随笔 - 505  文章 - 1034  trackbacks - 0
<2009年4月>
2930311234
567891011
12131415161718
19202122232425
262728293012
3456789


子曾经曰过:编程无他,唯手熟尔!

常用链接

留言簿(94)

随笔分类(649)

随笔档案(505)

相册

BCB

Crytek

  • crymod
  • Crytek's Offical Modding Portal

Game Industry

OGRE

other

Programmers

Qt

WOW Stuff

搜索

  •  

积分与排名

  • 积分 - 899825
  • 排名 - 14

最新随笔

最新评论

阅读排行榜

评论排行榜







//=============================================================================
// Desc: 多光源示例程序
//=============================================================================

#include 
<d3dx9.h>


//-----------------------------------------------------------------------------
// Desc: 全局变量
//-----------------------------------------------------------------------------
LPDIRECT3D9               g_pD3D         = NULL;   //Direct3D对象
LPDIRECT3DDEVICE9         g_pd3dDevice   = NULL;   //Direct3D设备对象
LPDIRECT3DVERTEXBUFFER9   g_pVB          = NULL;   //顶点缓冲区对象


//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
    D3DXVECTOR3 position;   
//顶点位置
    D3DXVECTOR3 normal;     //顶点法线
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)


//-----------------------------------------------------------------------------
// Desc: 设置变换矩阵
//-----------------------------------------------------------------------------
VOID SetMatrices()
{
    
//建立并设置世界矩阵
    D3DXMATRIX matWorld;
    D3DXMatrixIdentity( 
&matWorld );
    g_pd3dDevice
->SetTransform( D3DTS_WORLD, &matWorld );

    
//建立并设置观察矩阵
    D3DXVECTOR3 vEyePt( 0.0f3.0f,-5.0f );
    D3DXVECTOR3 vLookatPt( 
0.0f0.0f0.0f );
    D3DXVECTOR3 vUpVec( 
0.0f1.0f0.0f );
    D3DXMATRIX matView;
    D3DXMatrixLookAtLH( 
&matView, &vEyePt, &vLookatPt, &vUpVec );
    g_pd3dDevice
->SetTransform( D3DTS_VIEW, &matView );

    
//建立并设置投影矩阵
    D3DXMATRIX matProj;
    D3DXMatrixPerspectiveFovLH( 
&matProj, D3DX_PI/41.0f1.0f100.0f );
    g_pd3dDevice
->SetTransform( D3DTS_PROJECTION, &matProj );
}


//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    
//创建Direct3D对象, 该对象用于创建Direct3D设备对象
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        
return E_FAIL;

    
//设置D3DPRESENT_PARAMETERS结构, 准备创建Direct3D设备对象
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory( 
&d3dpp, sizeof(d3dpp) );
    d3dpp.Windowed 
= TRUE;
    d3dpp.SwapEffect 
= D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat 
= D3DFMT_UNKNOWN;
    d3dpp.EnableAutoDepthStencil 
= TRUE;
    d3dpp.AutoDepthStencilFormat 
= D3DFMT_D16;
    

    
//创建Direct3D设备对象
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      
&d3dpp, &g_pd3dDevice ) ) )
    {
        
return E_FAIL;
    }

    
//设置剔出模式为不剔出任何面(正面和方面)
    g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

    
//启用深度测试
    g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );

    
//启用镜面反射光照模型
    g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
    
    
//设置变换矩阵
    SetMatrices();

    
return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 创建场景图形
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
    
//创顶点缓冲区
    if( FAILED( g_pd3dDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX),
                                                  
0, D3DFVF_CUSTOMVERTEX,
                                                  D3DPOOL_DEFAULT, 
&g_pVB, NULL ) ) )
    {
        
return E_FAIL;
    }

    
//填充顶点缓冲区
    CUSTOMVERTEX* pVertices;
    
if( FAILED( g_pVB->Lock( 00, (void**)&pVertices, 0 ) ) )
        
return E_FAIL;
    
for( DWORD i=0; i<50; i++ )
    {
        FLOAT theta 
= (2*D3DX_PI*i)/(50-1);
        pVertices[
2*i+0].position = D3DXVECTOR3( sinf(theta),-1.0f, cosf(theta) );
        pVertices[
2*i+0].normal   = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
        pVertices[
2*i+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) );
        pVertices[
2*i+1].normal   = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
    }
    g_pVB
->Unlock();

    
return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 设置材质和灯光
//-----------------------------------------------------------------------------
VOID SetupLights()
{
    
