📄 light.cpp
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//-----------------------------------------------------------------------------
// 名称: RenderSene.cpp
//
// 功能: 进行3D场景的渲染——使用显示内存的顶点缓冲区。
//
//-----------------------------------------------------------------------------
// 包含Direct3D头文件
#include <d3d8.h>
#include <d3dx8.h>
// Windows类的名称宏定义
#define MY_WINCLASS_NAME "Direct3D"
#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000)? 1 : 0)
#define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000)? 0 : 1)
#define VK_1 0x31 // 按键 “1”的值0x31
#define VK_2 0x32
struct PLAYER
{
D3DXVECTOR3 LookAt[3];
};
// 定义个表示顶点的结构
struct ELLIPSE_VERTEX
{
D3DXVECTOR3 p;
D3DXVECTOR3 n;
FLOAT tu, tv;
};
struct CUSTOMVERTEX01
{
D3DXVECTOR3 position;
D3DXVECTOR3 normal;
};
struct CUSTOMVERTEX02
{
D3DXVECTOR3 position;
D3DCOLOR color;
FLOAT tu, tv;
};
struct CUSTOMVERTEX
{
FLOAT x, y, z; // x,y,z表示点的三维坐标值,
DWORD color; // 顶点颜色
};
// 自定义的顶点格式
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
#define D3DFVF_CUSTOMVERTEX_ELLIPSE (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
#define D3DFVF_CUSTOMVERTEX01 (D3DFVF_XYZ|D3DFVF_NORMAL)
#define D3DFVF_CUSTOMVERTEX02 (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
// 定义全局变量
LPDIRECT3D8 g_pMyD3D = NULL; // 定义Direct3D对象的指针
LPDIRECT3DDEVICE8 g_pMyd3dDevice = NULL; // 定义Direct3D设备指针
LPDIRECT3DVERTEXBUFFER8 g_pMyVxBufferRec = NULL; // 定义顶点缓冲区对象指针
LPDIRECT3DVERTEXBUFFER8 g_pMyVxBufferLine = NULL;
LPDIRECT3DVERTEXBUFFER8 g_pMyVxBufferEllipse = NULL;
LPDIRECT3DVERTEXBUFFER8 g_pVB = NULL;
// 定义用于墙面渲染的纹理指针变量
LPDIRECT3DTEXTURE8 g_pTextureWall = NULL;
// 定义用于地面渲染的纹理指针变量
LPDIRECT3DTEXTURE8 g_pTextureLand = NULL;
D3DXVECTOR3 g_lightPosition;
BOOL g_TextureFilter = TRUE;
PLAYER g_Player;
float g_Angle = 0;
#define LINE_VECTOR_NUM 20
// 定义包含4个顶点的顶点数组
/*CUSTOMVERTEX g_Vertices[] =
{
{ -1.5f, 0.0f, 0.0f, 0xffff0000, },
{ -1.5f, 2.0f, 0.0f, 0xffff0000, },
{ 1.5f, 0.0f, 0.0f, 0xffff0000, },
{ 1.5f, 2.0f, 0.0f, 0xffff0000, },
};*/
#define GRID_WIDTH 20.0f
#define NUM_GRID 20
#define ELLIPSE_RINGS 20
#define ELLIPSE_SEGMENTS 20
//-----------------------------------------------------------------------------
// 名称: InitD3D()
// 功能: 初始化3D环境的函数,函数中创建了Direct3D对象和Direct3D设备。
// 函数返回E_FAIL表示失败,返回E_OK表示成功。
//-----------------------------------------------------------------------------
HRESULT InitMy3D( HWND hWnd )
{
// 创建Direct3D对象,是使用Direct3D的第一步操作
if( NULL == ( g_pMyD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
return E_FAIL;
// 获取当前Windows桌面的显示模式,保存到定义的d3ddm结构中
D3DDISPLAYMODE d3ddm;
if( FAILED( g_pMyD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
return E_FAIL;
// 定义Present结构
D3DPRESENT_PARAMETERS d3dpp;
// 把结构清零,创建设备时,结构中成员值为0表示使用缺省值
ZeroMemory( &d3dpp, sizeof(d3dpp) );
// 指定创建的Direct3D是支持窗口的设备
d3dpp.Windowed = TRUE;
// 指定交换效果为D3DSWAPEFFECT_DISCARD,即把后台表面显示到前台表面以后,
// 原来的后台表面包含的信息自动丢失
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
// 后台缓冲区的的点格式与当前显示模式的点格式一致
d3dpp.BackBufferFormat = d3ddm.Format;
// 创建Direct3D设备:
// 1. 使用主显卡创建设备,参数D3DADAPTER_DEFAULT
// 2. 设备类型为硬件抽象设备,使用硬件加速功能,参数D3DDEVTYPE_HAL
// 3. 使用前面创建的窗口用于目标表面的显示,参数hWnd
// 4. 指定设备的对于顶点的处理能力为软件处理顶点,这是为了能够让所有
// 的显卡支持,参数D3DCREATE_SOFTWARE_VERTEXPROCESSING
if( FAILED( g_pMyD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pMyd3dDevice ) ) )
{
return E_FAIL;
}
g_pMyd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
g_pMyd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
g_pMyd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
