效果啧啧啊!活的水!
//=============================================================================
// Desc: 主程序源代码
//=============================================================================
#include "dxstdafx.h"
#include "resource.h"
//-----------------------------------------------------------------------------
// Desc: 全局变量
//-----------------------------------------------------------------------------
ID3DXFont* g_pFont = NULL; //ID3DXFont字体对象
ID3DXSprite* g_pTextSprite = NULL; //ID3DXSprite文本精灵对象
bool g_bShowHelp = true; //标识是否显示简单说明文本
CDXUTDialogResourceManager g_DialogResourceManager; //对话框资源管理器
CD3DSettingsDlg g_SettingsDlg; //Direct3D设备设置对话框
CDXUTDialog g_HUD; //对话框
CDXUTDialog g_SampleUI; //对话框
LPDIRECT3DVERTEXBUFFER9 g_pBackgroundVB; //背景矩形顶点缓冲区
LPDIRECT3DTEXTURE9 g_pBackgroundTexture; //背景纹理
LPDIRECT3DVERTEXBUFFER9 g_pWaterVB; //水波网格模型顶点缓冲区
LPDIRECT3DTEXTURE9 g_psBumpMap; //凹凸纹理
D3DXMATRIXA16 g_matBumpMat; //世界矩阵
const UINT g_n = 2; //水波网格模型x轴方向的顶点数目
const UINT g_m = 2; //水波网格模型y轴方向的顶点数目
const UINT g_nTriangles = (g_n-1)*(g_m-1)*2; //水波网格模型的三角形数目
//-----------------------------------------------------------------------------
// Desc: 顶点结构与顶点格式
//-----------------------------------------------------------------------------
struct VERTEX
{
D3DXVECTOR3 p;
float tu, tv;
static const DWORD FVF;
};
const DWORD VERTEX::FVF = D3DFVF_XYZ | D3DFVF_TEX1;
//-----------------------------------------------------------------------------
// Desc: 控件ID
//-----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN 1
#define IDC_TOGGLEREF 2
#define IDC_CHANGEDEVICE 3
//-----------------------------------------------------------------------------
// Desc: 函数声明
//------------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext );
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext );
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext );
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext );
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext );
void CALLBACK OnLostDevice( void* pUserContext );
void CALLBACK OnDestroyDevice( void* pUserContext );
void InitApp();
void RenderText();
HRESULT CreateBumpMap(IDirect3DDevice9* pd3dDevice);
HRESULT SetEMBMStates(IDirect3DDevice9* pd3dDevice, float fTime);
inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); }
//-----------------------------------------------------------------------------
// Desc: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
//为Debug配置启用运行时内存检查功能
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
//设置回调函数
DXUTSetCallbackDeviceCreated( OnCreateDevice );
DXUTSetCallbackDeviceReset( OnResetDevice );
DXUTSetCallbackDeviceLost( OnLostDevice );
DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackKeyboard( KeyboardProc );
DXUTSetCallbackFrameRender( OnFrameRender );
DXUTSetCallbackFrameMove( OnFrameMove );
//应用程序相关的初始化
InitApp();
//初始化DXUT, 创建窗口, 创建Direct3D设备对象
DXUTInit( true, true, true );
DXUTSetCursorSettings( true, true );
DXUTCreateWindow( L"BumpWaves" );
DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480,
IsDeviceAcceptable, ModifyDeviceSettings );
//进入消息循环和场景渲染
DXUTMainLoop();
//在此进行应用程序相关的清除工作
return DXUTGetExitCode();
}
//-----------------------------------------------------------------------------
// Desc: 应用程序相关初始化
//-----------------------------------------------------------------------------
void InitApp()
{
//初始化对话框
g_SettingsDlg.Init( &g_DialogResourceManager );
g_HUD.Init( &g_DialogResourceManager );
g_SampleUI.Init( &g_DialogResourceManager );
//为g_HUD对话框设置消息处理函数,添加控件
g_HUD.SetCallback( OnGUIEvent ); int iY = 10;
g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 35, iY, 125, 22 );
g_HUD.AddButton( IDC_TOGGLEREF, L"Toggle REF (F3)", 35, iY += 24, 125, 22 );
g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 35, iY += 24, 125, 22, VK_F2 );
}
