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📄 ch9p2_animglowingwall.cpp

📁 游戏开发特殊技巧-special.effects.game.programming
💻 CPP
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/*
#############################################################################

  Ch9p2_AnimGlowingWall.cpp: a program that demonstrates how to achieve
  advanced texturing effects using DirectX 8.0.

#############################################################################
*/

// include files ////////////////////////////////////////////////////////////

#include <d3dx8.h>
#include <mmsystem.h>

//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D8             g_pD3D       = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE8       g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER8 g_pVB        = NULL; // Buffer to hold vertices
LPDIRECT3DTEXTURE8      g_pTexture   = NULL; // Our texture

// A structure for our custom vertex type. We added texture coordinates
struct CUSTOMVERTEX
{
    D3DXVECTOR3 position; // The position
    D3DCOLOR    color;    // The color
    FLOAT       tu, tv;   // The texture coordinates
};

// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)




//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    // Create the D3D object.
    if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
        return E_FAIL;

    // Get the current desktop display mode, so we can set up a back
    // buffer of the same format
    D3DDISPLAYMODE d3ddm;
    if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
        return E_FAIL;

    // Set up the structure used to create the D3DDevice. Since we are now
    // using more complex geometry, we will create a device with a zbuffer.
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory( &d3dpp, sizeof(d3dpp) );
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = d3ddm.Format;
    d3dpp.EnableAutoDepthStencil = TRUE;
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

    // Create the D3DDevice
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      &d3dpp, &g_pd3dDevice ) ) )
    {
        return E_FAIL;
    }

    // Turn off culling
    g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

    // Turn off D3D lighting
    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );

    // Turn on the zbuffer
    g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Create the textures and vertex buffers
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
    // Fill the vertex buffer. We are setting the tu and tv texture
    // coordinates, which range from 0.0 to 1.0
    CUSTOMVERTEX* pVertices;
    if( FAILED( g_pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 ) ) )
        return E_FAIL;
    
    static int a = 0;
    static int adelta = 1;

    // first triangle
    pVertices[0].position = D3DXVECTOR3(-2.0f, -2.0f, 0.0f);
    pVertices[0].color    = D3DCOLOR_ARGB(a,255,0,0);
    pVertices[0].tu       = 0.0f;
    pVertices[0].tv       = 0.0f;

    pVertices[1].position = D3DXVECTOR3(2.0f, -2.0f, 0.0f);
    pVertices[1].color    = D3DCOLOR_ARGB(a,255,0,0);
    pVertices[1].tu       = 1.0f;
    pVertices[1].tv       = 0.0f;

    pVertices[2].position = D3DXVECTOR3(2.0f, 2.0f, 0.0f);
    pVertices[2].color    = D3DCOLOR_ARGB(a,255,0,0);
    pVertices[2].tu       = 1.0f;
    pVertices[2].tv       = 1.0f;

    // second triangle
    pVertices[3].position = D3DXVECTOR3(2.0f, 2.0f, 0.0f);
    pVertices[3].color    = D3DCOLOR_ARGB(a,255,0,0);
    pVertices[3].tu       = 1.0f;
    pVertices[3].tv       = 1.0f;

    pVertices[4].position = D3DXVECTOR3(-2.0f, 2.0f, 0.0f);
    pVertices[4].color    = D3DCOLOR_ARGB(a,255,0,0);
    pVertices[4].tu       = 0.0f;
    pVertices[4].tv       = 1.0f;

    pVertices[5].position = D3DXVECTOR3(-2.0f, -2.0f, 0.0f);
    pVertices[5].color    = D3DCOLOR_ARGB(a,255,0,0);
    pVertices[5].tu       = 0.0f;
    pVertices[5].tv       = 0.0f;

    g_pVB->Unlock();

    a += adelta; 
    if (a >= 255) adelta *= -1;
    if (a <= 0) adelta *= -1;


