📄 normalmap.cpp
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/**-----------------------------------------------------------------------------
* \brief 法线贴图技巧的理解
* 文件: NormalMap.cpp
*
* 说明: 使用D3D的Dotproduct3功能实现法线贴图.
*
*------------------------------------------------------------------------------
*/
#include <d3d9.h>
#include <d3dx9.h>
#define WINDOW_W 500
#define WINDOW_H 500
/**-----------------------------------------------------------------------------
* 全局参数
*------------------------------------------------------------------------------
*/
HWND g_hwnd;
LPDIRECT3D9 g_pD3D = NULL; /// 创建D3D设备的D3D对象参数
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; /// 渲染中使用的D3D设备
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; /// 储存顶点的顶点缓冲
LPDIRECT3DTEXTURE9 g_pTexDiffuse= NULL; /// Texture壁面
LPDIRECT3DTEXTURE9 g_pTexNormal = NULL; /// Texture法线贴图
D3DXMATRIXA16 g_matAni;
D3DXVECTOR3 g_vLight; /// 光源向量
/// 定义用户顶点的结构体
struct CUSTOMVERTEX
{
FLOAT x, y, z; /// 顶点的变换坐标
DWORD color; /// 顶点颜色
FLOAT u,v;
};
/// 表现用户顶点结构体相关信息的FVF值
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1|D3DFVF_TEXCOORDSIZE2(0))
/**-----------------------------------------------------------------------------
* Direct3D初始化
*------------------------------------------------------------------------------
*/
HRESULT InitD3D( HWND hWnd )
{
/// 创建一个用来创建设备的D3D对象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
/// 创建设备的结构体
/// 绘制复杂对象时需要Z-缓冲.
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
/// 创建设备
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
/// 起到卷起功能.
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
/// 起到Z-缓冲功能.
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
/// 顶点具有颜色值,能起到光源功能.
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
return S_OK;
}
/**-----------------------------------------------------------------------------
* 创建顶点缓冲,设置顶点值.
*------------------------------------------------------------------------------
*/
HRESULT InitVB()
{
/// 渲染四边形(cube)的四个顶点声明
CUSTOMVERTEX vertices[] =
{
{ -1, 1, 0 , 0xffffffff, 0, 0 }, /// v0
{ 1, 1, 0 , 0xffffffff, 1, 0 }, /// v1
{ -1, -1, 0 , 0xffffffff, 0, 1 }, /// v2
{ 1, -1, 0 , 0xffffffff, 1, 1 }, /// v3
};
/// 创建顶点缓冲
/// 分配储存八个用户顶点的存储器.
/// 指定储存FVF的数据格式.
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}
/// 将数据写入顶点缓冲.
/// 调用顶点缓冲的Lock()函数,定义指针.
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, vertices, sizeof(vertices) );
g_pVB->Unlock();
return S_OK;
}
/**-----------------------------------------------------------------------------
* 纹理初始化
*------------------------------------------------------------------------------
*/
HRESULT InitTexture()
{
/// 壁面纹理
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "env2.bmp", &g_pTexDiffuse ) ) )
return E_FAIL;
/// 法线贴图
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "normal.bmp", &g_pTexNormal ) ) )
return E_FAIL;
return S_OK;
}
/**-----------------------------------------------------------------------------
* 几何信息初始化
*------------------------------------------------------------------------------
*/
HRESULT InitGeometry()
{
if( FAILED( InitVB() ) ) return E_FAIL;
if( FAILED( InitTexture() ) ) return E_FAIL;
g_vLight = D3DXVECTOR3( 0.0f, 0.0f, 1.0f );
return S_OK;
}
/**-----------------------------------------------------------------------------
* 创建摄像机矩阵
*------------------------------------------------------------------------------
*/
void SetupCamera()
{
/// 创建世界矩阵
D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity( &matWorld );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
/// 创建视图矩阵
D3DXVECTOR3 vEyePt( 0.0f, 0.0f,-4.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
/// 创建投影矩阵
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
/**-----------------------------------------------------------------------------
* 使用者的光标位置设定为光源位置!
*------------------------------------------------------------------------------
*/
VOID Animate()
{
D3DXMatrixIdentity( &g_matAni );
POINT pt;
GetCursorPos( &pt ); /// 获取光标的屏幕坐标.
