53125
-0.749,1.3375,2.53125
0.0,1.3375,2.53125
-1.4375,0.805,2.53125
-0.805,1.4375,2.53125
0.0,1.4375,2.53125
-1.5,0.84,2.4
-0.84,1.5,2.4
0.0,1.5,2.4
0.784,1.4,2.4
1.4,0.784,2.4
0.749,1.3375,2.53125
1.3375,0.749,2.53125
0.805,1.4375,2.53125
1.4375,0.805,2.53125
0.84,1.5,2.4
1.5,0.84,2.4
1.75,0.0,1.875
1.75,-0.98,1.875
0.98,-1.75,1.875
0.0,-1.75,1.875
2.0,0.0,1.35
2.0,-1.12,1.35
1.12,-2.0,1.35
0.0,-2.0,1.35
2.0,0.0,0.9
2.0,-1.12,0.9
1.12,-2.0,0.9
0.0,-2.0,0.9
-0.98,-1.75,1.875
-1.75,-0.98,1.875
-1.75,0.0,1.875
-1.12,-2.0,1.35
-2.0,-1.12,1.35
-2.0,0.0,1.35
-1.12,-2.0,0.9
-2.0,-1.12,0.9
-2.0,0.0,0.9
-1.75,0.98,1.875
-0.98,1.75,1.875
0.0,1.75,1.875
-2.0,1.12,1.35
-1.12,2.0,1.35
0.0,2.0,1.35
-2.0,1.12,0.9
-1.12,2.0,0.9
0.0,2.0,0.9
0.98,1.75,1.875
1.75,0.98,1.875
1.12,2.0,1.35
2.0,1.12,1.35
1.12,2.0,0.9
2.0,1.12,0.9
2.0,0.0,0.45
2.0,-1.12,0.45
1.12,-2.0,0.45
0.0,-2.0,0.45
1.5,0.0,0.225
1.5,-0.84,0.225
0.84,-1.5,0.225
0.0,-1.5,0.225
1.5,0.0,0.15
1.5,-0.84,0.15
0.84,-1.5,0.15
0.0,-1.5,0.15
-1.12,-2.0,0.45
-2.0,-1.12,0.45
-2.0,0.0,0.45
-0.84,-1.5,0.225
-1.5,-0.84,0.225
-1.5,0.0,0.225
-0.84,-1.5,0.15
-1.5,-0.84,0.15
-1.5,0.0,0.15
-2.0,1.12,0.45
-1.12,2.0,0.45
0.0,2.0,0.45
-1.5,0.84,0.225
-0.84,1.5,0.225
0.0,1.5,0.225
-1.5,0.84,0.15
-0.84,1.5,0.15
0.0,1.5,0.15
1.12,2.0,0.45
2.0,1.12,0.45
0.84,1.5,0.225
1.5,0.84,0.225
0.84,1.5,0.15
1.5,0.84,0.15
-1.6,0.0,2.025
-1.6,-0.3,2.025
-1.5,-0.3,2.25
-1.5,0.0,2.25
-2.3,0.0,2.025
-2.3,-0.3,2.025
-2.5,-0.3,2.25
-2.5,0.0,2.25
-2.7,0.0,2.025
-2.7,-0.3,2.025
-3.0,-0.3,2.25
-3.0,0.0,2.25
-2.7,0.0,1.8
-2.7,-0.3,1.8
-3.0,-0.3,1.8
-3.0,0.0,1.8
-1.5,0.3,2.25
-1.6,0.3,2.025
-2.5,0.3,2.25
-2.3,0.3,2.025
-3.0,0.3,2.25
-2.7,0.3,2.025
-3.0,0.3,1.8
-2.7,0.3,1.8
-2.7,0.0,1.575
-2.7,-0.3,1.575
-3.0,-0.3,1.35
-3.0,0.0,1.35
-2.5,0.0,1.125
-2.5,-0.3,1.125
-2.65,-0.3,0.9375
-2.65,0.0,0.9375
-2.0,-0.3,0.9
-1.9,-0.3,0.6
-1.9,0.0,0.6
-3.0,0.3,1.35
-2.7,0.3,1.575
-2.65,0.3,0.9375
-2.5,0.3,1.125
-1.9,0.3,0.6
-2.0,0.3,0.9
1.7,0.0,1.425
1.7,-0.66,1.425
1.7,-0.66,0.6
1.7,0.0,0.6
2.6,0.0,1.425
2.6,-0.66,1.425
3.1,-0.66,0.825
3.1,0.0,0.825
2.3,0.0,2.1
2.3,-0.25,2.1
2.4,-0.25,2.025
2.4,0.0,2.025
2.7,0.0,2.4
2.7,-0.25,2.4
