⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 techniqueapplication.cpp

📁 real-time(实时渲染技术DirectX)25-30(1)
💻 CPP
📖 第 1 页 / 共 2 页
字号:
/***************************************************************
* TechniqueApplication.cpp                                     *
*                                                              *
* This file contains the implementation of the                 *
* TechniqueApplication class.    	        				   *
* To compile correctly, this file must be linked with:         *
* kernel32.lib                                                 *
* user32.lib                                                   *
* d3dx8dt.lib                                                  *
* d3d8.lib                                                     *
*                                                              *
***************************************************************/

#include "TechniqueApplication.h"

#define D3DFVF_MESHVERTEX (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE)

struct MESH_VERTEX
{
	float x, y, z;
	float nx, ny, nz;
	DWORD color;
};

CTechniqueApplication::CTechniqueApplication()
{
	m_pPlaneVertexBuffer       = NULL;
	m_pMeshVertexBuffer        = NULL;
	m_pMeshIndexBuffer         = NULL;
	m_pMesh                    = NULL;
	m_pMeshMaterials           = NULL;
	m_NumMaterials             = 0;
	m_BasicShader              = 0;
}

CTechniqueApplication::~CTechniqueApplication()
{
}

BOOL CTechniqueApplication::PostInitialize()
{	
	D3DCAPS8 Caps;
	m_pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &Caps);
	if (Caps.VertexShaderVersion == D3DVS_VERSION(1,1))
	{
		if (FAILED(EasyCreateWindowed(m_hWnd, D3DDEVTYPE_HAL, 
						  D3DCREATE_HARDWARE_VERTEXPROCESSING)))
			return FALSE;
	}
	else
	{
		if (FAILED(EasyCreateWindowed(m_hWnd, D3DDEVTYPE_HAL, 
						  D3DCREATE_SOFTWARE_VERTEXPROCESSING)))
			return FALSE;
	}

	//Do the basic camera positioning, etc.
	SetupDevice();
	
	//Load the mesh object
	LoadMesh();

	//Create the buffers we're actually going to use
	ExtractBuffers();

	if (FAILED(CreatePlaneBuffer()))
		return FALSE;

	//Create the shader
	if (FAILED(CreateShaders()))
		return FALSE;

	return TRUE;
}

void CTechniqueApplication::Render()
{
	//Set the eye position
	D3DXVECTOR4 EyePos(0.0, 60.0f, -60.0f, 0.0f);

	//Set the view matrix based on the position above.
	D3DXMatrixLookAtLH(&m_ViewMatrix, &(D3DXVECTOR3)EyePos,
		               &D3DXVECTOR3(0.0f, 0.0f, 0.0f),
					   &D3DXVECTOR3(0.0f, 1.0f, 0.0f));


	//Set the current light shader
	m_pD3DDevice->SetVertexShader(m_BasicShader);


    //The following matrix operations will transform the mesh
	D3DXMATRIX Rotation;
    D3DXMATRIX Translation;

	//These matrices will rotate and translate the mesh
	D3DXMatrixRotationY(&Rotation, (float)GetTickCount() / 1000.0f);
	D3DXMatrixTranslation(&Translation, 0.0f, 15.0f, 0.0f);
	m_WorldMatrix = Rotation * Translation;

	//Helper constant
	D3DXVECTOR4 OneAndZero (1.0,  1.0f, 0.0f, 0.0f);
	m_pD3DDevice->SetVertexShaderConstant(6, &OneAndZero, 1);

	//Render the shadow
	RenderPlaneAndShadow();

	//The ambient light constant gets set by the shadow code. 
	//Set it to a real value. The light direction gets set in the 
	//shadow code.
	D3DXVECTOR4 Ambient    (0.1,  0.1f, 0.1f, 0.0f);
	m_pD3DDevice->SetVertexShaderConstant(5, &Ambient, 1);

	//Create the concatenated transformation matrix
	D3DXMATRIX ShaderMatrix = m_WorldMatrix * m_ViewMatrix * 
				              m_ProjectionMatrix;

