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📄 keyboard.cpp

📁 是《3D游戏编程》的代码 买了这本书
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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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