📄 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;
};
#define FILL_WALLVERTEX( v, ax, ay, az, acolor, atu, atv ) \
{ v.position.x = ax; v.position.y = ay; v.position.z = az; v.color = acolor; \
v.tu = atu; v.tv = atv; \
}
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;
LPDIRECT3DVERTEXBUFFER8 g_pVBWalls = 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;
// 定义用于天空渲染的纹理指针变量
LPDIRECT3DTEXTURE8 g_pTextureSky = NULL;
D3DXVECTOR3 g_lightPosition;
BOOL g_TextureFilter = TRUE;
PLAYER g_Player;
float g_time = 0;
float g_Angle = 0;
#define LINE_VECTOR_NUM 20
#define GRID_WIDTH 20.0f
#define NUM_GRID 20
#define WALL_VERT_NUM 10
#define ELLIPSE_RINGS 20
#define ELLIPSE_SEGMENTS 20
VOID GenerateEllipse( DWORD dwNumRings, DWORD dwNumSegments,
FLOAT fXScale, FLOAT fYScale, FLOAT fZScale,
CUSTOMVERTEX02** Vertices, DWORD* pdwNumVertices );
//-----------------------------------------------------------------------------
// 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 );
// 创建墙面使用的纹理
if( FAILED( D3DXCreateTextureFromFile( g_pMyd3dDevice, "tree01S.tga",
&g_pTextureWall ) ) )
return E_FAIL;
// 创建地面使用的纹理
if( FAILED( D3DXCreateTextureFromFile( g_pMyd3dDevice, "land.bmp",
&g_pTextureLand ) ) )
return E_FAIL;
// 创建天空使用的纹理
if( FAILED( D3DXCreateTextureFromFile( g_pMyd3dDevice, "Sky.bmp",
&g_pTextureSky ) ) )
return E_FAIL;
// 创建表示墙面的顶点缓冲区
if( FAILED( g_pMyd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX02),
0, D3DFVF_CUSTOMVERTEX02,
D3DPOOL_DEFAULT, &g_pMyVxBufferRec ) ) )
{
return E_FAIL;
}
CUSTOMVERTEX02* pVertices1;
// 获得顶点缓冲区的内存指针,并锁定顶点缓冲区
if( FAILED( g_pMyVxBufferRec->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(-1.5f, 0.0f, 0.0f);
pVertices1->color = 0xffffffff;
pVertices1->tu = 0.0f;
pVertices1->tv = 1.0f;
pVertices1++;
pVertices1->position = D3DXVECTOR3(-1.5f, 3.0f, 0.0f);
pVertices1->color = 0xffffffff;
pVertices1->tu = 0.0f;
pVertices1->tv = 0.0f;
pVertices1++;
pVertices1->position = D3DXVECTOR3( 1.5f, 0.0f, 0.0f);
pVertices1->color = 0xffffffff;
pVertices1->tu = 1.0f;
pVertices1->tv = 1.0f;
pVertices1++;
pVertices1->position = D3DXVECTOR3( 1.5f, 3.0f, 0.0f);
pVertices1->color = 0xffffffff;
pVertices1->tu = 1.0f;
pVertices1->tv = 0.0f;
// 顶点缓冲区的解锁操作
g_pMyVxBufferRec->Unlock();
// 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
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 = 1.0f;
pVertices1++;
pVertices1->position = D3DXVECTOR3(-12.0f, 0.0f, 12.0f);
pVertices1->color = 0xffffffff;
pVertices1->tu = 0.0f;
pVertices1->tv = 0.0f;
pVertices1++;
pVertices1->position = D3DXVECTOR3( 12.0f, 0.0f, -12.0f);
pVertices1->color = 0xffffffff;
pVertices1->tu = 1.0f;
pVertices1->tv = 1.0f;
pVertices1++;
pVertices1->position = D3DXVECTOR3( 12.0f, 0.0f, 12.0f);
pVertices1->color = 0xffffffff;
pVertices1->tu = 1.0f;
pVertices1->tv = 0.0f;
// 顶点缓冲区的解锁操作
g_pMyVxBufferLine->Unlock();
//************************************************************
// 创建球形
//************************************************************
DWORD dwNumVertices;
CUSTOMVERTEX02 *pVerticesEllipse;
CUSTOMVERTEX02 *pVertices;
GenerateEllipse( ELLIPSE_RINGS, ELLIPSE_SEGMENTS,
20.0f, 20.0f, 20.0f,
(CUSTOMVERTEX02**)&pVerticesEllipse, &dwNumVertices );
if( FAILED( g_pMyd3dDevice->CreateVertexBuffer( dwNumVertices*sizeof(CUSTOMVERTEX02),
0, D3DFVF_CUSTOMVERTEX02,
D3DPOOL_DEFAULT, &g_pMyVxBufferEllipse ) ) )
return E_FAIL;
// 获得顶点缓冲区的内存指针,并锁定顶点缓冲区
if( FAILED( g_pMyVxBufferEllipse->Lock( 0, dwNumVertices*sizeof(CUSTOMVERTEX02),
