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📄 tweening.cpp

📁 DX例子中等难度的。全是新例子。VC2003
💻 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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