	//Get the transpose
	D3DXMatrixTranspose(&ShaderMatrix, &ShaderMatrix);

	//Pass the transposed matrix to the shader
	m_pD3DDevice->SetVertexShaderConstant(0, &ShaderMatrix, 4);

	m_pD3DDevice->SetStreamSource(0, m_pMeshVertexBuffer, sizeof(MESH_VERTEX));
	m_pD3DDevice->SetIndices(m_pMeshIndexBuffer, 0);

	m_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 
    								   m_pMesh->GetNumVertices(), 0,
									   m_pMesh->GetNumFaces());
}

HRESULT CTechniqueApplication::LoadMesh()
{
	LPD3DXBUFFER pD3DXMtrlBuffer;
	LPD3DXMESH   pOriginalMesh;

    //Load and initialize the mesh. This is a repeat of the code
	//from Chapter 10.
	if(FAILED(D3DXLoadMeshFromX("..\\media\\fattorus.x",
								D3DXMESH_MANAGED, 
                                m_pD3DDevice, NULL, &pD3DXMtrlBuffer,
								&m_NumMaterials, &pOriginalMesh)))
        return FALSE;

	D3DXMATERIAL* d3dxMaterials = 
		(D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();

    m_pMeshMaterials = new D3DMATERIAL8[m_NumMaterials];

    for(long MatCount = 0; MatCount < m_NumMaterials; MatCount++)
    {
		m_pMeshMaterials[MatCount] = d3dxMaterials[MatCount].MatD3D;
        m_pMeshMaterials[MatCount].Ambient = 
								m_pMeshMaterials[MatCount].Diffuse;
    }

    pD3DXMtrlBuffer->Release();

	//This is new. If the FVF doesn't match, clone the mesh and
	//create one that does. Then, release the loaded mesh. If the 
	//FVF does match, set the member mesh and move on.
	if (pOriginalMesh->GetFVF() != D3DFVF_MESHVERTEX)
	{
		pOriginalMesh->CloneMeshFVF(D3DXMESH_MANAGED,
									D3DFVF_MESHVERTEX,
                                    m_pD3DDevice, &m_pMesh);
		
		pOriginalMesh->Release();
		pOriginalMesh = NULL;
	}
	else
		m_pMesh = pOriginalMesh;

	return S_OK;
}

BOOL CTechniqueApplication::PreReset()
{
	//Delete the shaders
	m_pD3DDevice->DeleteVertexShader(m_BasicShader);

	return TRUE;
}

BOOL CTechniqueApplication::PostReset()
{
	SetupDevice();

	//Recreate the shader
	if (FAILED(CreateShaders()))
		return FALSE;

	return TRUE;
}


BOOL CTechniqueApplication::PreTerminate()
{
	//Delete the shaders
	m_pD3DDevice->DeleteVertexShader(m_BasicShader);
	
	//Clean up
	if (m_pPlaneVertexBuffer)
	{
		m_pPlaneVertexBuffer->Release();
		m_pPlaneVertexBuffer = NULL;
	}

	if (m_pMeshVertexBuffer)
	{
		m_pMeshVertexBuffer->Release();
		m_pMeshVertexBuffer = NULL;
	}

	if (m_pMeshIndexBuffer)
	{
		m_pMeshIndexBuffer->Release();
		m_pMeshIndexBuffer  = NULL;
	}

	if (m_pMesh)
	{
		m_pMesh->Release();
		m_pMesh = NULL;
	}

	if (m_pMeshMaterials)
	{
		delete m_pMeshMaterials;
		m_pMeshMaterials = NULL;
	}

	return TRUE;
}


void CTechniqueApplication::SetupDevice()
{
	//Do all the basic setup
	RECT WindowRect;
	GetClientRect(m_hWnd, &WindowRect);
	D3DXMatrixPerspectiveFovLH(&m_ProjectionMatrix,
					D3DX_PI / 4,

⌨️ 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 + -