📄 litpyramid.cpp
字号:
#include "d3dUtility.h"
IDirect3DDevice9* Device = 0;
const int Width = 640;
const int Height = 480;
IDirect3DVertexBuffer9* Pyramid = 0;
struct Vertex//顶点结构
{
Vertex(){}
Vertex(float x, float y, float z, float nx, float ny, float nz)
{
_x = x; _y = y; _z = z;
_nx = nx; _ny = ny; _nz = nz;
}
float _x, _y, _z;//位置
float _nx, _ny, _nz;//法线
static const DWORD FVF;
};
const DWORD Vertex::FVF = D3DFVF_XYZ | D3DFVF_NORMAL;//fvf
bool Setup()
{
Device->SetRenderState(D3DRS_LIGHTING, true); //开启灯光,默认开启
Device->CreateVertexBuffer(
12 * sizeof(Vertex),
D3DUSAGE_WRITEONLY,
Vertex::FVF,
D3DPOOL_MANAGED,
&Pyramid,
0);
Vertex* v;
Pyramid->Lock(0, 0, (void**)&v, 0);
// front face
v[0] = Vertex(-1.0f, 0.0f, -1.0f, 0.0f, 0.707f, -0.707f);
v[1] = Vertex( 0.0f, 1.0f, 0.0f, 0.0f, 0.707f, -0.707f);
v[2] = Vertex( 1.0f, 0.0f, -1.0f, 0.0f, 0.707f, -0.707f);
// left face
v[3] = Vertex(-1.0f, 0.0f, 1.0f, -0.707f, 0.707f, 0.0f);
v[4] = Vertex( 0.0f, 1.0f, 0.0f, -0.707f, 0.707f, 0.0f);
v[5] = Vertex(-1.0f, 0.0f, -1.0f, -0.707f, 0.707f, 0.0f);
// right face
v[6] = Vertex( 1.0f, 0.0f, -1.0f, 0.707f, 0.707f, 0.0f);
v[7] = Vertex( 0.0f, 1.0f, 0.0f, 0.707f, 0.707f, 0.0f);
v[8] = Vertex( 1.0f, 0.0f, 1.0f, 0.707f, 0.707f, 0.0f);
// back face
v[9] = Vertex( 1.0f, 0.0f, 1.0f, 0.0f, 0.707f, 0.707f);
v[10] = Vertex( 0.0f, 1.0f, 0.0f, 0.0f, 0.707f, 0.707f);
v[11] = Vertex(-1.0f, 0.0f, 1.0f, 0.0f, 0.707f, 0.707f);
Pyramid->Unlock();
/*
D3DMATERIAL9 mtrl; //定义一个材质
mtrl.Ambient = d3d::BLUE;//对环境光反射蓝色
mtrl.Diffuse = d3d::WHITE;//对漫射光反射白色
mtrl.Specular = d3d::WHITE;//对镜面光反射白色
mtrl.Emissive = d3d::BLACK;//对自发光设置为黑色
mtrl.Power = 5.0f;//高光点强度
Device->SetMaterial(&mtrl); //设置材质
D3DLIGHT9 dir; // 定义一个光照
::ZeroMemory(&dir, sizeof(dir));
dir.Type = D3DLIGHT_DIRECTIONAL; //类型为方向光
dir.Diffuse = d3d::WHITE; // 发出白色漫射光
dir.Specular = d3d::WHITE * 0.3f; // 发出白色镜面光
dir.Ambient = d3d::WHITE * 0.6f; // 发出白色环境光
dir.Direction = D3DXVECTOR3(1.0f, 0.0f, 0.0f); //方向为x正方向,即水平向右照射
Device->SetLight(0, &dir); // 设置光照dir为第0号光源
Device->LightEnable(0, true); // 开启第0号光源
*/
D3DMATERIAL9 mtrl; //定义一个材质
mtrl.Ambient = d3d::WHITE;//对环境光反射蓝色
mtrl.Diffuse = d3d::WHITE;//对漫射光反射白色
mtrl.Specular = d3d::WHITE;//对镜面光反射白色
mtrl.Emissive =d3d::AAA;//对自发光设置为黑色
mtrl.Power = 0.2f;//高光点强度
Device->SetMaterial(&mtrl); //设置材质
D3DLIGHT9 dir; // 定义一个光照
::ZeroMemory(&dir, sizeof(dir));
dir.Type = D3DLIGHT_DIRECTIONAL; //类型为方向光
dir.Diffuse = d3d::BLACK; // 发出白色漫射光
dir.Specular = d3d::BLACK * 0.5f; // 发出白色镜面光
dir.Ambient = d3d::BLACK * 0.8f; // 发出白色环境光
dir.Direction = D3DXVECTOR3(-1.0f,-1.0f, 0.0f); //方向为x正方向,即水平向右照射
Device->SetLight(0, &dir); // 设置光照dir为第0号光源
Device->LightEnable(0, true); // 开启第0号光源
D3DXVECTOR3 pos(0.0f, 1.0f, -3.0f);
D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
D3DXMATRIX V;
D3DXMatrixLookAtLH(&V, &pos, &target, &up);
Device->SetTransform(D3DTS_VIEW, &V);
D3DXMATRIX proj;
D3DXMatrixPerspectiveFovLH(
&proj,
D3DX_PI * 0.5f, // 90 - degree
(float)Width / (float)Height,
1.0f,
1000.0f);
Device->SetTransform(D3DTS_PROJECTION, &proj);
return true;
}
void Cleanup()
{
d3d::Release<IDirect3DVertexBuffer9*>(Pyramid);
}
bool Display(float timeDelta)
{
if( Device )
{
D3DXMATRIX yRot;
static float y = 0.0f;
D3DXMatrixRotationY(&yRot, y);
y += timeDelta;
if( y >= 6.28f )
y = 0.0f;
Device->SetTransform(D3DTS_WORLD, &yRot);
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
Device->BeginScene();
Device->SetStreamSource(0, Pyramid, 0, sizeof(Vertex));
Device->SetFVF(Vertex::FVF);
Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 4);
Device->EndScene();
Device->Present(0, 0, 0, 0);
}
return true;
}
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch( msg )
{
case WM_DESTROY:
::PostQuitMessage(0);
break;
case WM_KEYDOWN:
if( wParam == VK_ESCAPE )
::DestroyWindow(hwnd);
break;
}
return ::DefWindowProc(hwnd, msg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hinstance,
HINSTANCE prevInstance,
PSTR cmdLine,
int showCmd)
{
if(!d3d::InitD3D(hinstance,
Width, Height, true, D3DDEVTYPE_HAL, &Device))
{
::MessageBox(0, "InitD3D() - FAILED", 0, 0);
return 0;
}
if(!Setup())
{
::MessageBox(0, "Setup() - FAILED", 0, 0);
return 0;
}
d3d::EnterMsgLoop( Display );
Cleanup();
Device->Release();
return 0;
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -