📄 tweening.cpp
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//设置材质
D3DMATERIAL9 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
mtrl.Diffuse.r = 0.3f;
mtrl.Diffuse.g = 0.3f;
mtrl.Diffuse.b = 0.65f;
mtrl.Diffuse.a = 1.0f;
mtrl.Ambient.r = 0.3f;
mtrl.Ambient.g = 0.3f;
mtrl.Ambient.b = 0.65f;
mtrl.Ambient.a = 1.0f;
pd3dDevice->SetMaterial( &mtrl );
D3DLIGHT9 light;
ZeroMemory( &light, sizeof(D3DLIGHT9) );
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse.r = 0.01f;
light.Diffuse.g = 0.01f;
light.Diffuse.b = 0.5f;
light.Diffuse.a = 1.0f;
light.Ambient.r = 0.02f;
light.Ambient.g = 0.02f;
light.Ambient.b = 0.65f;
light.Ambient.a = 1.0f;
D3DXVECTOR3 vecDir = D3DXVECTOR3(-1, 0 ,1); //方向光方向
D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
pd3dDevice->SetLight( 0, &light );
pd3dDevice->LightEnable( 0, true );
pd3dDevice->SetRenderState( D3DRS_LIGHTING, true );
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
struct VERTEX
{
float x,y,z;
float nx, ny, nz;
};
VERTEX *pSourceVertices;
VERTEX *pTargetVertices;
D3DVERTEX *pResultVertices;
//锁定各网格模型顶点缓冲区
g_pSourceVB->Lock( 0, 0, (void**)&pSourceVertices, 0 );
g_pTargetVB->Lock( 0, 0, (void**)&pTargetVertices, 0 );
g_pResultVB->Lock( 0, 0, (void**)&pResultVertices, 0 );
//生成渐变网格
float DolphinTimeFactor = (float)(timeGetTime() % 2000) / 1000.0f;
float Scalar = (DolphinTimeFactor<=1.0f)?DolphinTimeFactor:(2.0f-DolphinTimeFactor);
for( DWORD i=0; i<g_pResultMesh->GetNumVertices(); i++ )
{
//对顶点坐标进行插值
pResultVertices[i].px= pSourceVertices[i].x*(1.0f - Scalar) + pTargetVertices[i].x*Scalar;
pResultVertices[i].py= pSourceVertices[i].y*(1.0f - Scalar) + pTargetVertices[i].y*Scalar;
pResultVertices[i].pz= pSourceVertices[i].z*(1.0f - Scalar) + pTargetVertices[i].z*Scalar;
//顶点法线进行插值
pResultVertices[i].nx= pSourceVertices[i].nx*(1.0f - Scalar) + pTargetVertices[i].nx*Scalar;
pResultVertices[i].ny= pSourceVertices[i].ny*(1.0f - Scalar) + pTargetVertices[i].ny*Scalar;
pResultVertices[i].nz= pSourceVertices[i].nz*(1.0f - Scalar) + pTargetVertices[i].nz*Scalar;
}
//释放各网格模型顶点缓冲区
g_pSourceVB->Unlock();
g_pTargetVB->Unlock();
g_pResultVB->Unlock();
//使海豚沿圆周运动
float fKickFreq = 2*(float)fTime;
float fPhase = (float)fTime/3;
D3DXMATRIXA16 matDolphin, matTrans, matRotate1, matRotate2;
D3DXMatrixScaling( &matDolphin, 0.01f, 0.01f, 0.01f );
D3DXMatrixRotationZ( &matRotate1, -cosf(fKickFreq)/6 );
D3DXMatrixRotationY( &matRotate2, fPhase );
D3DXMatrixTranslation( &matTrans, -5*sinf(fPhase), sinf(fKickFreq)/2, 10-10*cosf(fPhase) );
matDolphin = matDolphin*matRotate1*matRotate2*matTrans;
pd3dDevice->SetTransform( D3DTS_WORLD, &matDolphin );
}
//-----------------------------------------------------------------------------
// 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() ) )
{
//渲染渐变动画
for( DWORD i=0; i<g_dwNumMaterials; i++ )
{
g_pResultMesh->DrawSubset( i );
}
//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();
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"渐变网格模型" );
//显示简单帮助信息
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 )
{
//释放各网格模型顶点缓冲区
SAFE_RELEASE(g_pSourceVB);
SAFE_RELEASE(g_pTargetVB);
SAFE_RELEASE(g_pResultVB);
//释放各网格模型
SAFE_RELEASE(g_pSourceMesh);
SAFE_RELEASE(g_pTargetMesh);
SAFE_RELEASE(g_pResultMesh);
//释放对话框管理器资源、设置对话框资源、字体
g_DialogResourceManager.OnDestroyDevice();
g_SettingsDlg.OnDestroyDevice();
SAFE_RELEASE( g_pFont );
}
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