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📄 light.cpp

📁 是《3D游戏编程》的代码 买了这本书
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            FLOAT z1 =  r1 * (FLOAT)cos( seg * fDeltaSegAngle );

            // Add two vertices to the strip which makes up the sphere
			v->position = D3DXVECTOR3(fXScale*x0, fYScale*y0, fZScale*z0);
            v->color = 0x0000ffff;
			v->tu = -((FLOAT)seg)/dwNumSegments;
			v->tv = (ring+0) / (FLOAT)dwNumRings ;
			v++;
/*
			*v++ = D3DVERTEX( D3DVECTOR(fXScale*x0,fYScale*y0,fZScale*z0),
                              D3DVECTOR(x0,y0,z0), -((FLOAT)seg)/dwNumSegments,
                              (ring+0) / (FLOAT)dwNumRings );
*/
			v->position = D3DXVECTOR3(fXScale*x1, fYScale*y1, fZScale*z1);
			v->color =  0x0000ffff;
			v->tu = -((FLOAT)seg)/dwNumSegments;
			v->tv = (ring+1 )/ (FLOAT)dwNumRings ;
			v++;
/*
            *v++ = D3DVERTEX( D3DVECTOR(fXScale*x1,fYScale*y1,fZScale*z1),
                              D3DVECTOR(x1,y1,z1), -((FLOAT)seg)/dwNumSegments,
                              (ring+1) / (FLOAT)dwNumRings );
*/
		}
    }
}


//-----------------------------------------------------------------------------
// 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/2.5, 1.0f, 1.0f, 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
	//**************************************************************
    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 );

	//**************************************************************
	// 渲染天空
	//**************************************************************
    static FLOAT fTexTimeKey = 0.0f;
	FLOAT fAppTime = timeGetTime();

	if( fAppTime - g_time > 10)
	{
		g_time = timeGetTime();
		fTexTimeKey += 0.1f; 
	}

    if( fTexTimeKey > 160.0f )
    {
        fTexTimeKey = 0.0f;
    }

    FLOAT tu = (fTexTimeKey/99)-(FLOAT)floor(fTexTimeKey/99);

	CUSTOMVERTEX02* pVertices;
    g_pVBWalls->Lock( 0, 0, (BYTE**)&pVertices, 0 );

    // 改变每个顶点的纹理坐标值
    for( int ii=0; ii<(WALL_VERT_NUM/2); ii++ )
    {
        pVertices[2*ii+0].tu = tu+ii;
        pVertices[2*ii+1].tu = tu+ii;
    }
    for( ii=0; ii<WALL_VERT_NUM; ii++ )
        pVertices[ii].color = 0xffffffff;
    g_pVBWalls->Unlock();

    g_pMyd3dDevice->SetTexture( 0, g_pTextureSky );

    g_pMyd3dDevice->SetStreamSource( 0, g_pVBWalls, sizeof(CUSTOMVERTEX02) );
 	g_pMyd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX02 );
    g_pMyd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 8);
	//**************************************************************
	// 渲染墙面
	//**************************************************************
	// 设置待渲染顶点的来源

    g_pMyd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,   TRUE );
    g_pMyd3dDevice->SetRenderState( D3DRS_SRCBLEND,  D3DBLEND_SRCALPHA);
    g_pMyd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

	g_pMyd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
    g_pMyd3dDevice->SetRenderState( D3DRS_ALPHAREF,        0x0f );
    g_pMyd3dDevice->SetRenderState( D3DRS_ALPHAFUNC,D3DCMP_GREATEREQUAL );

    g_pMyd3dDevice->SetTexture( 0, g_pTextureWall );

	if(g_TextureFilter == TRUE)
	{
		g_pMyd3dDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, 
										D3DTEXF_LINEAR );
	}
	else
	{
		g_pMyd3dDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, 
										D3DTEXF_NONE );
	}

    g_pMyd3dDevice->SetStreamSource( 0, g_pMyVxBufferRec, 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 );

	float i, j;
	for (i = -GRID_WIDTH/2 + 1; i < GRID_WIDTH/2; i+=4)
	{
		for(j = -GRID_WIDTH/2 + 1; j < GRID_WIDTH/2; j+=4)
		{

			// 为不同的墙面设置不同的材质
			float r = 1 - 1.0f/i;
			float g = 1 - 1.0f/j;
			float a = 1 - 1.0f/(i+j);

			mtrl.Diffuse.r = mtrl.Ambient.r = r;
			mtrl.Diffuse.g = mtrl.Ambient.g = g;
			mtrl.Diffuse.b = mtrl.Ambient.b = 0.0f;
			mtrl.Diffuse.a = mtrl.Ambient.a = a;

			mtrl.Specular.r = mtrl.Specular.g =mtrl.Specular.b = 1.0f;
			mtrl.Specular.a = 1.0f;
			mtrl.Power = 50.0f;

			g_pMyd3dDevice->SetMaterial( &mtrl );

			D3DXMatrixTranslation( &matWorld, j, 0, i );
			g_pMyd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

			g_pMyd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
		}
	}
    g_pMyd3dDevice->SetTexture( 0, NULL );

	g_pMyd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, FALSE );
    g_pMyd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );

	// 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();

	if(g_pMyVxBufferEllipse != NULL)
		g_pMyVxBufferEllipse->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 );
			}
			
			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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