📄 winmain.cpp
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#include <stdio.h>
#include <windows.h>
#include "d3d9.h"
#include "d3dx9.h"
#include "Direct3D.h"
#include "Cloth.h"
// Hero's body and cape (plus cloth object)
D3DXMESHCONTAINER_EX *g_Hero = NULL;
D3DXMESHCONTAINER_EX *g_Cape = NULL;
cClothMesh g_Cloth;
// Collision objects and transformation matrix
cCollision g_Collisions;
D3DXMATRIX g_matCollision;
// Direct3D objects
IDirect3D9 *g_pD3D = NULL;
IDirect3DDevice9 *g_pD3DDevice = 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[] = "ClothClass";
char g_szCaption[] = "Cloth 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 = (HBRUSH)GetStockObject(WHITE_BRUSH);
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 hero mesh
LoadMesh(&g_Hero, g_pD3DDevice, "..\\Data\\hero.x", "..\\Data\\");
// Load the cape mesh
LoadMesh(&g_Cape, g_pD3DDevice, "..\\Data\\cape.x", "..\\Data\\");
// Create cloth mesh data
g_Cloth.Create(g_Cape->MeshData.pMesh, "..\\Data\\cape.x");
// Add a collision object
g_Collisions.AddPlane(&D3DXPLANE(0.0f, 1.0f, 0.0f, 0.0f));
// Clear collision object transformation
D3DXMatrixIdentity(&g_matCollision);
// 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);
// Create and enable a directional light
D3DLIGHT9 Light;
ZeroMemory(&Light, sizeof(Light));
Light.Type = D3DLIGHT_DIRECTIONAL;
Light.Diffuse.r = Light.Diffuse.g = Light.Diffuse.b = Light.Diffuse.a = 1.0f;
D3DXVECTOR3 vecLight = D3DXVECTOR3(-1.0f, 0.1f, 1.0f);
D3DXVec3Normalize(&vecLight, &vecLight);
Light.Direction = vecLight;
g_pD3DDevice->SetLight(0, &Light);
g_pD3DDevice->LightEnable(0, TRUE);
return TRUE;
}
void DoShutdown()
{
// Release Backdrop data
ReleaseCOM(g_BackdropVB);
ReleaseCOM(g_BackdropTexture);
// Free collisions
g_Collisions.Free();
// Free the cloth mesh
g_Cloth.Free();
// Free meshes
delete g_Cape;
delete g_Hero;
// Shutdown Direct3D
ReleaseCOM(g_pD3DDevice);
ReleaseCOM(g_pD3D);
}
void DoFrame()
{
static DWORD LastTime = timeGetTime()-1;
DWORD ThisTime = timeGetTime();
static BOOL First = TRUE;
// Calculate elapsed time
DWORD Elapsed = ThisTime - LastTime;
LastTime = ThisTime;
// Calculate a view transformation matrix
D3DXMATRIX matView;
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3(0.0f, 200.0f, -3000.0f),
&D3DXVECTOR3(0.0f, 0.0f, 0.0f),
&D3DXVECTOR3(0.0f, 1.0f, 0.0f));
g_pD3DDevice->SetTransform(D3DTS_VIEW, &matView);
// Compute an angle to move the hero and cape
float Angle = (float)timeGetTime() / 1000.0f;
// Position the cloth
D3DXMATRIX matWorld;
D3DXMatrixRotationY(&matWorld, -Angle + 3.14f);
matWorld._41 = (float)cos(Angle) * 1024.0f;
matWorld._42 = 1.0f;
matWorld._43 = (float)sin(Angle) * 1024.0f;
// Set gravity and wind forces
D3DXVECTOR3 vecGravity = D3DXVECTOR3(0.0f, -9.8f, 0.0f);
D3DXVECTOR3 vecWind = D3DXVECTOR3(0.0f, 20.0f, 0.0f);
// Set the cloth's forces for simulation
g_Cloth.SetForces(-0.05f, &vecGravity, &vecWind, &matWorld, First);
First = FALSE;
// Process the forces
g_Cloth.ProcessForces((float)Elapsed / 1000.0f * 4.0f);
// Process the collisions
g_Cloth.ProcessCollisions(&g_Collisions, &g_matCollision);
// Rebuild the cloth mesh
g_Cloth.RebuildMesh(g_Cape->MeshData.pMesh);
// 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);
// Turn on lighting
g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
// Render the hero
D3DXMatrixRotationY(&matWorld, -Angle + 3.14f);
matWorld._41 = (float)cos(Angle) * 1024.0f;
matWorld._42 = 0.0f;
matWorld._43 = (float)sin(Angle) * 1024.0f;
g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
DrawMesh(g_Hero);
// Set two sided rendering
g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
// Render the cloth mesh
D3DXMatrixIdentity(&matWorld);
g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
DrawMesh(g_Cape);
// Restore culling
g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
// Turn off 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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