本篇是
创建游戏内核(7)的续篇,其中涉及到的光照知识请参阅
D3D
中的材质和光照处理。
使用LIGHT进行光照处理
光照同材质一样简单,使用光照可以通过很多方式实现很多效果,基于这个原因,这里将所有同光照有关的一切东西都汇总到一个名为LIGHT的类中,来看看它的定义:
 
class LIGHT
{
protected:
    D3DLIGHT9 _light;
public:
    LIGHT();
    D3DLIGHT9* Get_Light();
    void Set_Type(D3DLIGHTTYPE type);
    void Move(float x_pos, float y_pos, float z_pos);
    void Move_Rel(float x_pos, float y_pos, float z_pos);
    void Get_Pos(float* x_pos, float* y_pos, float* z_pos);
    void Point(float x_from, float y_from, float z_from, float x_at, float y_at, float z_at);
    void Get_Direction(float* x_dir, float* y_dir, float* z_dir);
    void Set_Diffuse_Color(unsigned char red, unsigned char green, unsigned char blue);
    void Get_Diffuse_Color(unsigned char* red, unsigned char* green, unsigned char* blue);
    void Set_Specular_Color(unsigned char red, unsigned char green, unsigned char blue);
    void Get_Specular_Color(unsigned char* red, unsigned char* green, unsigned char* blue);
    
    void Set_Ambient_Color(unsigned char red, unsigned char green, unsigned char blue);
    void Get_Ambient_Color(unsigned char* red, unsigned char* green, unsigned char* blue);
    void Set_Range(float range);
    float Get_Range();
    void Set_Falloff(float falloff);
    float Get_Falloff();
    void Set_Attenuation_0(float attenuation);
    float Get_Attenuation_0();
    void Set_Attenuation_1(float attenuation);
    float Get_Attenuation_1();    
    void Set_Attenuation_2(float attenuation);
    float Get_Attenuation_2();
    void Set_Theta(float theta);
    float Get_Theta();
    void Set_Phi(float phi);
    float Get_Phi();
};
 
接着是类LIGHT的实现:
 
