AstaTus
-- 夏天不热。。
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最近看的那本directx 的书的源码都是用函数,没用c++的类,用起来超不爽,所以自己来,封装了下,现在才看到《顶点的颜色》的那章,所以类还很不完整,以后慢慢改进。。

//Base.h
/////////////////////////////////////////////
#ifndef BASE_H
#define BASE_H

#include 
<d3dx9.h>

namespace LTT
{
    D3DMATERIAL9 InitMtrl(D3DXCOLOR a, D3DXCOLOR d, D3DXCOLOR, s, D3DXCOLOR e, 
float p);
    
    
const D3DMATERIAL9 WHITE_MTRL = InitMtrl(WHITE, WHITE, WHITE, BLACK, 8.0f);

    
const D3DMATERIAL9 RED_MTRL = InitMtrl(RED, RED, RED, BLACK, 8.0f);

    
const D3DMATERIAL9 GREEN_MTRL = InitMtrl(GREEN, GREEN, GREEN, BLACK, 8.0f);

    
const D3DMATERIAL9 BLUE_MTRL = InitMtrl(BLUE, BLUE, BLUE, BLACK, 8.0f);
    
    
const D3DMATERIAL9 YELLOW_MTRL = InitMtrl(YELLOW, YELLOW, YELLOW, BLACK, 8.0f);

    
const D3DXCOLOR      WHITE( D3DCOLOR_XRGB(255255255) );
    
const D3DXCOLOR      BLACK( D3DCOLOR_XRGB(  0,   0,   0) );
    
const D3DXCOLOR        RED( D3DCOLOR_XRGB(255,   0,   0) );
    
const D3DXCOLOR      GREEN( D3DCOLOR_XRGB(  0255,   0) );
    
const D3DXCOLOR       BLUE( D3DCOLOR_XRGB(  0,   0255) );
    
const D3DXCOLOR     YELLOW( D3DCOLOR_XRGB(255255,   0) );
    
const D3DXCOLOR       CYAN( D3DCOLOR_XRGB(  0255255) );
    
const D3DXCOLOR    MAGENTA( D3DCOLOR_XRGB(255,   0255) );


    D3DLIGHT9 InitDirectionalLight(D3DXVECTOR3
* direction, D3DXCOLOR* color);
}

#endif
/////////////////////////////////////////////

/////////Base.cpp
////////////////////////////////////////////

#include "Base.h"
using namespace LTT;


namespace LTT
{
    D3DLIGHT9 InitDirectionalLight(D3DXVECTOR3
* direction, D3DXCOLOR* color)
    
{
        D3DLIGHT9 light;

        ::ZeroMemory(
&light, sizeof(light));

        light.Type 
= D3DLIGHT_DIRECTIONAL;
        light.Ambient 
= *color * 0.4f;
        light.Diffuse 
= *color;
        light.Specular 
= *color * 0.6f;
        light.Direction 
= *direction;

        
return light;
    }


    D3DMATERIAL9 InitMtrl(D3DXCOLOR a, D3DXCOLOR d, 
                                D3DXCOLOR, s, D3DXCOLOR e, 
float p)
    
{
        D3DMATERIAL9 mtrl;

        mtrl.Ambient 
= a;
        mtrl.Diffuse 
= d;
        mtrl.Specular 
= s;
        mtrl.Emissive 
= e;
        mtrl.Power 
= p;

        
return mtrl;
    }



}

/////////////////////////////////////////////
////LTTFramework.h  框架类


#ifndef LTTFRAMEWORK_H
#define LTTFRAMEWORK_H

#include 
"Base.h"
namespace LTT
{
    
class Framework
    
{
        
public:
            Framework(HINSTANCE hInstance);
            
virtual ~Framework();

            
bool InitD3D(HINSTANCE hInstance, int Height = 600int Width = 800bool Windowed = true);

            
static LRESULT CALLBACK  WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);

            
int EnterMsgLoop();

            
virtual bool Render(float timeDelta);

        
protected:
            IDirect3DDevice9
* device;
    }
;
}

#endif
/////////////////////////////////////////////

////////////////////////////////////////////
/////////////LTTFramework.cpp

#include "LTTFramework.h"

using namespace LTT;

namespace LTT
{

    Framework::Framework(HINSTANCE hInstance)
                                
    
{
        InitD3D(hInstance);
    }


    Framework::
~Framework()
    
{}

    
bool Framework::InitD3D(HINSTANCE hInstance, int Height, int Width, bool Windowed)
    
