📄 keyboard.cpp
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// 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( 2*NUM_GRID*NUM_GRID*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
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, 2*NUM_GRID*NUM_GRID*sizeof(CUSTOMVERTEX), (BYTE**)&pVertices, 0 ) ) )
{
return E_FAIL;
}
CUSTOMVERTEX *pstCmVertex;
FLOAT fSize = GRID_WIDTH/(NUM_GRID-1.0f);
FLOAT fOffset = GRID_WIDTH/2.0f;
for(int i=0; i<NUM_GRID; i++ )
{
for( int j=0; j<NUM_GRID; j++ )
{
pstCmVertex = (CUSTOMVERTEX *)pVertices;
pstCmVertex->x = i*fSize-fOffset;
pstCmVertex->y = 0;
pstCmVertex->z = j*fSize-fOffset;
pstCmVertex->color = 0x000000ff;
pVertices = (CUSTOMVERTEX *)pVertices + 1;
}
}
for(i=0; i<NUM_GRID; i++ )
{
for(int j=0; j<NUM_GRID; j++ )
{
pstCmVertex = (CUSTOMVERTEX *)pVertices;
pstCmVertex->x = j*fSize-fOffset;
pstCmVertex->y = 0;
pstCmVertex->z = i*fSize-fOffset;
pstCmVertex->color = 0x000000ff;
pVertices = (CUSTOMVERTEX *)pVertices + 1;
}
}
// 顶点缓冲区的解锁操作
g_pMyVxBufferLine->Unlock();
g_Player.LookAt[0] = D3DXVECTOR3( 0.0f, 1.0f,-4.0f );
g_Player.LookAt[1] = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
g_Player.LookAt[2] = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
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/2, 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;
}
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;
}
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);
}
return;
}
*/
//-----------------------------------------------------------------------------
// 名称: RenderSene()
// 功能: 渲染3D场景
//-----------------------------------------------------------------------------
VOID RenderSene()
{
//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;
// 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, D3DCOLOR_XRGB(255,255,255), 1.0f, 0 );
// 打开3D渲染开关
g_pMyd3dDevice->BeginScene();
// 设置待渲染顶点的来源
g_pMyd3dDevice->SetStreamSource( 0, g_pMyVxBufferRec, sizeof(CUSTOMVERTEX) );
// 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_CUSTOMVERTEX );
g_pMyd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
// 设置待渲染顶点的来源
g_pMyd3dDevice->SetStreamSource( 0, g_pMyVxBufferLine, sizeof(CUSTOMVERTEX) );
// 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_CUSTOMVERTEX );
g_pMyd3dDevice->DrawPrimitive( D3DPT_LINELIST, 0, NUM_GRID*NUM_GRID );
// 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_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——使用键盘设备",
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 ) ) && SUCCEEDED( KeyboardCreate( 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)
{
DWORD start_time = GetTickCount();
if(PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ))
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
KeyboardRead();
MatricesTrans();
RenderSene();
while((GetTickCount() - start_time) < TIME2FRAME);
}
}
// 调用Cleanup函数清除3D对象和设备
Cleanup();
// 调用KeyboardFree函数释放键盘设备
KeyboardFree();
// 注销窗口类
UnregisterClass( MY_WINCLASS_NAME, wc.hInstance );
return 0;
}
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