//---------------------------------------------------------------------------
// Constructor, set light type as point light, place light source at origin,
// and set diffuse color and ambient color as white, set range and attenuation
// for light.
//---------------------------------------------------------------------------
LIGHT::LIGHT()
{
    ZeroMemory(&_light, sizeof(D3DLIGHT9));
    Set_Type(D3DLIGHT_POINT);
    Move(0.0, 0.0, 0.0);
    Set_Diffuse_Color(255, 255, 255);
    Set_Ambient_Color(255, 255, 255);
    Set_Range(1000.0);
    Set_Attenuation_0(1.0);
}
//---------------------------------------------------------------------------
// Set light type (D3DLIGHT_POINT, D3DLIGHT_SPOT, D3DLIGHT_DIRECTIONAL).
//---------------------------------------------------------------------------
void LIGHT::Set_Type(D3DLIGHTTYPE type)
{
    _light.Type = type;
}
//---------------------------------------------------------------------------
// Move light source to specified position.
//---------------------------------------------------------------------------
void LIGHT::Move(float x_pos, float y_pos, float z_pos)
{
    _light.Position.x = x_pos;
    _light.Position.y = y_pos;
    _light.Position.z = z_pos;
}
//---------------------------------------------------------------------------
// Move light source to specified position which is relative to current position.
//---------------------------------------------------------------------------
void LIGHT::Move_Rel(float x_pos, float y_pos, float z_pos)
{
    _light.Position.x += x_pos;
    _light.Position.y += y_pos;
    _light.Position.z += z_pos;
}
//---------------------------------------------------------------------------
// Get current position.
//---------------------------------------------------------------------------
void LIGHT::Get_Pos(float *x_pos, float *y_pos, float *z_pos)
{
    if(x_pos != NULL)
        *x_pos = _light.Position.x;
    if(y_pos != NULL)
        *y_pos = _light.Position.y;
    if(z_pos != NULL)
        *z_pos = _light.Position.z;
}
//---------------------------------------------------------------------------
// Move light source to specified position and pointer it to specified direction.
//---------------------------------------------------------------------------
void LIGHT::Point(float x_from, float y_from, float z_from, float x_at, float y_at, float z_at)
{
    // move the light
    Move(x_from, y_from, z_from);
    // calculate vator between angles
    _light.Direction.x = x_at - x_from;
    _light.Direction.y = y_at - y_from;
    _light.Direction.z = z_at - z_from;
}
//---------------------------------------------------------------------------
// Get the direction of current light source.
//---------------------------------------------------------------------------
void LIGHT::Get_Direction(float *x_dir, float *y_dir, float *z_dir)
{
    if(x_dir != NULL)
        *x_dir = _light.Direction.x;
    if(y_dir != NULL)
        *y_dir = _light.Direction.y;
    if(z_dir != NULL)
        *z_dir = _light.Direction.z;
}
//---------------------------------------------------------------------------
// Set diffuse color of light source.
//---------------------------------------------------------------------------
void LIGHT::Set_Diffuse_Color(unsigned char red, unsigned char green, unsigned char blue)
{
    _light.Diffuse.r = red / 255.0f;
    _light.Diffuse.g = green / 255.0f;
    _light.Diffuse.b = blue / 255.0f;
}
//---------------------------------------------------------------------------
// Get diffuse color of light source.
//---------------------------------------------------------------------------
void LIGHT::Get_Diffuse_Color(unsigned char* red, unsigned char* green, unsigned char* blue)
{
    if(red != NULL)
        *red = (unsigned char)(255.0f * _light.Diffuse.r);
    if(green != NULL)
        *green = (unsigned char)(255.0f * _light.Diffuse.g);
    if(blue != NULL)
        *blue = (unsigned char)(255.0f * _light.Diffuse.b);
}
//---------------------------------------------------------------------------
// Set specular color of light source.
//---------------------------------------------------------------------------
void LIGHT::Set_Specular_Color(unsigned char red, unsigned char green, unsigned char blue)
{
    _light.Specular.r = red / 255.0f;
    _light.Specular.g = green / 255.0f;
    _light.Specular.b = blue / 255.0f;
}
//---------------------------------------------------------------------------
// Get specular color of light source.
//---------------------------------------------------------------------------
void LIGHT::Get_Specular_Color(unsigned char* red, unsigned char* green, unsigned char* blue)
{
    if(red != NULL)
        *red = (unsigned char)(255.0f * _light.Specular.r);
    if(green != NULL)
        *green = (unsigned char)(255.0f * _light.Specular.g);
    if(blue != NULL)