{
        WNDCLASSEX wc 
={sizeof(WNDCLASSEX), CS_CLASSDC, this->WndProc, 0L0L,
                    GetModuleHandle(NULL),NULL,NULL,NULL,NULL,
"D3D",NULL}
;


        
if!RegisterClassEx(&wc) ) 
        
{
            ::MessageBox(
0"RegisterClass() - FAILED"00);
            
return false;
        }

            
        HWND hwnd 
= 0;
        hwnd 
= ::CreateWindow("D3D","3D Cube",WS_OVERLAPPEDWINDOW,100,100,800,600,
            GetDesktopWindow(),NULL,wc.hInstance,NULL);

        
if!hwnd )
        
{
            ::MessageBox(
0"CreateWindow() - FAILED"00);
            
return false;
        }


        ::ShowWindow(hwnd, SW_SHOW);
        ::UpdateWindow(hwnd);


//////////////////////////////////////////////////////////////////////////////////////
        int vp = 0;
        IDirect3D9 
*_pD3d9;
        D3DCAPS9 cap;

        _pD3d9 
= Direct3DCreate9(D3D_SDK_VERSION);

        _pD3d9
->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &cap);
        
        
if(cap.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
            vp 
= D3DCREATE_HARDWARE_VERTEXPROCESSING;
        
else
            vp 
= D3DCREATE_SOFTWARE_VERTEXPROCESSING;

        D3DPRESENT_PARAMETERS d3dpp;
        d3dpp.AutoDepthStencilFormat 
= D3DFMT_D24S8;
        d3dpp.BackBufferCount 
= 1;
        d3dpp.BackBufferFormat 
= D3DFMT_A8R8G8B8;
        d3dpp.BackBufferHeight 
= Height;
        d3dpp.BackBufferWidth 
= Width;
        d3dpp.EnableAutoDepthStencil 
= true;
        d3dpp.Flags 
= 0;
        d3dpp.FullScreen_RefreshRateInHz 
= D3DPRESENT_RATE_DEFAULT;
        d3dpp.hDeviceWindow 
= hwnd;
        d3dpp.MultiSampleQuality 
= 0;
        d3dpp.MultiSampleType 
= D3DMULTISAMPLE_NONE;
        d3dpp.PresentationInterval 
= D3DPRESENT_INTERVAL_IMMEDIATE;
        d3dpp.SwapEffect 
= D3DSWAPEFFECT_DISCARD;
        d3dpp.Windowed 
= Windowed;

        HRESULT hr;
        hr 
= _pD3d9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, vp, &d3dpp, &device);

        
if(FAILED(hr))
        
{
            MessageBox(
0"CreateDevice() is faild"00);
            
return false;

        }


        _pD3d9
->Release();

        
return true;
    }


    

    LRESULT CALLBACK Framework::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
    
{
        
switch( msg )
        
{
        
case WM_DESTROY:
            ::PostQuitMessage(
0);
            
break;
            
        
case WM_KEYDOWN:
            
if( wParam == VK_ESCAPE )
                ::DestroyWindow(hwnd);
            
break;
        }

        
return ::DefWindowProc(hwnd, msg, wParam, lParam);
    }



    
int Framework::EnterMsgLoop()
    
{
        MSG msg;
        ::ZeroMemory(
&msg, sizeof(MSG));

        
static float lastTime = (float)timeGetTime(); 

        
while(msg.message != WM_QUIT)
        
{
            
if(::PeekMessage(&msg, 000, PM_REMOVE))
            
{
                ::TranslateMessage(
&msg);
                ::DispatchMessage(
&msg);
            }

            
else
            
{    
                
float currTime  = (float)timeGetTime();
                
float timeDelta = (currTime - lastTime)*0.001f;

                
this->Render(timeDelta);

                lastTime 
= currTime;
            }

        }

        
return msg.wParam;
    }


    
bool Framework::Render(float timeDelta)
    
{

        
return true;
    }


}

///////////////////////////////////////////////

/////////Application.h
///////////////////////////////////////////////

#ifndef APPLICATION_H
#define APPLICATION_H

#include 
"LTTFramework.h"
using namespace LTT;

namespace LTT
{

    
struct Vertex
    
{
        Vertex()
{}

        Vertex(
float x, float y, float z)
        