ScreenToClient( g_hwnd, &pt ); /// 将屏幕坐标变换为客户区坐标系.
g_vLight.x = -( ( ( 2.0f * pt.x ) / WINDOW_W ) - 1 ); /// 光标的坐标值设定为﹣1~﹢1之间的值
g_vLight.y = -( ( ( 2.0f * pt.y ) / WINDOW_H ) - 1 );
g_vLight.z = 0.0f;
if( D3DXVec3Length( &g_vLight ) > 1.0f )
D3DXVec3Normalize( &g_vLight, &g_vLight ); /// 向量单位化
else
g_vLight.z = sqrtf( 1.0f - g_vLight.x*g_vLight.x
- g_vLight.y*g_vLight.y );
}
/**-----------------------------------------------------------------------------
* 删除初始化对象
*------------------------------------------------------------------------------
*/
VOID Cleanup()
{
if( g_pVB != NULL )
g_pVB->Release();
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
/**-----------------------------------------------------------------------------
* 绘制网格
*------------------------------------------------------------------------------
*/
void DrawMesh( D3DXMATRIXA16* pMat )
{
g_pd3dDevice->SetTransform( D3DTS_WORLD, pMat );
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
}
DWORD VectortoRGBA( D3DXVECTOR3* v, FLOAT fHeight )
{
DWORD r = (DWORD)( 127.0f * v->x + 128.0f );
DWORD g = (DWORD)( 127.0f * v->y + 128.0f );
DWORD b = (DWORD)( 127.0f * v->z + 128.0f );
DWORD a = (DWORD)( 255.0f * fHeight );
return( (a<<24L) + (r<<16L) + (g<<8L) + (b<<0L) );
}
/**-----------------------------------------------------------------------------
* 绘图
*------------------------------------------------------------------------------
*/
VOID Render()
{
D3DXMATRIXA16 matWorld;
/// 后置缓冲和Z-缓冲初始化
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
/// 创建动画矩阵
Animate();
/// 开始渲染
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
g_pd3dDevice->SetTexture( 0, g_pTexNormal ); /// 在0号纹理阶段指定纹理(法线贴图)
g_pd3dDevice->SetTexture( 1, g_pTexDiffuse ); /// 在1号纹理阶段指定纹理(壁面贴图)
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); /// 0号纹理阶段的放大滤镜
g_pd3dDevice->SetSamplerState( 1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); /// 1号纹理阶段的放大滤镜
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 ); /// 0号纹理:使用0号纹理索引
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 ); /// 1号纹理:使用0号纹理索引
DWORD dwFactor = VectortoRGBA( &g_vLight, 0.0f ); /// 向量变换为RGB
g_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, dwFactor ); /// 变换为RGB的向量登录为TextureFactor值
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); /// 纹理的RGB和光源向量内积运算
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3 ); /// 运算中使用内积
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_TFACTOR );
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_MULTIPLYADD ); /// 合成壁面贴图纹理和法线贴图后输出
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
DrawMesh( &g_matAni );
/// 结束渲染
g_pd3dDevice->EndScene();
}
/// 显示后置缓冲的画面!
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
/**-----------------------------------------------------------------------------
* 窗口过程
*------------------------------------------------------------------------------
*/
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
/**-----------------------------------------------------------------------------
* 程序的起始地址
*------------------------------------------------------------------------------
*/
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
/// 注册窗口类
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"BasicFrame", NULL };
RegisterClassEx( &wc );
/// 创建窗口
HWND hWnd = CreateWindow( "BasicFrame", "Dot3 Normal Mapping",
WS_OVERLAPPEDWINDOW, 100, 100, WINDOW_W, WINDOW_H,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
g_hwnd = hWnd;
/// Direct3D初始化
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
if( SUCCEEDED( InitGeometry() ) )
{
/// 创建摄像机矩阵
SetupCamera();
/// 显示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
/// 消息循环
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
/// 消息队列中有消息时,调用相应的处理过程
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
/// 如果没有需要处理的消息,调用Render()函数
Render();
}
}
}
/// 删除注册的类
UnregisterClass( "D3D Tutorial", wc.hInstance );
return 0;
}
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