📄 winmain.cpp
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#include <windows.h>
#include "d3d9.h"
#include "d3dx9.h"
#include "Direct3D.h"
// Vertex shader declaration and interfaces
D3DVERTEXELEMENT9 g_MorphMeshDecl[] =
{
// 1st stream is for source mesh
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
{ 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
// 2nd stream is for target mesh
{ 1, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 1 },
{ 1, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 1 },
{ 1, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
D3DDECL_END()
};
IDirect3DVertexShader9 *g_VS = NULL;
IDirect3DVertexDeclaration9 *g_Decl = NULL;
// Declare a new FVF for morphing meshes
#define MORPHFVF (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1)
// Direct3D objects
IDirect3D9 *g_pD3D = NULL;
IDirect3DDevice9 *g_pD3DDevice = NULL;
// Structure to contain a morphing mesh
typedef struct sMorphMesh {
// Mesh containers (source and target)
D3DXMESHCONTAINER_EX *SourceMesh;
D3DXMESHCONTAINER_EX *TargetMesh;
sMorphMesh() {
SourceMesh = NULL;
TargetMesh = NULL;
}
~sMorphMesh() {
delete SourceMesh; SourceMesh = NULL;
delete TargetMesh; TargetMesh = NULL;
}
} sMorphMesh;
// Instance morphing meshes (for the water and the dolphin)
sMorphMesh *g_Water = NULL;
sMorphMesh *g_Dolphin = NULL;
// Background vertex structure, fvf, vertex buffer, and texture
typedef struct {
float x, y, z, rhw;
float u, v;
} sBackdropVertex;
#define BACKDROPFVF (D3DFVF_XYZRHW | D3DFVF_TEX1)
IDirect3DVertexBuffer9 *g_BackdropVB = NULL;
IDirect3DTexture9 *g_BackdropTexture = NULL;
// Window class and caption text
char g_szClass[] = "VSMorphClass";
char g_szCaption[] = "Vertex Shader Morphing Demo by Jim Adams";
// Function prototypes
int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow);
long FAR PASCAL WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
BOOL DoInit(HWND hWnd, BOOL Windowed = TRUE);
void DoShutdown();
void DoFrame();
// Function to load a group of meshes for morphing
void LoadMorphingMesh(sMorphMesh *Mesh,
char *SourceMesh,
char *TargetMesh,
char *TexturePath);
// Function to draw a morphing mesh
void DrawMorphMesh(sMorphMesh *Mesh, float Scalar);
int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow)
{
WNDCLASSEX wcex;
MSG Msg;
HWND hWnd;
// Initialize the COM system
CoInitialize(NULL);
// Create the window class here and register it
wcex.cbSize = sizeof(wcex);
wcex.style = CS_CLASSDC;
wcex.lpfnWndProc = WindowProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInst;
wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = NULL;
wcex.lpszMenuName = NULL;
wcex.lpszClassName = g_szClass;
wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if(!RegisterClassEx(&wcex))
return FALSE;
// Create the main window
hWnd = CreateWindow(g_szClass, g_szCaption,
WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX,
0, 0, 640, 480,
NULL, NULL, hInst, NULL);
if(!hWnd)
return FALSE;
ShowWindow(hWnd, SW_NORMAL);
UpdateWindow(hWnd);
// Call init function and enter message pump
if(DoInit(hWnd) == TRUE) {
// Start message pump, waiting for user to exit
ZeroMemory(&Msg, sizeof(MSG));
while(Msg.message != WM_QUIT) {
if(PeekMessage(&Msg, NULL, 0, 0, PM_REMOVE)) {
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
// Render a single frame
DoFrame();
}
}
// Call shutdown
DoShutdown();
// Unregister the window class
UnregisterClass(g_szClass, hInst);
// Shut down the COM system
CoUninitialize();
return 0;
}
long FAR PASCAL WindowProc(HWND hWnd, UINT uMsg, \
WPARAM wParam, LPARAM lParam)
{
// Only handle window destruction messages
switch(uMsg) {
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
return 0;
}
BOOL DoInit(HWND hWnd, BOOL Windowed)
{
// Initialize Direct3D
InitD3D(&g_pD3D, &g_pD3DDevice, hWnd);
// Load the vertex shader
LoadVertexShader(&g_VS, g_pD3DDevice, "Morph.vsh", g_MorphMeshDecl, &g_Decl);
// Load the morphing water meshes
g_Water = new sMorphMesh();
LoadMorphingMesh(g_Water,
"..\\Data\\Water1.x",
"..\\Data\\Water2.x",
"..\\Data\\");
// Load the morphing dolphin meshes
g_Dolphin = new sMorphMesh();
LoadMorphingMesh(g_Dolphin,
"..\\Data\\Dolphin1.x",
"..\\Data\\Dolphin3.x",
"..\\Data\\");
// Create the backdrop
sBackdropVertex BackdropVerts[4] = {
{ 0.0f, 0.0, 1.0, 1.0f, 0.0f, 0.0f },
{ 640.0f, 0.0, 1.0, 1.0f, 1.0f, 0.0f },
{ 0.0f, 480.0, 1.0, 1.0f, 0.0f, 1.0f },
{ 640.0f, 480.0, 1.0, 1.0f, 1.0f, 1.0f }
};
g_pD3DDevice->CreateVertexBuffer(sizeof(BackdropVerts), D3DUSAGE_WRITEONLY, BACKDROPFVF, D3DPOOL_DEFAULT, &g_BackdropVB, NULL);
char *Ptr;
g_BackdropVB->Lock(0,0, (void**)&Ptr, 0);
memcpy(Ptr, BackdropVerts, sizeof(BackdropVerts));
g_BackdropVB->Unlock();
D3DXCreateTextureFromFile(g_pD3DDevice, "..\\Data\\Sky.bmp", &g_BackdropTexture);
// Start playing an ocean sound
PlaySound("..\\Data\\Ocean.wav", NULL, SND_ASYNC | SND_LOOP);
return TRUE;
}
void DoShutdown()
{
// Stop playing an ocean sound
PlaySound(NULL, NULL, 0);
// Release Backdrop data
ReleaseCOM(g_BackdropVB);
ReleaseCOM(g_BackdropTexture);
// Free shader interfaces
ReleaseCOM(g_VS);
ReleaseCOM(g_Decl);
// Release D3D objects
ReleaseCOM(g_pD3DDevice);
ReleaseCOM(g_pD3D);
}
void DoFrame()
{
static float DolphinXPos = 0.0f, DolphinZPos = 256.0f;
// Calculate the water morphing scalar value
float WaterTimeFactor = (float)(timeGetTime()) * 0.001f;
float WaterScalar = ((float)sin(WaterTimeFactor) + 1.0f) * 0.5f;
// Calculate the dolphin morphing scalar value
float DolphinTimeFactor = (float)(timeGetTime() % 501) / 250.0f;
float DolphinScalar = (DolphinTimeFactor<=1.0f)?DolphinTimeFactor:(2.0f-DolphinTimeFactor);
// Calculate the angle of the dolphin's movement and
// reposition the dolphin if it's far enough underwater
float DolphinAngle = (float)(timeGetTime() % 6280) / 1000.0f * 3.0f;
if(sin(DolphinAngle) < -0.7f) {
DolphinXPos = (float)(rand()%1400) - 700.0f;
DolphinZPos = (float)(rand()%1500);
}
// Create and set the view transformation
D3DXMATRIX matView;
D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(0.0f, 170.0f, -1000.0f),
&D3DXVECTOR3(0.0f, 150.0f, 0.0f),
&D3DXVECTOR3(0.0f, 1.0f, 0.0f));
g_pD3DDevice->SetTransform(D3DTS_VIEW, &matView);
// Clear the device and start drawing the scene
g_pD3DDevice->Clear(NULL, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(0,0,64,255), 1.0, 0);
if(SUCCEEDED(g_pD3DDevice->BeginScene())) {
// Draw the backdrop
g_pD3DDevice->SetFVF(BACKDROPFVF);
g_pD3DDevice->SetStreamSource(0, g_BackdropVB, 0, sizeof(sBackdropVertex));
g_pD3DDevice->SetTexture(0, g_BackdropTexture);
g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
// Set identity matrix for world transformation
D3DXMATRIX matWorld;
D3DXMatrixIdentity(&matWorld);
g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
// Draw the water morphing mesh
DrawMorphMesh(g_Water, WaterScalar);
// Draw the jumping dolphin
D3DXMatrixRotationZ(&matWorld, DolphinAngle - 1.57f);
matWorld._41 = DolphinXPos + (float)cos(DolphinAngle) * 256.0f;
matWorld._42 = (float)sin(DolphinAngle) * 512.0f;
matWorld._43 = DolphinZPos;
g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
DrawMorphMesh(g_Dolphin, DolphinScalar);
// End the scene
g_pD3DDevice->EndScene();
}
// Present the scene to the user
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}
void LoadMorphingMesh(sMorphMesh *Mesh,
char *SourceMesh,
char *TargetMesh,
char *TexturePath)
{
// Load the source and target meshes
LoadMesh(&Mesh->SourceMesh, g_pD3DDevice, SourceMesh, TexturePath, MORPHFVF);
LoadMesh(&Mesh->TargetMesh, g_pD3DDevice, TargetMesh, TexturePath, MORPHFVF);
}
void DrawMorphMesh(sMorphMesh *Mesh, float Scalar)
{
// Get the world, view, and projection matrices
D3DXMATRIX matWorld, matView, matProj;
g_pD3DDevice->GetTransform(D3DTS_WORLD, &matWorld);
g_pD3DDevice->GetTransform(D3DTS_VIEW, &matView);
g_pD3DDevice->GetTransform(D3DTS_PROJECTION, &matProj);
// Get the world*view*proj matrix and set it
D3DXMATRIX matWVP;
matWVP = matWorld * matView * matProj;
D3DXMatrixTranspose(&matWVP, &matWVP);
g_pD3DDevice->SetVertexShaderConstantF(0, (float*)&matWVP, 4);
// Set the scalar value to use
g_pD3DDevice->SetVertexShaderConstantF(4, (float*)&D3DXVECTOR4(1.0f-Scalar, Scalar, 0.0f, 0.0f), 1);
// Set the light direction
g_pD3DDevice->SetVertexShaderConstantF(5, (float*)&D3DXVECTOR4(0.0f, -1.0f, 0.0f, 0.0f), 1);
// Set the 2nd stream source
IDirect3DVertexBuffer9 *pVB = NULL;
Mesh->TargetMesh->MeshData.pMesh->GetVertexBuffer(&pVB);
g_pD3DDevice->SetStreamSource(1, pVB, 0, D3DXGetFVFVertexSize(Mesh->TargetMesh->MeshData.pMesh->GetFVF()));
// Draw the mesh in the vertex shader
DrawMesh(Mesh->SourceMesh, g_VS, g_Decl);
// Clear the 2nd stream source and free the vertex buffer interface
g_pD3DDevice->SetStreamSource(1, NULL, 0, 0);
ReleaseCOM(pVB);
}
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