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📄 1steps.cpp

📁 一的3d游戏开发的源代码
💻 CPP
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	D3DXMatrixRotationY( &matRotateY, -m_pObjects[1].vR.x );
	D3DXMatrixRotationX( &matRotateX, -m_pObjects[1].vR.y );
	D3DXMatrixRotationZ( &matRotateZ, -m_pObjects[1].vR.z );
	D3DXMatrixMultiply( &matTemp, &matRotateX, &matRotateY );
	D3DXMatrixMultiply( &matTemp, &matRotateZ, &matTemp );
	D3DXMatrixMultiply( &matWorld, &matTemp, &matWorld ); 

    m_pObjects[1].matLocal = matWorld;

	//************************************************************
	// camera stuff
	//************************************************************
	static D3DXVECTOR3 vLook=D3DXVECTOR3(0.0f,0.0f,1.0);
	static D3DXVECTOR3 vUp=D3DXVECTOR3(0.0f,1.0f,0.0f);
	static D3DXVECTOR3 vRight=D3DXVECTOR3(1.0f,0.0f,0.0f);
	static D3DXVECTOR3 vPos=D3DXVECTOR3(0.0f,0.0f,-5.0f);
	FLOAT fPitch,fYaw,fRoll;
	fPitch = fYaw = fRoll = 0.0f;

	FLOAT fspeed= 1.0f * m_fTimeElapsed;

    if (m_bKey[VK_UP])			fPitch=-0.3f * m_fTimeElapsed;	// fPitch
    if (m_bKey[VK_DOWN])		fPitch=+0.3f * m_fTimeElapsed;
    if (m_bKey['C'])			fYaw=+0.3f * m_fTimeElapsed; 	// fYaw
    if (m_bKey['X']) 			fYaw=-0.3f * m_fTimeElapsed;		
	if (m_bKey[VK_LEFT])	 	fRoll=-0.3f * m_fTimeElapsed;	// fRoll
    if (m_bKey[VK_RIGHT]) 		fRoll=+0.3f * m_fTimeElapsed;

	 // camera forward
    if (m_bKey[VK_HOME])   // Key HOME     
	{
		vPos.x+=fspeed*vLook.x;
		vPos.y+=fspeed*vLook.y;
		vPos.z+=fspeed*vLook.z;
	}

	// camera back
    if (m_bKey[VK_END])   // Key END     
	{
		vPos.x-=fspeed*vLook.x;
		vPos.y-=fspeed*vLook.y;
		vPos.z-=fspeed*vLook.z;
	}

	// base vector regeneration
    D3DXVec3Normalize(&vLook, &vLook);
	D3DXVec3Cross(&vRight, &vUp, &vLook);  // Cross Produkt of the UP and LOOK Vector
    D3DXVec3Normalize(&vRight, &vRight);
	D3DXVec3Cross(&vUp, &vLook, &vRight); // Cross Produkt of the RIGHT and LOOK Vector
    D3DXVec3Normalize(&vUp, &vUp);

    // Matrices for pitch, yaw and roll
	D3DXMATRIX matPitch, matYaw, matRoll;
	D3DXMatrixRotationAxis(&matPitch, &vRight, fPitch );
	D3DXMatrixRotationAxis(&matYaw, &vUp, fYaw ); 
    D3DXMatrixRotationAxis(&matRoll, &vLook, fRoll);
	
	// rotate the LOOK & RIGHT Vectors about the UP Vector
	D3DXVec3TransformCoord(&vLook, &vLook, &matYaw); 
	D3DXVec3TransformCoord(&vRight, &vRight, &matYaw); 

	// rotate the LOOK & UP Vectors about the RIGHT Vector
	D3DXVec3TransformCoord(&vLook, &vLook, &matPitch); 
	D3DXVec3TransformCoord(&vUp, &vUp, &matPitch); 

	// rotate the RIGHT & UP Vectors about the LOOK Vector
	D3DXVec3TransformCoord(&vRight, &vRight, &matRoll); 
	D3DXVec3TransformCoord(&vUp, &vUp, &matRoll); 

	D3DXMATRIX view=matWorld;
	D3DXMatrixIdentity( &view );
	view._11 = vRight.x; view._12 = vUp.x; view._13 = vLook.x;
	view._21 = vRight.y; view._22 = vUp.y; view._23 = vLook.y;
	view._31 = vRight.z; view._32 = vUp.z; view._33 = vLook.z;
	view._41 = - D3DXVec3Dot( &vPos, &vRight ); 
	view._42 = - D3DXVec3Dot( &vPos, &vUp );
	view._43 = - D3DXVec3Dot( &vPos, &vLook );

	m_pd3dDevice->SetTransform(D3DTS_VIEW, &view); 

    return S_OK;
}

//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
//       rendering. This function sets up render states, clears the
//       viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
    D3DMATERIAL8 mtrl;

    // Clear the viewport | z-buffer
    m_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
                         0x00000000, 1.0f, 0L );

    // Begin the scene
    if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
    {