3.3,-0.25,2.4
3.3,0.0,2.4
1.7,0.66,0.6
1.7,0.66,1.425
3.1,0.66,0.825
2.6,0.66,1.425
2.4,0.25,2.025
2.3,0.25,2.1
3.3,0.25,2.4
2.7,0.25,2.4
2.8,0.0,2.475
2.8,-0.25,2.475
3.525,-0.25,2.49375
3.525,0.0,2.49375
2.9,0.0,2.475
2.9,-0.15,2.475
3.45,-0.15,2.5125
3.45,0.0,2.5125
2.8,0.0,2.4
2.8,-0.15,2.4
3.2,-0.15,2.4
3.2,0.0,2.4
3.525,0.25,2.49375
2.8,0.25,2.475
3.45,0.15,2.5125
2.9,0.15,2.475
3.2,0.15,2.4
2.8,0.15,2.4
0.0,0.0,3.15
0.0,-0.002,3.15
0.002,0.0,3.15
0.8,0.0,3.15
0.8,-0.45,3.15
0.45,-0.8,3.15
0.0,-0.8,3.15
0.0,0.0,2.85
0.2,0.0,2.7
0.2,-0.112,2.7
0.112,-0.2,2.7
0.0,-0.2,2.7
-0.002,0.0,3.15
-0.45,-0.8,3.15
-0.8,-0.45,3.15
-0.8,0.0,3.15
-0.112,-0.2,2.7
-0.2,-0.112,2.7
-0.2,0.0,2.7
0.0,0.002,3.15
-0.8,0.45,3.15
-0.45,0.8,3.15
0.0,0.8,3.15
-0.2,0.112,2.7
-0.112,0.2,2.7
0.0,0.2,2.7
0.45,0.8,3.15
0.8,0.45,3.15
0.112,0.2,2.7
0.2,0.112,2.7
0.4,0.0,2.55
0.4,-0.224,2.55
0.224,-0.4,2.55
0.0,-0.4,2.55
1.3,0.0,2.55
1.3,-0.728,2.55
0.728,-1.3,2.55
0.0,-1.3,2.55
1.3,0.0,2.4
1.3,-0.728,2.4
0.728,-1.3,2.4
0.0,-1.3,2.4
-0.224,-0.4,2.55
-0.4,-0.224,2.55
-0.4,0.0,2.55
-0.728,-1.3,2.55
-1.3,-0.728,2.55
-1.3,0.0,2.55
-0.728,-1.3,2.4
-1.3,-0.728,2.4
-1.3,0.0,2.4
-0.4,0.224,2.55
-0.224,0.4,2.55
0.0,0.4,2.55
-1.3,0.728,2.55
-0.728,1.3,2.55
0.0,1.3,2.55
-1.3,0.728,2.4
-0.728,1.3,2.4
0.0,1.3,2.4
0.224,0.4,2.55
0.4,0.224,2.55
0.728,1.3,2.55
1.3,0.728,2.55
0.728,1.3,2.4
1.3,0.728,2.4
0.0,0.0,0.0
1.5,0.0,0.15
1.5,0.84,0.15
0.84,1.5,0.15
0.0,1.5,0.15
1.5,0.0,0.075
1.5,0.84,0.075
0.84,1.5,0.075
0.0,1.5,0.075
1.425,0.0,0.0
1.425,0.798,0.0
0.798,1.425,0.0
0.0,1.425,0.0
-0.84,1.5,0.15
-1.5,0.84,0.15
-1.5,0.0,0.15
-0.84,1.5,0.075
-1.5,0.84,0.075
-1.5,0.0,0.075
-0.798,1.425,0.0
-1.425,0.798,0.0
-1.425,0.0,0.0
-1.5,-0.84,0.15
-0.84,-1.5,0.15
0.0,-1.5,0.15
-1.5,-0.84,0.075
-0.84,-1.5,0.075
0.0,-1.5,0.075
-1.425,-0.798,0.0
-0.798,-1.425,0.0
0.0,-1.425,0.0
0.84,-1.5,0.15
1.5,-0.84,0.15
0.84,-1.5,0.075
1.5,-0.84,0.075
0.798,-1.425,0.0
1.425,-0.798,0.0

最后,使用安装了适当软件的Ubuntu 10.04 amd64上的mingw进行编译:

#!/bin/bash
rm tester.exe > /dev/null 2>&1
i586-mingw32msvc-g++ tester.cpp -o tester.exe -fcheck-new -Idxsdk/DXSDK/Include -ld3d9 dxsdk/DXSDK/Lib/x86/d3dx9.lib