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📄 light.cpp

📁 是《3D游戏编程》的代码 买了这本书
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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)

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 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)

// 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;
D3DXVECTOR3             g_lightPosition;

PLAYER  g_Player;
float   g_Angle = 0;

#define LINE_VECTOR_NUM 20

// 定义包含4个顶点的顶点数组
/*CUSTOMVERTEX g_Vertices[] =
{
        { -1.5f, 0.0f, 0.0f, 0xffff0000, },  
        { -1.5f, 2.0f, 0.0f, 0xffff0000, },
		{  1.5f, 0.0f, 0.0f, 0xffff0000, },
		{  1.5f, 2.0f, 0.0f, 0xffff0000, },  

};*/

#define GRID_WIDTH       20.0f
#define NUM_GRID         20


#define ELLIPSE_RINGS     20
#define ELLIPSE_SEGMENTS  20

//----------------------------------------------------------------------------
// Name: GenerateEllipse()
// Desc: Generates the vertices for a ellipse
//----------------------------------------------------------------------------
VOID GenerateEllipse( DWORD dwNumRings, DWORD dwNumSegments,
                      FLOAT fXScale, FLOAT fYScale, FLOAT fZScale,
                      CUSTOMVERTEX** ppVertices, DWORD* pdwNumVertices )
{
    // Allocate space for the sphere
    CUSTOMVERTEX* v    = new CUSTOMVERTEX[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 );
            FLOAT z1 =  r1 * (FLOAT)cos( seg * fDeltaSegAngle );

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

HRESULT InitGeometry()
{
    if( FAILED( g_pMyd3dDevice->CreateVertexBuffer( 100*2*sizeof(CUSTOMVERTEX01),
                                                  0, D3DFVF_CUSTOMVERTEX01,
                                                  D3DPOOL_DEFAULT, &g_pVB ) ) )
    {
        return E_FAIL;
    }

    CUSTOMVERTEX01* pVertices;
    if( FAILED( g_pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 ) ) )
        return E_FAIL;
    for( DWORD i=0; i<100; i++ )
    {
        FLOAT theta = (2*D3DX_PI*i)/(100-1);
        pVertices[2*i+0].position = D3DXVECTOR3( sinf(theta),-1.0f, cosf(theta) );
        pVertices[2*i+0].normal   = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
        pVertices[2*i+1].position = D3DXVECTOR3( sinf(theta), 2.0f, cosf(theta) );
        pVertices[2*i+1].normal   = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
    }
    g_pVB->Unlock();

    return S_OK;
}



//-----------------------------------------------------------------------------
// 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, TRUE );
    g_pMyd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );

	// 定义一个保存顶点缓冲区内存地址的指针
    VOID* pVertices;

	// 创建顶点缓冲区
    if( FAILED( g_pMyd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX01),
                                                  0, D3DFVF_CUSTOMVERTEX01,
                                                  D3DPOOL_DEFAULT, &g_pMyVxBufferRec ) ) )
    {
        return E_FAIL;
    } 
	CUSTOMVERTEX01* 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(CUSTOMVERTEX01), (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->normal =  D3DXVECTOR3(0.0f, 0.0f, -1.0f);
	pVertices1++;
    pVertices1->position = D3DXVECTOR3(-1.5f, 2.0f, 0.0f);
	pVertices1->normal =  D3DXVECTOR3(0.0f, 0.0f, -1.0f);
	pVertices1++;
	pVertices1->position = D3DXVECTOR3( 1.5f, 0.0f, 0.0f);
	pVertices1->normal =  D3DXVECTOR3(0.0f, 0.0f, -1.0f);
	pVertices1++;
	pVertices1->position = D3DXVECTOR3( 1.5f, 2.0f, 0.0f);
	pVertices1->normal =  D3DXVECTOR3(0.0f, 0.0f, -1.0f);
	pVertices1++;
	// 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();

	//************************************************************
	// 创建球形
	//************************************************************
/*	DWORD dwNumVertices;
	CUSTOMVERTEX  *pVerticesEllipse;

	GenerateEllipse( ELLIPSE_RINGS, ELLIPSE_SEGMENTS,
                      1.0f, 1.0f, 1.0f,
                      (CUSTOMVERTEX**)&pVerticesEllipse, &dwNumVertices );

    if( FAILED( g_pMyd3dDevice->CreateVertexBuffer( dwNumVertices*sizeof(CUSTOMVERTEX),
                                                  0, D3DFVF_CUSTOMVERTEX,
                                                  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(CUSTOMVERTEX), 
		                                 (BYTE**)&pVertices, 0 ) ) )
        return E_FAIL;

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