        *blue = (unsigned char)(255.0f * _light.Specular.b);
}
//---------------------------------------------------------------------------
// Set ambient color of light source.
//---------------------------------------------------------------------------
void LIGHT::Set_Ambient_Color(unsigned char red, unsigned char green, unsigned char blue)
{
    _light.Ambient.r = red / 255.0f;
    _light.Ambient.g = green / 255.0f;
    _light.Ambient.b = blue / 255.0f;
}
//---------------------------------------------------------------------------
// Get ambient color of light source.
//---------------------------------------------------------------------------
void LIGHT::Get_Ambient_Color(unsigned char* red, unsigned char* green, unsigned char* blue)
{
    if(red != NULL)
        *red = (unsigned char)(255.0f * _light.Ambient.r);
    if(green != NULL)
        *green = (unsigned char)(255.0f * _light.Ambient.g);
    if(blue != NULL)
        *blue = (unsigned char)(255.0f * _light.Ambient.b);
}
//---------------------------------------------------------------------------
// Set the range of light source.
//---------------------------------------------------------------------------
void LIGHT::Set_Range(float range)
{
    _light.Range = range;
}
//---------------------------------------------------------------------------
// Get the range of light source.
//---------------------------------------------------------------------------
float LIGHT::Get_Range()
{
    return _light.Range;
}
//---------------------------------------------------------------------------
// Set the fallof of light source.
//---------------------------------------------------------------------------
void LIGHT::Set_Falloff(float falloff)
{
    _light.Falloff = falloff;
}
//---------------------------------------------------------------------------
// Get the fallof of light source.
//---------------------------------------------------------------------------
float LIGHT::Get_Falloff()
{
    return _light.Falloff;
}
//---------------------------------------------------------------------------
// Set attenuation 0 of light source.
//---------------------------------------------------------------------------
void LIGHT::Set_Attenuation_0(float attenuation)
{
    _light.Attenuation0 = attenuation;
}
//---------------------------------------------------------------------------
// Get attenuation 0 of light source.
//---------------------------------------------------------------------------
float LIGHT::Get_Attenuation_0()
{
    return _light.Attenuation0;
}
//---------------------------------------------------------------------------
// Set attenuation 1 of light source.
//---------------------------------------------------------------------------
void LIGHT::Set_Attenuation_1(float attenuation)
{
    _light.Attenuation1 = attenuation;
}
//---------------------------------------------------------------------------
// Get attenuation 1 of light source.
//---------------------------------------------------------------------------
float LIGHT::Get_Attenuation_1()
{
    return _light.Attenuation1;
}
//---------------------------------------------------------------------------
// Set attenuation 2 of light source.
//---------------------------------------------------------------------------
void LIGHT::Set_Attenuation_2(float attenuation)
{
    _light.Attenuation2 = attenuation;
}
//---------------------------------------------------------------------------
// Get attenuation 2 of light source.
//---------------------------------------------------------------------------
float LIGHT::Get_Attenuation_2()
{
    return _light.Attenuation2;
}
//---------------------------------------------------------------------------
// Set angle thera of light source.
//---------------------------------------------------------------------------
void LIGHT::Set_Theta(float theta)
{
    _light.Theta = theta;
}
//---------------------------------------------------------------------------
// Get angle thera of light source.
//---------------------------------------------------------------------------
float LIGHT::Get_Theta()
{
    return _light.Theta;
}
//---------------------------------------------------------------------------
// Set angle phi of light source.
//---------------------------------------------------------------------------
void LIGHT::Set_Phi(float phi)
{
    _light.Phi = phi;
}
//---------------------------------------------------------------------------
// Get angle phi of light source.
//---------------------------------------------------------------------------
float LIGHT::Get_Phi()
{
    return _light.Phi;
}
//---------------------------------------------------------------------------
// Get light source.
//---------------------------------------------------------------------------
D3DLIGHT9* LIGHT::Get_Light()
{
    return &_light;
}
 