(BYTE**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, pVerticesEllipse, dwNumVertices*sizeof(CUSTOMVERTEX02) );
// 顶点缓冲区的解锁操作
g_pMyVxBufferEllipse->Unlock();
delete pVerticesEllipse;
//************************************************************
// 创建天空的BOX
//************************************************************
if( FAILED( g_pMyd3dDevice->CreateVertexBuffer( WALL_VERT_NUM * sizeof(CUSTOMVERTEX02),
0, D3DFVF_CUSTOMVERTEX02, D3DPOOL_DEFAULT, &g_pVBWalls ) ) )
{
return E_FAIL;
}
if(FAILED(g_pVBWalls->Lock( 0, WALL_VERT_NUM*sizeof(CUSTOMVERTEX02),
(BYTE**)&pVertices, 0 )))
return E_FAIL;
FILL_WALLVERTEX( pVertices[ 0], -50.0f,-20.0f, 50.0f, 0xfffffff, 0.00f, 1.0f );
FILL_WALLVERTEX( pVertices[ 1], -50.0f, 100.0f, 50.0f, 0xfffffff, 0.00f, 0.0f );
FILL_WALLVERTEX( pVertices[ 2], 50.0f,-20.0f, 50.0f, 0xfffffff, 1.00f, 1.0f );
FILL_WALLVERTEX( pVertices[ 3], 50.0f, 100.0f, 50.0f, 0xfffffff, 1.00f, 0.0f );
FILL_WALLVERTEX( pVertices[ 4], 50.0f,-20.0f,-50.0f, 0xfffffff, 2.00f, 1.0f );
FILL_WALLVERTEX( pVertices[ 5], 50.0f, 100.0f,-50.0f, 0xfffffff, 2.00f, 0.0f );
FILL_WALLVERTEX( pVertices[ 6], -50.0f,-20.0f,-50.0f, 0xfffffff, 3.00f, 1.0f );
FILL_WALLVERTEX( pVertices[ 7], -50.0f, 100.0f,-50.0f, 0xfffffff, 3.00f, 0.0f );
FILL_WALLVERTEX( pVertices[ 8], -50.0f,-20.0f, 50.0f, 0xfffffff, 4.00f, 1.0f );
FILL_WALLVERTEX( pVertices[ 9], -50.0f, 100.0f, 50.0f, 0xfffffff, 4.00f, 0.0f );
g_pVBWalls->Unlock();
g_Player.LookAt[0] = D3DXVECTOR3( 0.0f, 1.0f,-4.0f );
g_Player.LookAt[1] = D3DXVECTOR3( 0.0f, 1.0f,-3.0f );
g_Player.LookAt[2] = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
g_lightPosition = D3DXVECTOR3( 0.0f, 1.0f,-4.0f );
g_time = timeGetTime();
return S_OK;
}
//-----------------------------------------------------------------------------
// 名称: SetupPointLights()
// 功能: 建立一个点灯光
//-----------------------------------------------------------------------------
VOID SetupPointLights(D3DXVECTOR3 Position, ULONG ulIndex, D3DCOLORVALUE Color)
{
D3DXVECTOR3 vecDir;
D3DLIGHT8 light;
ZeroMemory( &light, sizeof(D3DLIGHT8) );
light.Type = D3DLIGHT_POINT ;
light.Diffuse.r = Color.r;
light.Diffuse.g = Color.g;
light.Diffuse.b = Color.b;
light.Position = Position;
light.Range = 20.0f;
light.Attenuation0 = 1.0f;
g_pMyd3dDevice->SetLight( ulIndex, &light );
g_pMyd3dDevice->LightEnable( 0, TRUE );
g_pMyd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
return;
}
VOID GenerateEllipse( DWORD dwNumRings, DWORD dwNumSegments,
FLOAT fXScale, FLOAT fYScale, FLOAT fZScale,
CUSTOMVERTEX02** ppVertices, DWORD* pdwNumVertices )
{
// Allocate space for the sphere
CUSTOMVERTEX02* v = new CUSTOMVERTEX02[2 * dwNumRings * (dwNumSegments+1)];
*pdwNumVertices = 2 * dwNumRings * (dwNumSegments+1);
*ppVertices = v;
// Establish constants used in sphere generation
FLOAT fDeltaRingAngle = ( D3DX_PI / dwNumRings );
FLOAT fDeltaSegAngle = ( 2.0f * D3DX_PI / dwNumSegments );
// Generate the group of rings for the sphere
for( DWORD ring = 0; ring < dwNumRings; ring++ )
{
FLOAT r0 = (FLOAT)sin( (ring+0) * fDeltaRingAngle );
FLOAT r1 = (FLOAT)sin( (ring+1) * fDeltaRingAngle );
FLOAT y0 = (FLOAT)cos( (ring+0) * fDeltaRingAngle );
FLOAT y1 = (FLOAT)cos( (ring+1) * fDeltaRingAngle );
// Generate the group of segments for the current ring
for( DWORD seg = 0; seg < (dwNumSegments+1); seg++ )
{
FLOAT x0 = r0 * (FLOAT)sin( seg * fDeltaSegAngle );
FLOAT z0 = r0 * (FLOAT)cos( seg * fDeltaSegAngle );
FLOAT x1 = r1 * (FLOAT)sin( seg * fDeltaSegAngle );
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