		// yellow object
		// Set the color for the object
		D3DUtil_InitMaterial( mtrl, m_pObjects[0].fR, m_pObjects[0].fG, m_pObjects[0].fB );
		m_pd3dDevice->SetMaterial( &mtrl );

        // Apply the object's local matrix
        m_pd3dDevice->SetTransform(D3DTS_WORLD, &m_pObjects[0].matLocal );

		m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(CUSTOMVERTEX) );
		m_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
        m_pd3dDevice->SetIndices( m_pIB, 0 );
		m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 
											0, 
											16,  // number of vertices
                                            0, 
											10); // number of primitives

		// red object
		// Set the color for the object
		D3DUtil_InitMaterial( mtrl, m_pObjects[1].fR, m_pObjects[1].fG, m_pObjects[1].fB );
		m_pd3dDevice->SetMaterial( &mtrl );

        // Apply the object's local matrix
        m_pd3dDevice->SetTransform(D3DTS_WORLD, &m_pObjects[1].matLocal );

		m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(CUSTOMVERTEX) );
		m_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
        m_pd3dDevice->SetIndices( m_pIB, 0 );
		m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 
											0, 
											16,  // number of vertices
                                            0, 
											10); // number of primitives


        // Output statistics
        m_pFont->DrawText( 2,  0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats );
        m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );

      // End the scene.
      m_pd3dDevice->EndScene();
    }

    return S_OK;
}

//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
    m_pFont->InitDeviceObjects( m_pd3dDevice );
   return S_OK;
}

//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
    m_pFont->RestoreDeviceObjects();

    D3DMATERIAL8 mtrl;
    D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f );
    m_pd3dDevice->SetMaterial( &mtrl );

    // Set the projection matrix
    D3DXMATRIX  matProj;
    FLOAT fAspect = m_d3dsdBackBuffer.Width / (FLOAT)m_d3dsdBackBuffer.Height;
    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 1.0f, 500.0f );
    m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );

    // Set up the lights
    if( m_d3dCaps.VertexProcessingCaps & D3DVTXPCAPS_DIRECTIONALLIGHTS )
    {
        D3DLIGHT8 light;
        D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, 0.5f, -1.0f, 5.0f );
        light.Ambient.r = 0.1f;
        light.Ambient.g = 0.1f;
        light.Ambient.b = 0.1f;
        m_pd3dDevice->SetLight( 0, &light );
        m_pd3dDevice->LightEnable( 0, TRUE );

        D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, 0.5f,  1.0f, -10.0f );
        light.Ambient.r = 0.2f;
        light.Ambient.g = 0.2f;
        light.Ambient.b = 0.2f;
        m_pd3dDevice->SetLight( 1, &light );
        m_pd3dDevice->LightEnable( 1, TRUE );
        m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
    }
	else
	{
	    m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x0c0c0c0c);
	}

	// fill the vertex buffer
	m_dwSizeofVertices = sizeof(m_pvObjectVertices);

    // Create the vertex buffer
    if( FAILED( m_pd3dDevice->CreateVertexBuffer( m_dwSizeofVertices,
                                                  0, D3DFVF_CUSTOMVERTEX,
                                                  D3DPOOL_MANAGED, &m_pVB ) ) )
        return E_FAIL;

    VOID* pVertices;
    if( FAILED( m_pVB->Lock( 0, m_dwSizeofVertices, (BYTE**)&pVertices, 0 ) ) )
        return E_FAIL;
    memcpy( pVertices, m_pvObjectVertices, m_dwSizeofVertices);
    m_pVB->Unlock();

	// fill the Index buffer
	m_dwSizeofIndices = sizeof(m_pwObjectIndices);

	// Create the index buffer
	if( FAILED( m_pd3dDevice->CreateIndexBuffer( m_dwSizeofIndices,
	                                             0, D3DFMT_INDEX16,
		                                         D3DPOOL_MANAGED, &m_pIB ) ) )
		return E_FAIL;

	VOID* pIndices;
	if( FAILED( m_pIB->Lock( 0, m_dwSizeofIndices, (BYTE**)&pIndices, 0 ) ) )
	   return E_FAIL;
	memcpy( pIndices, m_pwObjectIndices, m_dwSizeofIndices );
	m_pIB->Unlock();

  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
//       this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
    m_pFont->InvalidateDeviceObjects();
    SAFE_RELEASE( m_pVB );
    SAFE_RELEASE( m_pIB );
   return S_OK;
}

//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
//       this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
    m_pFont->DeleteDeviceObjects();
   return S_OK;
}


//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
//       to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FinalCleanup()
{
   return S_OK;
}

//-----------------------------------------------------------------------------
// Name: ConfirmDevice()
// Desc: Called during device intialization, this code checks the device
//       for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, 
                                          D3DFORMAT Format )
{

    return S_OK;
}


//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Message proc function to handle key and menu input
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
                                    LPARAM lParam )
{
    // Record key presses
    if( WM_KEYDOWN == uMsg )
    {
        m_bKey[wParam] = 1;
    }

    // Perform commands when keys are rleased
    if( WM_KEYUP == uMsg )
    {
        m_bKey[wParam] = 0;
	}

    return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}

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