    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    if( g_pTexture != NULL )
        g_pTexture->Release();

    if( g_pVB != NULL )
        g_pVB->Release();

    if( g_pd3dDevice != NULL )
        g_pd3dDevice->Release();

    if( g_pD3D != NULL )
        g_pD3D->Release();
}



//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
    // For our world matrix, we will just leave it as the identity
    D3DXMATRIX matWorld;
    D3DXMatrixIdentity( &matWorld );
    D3DXMatrixRotationYawPitchRoll( &matWorld, 0, timeGetTime()/700.0f, 0);
    g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

    // Set up our view matrix. A view matrix can be defined given an eye point,
    // a point to lookat, and a direction for which way is up. Here, we set the
    // eye five units back along the z-axis and up three units, look at the
    // origin, and define "up" to be in the y-direction.
    D3DXMATRIX matView;
    D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( 0.0f, 3.0f,-5.0f ),
                                  &D3DXVECTOR3( 0.0f, 0.0f, 0.0f ),
                                  &D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) );
    g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

    // For the projection matrix, we set up a perspective transform (which
    // transforms geometry from 3D view space to 2D viewport space, with
    // a perspective divide making objects smaller in the distance). To build
    // a perpsective transform, we need the field of view (1/4 pi is common),
    // the aspect ratio, and the near and far clipping planes (which define at
    // what distances geometry should be no longer be rendered).
    D3DXMATRIX matProj;
    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
    g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}




//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    InitGeometry();

    // Clear the backbuffer and the zbuffer
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
                         D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );

    // Begin the scene
    g_pd3dDevice->BeginScene();

    // Setup the world, view, and projection matrices
    SetupMatrices();

    // Setup our texture. Using textures introduces the texture stage states,
    // which govern how textures get blended together (in the case of multiple
    // textures) and lighting information. In this case, we are modulating
    // (blending) our texture with the diffuse color of the vertices.
    g_pd3dDevice->SetTexture( 0, g_pTexture );
    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_BLENDDIFFUSEALPHA );
    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_DISABLE );

    // Render the vertex buffer contents
    g_pd3dDevice->SetStreamSource( 0, g_pVB, sizeof(CUSTOMVERTEX) );
    g_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
    g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 2 );

    // End the scene
    g_pd3dDevice->EndScene();

    // Present the backbuffer contents to the display
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}

//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
        case WM_DESTROY:
            PostQuitMessage( 0 );
            return 0;
    }

    return DefWindowProc( hWnd, msg, wParam, lParam );
}

//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
    // Register the window class
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                      "Ch9p2_AnimGlowingWallClass", NULL };
    RegisterClassEx( &wc );

    // Create the application's window
    HWND hWnd = CreateWindow( "Ch9p2_AnimGlowingWallClass", "Ch9p2_AnimGlowingWall",
                              WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
                              GetDesktopWindow(), NULL, wc.hInstance, NULL );

    // Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    {
      // Create the vertex buffer.
      if( FAILED( g_pd3dDevice->CreateVertexBuffer( 6*2*sizeof(CUSTOMVERTEX),
                                                    0, D3DFVF_CUSTOMVERTEX,
                                                    D3DPOOL_DEFAULT, &g_pVB ) ) )
      {
          return E_FAIL;
      }

      // Use D3DX to create a texture from a file based image
      if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "Ch9p2_stone.bmp",
                                           &g_pTexture ) ) )
        return E_FAIL;




        // Create the scene geometry
        if( SUCCEEDED( InitGeometry() ) )
        {
            // Show the window
            ShowWindow( hWnd, SW_SHOWDEFAULT );
            UpdateWindow( hWnd );

            // Enter the message loop
            MSG msg;
            ZeroMemory( &msg, sizeof(msg) );
            while( msg.message!=WM_QUIT )
            {
                if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
                {
                    TranslateMessage( &msg );
                    DispatchMessage( &msg );
                }
                else
                    Render();
            }
        }
    }

    // Clean up everything and exit the app
    Cleanup();
    UnregisterClass( "D3D Tutorial", wc.hInstance );
    return 0;
}



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