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Jan 19th, 2019
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  1. struct Vertex { FLOAT x, y, z, rhw;
  2. DWORD diffuse_color;
  3. FLOAT u, v; };
  4.  
  5. #define MY_VERTEX_FORMAT (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  6. const int num_vertices = 4;
  7.  
  8. Vertex vertices[num_vertices] = {
  9. 0, 0, 0, 1, 0xFFFF0000, 0.0f, 0.0f, // left top
  10. w, 0, 0, 1, 0xFFFF0000, 1.0f, 0.0f, // right top
  11. w, h, 0, 1, 0xFFFF0000, 1.0f, 1.0f, // right bottom
  12. 0, h, 0, 1, 0xFFFF0000, 0.0f, 1.0f // left bottom };
  13.  
  14. .....
  15.  
  16.  
  17. m_pD3DD9->SetPixelShader(pShader);
  18. m_pD3DD9->BeginScene();
  19. hr = m_pD3DD9->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);
  20. m_pD3DD9->EndScene();
  21.  
  22. sampler2D rgbaTexture : register(S0);
  23. float4 main(float2 in_Point : TEXCOORD) : COLOR
  24. {
  25. …..
  26. }
  27.  
  28. struct Vertex
  29. {
  30. FLOAT x, y, z;
  31. FLOAT u, v;
  32. };
  33. ...
  34.  
  35. ->BeginScene()
  36.  
  37. D3DXMATRIX matView
  38. D3DXVECTOR3 eye(2, 3, 3); //??
  39. D3DXVECTOR3 Lat(0, 0, 0); //??
  40. D3DXVECTOR3 up(0, 1, 0); //??
  41. D3DXMatrixLookAtRH(&matView, &eye, &Lat, &up);
  42. d3ddevice->SetTransform(D3DTS_VIEW, &matView);
  43.  
  44. D3DXMATRIX matProjection;
  45. D3DXMatrixPerspectiveFovRH(&matProjection, D3DXToRadian(45.0f), float(SrcW / SrcH), 0.1f, 100.0f);
  46. m_pD3DD9->SetTransform(D3DTS_PROJECTION, &matProjection);
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