add different meshes with different primitive types & without or with index buffer

refactor background color to main
This commit is contained in:
2025-09-10 12:11:48 +02:00
parent 9a0c9a50ea
commit f2dca52aa7
2 changed files with 65 additions and 5 deletions
+62 -5
View File
@@ -24,10 +24,16 @@ void Mesh::render(IDirect3DDevice9* pD3DDevice)
// 1. set mesh data
pD3DDevice->SetStreamSource(0, _pVertexBuffer, 0, _vertexStride);
pD3DDevice->SetFVF(FVF);
pD3DDevice->SetIndices(_pIndexBuffer);
// 2. draw call
// vertex buffer only
pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, _vertexCount / 3);
//pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, _vertexCount / 3);
//pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, _vertexCount - 2);
//pD3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, _vertexCount - 2);
// vertex & index buffer
pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, _vertexCount, 0, _indexCount / 3);
}
void Mesh::deInit()
@@ -39,7 +45,7 @@ void Mesh::deInit()
UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
{
// 1. define mesh parameters
_vertexCount = 3;
_vertexCount = 4;
_vertexStride = sizeof(Vertex);
// 2. create vertex buffer object WITHOUT data
@@ -60,9 +66,31 @@ UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
CheckFailed(hr, 310);
// fill vertex buffer with data
pVertices[0] = Vertex(0.0f, 0.5f, 0.0f);
pVertices[1] = Vertex(0.5f, -0.5f, 0.0f);
pVertices[2] = Vertex(-0.5f, -0.5f, 0.0f);
//// triangle with triangle list
//pVertices[0] = Vertex(0.0f, 0.5f, 0.0f);
//pVertices[1] = Vertex(0.5f, -0.5f, 0.0f);
//pVertices[2] = Vertex(-0.5f, -0.5f, 0.0f);
// quad with triangle list, vertex buffer only
//pVertices[0] = Vertex(-0.5f, 0.5f, 0.0f);
//pVertices[1] = Vertex(0.5f, 0.5f, 0.0f);
//pVertices[2] = Vertex(0.5f, -0.5f, 0.0f);
//pVertices[3] = Vertex(-0.5f, 0.5f, 0.0f);
//pVertices[4] = Vertex(0.5f, -0.5f, 0.0f);
//pVertices[5] = Vertex(-0.5f, -0.5f, 0.0f);
//// quad with triangle strip, vertex buffer only
//pVertices[0] = Vertex(-0.5f, 0.5f, 0.0f);
//pVertices[1] = Vertex(0.5f, 0.5f, 0.0f);
//pVertices[2] = Vertex(-0.5f, -0.5f, 0.0f);
//pVertices[3] = Vertex(0.5f, -0.5f, 0.0f);
// quad with triangle fan, vertex buffer only
// quad with triangle list & index buffer
pVertices[0] = Vertex(-0.5f, 0.5f, 0.0f);
pVertices[1] = Vertex(0.5f, 0.5f, 0.0f);
pVertices[2] = Vertex(0.5f, -0.5f, 0.0f);
pVertices[3] = Vertex(-0.5f, -0.5f, 0.0f);
hr = _pVertexBuffer->Unlock(); // transfer vertex buffer back from cpu memory to video memory
CheckFailed(hr, 320);
@@ -74,5 +102,34 @@ UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
UINT Mesh::createIndexBuffer(IDirect3DDevice9* pD3DDevice)
{
_indexCount = 6; // triangle count * 3
HRESULT hr = pD3DDevice->CreateIndexBuffer(
_indexCount * sizeof(WORD),
D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16,
D3DPOOL_MANAGED,
&_pIndexBuffer,
nullptr
);
CheckFailed(hr, 330);
WORD* pIndices = nullptr;
hr = _pIndexBuffer->Lock(0, 0, reinterpret_cast<void**>(&pIndices), 0);
CheckFailed(hr, 340);
// quad
// triangle 1 - 0, 1, 2
pIndices[0] = 0; pIndices[1] = 1; pIndices[2] = 2;
// triangle 2 - 0, 2, 3
pIndices[3] = 0; pIndices[4] = 2; pIndices[5] = 3;
hr = _pIndexBuffer->Unlock();
CheckFailed(hr, 350);
pIndices = nullptr;
return 0;
}