//设置材料属性, 只反射红光分量和绿光分量, 整体上看该物体材料反射黄色光
    D3DMATERIAL9 mtrl;
    ZeroMemory( 
&mtrl, sizeof(D3DMATERIAL9) );

    mtrl.Ambient.r 
= 1.0f;
    mtrl.Ambient.g 
= 1.0f;
    mtrl.Ambient.b 
= 0.0f;
    mtrl.Ambient.a 
= 1.0f;

    mtrl.Diffuse.r 
= 1.0f;
    mtrl.Diffuse.g 
= 1.0f;
    mtrl.Diffuse.b 
= 0.0f;
    mtrl.Diffuse.a 
= 0.5f;

    mtrl.Specular.r 
= 1.0f;
    mtrl.Specular.g 
= 1.0f;
    mtrl.Specular.b 
= 0.0f;
    mtrl.Specular.a 
= 1.0f;

    g_pd3dDevice
->SetMaterial( &mtrl );

    
//设置一号光源为方向光,颜色为绿色
    D3DXVECTOR3 vecDir;
    D3DLIGHT9 light1;
    ZeroMemory( 
&light1, sizeof(D3DLIGHT9) );
    light1.Type       
= D3DLIGHT_DIRECTIONAL;
    light1.Diffuse.r  
= 0.0f;
    light1.Diffuse.g  
= 1.0f;
    light1.Diffuse.b  
= 0.0f;
    vecDir 
= D3DXVECTOR3(-100 ,10); //方向光方向
    
    D3DXVec3Normalize( (D3DXVECTOR3
*)&light1.Direction, &vecDir );
    g_pd3dDevice
->SetLight( 0&light1 );

    
//二号光源为点光源,颜色为红色
    D3DXVECTOR3  vecPos2;
    D3DLIGHT9 light2;
    ZeroMemory( 
&light2, sizeof(D3DLIGHT9) );
    light2.Type       
= D3DLIGHT_POINT;  
    light2.Diffuse.r  
= 1.0f;
    light2.Diffuse.g  
= 0.0f;
    light2.Diffuse.b  
= 0.0f;

    light2.Position
= D3DXVECTOR3(10*sinf(timeGetTime()/350.0f) ,
                         
0,
                         
10*cosf(timeGetTime()/350.0f) );

    light2.Range        
= 100.0f;
    light2.Attenuation0 
= 1.0f;
    g_pd3dDevice
->SetLight( 1&light2 );

    
//三号光源为方向光,颜色为绿色, *镜面反射*
    D3DXVECTOR3 vecDir3;
    D3DLIGHT9 light3;
    ZeroMemory( 
&light3, sizeof(D3DLIGHT9) );
    light3.Type       
= D3DLIGHT_DIRECTIONAL; 
    light3.Specular.r  
= 0.0f;
    light3.Specular.g  
= 1.0f;
    light3.Specular.b  
= 0.0f;
    light3.Specular.a  
= 1.0f;
    vecDir3 
= D3DXVECTOR3(-10,0,10);
    
    D3DXVec3Normalize( (D3DXVECTOR3
*)&light3.Direction, &vecDir3 );
    g_pd3dDevice
->SetLight( 2&light3 );

    
//设置一定的环境光
    g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00505050);
}


//--------------------------------------------------------------
// Name: 释放创建的对象
//--------------------------------------------------------------
VOID Cleanup()
{
    
//释放顶点缓冲区对象
    if( g_pVB != NULL )
        g_pVB
->Release();

    
//释放Direct3D设备对象
    if( g_pd3dDevice != NULL )
        g_pd3dDevice
->Release();