{
            _x 
= x;     _y = y;  _z = z;
        }


        
float _x, _y, _z;
        
float _nx, _y, _z;

        
static const DWORD FVF;
    }
;


    
struct ColorVertex
    
{
        ColorVertex()
{}

        ColorVertex(
float x, float y, float z, D3DCOLOR color)
        
{
            _x 
= x;     _y = y;  _z = z;
            _color 
= color;
        }


        
float _x, _y, _z;
        D3DCOLOR _color;
        
static const DWORD FVF;
    }
;
    


    
class Application: public Framework
    
{
        
public:
            Application(HINSTANCE hInstance);
            
virtual ~Application();


            
virtual bool Setup() = 0;

            
//virtual bool Render(float timeDelta);

            
virtual void SetVertexBuffer(){};

            
virtual void SetIndexBuffer(){};



            
void Go();
//            virtual void InitVertexBuffer() = 0;
//            virtual void InitIndexBuffer() = 0;
    
}

#endif
/////////////////////////////////////////////

/////////////////////////////////////////////
////////////Application.cpp

#include "Application.h"


namespace LTT
{

    
const DWORD ColorVertex::FVF = D3DFVF_XYZ | D3DFVF_NORMAL;
    
const DWORD Vertex::FVF = D3DFVF_XYZ;


    Application::Application(HINSTANCE hInstance):Framework(hInstance)
    
{
        
    }


    Application::
~Application()
    
{
        device
->Release();
    }


    
void Application::Go()
    
{
        
this->Setup();
        EnterMsgLoop();
    }

}

///////////////////////////////////////////////
///////////ExampleApplication.h//自己写得一个sample 类,继承了application类实现用户的绘制


#ifndef EXAMPLEAPPLICATION_H
#define EXAMPLEAPPLICATION_H

#include 
"Application.h"

namespace LTT
{
    
class ExampleApplication:public Application
    
{
        
public:
            ExampleApplication(HINSTANCE hInstance);

            
~ExampleApplication();

            
bool Setup();

            
bool Render(float timeDelta);

            
void CleanUp();

            
virtual void SetVertexBuffer();

            
virtual void SetIndexBuffer();
        
private:
            IDirect3DVertexBuffer9
* Cube;
            IDirect3DIndexBuffer9
* CubeIndex;
            ID3DXMesh
* teapot;
            D3DXMATRIX ObjWorldMatrices[
2];
    }
;
}

#endif
/////////////////////////////////////////////

////////////////////////////////////////////
///////////ExampleApplication.cpp

#include "ExampleApplication.h"

using namespace LTT;
namespace LTT
{

    ExampleApplication::ExampleApplication(HINSTANCE hInstance):Application(hInstance)
    
{
        

    }


    ExampleApplication::
~ExampleApplication()
     
{
         Cube
->Release();
        CubeIndex
->Release();
         
        
     }



    
bool ExampleApplication::Setup()
    
{
        
// Nothing to setup in this sample.
        SetVertexBuffer();

        SetIndexBuffer();
        
        D3DXCreateTeapot(device, 
&teapot, 0);
        D3DXMatrixTranslation(
&ObjWorldMatrices[0], 3.0f5.0f3.0f);
        D3DXMatrixTranslation(
&ObjWorldMatrices[1], 0.0f0.0f0.0f);


        D3DXVECTOR3 position(
5.0f3.0f5.0f);
        D3DXVECTOR3 target(
0.0f0.0f0.0f);
        D3DXVECTOR3 up(
0.0f1.0f0.0f);
        D3DXMATRIX V;
        D3DXMatrixLookAtLH(
&V, &position, &target, &up);

        device
->SetTransform(D3DTS_VIEW, &V);

        D3DXMATRIX proj;
        D3DXMatrixPerspectiveFovLH(
&proj, D3DX_PI * 0.5f, (float)800 / (float)6001.0f1000.0f);
        
        device
->SetTransform(D3DTS_PROJECTION, &proj);

        device
->SetRenderState(D3DRS_LIGHTING, false);

        
return true;
    }


    
void ExampleApplication::SetVertexBuffer()
    
{
        device
->CreateVertexBuffer(8 * sizeof(ColorVertex), D3DUSAGE_WRITEONLY, ColorVertex::FVF, D3DPOOL_MANAGED, &Cube, 0);

