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D3D中的光照(5)

聚光灯示例,截图:

源代码:

/**************************************************************************************
  Demonstrates using a spot light with D3DX objects.  
  You can move the spotlight around the scene with the arrow keys.
 *************************************************************************************
*/

#include 
"d3dUtility.h"

#pragma warning(disable : 
4100)

#define MESH_TEAPOT        0
#define MESH_SPHERE        1
#define MESH_TORUS        2
#define MESH_CYLINDER    3
#define NUM_MESH        4

const int WIDTH  = 640;
const int HEIGHT = 480;

IDirect3DDevice9
*        g_d3d_device;
ID3DXMesh
*                g_object_meshes[NUM_MESH];
D3DXMATRIX                g_world_matrices[NUM_MESH];
D3DMATERIAL9            g_materials[NUM_MESH];
D3DLIGHT9                g_spot_light;

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

bool setup()
{    
    
// create objects
    D3DXCreateTeapot(g_d3d_device, &g_object_meshes[MESH_TEAPOT], NULL);
    D3DXCreateSphere(g_d3d_device, 
1.0f2020&g_object_meshes[MESH_SPHERE], NULL);
    D3DXCreateTorus(g_d3d_device, 
0.5f1.0f2020&g_object_meshes[MESH_TORUS], NULL);
    D3DXCreateCylinder(g_d3d_device, 
0.5f1.5f2.0f2020&g_object_meshes[MESH_CYLINDER], NULL);

    
// build world matrices - position the objects in world space
    D3DXMatrixTranslation(&g_world_matrices[MESH_TEAPOT],     0.0f,  2.0f0.0f);
    D3DXMatrixTranslation(
&g_world_matrices[MESH_SPHERE],     0.0f-2.0f0.0f);
    D3DXMatrixTranslation(
&g_world_matrices[MESH_TORUS],    -3.0f,  0.0f0.0f);
    D3DXMatrixTranslation(
&g_world_matrices[MESH_CYLINDER],     3.0f,  0.0f0.0f);

    D3DXMATRIX rx;
    D3DXMatrixRotationX(
&rx, D3DX_PI * 0.5f);
    g_world_matrices[MESH_CYLINDER] 
*= rx;

    
// setup the object's materials
    g_materials[MESH_TEAPOT]   = RED_MATERIAL;
    g_materials[MESH_SPHERE]   
= BLUE_MATERIAL;
    g_materials[MESH_TORUS]    
= GREEN_MATERIAL;
    g_materials[MESH_CYLINDER] 
= YELLOW_MATERIAL;

    
for(int i = 0; i < NUM_MESH; i++)
        g_materials[i].Power 
= 20.0f;

    
// setup a spot light
    D3DXVECTOR3 light_pos(0.0f0.0f-5.0f);
    D3DXVECTOR3 light_dir(
0.0f0.0f1.0f);
    D3DXCOLOR   color 
= WHITE;
    g_spot_light 
= init_spot_light(&light_pos, &light_dir, &color);

    
// set and enable the light
    g_d3d_device->SetLight(0&g_spot_light);
    g_d3d_device
->LightEnable(0, TRUE);

    
// turn off specular lighting and instruct Direct3D to renormalize normals
    g_d3d_device->SetRenderState(D3DRS_NORMALIZENORMALS, TRUE);
    g_d3d_device
->SetRenderState(D3DRS_SPECULARENABLE, TRUE);

    
// position and aim the camera
    D3DXVECTOR3 position(0.0f0.0f-5.0f);
    D3DXVECTOR3 target(
0.0f0.0f0.0f);
    D3DXVECTOR3 up(
0.0f1.0f0.0f);

    D3DXMATRIX view_matrix;
    D3DXMatrixLookAtLH(
&view_matrix, &position, &target, &up);
    g_d3d_device
->SetTransform(D3DTS_VIEW, &view_matrix);

    
// set the projection matrix
    D3DXMATRIX proj;
    D3DXMatrixPerspectiveFovLH(
&proj, D3DX_PI * 0.5f, (float)WIDTH/HEIGHT, 1.0f1000.0f);
    g_d3d_device
->SetTransform(D3DTS_PROJECTION, &proj);
    
    
return true;
}

void cleanup()
{
    
for(int i = 0; i < NUM_MESH; i++)
        safe_release
<ID3DXMesh*>(g_object_meshes[i]);
}

bool display(float time_delta)
{
    
// move spot light around based on keyboard input

    
if(GetAsyncKeyState(VK_LEFT) & 0x8000f)
        g_spot_light.Direction.x 
-= 0.5f * time_delta;

    
if(GetAsyncKeyState(VK_RIGHT) & 0x8000f)
        g_spot_light.Direction.x 
+= 0.5f * time_delta;

    
if(GetAsyncKeyState(VK_UP) & 0x8000f)
        g_spot_light.Direction.y 
+= 0.5f * time_delta;

    
if(GetAsyncKeyState(VK_DOWN) & 0x8000f)
        g_spot_light.Direction.y 
-= 0.5f * time_delta;

    
// update the light
    g_d3d_device->SetLight(0&g_spot_light);
    g_d3d_device
->LightEnable(0, TRUE);

    
// draw the scene

    g_d3d_device
->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000001.0f0);

    g_d3d_device
->BeginScene();

    
for(int i = 0; i < NUM_MESH; i++)
    {
        
// set material and world matrix for ith object, then render the ith object.
        g_d3d_device->SetMaterial(&g_materials[i]);
        g_d3d_device
->SetTransform(D3DTS_WORLD, &g_world_matrices[i]);
        g_object_meshes[i]
->DrawSubset(0);
    }
    
    g_d3d_device
->EndScene();

    g_d3d_device
->Present(NULL, NULL, NULL, NULL);

    
return true;
}

LRESULT CALLBACK wnd_proc(HWND hwnd, UINT msg, WPARAM word_param, LPARAM long_param)
{
    
switch(msg)
    {
    
case WM_DESTROY:
        PostQuitMessage(
0);
        
break;

    
case WM_KEYDOWN:
        
if(word_param == VK_ESCAPE)
            DestroyWindow(hwnd);
        
break;
    }

    
return DefWindowProc(hwnd, msg, word_param, long_param);
}

int WINAPI WinMain(HINSTANCE inst, HINSTANCE, PSTR cmd_line, int cmd_show)
{
    
if(! init_d3d(inst, WIDTH, HEIGHT, true, D3DDEVTYPE_HAL, &g_d3d_device))
    {
        MessageBox(NULL, 
"init_d3d() - failed."0, MB_OK);
        
return 0;
    }

    
if(! setup())
    {
        MessageBox(NULL, 
"Steup() - failed."0, MB_OK);
        
return 0;
    }

    enter_msg_loop(display);

    cleanup();
    g_d3d_device
->Release();

    
return 0;
}

 


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posted on 2008-03-16 20:46 lovedday 阅读(654) 评论(0)  编辑 收藏 引用


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