//-----------------------------------------------------------------------------
// Desc: 设备能力检查
//-----------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
D3DFORMAT BackBufferFormat, bool bWindowed,
void* pUserContext )
{
//检查后台缓冲区格式是否支持Alpha混合等操作(post pixel blending operations)
IDirect3D9* pD3D = DXUTGetD3DObject();
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
return false;
//检查当前设备是否支持凹凸纹理映射
if( 0 == ( pCaps->TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE ) )
return false;
//检查当前设备是否支持D3DFMT_V8U8 格式的纹理
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal,
pCaps->DeviceType, AdapterFormat,
0, D3DRTYPE_TEXTURE,
D3DFMT_V8U8 ) ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Desc: 修改Direct3D渲染设备设置
//-----------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings,
const D3DCAPS9* pCaps, void* pUserContext )
{
//如果不支持硬件顶点处理则使用软件顶点处理
if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
{
pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
//如果使用参考设备,则弹出警告对话框
static bool s_bFirstTime = true;
if( s_bFirstTime )
{
s_bFirstTime = false;
if( pDeviceSettings->DeviceType == D3DDEVTYPE_REF )
DXUTDisplaySwitchingToREFWarning();
}
return true;
}
//-----------------------------------------------------------------------------
// Desc: 在此创建管理内存资源对象
//-----------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
//创建字体
V_RETURN( D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
L"Arial", &g_pFont ) );
//创建背景纹理
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Lake.bmp", &g_pBackgroundTexture ));
//创建凹凸纹理
CreateBumpMap(pd3dDevice);
if( NULL == g_psBumpMap )
return E_FAIL;
//创建背景矩形顶点缓冲区
V_RETURN( pd3dDevice->CreateVertexBuffer( 4*sizeof(VERTEX),
D3DUSAGE_WRITEONLY, VERTEX::FVF,
D3DPOOL_MANAGED, &g_pBackgroundVB, NULL ));
//填充背景矩形顶点缓冲区
VERTEX* v;
g_pBackgroundVB->Lock( 0, 0, (void**)&v, 0 );
v[0].p = D3DXVECTOR3(-1000.0f, 0.0f, 0.0f );
v[1].p = D3DXVECTOR3(-1000.0f, 1000.0f, 0.0f );
v[2].p = D3DXVECTOR3( 1000.0f, 0.0f, 0.0f );
v[3].p = D3DXVECTOR3( 1000.0f, 1000.0f, 0.0f );
v[0].tu = 0.0f; v[0].tv = 147/256.0f;
v[1].tu = 0.0f; v[1].tv = 0.0f;
v[2].tu = 1.0f; v[2].tv = 147/256.0f;
v[3].tu = 1.0f; v[3].tv = 0.0f;
g_pBackgroundVB->Unlock();
//创建水波网格模型顶点缓冲区
V_RETURN( pd3dDevice->CreateVertexBuffer( g_nTriangles*3*sizeof(VERTEX),
D3DUSAGE_WRITEONLY, VERTEX::FVF,
D3DPOOL_MANAGED, &g_pWaterVB, NULL ));
//填充水波网格模型顶点缓冲区
g_pWaterVB->Lock( 0, 0, (void**)&v, 0 );
float dX = 2000.0f/(g_n-1);
float dZ = 1250.0f/(g_m-1);
float x0 = -1000;
float z0 = -1250;
float dU = 1.0f/(g_n-1);
float dV = 0.7f/(g_m-1);
UINT k = 0;
for (UINT z=0; z < (g_m-1); z++)
{
for (UINT x=0; x < (g_n-1); x++)
{
v[k].p = D3DXVECTOR3(x0 + x*dX, 0.0f, z0 + z*dZ );
v[k].tu = x*dU;
v[k].tv = z*dV;
k++;
v[k].p = D3DXVECTOR3(x0 + x*dX, 0.0f, z0 + (z+1)*dZ );
v[k].tu = x*dU;
v[k].tv = (z+1)*dV;
k++;
v[k].p = D3DXVECTOR3(x0 + (x+1)*dX, 0.0f, z0 + (z+1)*dZ );
v[k].tu = (x+1)*dU;
v[k].tv = (z+1)*dV;
k++;
v[k].p = D3DXVECTOR3(x0 + x*dX, 0.0f, z0 + z*dZ );
v[k].tu = x*dU;
v[k].tv = z*dV;
k++;
v[k].p = D3DXVECTOR3(x0 + (x+1)*dX, 0.0f, z0 + (z+1)*dZ );
v[k].tu = (x+1)*dU;
v[k].tv = (z+1)*dV;
k++;
v[k].p = D3DXVECTOR3(x0 + (x+1)*dX, 0.0f, z0 + z*dZ );
v[k].tu = (x+1)*dU;
v[k].tv = z*dV;
k++;
}
}
g_pWaterVB->Unlock();
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 在此创建默认内存类型资源对象
//-----------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnResetDevice() );
V_RETURN( g_SettingsDlg.OnResetDevice() );
//设置对话框位置和尺寸
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-170, 0 );
g_HUD.SetSize( 170, 170 );
g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width-170,
pBackBufferSurfaceDesc->Height-350 );
g_SampleUI.SetSize( 170, 300 );
//恢复字体
if( g_pFont )
V_RETURN( g_pFont->OnResetDevice() );
//创建ID3DXSprite接口对象
V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );
//设置世界变换矩阵
