📄 skinning.cpp
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/**-----------------------------------------------------------------------------
* \brief 使用D3D API的贴皮例题
* 文件: Skinning.cpp
*
* 说明: 使用D3D的基本API功能的矩阵调色贴皮
*
*------------------------------------------------------------------------------
*/
#include <d3d9.h>
#include <d3dx9.h>
/**-----------------------------------------------------------------------------
* 全局参数
*------------------------------------------------------------------------------
*/
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
LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; /// 储存索引的索引缓冲
LPDIRECT3DTEXTURE9 g_pTexture = NULL; /// 纹理
D3DXMATRIXA16 g_mat0; /// 0号矩阵
D3DXMATRIXA16 g_mat1; /// 1号矩阵
/// 定义用户顶点的结构体
struct CUSTOMVERTEX
{
D3DXVECTOR3 position; /// 顶点的变换坐标
FLOAT b[3]; /// blend weight
DWORD index; /// blend index
DWORD color; /// 顶点颜色
FLOAT tu,tv; /// 纹理坐标
};
/// 表现用户顶点结构体相关信息的FVF值
/// D3DFVF_XYZB4 : 四个混合值
/// D3DFVF_LASTBETA_UBYTE4 : 最后的DWORD index值了四个unisgned byte型
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZB4|D3DFVF_LASTBETA_UBYTE4|D3DFVF_DIFFUSE|D3DFVF_TEX1)
struct MYINDEX
{
WORD _0, _1, _2; /// 索引一般具有16位的大小值.
};
/**-----------------------------------------------------------------------------
* 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 );
/// 使用矩阵调色
g_pd3dDevice->SetRenderState( D3DRS_INDEXEDVERTEXBLENDENABLE, TRUE );
/// 权重为四个(不是印刷错误,确实是四个)
g_pd3dDevice->SetRenderState( D3DRS_VERTEXBLEND, D3DVBF_3WEIGHTS );
return S_OK;
}
/**-----------------------------------------------------------------------------
* 创建顶点缓冲,设置顶点值.
*------------------------------------------------------------------------------
*/
HRESULT InitVB()
{
/// 创建顶点缓冲
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}
CUSTOMVERTEX* pVertices;
if( FAILED( g_pVB->Lock( 0, 0, (void**)&pVertices, 0 ) ) )
return E_FAIL;
for( DWORD i=0; i<50; i++ )
{
FLOAT theta = (2*D3DX_PI*i)/(50-1);
pVertices[2*i+0].position = D3DXVECTOR3( sinf(theta),-1.0f, cosf(theta) );
pVertices[2*i+0].b[0] = 1.0f;
pVertices[2*i+0].b[1] = 0.0f;
pVertices[2*i+0].b[2] = 0.0f;
pVertices[2*i+0].index = 0x0000; /// 0号权重受到1.0的0号矩阵影响
pVertices[2*i+0].color = 0xffffffff;
pVertices[2*i+0].tu = ((FLOAT)i)/(50-1);
pVertices[2*i+0].tv = 1.0f;
pVertices[2*i+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) );
pVertices[2*i+1].b[0] = 0.5f;
pVertices[2*i+1].b[1] = 0.5f;
pVertices[2*i+1].b[2] = 0.0f;
pVertices[2*i+1].index = 0x0001; /// 0号权重受到0.5的1号矩阵影响
pVertices[2*i+1].color = 0xff808080;
pVertices[2*i+1].tu = ((FLOAT)i)/(50-1);
pVertices[2*i+1].tv = 0.0f;
}
g_pVB->Unlock();
return S_OK;
}
/**-----------------------------------------------------------------------------
* 创建索引缓冲,设置索引值.
*------------------------------------------------------------------------------
*/
HRESULT InitIB()
{
return S_OK;
}
/**-----------------------------------------------------------------------------
* 几何信息初始化
*------------------------------------------------------------------------------
*/
HRESULT InitGeometry()
{
if( FAILED( InitVB() ) ) return E_FAIL;
if( FAILED( InitIB() ) ) return E_FAIL;
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "lake.bmp", &g_pTexture ) ) )
{
return E_FAIL;
}
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, 2.0f,-3.0f );
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 );
}
/**-----------------------------------------------------------------------------
* 创建动画矩阵
*------------------------------------------------------------------------------
*/
VOID Animate()
{
/// 0号矩阵是单位矩阵
D3DXMatrixIdentity( &g_mat0 );
/// 改变0~2PI(0~360度)的值 使用Fixed Point技巧
DWORD d = GetTickCount() % ( (int)((D3DX_PI*2) * 1000) );
/// Y轴旋转矩阵
D3DXMatrixRotationY( &g_mat1, d / 1000.0f );
}
/**-----------------------------------------------------------------------------
* 删除初始化对象
*------------------------------------------------------------------------------
*/
VOID Cleanup()
{
if( g_pTexture != NULL )
g_pTexture->Release();
if( g_pIB != NULL )
g_pIB->Release();
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( void )
{
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2*50-2 );
}
/**-----------------------------------------------------------------------------
* 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(255,255,255), 1.0f, 0 );
/// 创建动画矩阵
Animate();
/// 开始渲染
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
/// 在0号矩阵调色创建单位矩阵
g_pd3dDevice->SetTransform( D3DTS_WORLDMATRIX(0), &g_mat0 );
/// 在1号矩阵调色创建旋转矩阵
g_pd3dDevice->SetTransform( D3DTS_WORLDMATRIX(1), &g_mat1 );
g_pd3dDevice->SetTexture( 0, g_pTexture );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
DrawMesh();
/// 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", "Skinning",
WS_OVERLAPPEDWINDOW, 100, 100, 500, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
/// 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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