// 创建地面使用的纹理
if( FAILED( D3DXCreateTextureFromFile( g_pMyd3dDevice, "land128.jpg",
&g_pTextureLand ) ) )
return E_FAIL;
// 创建顶点缓冲区
if( FAILED( g_pMyd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX02),
0, D3DFVF_CUSTOMVERTEX02,
D3DPOOL_DEFAULT, &g_pMyVxBufferLine ) ) )
{
return E_FAIL;
}
// 获得顶点缓冲区的内存指针,并锁定顶点缓冲区
CUSTOMVERTEX02 *pVertices1;
if( FAILED( g_pMyVxBufferLine->Lock( 0, 4*sizeof(CUSTOMVERTEX02), (BYTE**)&pVertices1, 0 ) ) )
{
return E_FAIL;
}
// 初始化顶点数据到顶点缓冲区中
pVertices1->position = D3DXVECTOR3(-12.0f, 0.0f, -12.0f);
pVertices1->color = 0xffffffff;
pVertices1->tu = 0.0f;
pVertices1->tv = 24.0f;
pVertices1++;
pVertices1->position = D3DXVECTOR3(-12.0f, 0.0f, 10.0f);
pVertices1->color = 0xffffffff;
pVertices1->tu = 0.0f;
pVertices1->tv = 0.0f;
pVertices1++;
pVertices1->position = D3DXVECTOR3( 10.0f, 0.0f, -12.0f);
pVertices1->color = 0xffffffff;
pVertices1->tu = 24.0f;
pVertices1->tv = 24.0f;
pVertices1++;
pVertices1->position = D3DXVECTOR3( 10.0f, 0.0f, 10.0f);
pVertices1->color = 0xffffffff;
pVertices1->tu = 24.0f;
pVertices1->tv = 0.0f;
// 顶点缓冲区的解锁操作
g_pMyVxBufferLine->Unlock();
g_Player.LookAt[0] = D3DXVECTOR3( 0.0f, 0.8f,-4.0f );
g_Player.LookAt[1] = D3DXVECTOR3( 0.0f, 0.0f,-3.0f );
g_Player.LookAt[2] = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
g_lightPosition = D3DXVECTOR3( 0.0f, 1.0f,-4.0f );
return S_OK;
}
//-----------------------------------------------------------------------------
// 名称: MatricesTrans()
// 功能: 处理转换操作
//-----------------------------------------------------------------------------
VOID MatricesTrans()
{
// 进行观察坐标系转换
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &(g_Player.LookAt[0]),
&(g_Player.LookAt[1]),
&(g_Player.LookAt[2]) );
g_pMyd3dDevice->SetTransform( D3DTS_VIEW, &matView );
// 进行透视转换
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/3.0, 1.0f, 0.2f, 100.0f );
g_pMyd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
//-----------------------------------------------------------------------------
// 名称: ProcInput()
// 功能: 处理外部控制设备的输入
//-----------------------------------------------------------------------------
VOID ProcInput()
{
if(KEYDOWN(VK_DOWN))
{
g_Player.LookAt[0].x = g_Player.LookAt[0].x-sinf(g_Angle)/20;
g_Player.LookAt[0].z = g_Player.LookAt[0].z-cosf(g_Angle)/20;
g_Player.LookAt[1].x = g_Player.LookAt[1].x-sinf(g_Angle)/20;
g_Player.LookAt[1].z = g_Player.LookAt[1].z-cosf(g_Angle)/20;
g_lightPosition.x = g_lightPosition.x - sinf(g_Angle)/20;
g_lightPosition.z = g_lightPosition.z-cosf(g_Angle)/20;
}
if(KEYDOWN(VK_UP))
{
g_Player.LookAt[0].x = g_Player.LookAt[0].x+sinf(g_Angle)/20;
g_Player.LookAt[0].z = g_Player.LookAt[0].z+cosf(g_Angle)/20;
g_Player.LookAt[1].x = g_Player.LookAt[1].x+sinf(g_Angle)/20;
g_Player.LookAt[1].z = g_Player.LookAt[1].z+cosf(g_Angle)/20;
g_lightPosition.x = g_lightPosition.x+sinf(g_Angle)/20;
g_lightPosition.z = g_lightPosition.z+cosf(g_Angle)/20;
}
if(KEYDOWN(VK_RIGHT))
{
g_Angle+=0.01f;
g_Player.LookAt[1].x = g_Player.LookAt[0].x+sinf(g_Angle);
g_Player.LookAt[1].z = g_Player.LookAt[0].z+cosf(g_Angle);
}
if(KEYDOWN(VK_LEFT))
{
g_Angle-=0.01f;
g_Player.LookAt[1].x = g_Player.LookAt[0].x+sinf(g_Angle);
g_Player.LookAt[1].z = g_Player.LookAt[0].z+cosf(g_Angle);
}
if(KEYDOWN(VK_1))
{
g_TextureFilter = TRUE; // 按键1表示使用纹理过滤
}
else if(KEYDOWN(VK_2))
{
g_TextureFilter = FALSE; // 按键2表示不使用纹理过滤
}
return;
}
//-----------------------------------------------------------------------------