D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity( &matWorld );
pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
//设置观察矩阵
D3DXMATRIXA16 matView;
D3DXVECTOR3 vEyePt( 0.0f, 400.0f, -1650.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
//设置投影矩阵
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, 1.00f, 1.0f, 1.0f, 10000.0f );
pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
//设置纹理过滤方式
pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
pd3dDevice->SetSamplerState( 1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
pd3dDevice->SetSamplerState( 1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
}
//-----------------------------------------------------------------------------
// Desc: 渲染场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
HRESULT hr;
//如果正在利用Direct3D设备设置对话框进行设置, 则不渲染场景
if( g_SettingsDlg.IsActive() )
{
g_SettingsDlg.OnRender( fElapsedTime );
return;
}
//清除后台颜色缓冲区和深度缓冲区
V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_ARGB(0, 45, 50, 170), 1.0f, 0) );
//渲染场景
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
//为渲染背景举行设置纹理渲染状态
pd3dDevice->SetTexture( 0, g_pBackgroundTexture );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
//渲染背景矩形
pd3dDevice->SetFVF( VERTEX::FVF );
pd3dDevice->SetStreamSource( 0, g_pBackgroundVB, 0, sizeof(VERTEX) );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
//为渲染水波设置纹理渲染状态
SetEMBMStates( pd3dDevice, (float)fTime );
//渲染水波网格模型
pd3dDevice->SetFVF( VERTEX::FVF );
pd3dDevice->SetStreamSource( 0, g_pWaterVB, 0, sizeof(VERTEX) );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, g_nTriangles );
//渲染文本和控件
DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
RenderText();
V( g_HUD.OnRender( fElapsedTime ) );
V( g_SampleUI.OnRender( fElapsedTime ) );
DXUT_EndPerfEvent();
//结束渲染场景
V( pd3dDevice->EndScene() );
}
}
//-----------------------------------------------------------------------------
// Desc: 渲染文本
//-----------------------------------------------------------------------------
void RenderText()
{
CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );
//显示当前Direct3D设备状态和渲染帧速率
txtHelper.Begin();
txtHelper.SetInsertionPos( 5, 5 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( DXUTGetFrameStats(true) );
txtHelper.DrawTextLine( DXUTGetDeviceStats() );
//显示其他简要信息
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"水波效果模拟" );
//显示简单帮助文本
const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
if( g_bShowHelp )
{
txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*6 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 0.75f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Controls (F1 to hide):" );
txtHelper.SetInsertionPos( 40, pd3dsdBackBuffer->Height-15*5 );
txtHelper.DrawTextLine( L"Quit: ESC" );
}
else
{
txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*2 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Press F1 for help" );
}
txtHelper.End();
}
//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
bool* pbNoFurtherProcessing, void* pUserContext )
{
*pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
if( g_SettingsDlg.IsActive() )
{
g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
return 0;
}
*pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
*pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
return 0;
}
//-----------------------------------------------------------------------------
// Desc: 键盘消息处理
//-----------------------------------------------------------------------------
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
{
if( bKeyDown )
{
switch( nChar )
{
case VK_F1: g_bShowHelp = !g_bShowHelp; break;
}
}
}
//-----------------------------------------------------------------------------
// Desc: 处理各种控件消息
//-----------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl,
void* pUserContext )
{
switch( nControlID )
{
case IDC_TOGGLEFULLSCREEN:
