📄 fog.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
#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
inline DWORD FtoDW( FLOAT f ) { return *((DWORD*)&f); }
struct PLAYER
{
D3DXVECTOR3 LookAt[3];
};
// 定义个表示顶点的结构
struct FOGVERTEX
{
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_FOGVERTEX (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_pTerrainVB = 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;
DWORD g_dwNumTerrainVertices = 0;
PLAYER g_Player;
float g_Angle = 0;
#define LINE_VECTOR_NUM 20
#define GRID_WIDTH 20.0f
#define NUM_GRID 20
#define ELLIPSE_RINGS 20
#define ELLIPSE_SEGMENTS 20
//-----------------------------------------------------------------------------
// 名称: GenerateTerrain()
// 功能: 初始化用于地面的顶点
//
//-----------------------------------------------------------------------------
GenerateTerrain( LPDIRECT3DDEVICE8 pd3dDevice, DWORD dwNumSegments,
FLOAT fScale )
{
HRESULT hr;
g_dwNumTerrainVertices = 2 * dwNumSegments * (dwNumSegments);
// Destroy the old vertex buffer, if any
SAFE_RELEASE( g_pTerrainVB );
// Create a vertex buffer
hr = pd3dDevice->CreateVertexBuffer( g_dwNumTerrainVertices*sizeof(FOGVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_FOGVERTEX,
D3DPOOL_MANAGED, &g_pTerrainVB );
if( FAILED(hr) )
return hr;
FOGVERTEX* pVertices = NULL;
hr = g_pTerrainVB->Lock( 0, g_dwNumTerrainVertices*sizeof(FOGVERTEX),
(BYTE**)&pVertices, 0 );
if( FAILED(hr) )
return hr;
// Generate a spiralized trianglestrip
for( DWORD ring = 0; ring < dwNumSegments; ring++ )
{
for( DWORD seg=0; seg < dwNumSegments; seg++ )
{
FLOAT fTheta = (seg*2*D3DX_PI) / dwNumSegments;
FLOAT r0 = (ring + fTheta/(2*D3DX_PI))*fScale/dwNumSegments;
FLOAT r1 = r0 + fScale/dwNumSegments;
FLOAT x = (FLOAT)sin( fTheta );
FLOAT z = (FLOAT)cos( fTheta );
FLOAT y0 = (FLOAT)sin(r0*z*z+r0*x*x);
FLOAT nx0 = -(FLOAT)cos(r0*z*z+r0*x*x)*r0*2*x;
FLOAT ny0 = 1.0f;
FLOAT nz0 = -(FLOAT)cos(r0*z*z+r0*x*x)*r0*2*z;
FLOAT y1 = (FLOAT)sin(r1*z*z+r1*x*x);
FLOAT nx1 = -(FLOAT)cos(r1*z*z+r1*x*x)*r1*2*x;
FLOAT ny1 = 1.0f;
FLOAT nz1 = -(FLOAT)cos(r1*z*z+r1*x*x)*r1*2*z;
// Add two vertices to the strip at each step
pVertices->p.x = r0*x;
pVertices->p.y = y0;
pVertices->p.z = r0*z;
pVertices->n.x = nx0;
pVertices->n.y = ny0;
pVertices->n.z = nz0;
pVertices->tu = (r0*x)/fScale;
pVertices->tv = (r0*z)/fScale;
pVertices++;
pVertices->p.x = r1*x;
pVertices->p.y = y1;
pVertices->p.z = r1*z;
pVertices->n.x = nx1;
pVertices->n.y = ny1;
pVertices->n.z = nz1;
pVertices->tu = (r1*x)/fScale;
pVertices->tv = (r1*z)/fScale;
pVertices++;
}
}
g_pTerrainVB->Unlock();
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 = 200.0f;
light.Attenuation0 = 1.1f;
g_pMyd3dDevice->SetLight( ulIndex, &light );
g_pMyd3dDevice->LightEnable( 0, TRUE );
g_pMyd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
return;
}
//-----------------------------------------------------------------------------
// 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, "seafloor.bmp",
&g_pTextureLand ) ) )
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();
// 创建地面顶点缓冲区
GenerateTerrain( g_pMyd3dDevice, 10, 100.0f );
D3DMATERIAL8 mtrl;
mtrl.Ambient.r = 1.0f;
mtrl.Ambient.g = 1.0f;
mtrl.Ambient.b = 1.0f;
mtrl.Ambient.a = 0.0f;
g_pMyd3dDevice->SetMaterial( &mtrl );
g_pMyd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x44444444 );
D3DCOLORVALUE color;
color.r = 0x5f;
color.b = 0x5f;
color.g = 0x5f;
SetupPointLights(D3DXVECTOR3(0,20,0), 0, color);
g_Player.LookAt[0] = D3DXVECTOR3( 0.0f, 1.6f,-4.0f );
g_Player.LookAt[1] = D3DXVECTOR3( 0.0f, 1.6f,-3.0f );
g_Player.LookAt[2] = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
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