📄 shadow.h
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//-----------------------------------------------------------------------------
// File: Shadow.h
//
// Desc: Header file Shadow sample app
//-----------------------------------------------------------------------------
#pragma once
//-----------------------------------------------------------------------------
// Defines, and constants
//-----------------------------------------------------------------------------
// TODO: change "DirectX AppWizard Apps" to your name or the company name
#define DXAPP_KEY TEXT("Software\\DirectX AppWizard Apps\\Shadow")
// Struct to store the current input state
struct UserInput
{
// TODO: change as needed
BOOL bRotateUp;
BOOL bRotateDown;
BOOL bRotateLeft;
BOOL bRotateRight;
};
//-----------------------------------------------------------------------------
// Name: class CMyD3DApplication
// Desc: Application class. The base class (CD3DApplication) provides the
// generic functionality needed in all Direct3D samples. CMyD3DApplication
// adds functionality specific to this sample program.
//-----------------------------------------------------------------------------
class CMyD3DApplication : public CD3DApplication
{
BOOL m_bLoadingApp; // TRUE, if the app is loading
CD3DFont* m_pFont; // Font for drawing text
ID3DXMesh* m_pMeshOcc; // D3DX mesh
D3DMATERIAL9 m_matOcc;
LPDIRECT3DTEXTURE9 m_ptexOcc;
ID3DXMesh* m_pMeshFloor; // D3DX mesh
D3DMATERIAL9 m_matFloor;
LPDIRECT3DTEXTURE9 m_ptexFloor;
D3DXVECTOR4 m_vLightPos; // 绘制阴影的光源
D3DXPLANE m_planeFloor; // 绘制阴影的平面方程式
D3DXMATRIXA16 m_matWorld;
UserInput m_UserInput; // Struct for storing user input
FLOAT m_fWorldRotX; // World rotation state X-axis
FLOAT m_fWorldRotY; // World rotation state Y-axis
BOOL m_bWireframe;
BOOL m_bShadow;
protected:
virtual HRESULT OneTimeSceneInit();
virtual HRESULT InitDeviceObjects();
virtual HRESULT RestoreDeviceObjects();
virtual HRESULT InvalidateDeviceObjects();
virtual HRESULT DeleteDeviceObjects();
virtual HRESULT Render();
virtual HRESULT FrameMove();
virtual HRESULT FinalCleanup();
virtual HRESULT ConfirmDevice( D3DCAPS9*, DWORD, D3DFORMAT );
HRESULT RenderText();
void UpdateInput( UserInput* pUserInput );
void DrawFloor();
void DrawOcc();
void DrawShadow();
void DrawStencil();
public:
LRESULT MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );
CMyD3DApplication();
virtual ~CMyD3DApplication();
};
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