// 名称: RenderSene()
// 功能: 渲染3D场景
//-----------------------------------------------------------------------------
VOID RenderSene()
{
D3DXMATRIX matWorld;
//检查Direct3D设备是否已经创建,如果没有创建就直接返回
if( NULL == g_pMyd3dDevice )
return;
D3DCOLORVALUE color;
color.r = 1.0f;
color.b = 1.0f;
color.g = 1.0f;
// 清除Direct3D设备的后台表面,背景颜色为蓝色RGB(0,0,255)
g_pMyd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,100,255), 1.0f, 0 );
// 打开3D渲染开关
g_pMyd3dDevice->BeginScene();
D3DXMatrixIdentity(&matWorld);
g_pMyd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
D3DMATERIAL8 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL8) );
mtrl.Diffuse.r = mtrl.Ambient.r = 1.0f;
mtrl.Diffuse.g = mtrl.Ambient.g = 1.0f;
mtrl.Diffuse.b = mtrl.Ambient.b = 0.0f;
mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;
g_pMyd3dDevice->SetMaterial( &mtrl );
//**************************************************************
// 渲染地面
//**************************************************************
if(g_TextureFilter == TRUE)
g_pMyd3dDevice->SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
else
g_pMyd3dDevice->SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_NONE);
g_pMyd3dDevice->SetTexture( 0, g_pTextureLand );
// 设置待渲染顶点的来源
g_pMyd3dDevice->SetStreamSource( 0, g_pMyVxBufferLine, sizeof(CUSTOMVERTEX02) );
// 进行3D渲染,在这里设置渲染的顶点格式,并调用DrawPrimitive完成顶点渲染处理
g_pMyd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX02 );
g_pMyd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
// 关闭3D渲染开关
g_pMyd3dDevice->EndScene();
// 展现后台表面到窗口的客户区域中,即把渲染后的图像显示到窗口中
g_pMyd3dDevice->Present( NULL, NULL, NULL, NULL );
return;
}
//-----------------------------------------------------------------------------
// 名称: Cleanup()
// 功能: 释放创建过的Direct3D对象和设备
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if( g_pTextureWall != NULL )
g_pTextureWall->Release();
if( g_pTextureLand != NULL )
g_pTextureLand->Release();
if(g_pMyVxBufferRec != NULL)
g_pMyVxBufferRec->Release();
if(g_pMyVxBufferLine != NULL)
g_pMyVxBufferLine->Release();
// 释放时的顺序为先释放后创建的对象,设备后创建,先释放
if( g_pMyd3dDevice != NULL)
g_pMyd3dDevice->Release();
// Direct3D对象最先创建,但需要最后释放
if( g_pMyD3D != NULL)
g_pMyD3D->Release();
return;
}
//-----------------------------------------------------------------------------
// 名称: MsgProc()
// 功能: Windows的消息处理函数
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
PostQuitMessage( 0 );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// 名称: WinMain()
// 功能: Windows主函数,程序启动时,从这里开始执行
//-----------------------------------------------------------------------------
int APIENTRY WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
// 定义一个Windows类,指定消息的处理函数为MsgProc
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
MY_WINCLASS_NAME, NULL };
// 注册这个窗口类
RegisterClassEx( &wc );
// 创建应用程序窗口
HWND hWnd = CreateWindow( MY_WINCLASS_NAME, "3D游戏编程——纹理",
WS_OVERLAPPEDWINDOW, 100, 100, 400, 300,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
// 调用InitMy3D函数进行3D对象和设备的创建,传入参数为窗口的句柄hWnd
if( SUCCEEDED( InitMy3D( hWnd ) ) )
{
// 显示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
// 程序主循环,进行窗口消息的分发,消息的处理在MsgProc函数中完成
MSG msg;
while( msg.message != WM_QUIT)
{
if(PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ))
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
ProcInput();
MatricesTrans();
RenderSene();
}
}
}
// 调用Cleanup函数清除3D对象和设备
Cleanup();
// 注销窗口类
UnregisterClass( MY_WINCLASS_NAME, wc.hInstance );
return 0;
}
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