    
//释放Direct3D对象
    if( g_pD3D != NULL )
        g_pD3D
->Release();
}


//-----------------------------------------------------------------------------
// Desc: 渲染图形 
//-----------------------------------------------------------------------------
VOID Render()
{
    
//清空后台缓冲区和深度缓冲区
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
                         D3DCOLOR_XRGB(
4550170), 1.0f0 );

    
//开始在后台缓冲区绘制图形
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
         
//设置材料和灯光, 因为灯光属性不断变化,所以在此设置
        SetupLights();

        
//在后台缓冲区绘制图形
        g_pd3dDevice->SetStreamSource( 0, g_pVB, 0sizeof(CUSTOMVERTEX) );
        g_pd3dDevice
->SetFVF( D3DFVF_CUSTOMVERTEX );
        g_pd3dDevice
->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02*50-2 );

       
//结束在后台缓冲区绘制图形
        g_pd3dDevice->EndScene();
    }

    
//将在后台缓冲区绘制的图形提交到前台缓冲区显示
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}


//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    
switch( msg )
    {
    
case WM_DESTROY:
        Cleanup();
        PostQuitMessage( 
0 );
        
return 0;

    
case WM_KEYDOWN:
        
switch(wParam)
        {
        
case 48:  //"0"键, 禁用所有的光源,只使用环境光
            g_pd3dDevice->LightEnable( 0false );
            g_pd3dDevice
->LightEnable( 1false );
            g_pd3dDevice
->LightEnable( 2false );
            
break;
        
case 49:  //"1"键, 启用1号光源, 方向光
            g_pd3dDevice->LightEnable( 0true );
            g_pd3dDevice
->LightEnable( 1false );
            g_pd3dDevice
->LightEnable( 2false );
            
break;
        
case 50:  //"2"键, 启用2号光源, 点光源
            g_pd3dDevice->LightEnable( 0false );
            g_pd3dDevice
->LightEnable( 1true );
            g_pd3dDevice
->LightEnable( 2false );
            
break;
        
case 51:  //"3"键, 启用3号光源, 方向光
            g_pd3dDevice->LightEnable( 0false );
            g_pd3dDevice
->LightEnable( 1false );
            g_pd3dDevice
->LightEnable( 2true );
            
break;
        
case 52:  //"4"键, 同时启用三个光源
            g_pd3dDevice->LightEnable( 0true );
            g_pd3dDevice
->LightEnable( 1true );
            g_pd3dDevice
->LightEnable( 2true );
            
break;
        
case 53:  //"5"键,平面着色模式
            g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
            
break;
        
        
case 54:  //"6"键,戈劳德着色模式
            g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_GOURAUD);
            
break;
        }
        
return 0;
    }

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


//-----------------------------------------------------------------------------
// Desc: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
    
//注册窗口类
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L0L,
                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                      L
"ClassName", NULL };
    RegisterClassEx( 
&wc );

    
//创建窗口
    HWND hWnd = CreateWindow( L"ClassName", L"多光源",
                              WS_OVERLAPPEDWINDOW, 
200100500500,
                              GetDesktopWindow(), NULL, wc.hInstance, NULL );

    
//初始化Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    {
       
//创建场景图形
        if( SUCCEEDED( InitGeometry() ) )
        {
            
//显示窗口
            ShowWindow( hWnd, SW_SHOWDEFAULT );
            UpdateWindow( hWnd );

             
//进入消息循环
            MSG msg;
            ZeroMemory( 
&msg, sizeof(msg) );
            
while( msg.message!=WM_QUIT )
            {
                
if( PeekMessage( &msg, NULL, 0U0U, PM_REMOVE ) )
                {
                    TranslateMessage( 
&msg );
                    DispatchMessage( 
&msg );
                }
                
else
                {
                    Render();  
//渲染场景
                }
            }
        }
    }

    UnregisterClass( L
"ClassName", wc.hInstance );
    
return 0;
}








posted on 2008-03-24 23:00 七星重剑 阅读(577) 评论(0)  编辑 收藏 引用 所属分类: Game Graphics

只有注册用户登录后才能发表评论。
网站导航: 博客园   IT新闻   BlogJava   知识库   博问   管理