要在光源中使用光照,只需要实例化LIGHT类,然后挑选一种光源类型并设置光源的颜色,将光源置于任何适当的位置,并设置光源的发射方向。
下面给出测试代码:
点击下载源码和工程 
 
/*****************************************************************************
PURPOSE:
    Test for class LIGHT.
*****************************************************************************/
#include "Core_Global.h"
#pragma warning(disable : 4996)
//===========================================================================
// Defines class APP which public inherits from class APPLICATION.
//===========================================================================
class APP : public APPLICATION
{
private:
    // the Direct3D and device object
    IDirect3D9* _d3d;
    IDirect3DDevice9* _d3d_device;
    IDirect3DVertexBuffer9* _vertex_buffer;
    // The 3D vertex format and descriptor
    typedef struct
    {
        float x, y, z;      // 3D coordinates    
        float nx, ny, nz;   // normals
        D3DCOLOR diffuse;   // color
    } VERTEX;
    #define VERTEX_FVF   (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE)
    
public:
    APP();
    
    BOOL Init();
    BOOL Shutdown();
    BOOL Frame();
};
//-----------------------------------------------------------------------------
// Consturctor, initialize member data.
//-----------------------------------------------------------------------------
APP::APP()
{
    _d3d = NULL;
    _d3d_device = NULL;
    _vertex_buffer = NULL;
}
//-----------------------------------------------------------------------------
// Initialize d3d, d3d device, vertex buffer, texutre; set render state for d3d;
// set perspective matrix and view matrix.
//-----------------------------------------------------------------------------
BOOL APP::Init()
{
    D3DPRESENT_PARAMETERS present_param;
    D3DDISPLAYMODE  display_mode;
    D3DXMATRIX mat_proj, mat_view;
    LIGHT light;
    BYTE* vertex_ptr;
    // initialize vertex data
    VERTEX verts[] = {
        { -100.0f,  100.0f, -100.0f, 0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },
        {  100.0f,  100.0f, -100.0f, 0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },
        { -100.0f, -100.0f, -100.0f, 0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },
        {  100.0f, -100.0f, -100.0f, 0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },
        {  100.0f,  100.0f, -100.0f, 1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
        {  100.0f,  100.0f,  100.0f, 1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
        {  100.0f, -100.0f, -100.0f, 1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
        {  100.0f, -100.0f,  100.0f, 1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
        {  100.0f,  100.0f,  100.0f, 0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },
        { -100.0f,  100.0f,  100.0f, 0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },
        {  100.0f, -100.0f,  100.0f, 0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },
        { -100.0f, -100.0f,  100.0f, 0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },
        { -100.0f,  100.0f,  100.0f, -1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
        { -100.0f,  100.0f, -100.0f, -1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
        { -100.0f, -100.0f,  100.0f, -1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
        { -100.0f, -100.0f, -100.0f, -1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) }
    }; 
    // do a windowed mode initialization of Direct3D
    if((_d3d = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
        return FALSE;
    // retrieves the current display mode of the adapter
    if(FAILED(_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &display_mode)))
        return FALSE;
    ZeroMemory(&present_param, sizeof(present_param));
    // initialize d3d presentation parameter
    present_param.Windowed               = TRUE;
    present_param.SwapEffect             = D3DSWAPEFFECT_DISCARD;
    present_param.BackBufferFormat       = display_mode.Format;
    present_param.EnableAutoDepthStencil = TRUE;
    present_param.AutoDepthStencilFormat = D3DFMT_D16;
    // creates a device to represent the display adapter
    if(FAILED(_d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, Get_Hwnd(),
                                  D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_param, &_d3d_device)))
        return FALSE;     
    // set render state
    // enable d3d lighting
    _d3d_device->SetRenderState(D3DRS_LIGHTING, TRUE);
    // enable z-buffer
    _d3d_device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    // create and set the projection matrix
    // builds a left-handed perspective projection matrix based on a field of view
    D3DXMatrixPerspectiveFovLH(&mat_proj, D3DX_PI/4.0, 1.33333f, 1.0f, 1000.0f);
    // sets a single device transformation-related state
    _d3d_device->SetTransform(D3DTS_PROJECTION, &mat_proj);
    // create and set the view matrix
    D3DXMatrixLookAtLH(&mat_view, 
                       &D3DXVECTOR3(0.0, 0.0, -500.0),
                       &D3DXVECTOR3(0.0f, 0.0f, 0.0f), 
                       &D3DXVECTOR3(0.0f, 1.0f, 0.0f));
    _d3d_device->SetTransform(D3DTS_VIEW, &mat_view);
    // create the vertex buffer and set data
    _d3d_device->CreateVertexBuffer(sizeof(VERTEX) * 16, 0, VERTEX_FVF, D3DPOOL_DEFAULT, &_vertex_buffer, NULL);
    // locks a range of vertex data and obtains a pointer to the vertex buffer memory
    _vertex_buffer->Lock(0, 0, (void**)&vertex_ptr, 0);
    memcpy(vertex_ptr, verts, sizeof(verts));
    // unlocks vertex data
    _vertex_buffer->Unlock();
    // set light data, color, position, range.
    light.Set_Type(D3DLIGHT_POINT);
    light.Set_Diffuse_Color(128, 128, 0);
    light.Set_Range(1000.0);
    light.Set_Attenuation_0(0.5);
    light.Move(300.0, 0.0, -600.0);
    
    // set and enable the light
    _d3d_device->SetLight(0, light.Get_Light());
    _d3d_device->LightEnable(0, TRUE);
    return TRUE;
}
//-----------------------------------------------------------------------------
// Release all d3d resource.
//-----------------------------------------------------------------------------
BOOL APP::Shutdown()
{
    Release_COM(_vertex_buffer);
    Release_COM(_d3d_device);
    Release_COM(_d3d);
    return TRUE;
}
//-----------------------------------------------------------------------------
// Render a frame.
//-----------------------------------------------------------------------------
BOOL APP::Frame()
{
    D3DXMATRIX mat_world;
    // clear device back buffer
    _d3d_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(0, 0, 0, 255), 1.0f, 0);
    // Begin scene
    if(SUCCEEDED(_d3d_device->BeginScene()))
    {
        // create and set the world transformation matrix
        // rotate object along y-axis
        D3DXMatrixRotationY(&mat_world, (float) (timeGetTime() / 1000.0));
        
        _d3d_device->SetTransform(D3DTS_WORLD, &mat_world);
        // set the vertex stream, shader.
        // binds a vertex buffer to a device data stream
        _d3d_device->SetStreamSource(0, _vertex_buffer, 0, sizeof(VERTEX));
        // set the current vertex stream declation
        _d3d_device->SetFVF(VERTEX_FVF);
        // draw the vertex buffer
        for(short i = 0; i < 4; i++)
            _d3d_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, i * 4, 2);
        // end the scene
        _d3d_device->EndScene();
    }
    // present the contents of the next buffer in the sequence of back buffers owned by the device
    _d3d_device->Present(NULL, NULL, NULL, NULL);
    return TRUE;
}
int PASCAL WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line, int cmd_show)
{
    APP app;
    return app.Run();
}
 
运行截图:
