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📄 winmain.cpp

📁 用DirectX制作高级动画-[Advanced.Animation.with.DirectX]
💻 CPP
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#include <windows.h>
#include "d3d9.h"
#include "d3dx9.h"
#include "Direct3D.h"
#include "Route.h"

// Route object
cXRouteParser g_Route;

// Direct3D objects
IDirect3D9       *g_pD3D       = NULL;
IDirect3DDevice9 *g_pD3DDevice = NULL;

// Robot mesh object
D3DXMESHCONTAINER_EX *g_RobotMesh = NULL;

// Robot's position and last frame's position
D3DXVECTOR3 g_vecRobot, g_vecRobotLast;

// Ground mesh
D3DXMESHCONTAINER_EX *g_GroundMesh = 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[]   = "RouteClass";
char g_szCaption[] = "Route 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);
void DoShutdown();
void DoFrame();

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)
{
  // Initialize Direct3D
  InitD3D(&g_pD3D, &g_pD3DDevice, hWnd);

  // Load the robot mesh
  LoadMesh(&g_RobotMesh, g_pD3DDevice, "..\\Data\\robot.x", "..\\Data\\");

  // Load the ground mesh
  LoadMesh(&g_GroundMesh, g_pD3DDevice, "..\\Data\\ground.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\\Backdrop.bmp", &g_BackdropTexture);

  // Setup a directional light
  D3DLIGHT9 Light;
  ZeroMemory(&Light, sizeof(D3DLIGHT9));
  Light.Type = D3DLIGHT_DIRECTIONAL;
  Light.Diffuse.r = Light.Diffuse.g = Light.Diffuse.b = Light.Diffuse.a = 1.0f;
  Light.Direction = D3DXVECTOR3(0.0f, -0.5f, 0.5f);
  g_pD3DDevice->SetLight(0, &Light);
  g_pD3DDevice->LightEnable(0, TRUE);

  // Load the route to use (for robot and camera)
  g_Route.Load("..\\Data\\Route.x");

  return TRUE;
}

void DoShutdown()
{
  // Free route data
  g_Route.Free();

  // Free mesh data
  delete g_RobotMesh;  g_RobotMesh  = NULL;
  delete g_GroundMesh; g_GroundMesh = NULL;

  // Release Backdrop data
  ReleaseCOM(g_BackdropVB);
  ReleaseCOM(g_BackdropTexture);

  // Release D3D objects
  ReleaseCOM(g_pD3DDevice);
  ReleaseCOM(g_pD3D);
}

void DoFrame()
{
  static DWORD StartTime = timeGetTime();
  DWORD ThisTime = timeGetTime();

  // Calculate the position in which to place the robot
  // along the path based on time and length of route
  float RobotLength = g_Route.GetLength("Robot");
  DWORD RobotTime = (ThisTime - StartTime) / 10;
  RobotTime %= ((DWORD)RobotLength+1);

  // Get the camera's position
  float CamLength = g_Route.GetLength("Camera");
  DWORD CamTime = (ThisTime - StartTime) / 20;
  CamTime %= ((DWORD)CamLength+1);

  // Get the target's position
  float TargetLength = g_Route.GetLength("Target");
  DWORD TargetTime = (ThisTime - StartTime) / 10;
  TargetTime %= ((DWORD)TargetLength+1);

  // Update the positions of the robot
  g_vecRobotLast = g_vecRobot;
  g_Route.Locate("Robot", (float)RobotTime, &g_vecRobot);

  // Get the camera's positions
  D3DXVECTOR3 vecCam, vecTarget;
  g_Route.Locate("Camera", (float)CamTime, &vecCam);
  g_Route.Locate("Target", (float)TargetTime, &vecTarget);

  // Set a view transformation matrix based on camera
  // and target positions.
  D3DXMATRIX matView;
  D3DXMatrixLookAtLH(&matView, &vecCam, &vecTarget,
                     &D3DXVECTOR3(0.0f, 1.0f, 0.0f));
  g_pD3DDevice->SetTransform(D3DTS_VIEW, &matView);

  // Clear the device and start drawing the scene
  g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(0,0,64,255), 1.0f, 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);

    // Enable lighting
    g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE);

    // Draw the ground mesh
    D3DXMATRIX matWorld;
    D3DXMatrixIdentity(&matWorld);
    g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
    DrawMesh(g_GroundMesh);

    // Calculate the rotation of the robot based on last
    // known position
    D3DXVECTOR3 vecDiff = g_vecRobot - g_vecRobotLast;
    float RotX =  (float)atan2(vecDiff.y, vecDiff.z);
    float RotY = -(float)atan2(vecDiff.z, vecDiff.x);

    // Rotate the robot to point in direction of movement
    D3DXMatrixRotationYawPitchRoll(&matWorld, RotY, RotX, 0.0f);

    // Position the robot by setting the coordinates
    // directly in the world transformation matrix
    matWorld._41 = g_vecRobot.x;
    matWorld._42 = g_vecRobot.y;
    matWorld._43 = g_vecRobot.z;
    g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);

    // Draw the robot mesh
    DrawMesh(g_RobotMesh);

    // Disable lighting
    g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);

    // End the scene
    g_pD3DDevice->EndScene();
  }

  // Present the scene to the user
  g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}

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