        ColorVertex
* vertices;
        Cube
->Lock(00,(void**)&vertices, 0);

        vertices[
0= ColorVertex(-1.0f-1.0f-1.0f, D3DCOLOR_XRGB(2552550));
        vertices[
1= ColorVertex(-1.0f,  1.0f-1.0f, D3DCOLOR_XRGB(2552550));
        vertices[
2= ColorVertex( 1.0f,  1.0f-1.0f, D3DCOLOR_XRGB(2552550));
        vertices[
3= ColorVertex( 1.0f-1.0f-1.0f, D3DCOLOR_XRGB(2550255));
        vertices[
4= ColorVertex(-1.0f-1.0f,  1.0f, D3DCOLOR_XRGB(2550255));
        vertices[
5= ColorVertex(-1.0f,  1.0f,  1.0f, D3DCOLOR_XRGB(0255255));
        vertices[
6= ColorVertex( 1.0f,  1.0f,  1.0f, D3DCOLOR_XRGB(0255255));
        vertices[
7= ColorVertex( 1.0f-1.0f,  1.0f, D3DCOLOR_XRGB(25500));

        Cube
->Unlock();

    }


    
void ExampleApplication::SetIndexBuffer()
    
{
        WORD
* indices;
        device
->CreateIndexBuffer(36 * sizeof(WORD), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &CubeIndex, 0);
        
        
        CubeIndex
->Lock(00, (void**)&indices, 0);
        
// front side
        indices[0]  = 0; indices[1]  = 1; indices[2]  = 2;
        indices[
3]  = 0; indices[4]  = 2; indices[5]  = 3;

        
// back side
        indices[6]  = 4; indices[7]  = 6; indices[8]  = 5;
        indices[
9]  = 4; indices[10= 7; indices[11= 6;

        
// left side
        indices[12= 4; indices[13= 5; indices[14= 1;
        indices[
15= 4; indices[16= 1; indices[17= 0;

        
// right side
        indices[18= 3; indices[19= 2; indices[20= 6;
        indices[
21= 3; indices[22= 6; indices[23= 7;

        
// top
        indices[24= 1; indices[25= 5; indices[26= 6;
        indices[
27= 1; indices[28= 6; indices[29= 2;

        
// bottom
        indices[30= 4; indices[31= 0; indices[32= 3;
        indices[
33= 4; indices[34= 3; indices[35= 7;

        CubeIndex
->Unlock();

    }


    
bool ExampleApplication::Render(float timeDelta)
    
{
        
if( device ) // Only use Device methods if we have a valid device.
        {

            D3DXMATRIX Rx, Ry;

            
// rotate 45 degrees on x-axis
            D3DXMatrixRotationX(&Rx, 3.14f / 4.0f);

            
// incremement y-rotation angle each frame
            static float y = 0.0f;
            D3DXMatrixRotationY(
&Ry, y);
            y 
+= timeDelta;

            
// reset angle to zero when angle reaches 2*PI
            if( y >= 6.28f )
                y 
= 0.0f;

            
// combine x- and y-axis rotation transformations.
            D3DXMATRIX p = Rx * Ry;

            device
->SetTransform(D3DTS_WORLD, &p);
            
// Instruct the device to set each pixel on the back buffer black -
            
// D3DCLEAR_TARGET: 0x00000000 (black) - and to set each pixel on
            
// the depth buffer to a value of 1.0 - D3DCLEAR_ZBUFFER: 1.0f.
            device->Clear(00, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff1.0f0);

            device
->BeginScene();

            
            device
->SetStreamSource(0, Cube, 0sizeof(ColorVertex));
            device
->SetFVF(ColorVertex::FVF);
            device
->SetIndices(CubeIndex);


        
//    device->SetTransform(D3DTS_WORLD, &ObjWorldMatrices[1]);

            device
->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
            device
->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 008012);

        
//    device->SetTransform(D3DTS_WORLD, &ObjWorldMatrices[0]);
        
//    device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
            
        
//    teapot->DrawSubset(0);

            device
->EndScene();

            
// Swap the back and front buffers.
            device->Present(0000);
        }

        
return true;
    }


}




///main函数。。
int WINAPI WinMain(    
                   HINSTANCE hInstance,
                    HINSTANCE hPrevInstance,
                    LPSTR lpCmdLine,
                    
int nShowCmd
                   )
{
    LTT::ExampleApplication app(hInstance);
    app.Go();

    
return 0;
}

////////////////////////////////////////////



个人感觉接口封装的还不够好。。用起来还不是那么的爽。。以后继续优化。。。^_^
posted on 2008-09-20 22:10 AstaTus 阅读(1294) 评论(0)  编辑 收藏 引用 所属分类: DIRECTX9

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