📄 pointlight.cpp
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//////////////////////////////////////////////////////////////////////////////////////////////////
//
// File: pointLight.cpp
//
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0
//
// Desc: Demonstrates using a point light with D3DX objects. You can orbit
// the scene using the left and right arrow keys. In addition you can
// elevate the camera with the up and down arrow keys.
//
//////////////////////////////////////////////////////////////////////////////////////////////////
#include "d3dUtility.h"
//
// Globals
//
IDirect3DDevice9* Device = 0;
const int Width = 640;
const int Height = 480;
ID3DXMesh* Objects[4] = {0, 0, 0, 0};
D3DXMATRIX Worlds[4];
D3DMATERIAL9 Mtrls[4];
//
// Framework Functions
//
bool Setup()
{
//
// Create objects.
//
D3DXCreateTeapot(Device, &Objects[0], 0);
D3DXCreateSphere(Device, 1.0f, 20, 20, &Objects[1], 0);
D3DXCreateTorus(Device, 0.5f, 1.0f, 20, 20, &Objects[2], 0);
D3DXCreateCylinder(Device, 0.5f, 0.5f, 2.0f, 20, 20, &Objects[3], 0);
//
// Build world matrices - position the objects in world space.
//
D3DXMatrixTranslation(&Worlds[0], 0.0f, 2.0f, 0.0f);
D3DXMatrixTranslation(&Worlds[1], 0.0f, -2.0f, 0.0f);
D3DXMatrixTranslation(&Worlds[2], -3.0f, 0.0f, 0.0f);
D3DXMatrixTranslation(&Worlds[3], 3.0f, 0.0f, 0.0f);
//
// Setup the object's materials.
//
Mtrls[0] = d3d::RED_MTRL;
Mtrls[1] = d3d::BLUE_MTRL;
Mtrls[2] = d3d::GREEN_MTRL;
Mtrls[3] = d3d::YELLOW_MTRL;
//
// Setup a point light. Note that the point light
// is positioned at the origin.
//
D3DXVECTOR3 pos(0.0f, 0.0f, 0.0f);
D3DXCOLOR c = d3d::WHITE;
D3DLIGHT9 point = d3d::InitPointLight(&pos, &c);
//
// Set and Enable the light.
//
Device->SetLight(0, &point);
Device->LightEnable(0, true);
//
// Set lighting related render states.
//
Device->SetRenderState(D3DRS_NORMALIZENORMALS, true);
Device->SetRenderState(D3DRS_SPECULARENABLE, false);
//
// Set the projection matrix.
//
D3DXMATRIX proj;
D3DXMatrixPerspectiveFovLH(
&proj,
D3DX_PI * 0.25f, // 45 - degree
(float)Width / (float)Height,
1.0f,
1000.0f);
Device->SetTransform(D3DTS_PROJECTION, &proj);
return true;
}
void Cleanup()
{
for(int i = 0; i < 4; i++)
d3d::Release<ID3DXMesh*>(Objects[i]);
}
bool Display(float timeDelta)
{
if( Device )
{
//
// Update the scene: update camera position.
//
static float angle = (3.0f * D3DX_PI) / 2.0f;
static float height = 5.0f;
if( ::GetAsyncKeyState(VK_LEFT) & 0x8000f )
angle -= 0.5f * timeDelta;
if( ::GetAsyncKeyState(VK_RIGHT) & 0x8000f )
angle += 0.5f * timeDelta;
if( ::GetAsyncKeyState(VK_UP) & 0x8000f )
height += 5.0f * timeDelta;
if( ::GetAsyncKeyState(VK_DOWN) & 0x8000f )
height -= 5.0f * timeDelta;
D3DXVECTOR3 position( cosf(angle) * 7.0f, height, sinf(angle) * 7.0f );
D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
D3DXMATRIX V;
D3DXMatrixLookAtLH(&V, &position, &target, &up);
Device->SetTransform(D3DTS_VIEW, &V);
//
// Draw the scene:
//
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
Device->BeginScene();
for(int i = 0; i < 4; i++)
{
// set material and world matrix for ith object, then render
// the ith object.
Device->SetMaterial(&Mtrls[i]);
Device->SetTransform(D3DTS_WORLD, &Worlds[i]);
Objects[i]->DrawSubset(0);
}
Device->EndScene();
Device->Present(0, 0, 0, 0);
}
return true;
}
//
// WndProc
//
LRESULT CALLBACK d3d::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);
}
//
// WinMain
//
int WINAPI WinMain(HINSTANCE hinstance,
HINSTANCE prevInstance,
PSTR cmdLine,
int showCmd)
{
if(!d3d::InitD3D(hinstance,
Width, Height, true, D3DDEVTYPE_HAL, &Device))
{
::MessageBox(0, "InitD3D() - FAILED", 0, 0);
return 0;
}
if(!Setup())
{
::MessageBox(0, "Setup() - FAILED", 0, 0);
return 0;
}
d3d::EnterMsgLoop( Display );
Cleanup();
Device->Release();
return 0;
}
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