add different meshes with different primitive types & without or with index buffer
refactor background color to main
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+62
-5
@@ -24,10 +24,16 @@ void Mesh::render(IDirect3DDevice9* pD3DDevice)
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// 1. set mesh data
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pD3DDevice->SetStreamSource(0, _pVertexBuffer, 0, _vertexStride);
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pD3DDevice->SetFVF(FVF);
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pD3DDevice->SetIndices(_pIndexBuffer);
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// 2. draw call
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// vertex buffer only
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pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, _vertexCount / 3);
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//pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, _vertexCount / 3);
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//pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, _vertexCount - 2);
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//pD3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, _vertexCount - 2);
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// vertex & index buffer
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pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, _vertexCount, 0, _indexCount / 3);
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}
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void Mesh::deInit()
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@@ -39,7 +45,7 @@ void Mesh::deInit()
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UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
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{
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// 1. define mesh parameters
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_vertexCount = 3;
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_vertexCount = 4;
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_vertexStride = sizeof(Vertex);
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// 2. create vertex buffer object WITHOUT data
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@@ -60,9 +66,31 @@ UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
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CheckFailed(hr, 310);
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// fill vertex buffer with data
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pVertices[0] = Vertex(0.0f, 0.5f, 0.0f);
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pVertices[1] = Vertex(0.5f, -0.5f, 0.0f);
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pVertices[2] = Vertex(-0.5f, -0.5f, 0.0f);
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//// triangle with triangle list
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//pVertices[0] = Vertex(0.0f, 0.5f, 0.0f);
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//pVertices[1] = Vertex(0.5f, -0.5f, 0.0f);
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//pVertices[2] = Vertex(-0.5f, -0.5f, 0.0f);
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// quad with triangle list, vertex buffer only
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//pVertices[0] = Vertex(-0.5f, 0.5f, 0.0f);
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//pVertices[1] = Vertex(0.5f, 0.5f, 0.0f);
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//pVertices[2] = Vertex(0.5f, -0.5f, 0.0f);
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//pVertices[3] = Vertex(-0.5f, 0.5f, 0.0f);
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//pVertices[4] = Vertex(0.5f, -0.5f, 0.0f);
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//pVertices[5] = Vertex(-0.5f, -0.5f, 0.0f);
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//// quad with triangle strip, vertex buffer only
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//pVertices[0] = Vertex(-0.5f, 0.5f, 0.0f);
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//pVertices[1] = Vertex(0.5f, 0.5f, 0.0f);
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//pVertices[2] = Vertex(-0.5f, -0.5f, 0.0f);
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//pVertices[3] = Vertex(0.5f, -0.5f, 0.0f);
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// quad with triangle fan, vertex buffer only
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// quad with triangle list & index buffer
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pVertices[0] = Vertex(-0.5f, 0.5f, 0.0f);
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pVertices[1] = Vertex(0.5f, 0.5f, 0.0f);
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pVertices[2] = Vertex(0.5f, -0.5f, 0.0f);
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pVertices[3] = Vertex(-0.5f, -0.5f, 0.0f);
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hr = _pVertexBuffer->Unlock(); // transfer vertex buffer back from cpu memory to video memory
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CheckFailed(hr, 320);
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@@ -74,5 +102,34 @@ UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
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UINT Mesh::createIndexBuffer(IDirect3DDevice9* pD3DDevice)
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{
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_indexCount = 6; // triangle count * 3
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HRESULT hr = pD3DDevice->CreateIndexBuffer(
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_indexCount * sizeof(WORD),
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D3DUSAGE_WRITEONLY,
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D3DFMT_INDEX16,
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D3DPOOL_MANAGED,
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&_pIndexBuffer,
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nullptr
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);
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CheckFailed(hr, 330);
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WORD* pIndices = nullptr;
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hr = _pIndexBuffer->Lock(0, 0, reinterpret_cast<void**>(&pIndices), 0);
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CheckFailed(hr, 340);
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// quad
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// triangle 1 - 0, 1, 2
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pIndices[0] = 0; pIndices[1] = 1; pIndices[2] = 2;
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// triangle 2 - 0, 2, 3
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pIndices[3] = 0; pIndices[4] = 2; pIndices[5] = 3;
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hr = _pIndexBuffer->Unlock();
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CheckFailed(hr, 350);
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pIndices = nullptr;
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return 0;
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}
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@@ -36,6 +36,9 @@ int WINAPI WinMain(
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error = d3d.init(window.getWindowHandle(), width, height, isFullscreen);
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CheckError(error);
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// set render states
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d3d.getDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
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// 3. create a mesh
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Mesh mesh = {};
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error = mesh.init(d3d.getDevice());
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