DXUTToggleFullScreen();
break;
case IDC_TOGGLEREF:
DXUTToggleREF();
break;
case IDC_CHANGEDEVICE:
g_SettingsDlg.SetActive( !g_SettingsDlg.IsActive() );
break;
}
}
//-----------------------------------------------------------------------------
// Desc: 释放在OnResetDevice()中创建的资源
//-----------------------------------------------------------------------------
void CALLBACK OnLostDevice( void* pUserContext )
{
g_DialogResourceManager.OnLostDevice();
g_SettingsDlg.OnLostDevice();
if( g_pFont )
g_pFont->OnLostDevice();
SAFE_RELEASE( g_pTextSprite );
}
//------------------------------------------------------------------------------
// Desc: 释放在OnCreateDevice()中创建的资源
//------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnDestroyDevice();
g_SettingsDlg.OnDestroyDevice();
SAFE_RELEASE( g_pFont );
SAFE_RELEASE( g_pBackgroundTexture );
SAFE_RELEASE( g_psBumpMap );
SAFE_RELEASE( g_pBackgroundVB );
SAFE_RELEASE( g_pWaterVB );
}
//-----------------------------------------------------------------------------
// Desc: 创建凹凸纹理对象
//-----------------------------------------------------------------------------
HRESULT CreateBumpMap(IDirect3DDevice9* pd3dDevice)
{
HRESULT hr = S_OK;
UINT iWidth = 256;
UINT iHeight = 256;
//创建凹凸纹理
V_RETURN( pd3dDevice->CreateTexture( iWidth, iWidth, 1, 0, D3DFMT_V8U8,
D3DPOOL_MANAGED, &g_psBumpMap, NULL ));
//填充纹理元素
D3DLOCKED_RECT d3dlr;
g_psBumpMap->LockRect( 0, &d3dlr, 0, 0 );
CHAR* pDst = (CHAR*)d3dlr.pBits;
CHAR iDu, iDv;
for( DWORD y=0; y<iHeight; y++ )
{
CHAR* pPixel = pDst;
for( DWORD x=0; x<iWidth; x++ )
{
float fx = x/(FLOAT)iWidth - 0.5f;
float fy = y/(FLOAT)iHeight - 0.2f;
float r = sqrtf( fx*fx + fy*fy );
iDu = (CHAR)( 64 * cosf( 300.0f * r ) * expf( -r * 5.0f ) );
iDu = iDu + (CHAR)( 32 * cosf( 150.0f * ( fx + fy ) ) );
iDu = iDu +(CHAR)( 16 * cosf( 140.0f * ( fx * 0.85f - fy ) ) );
iDv = (CHAR)( 64 * sinf( 300.0f * r ) * expf( -r * 5.0f ) );
iDv = iDv + (CHAR)( 32 * sinf( 150.0f * ( fx + fy ) ) );
iDv = iDv + (CHAR)( 16 * sinf( 140.0f * ( fx * 0.85f - fy ) ) );
*pPixel++ = iDu;
*pPixel++ = iDv;
}
pDst += d3dlr.Pitch;
}
g_psBumpMap->UnlockRect(0);
return hr;
}
//-----------------------------------------------------------------------------
// Desc: 设置纹理层渲染状态
//-----------------------------------------------------------------------------
HRESULT SetEMBMStates(IDirect3DDevice9* pd3dDevice, float fTime)
{
//设置纹理层 0 的纹理渲染状态
pd3dDevice->SetTexture( 0, g_psBumpMap );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE );
static float r = 0.04f;
g_matBumpMat._11 = r * cosf( (float)fTime * 9.0f );
g_matBumpMat._12 = -r * sinf( (float)fTime * 9.0f );
g_matBumpMat._21 = r * sinf( (float)fTime * 9.0f );
g_matBumpMat._22 = r * cosf( (float)fTime * 9.0f );
pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT00, F2DW( g_matBumpMat._11 ) );
pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT01, F2DW( g_matBumpMat._12 ) );
pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT10, F2DW( g_matBumpMat._21 ) );
pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVMAT11, F2DW( g_matBumpMat._22 ) );
pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVLSCALE, F2DW(0.8f) );
pd3dDevice->SetTextureStageState( 0, D3DTSS_BUMPENVLOFFSET, F2DW(0.0f) );
//设置纹理层 1 的纹理渲染状态
pd3dDevice->SetTexture( 1, g_pBackgroundTexture );
pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1 );
pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3|D3DTTFF_PROJECTED );
//设置纹理坐标变换矩阵
static D3DXMATRIXA16 mat;
mat._11 = 0.8f; mat._12 = 0.0f; mat._13 = 0.0f;
mat._21 = 0.0f; mat._22 = 0.8f; mat._23 = 0.0f;
mat._31 = 0.5f; mat._32 =-0.5f; mat._33 = 1.0f;
mat._41 = 0.0f; mat._42 = 0.0f; mat._43 = 0.0f;
pd3dDevice->SetTransform( D3DTS_TEXTURE1, &mat );
return S_OK;
}
posted on 2008-04-17 23:48
七星重剑 阅读(1252)
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Game Graphics