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📄 litpyramid.cpp

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//////////////////////////////////////////////////////////////////////////////////////////////////
// 
// File: litPyramid.cpp
// 
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0 
//
// Desc: Renders a lit pyramid.  Demonstrates how to specify the vertex 
//       normals, how to create and set a material, and how to create
//       and set a directional light.
//          
//////////////////////////////////////////////////////////////////////////////////////////////////

#include "d3dUtility.h"

//
// Globals
//

IDirect3DDevice9* Device = 0; 

const int Width  = 640;
const int Height = 480;
//D3DMATERIAL9 mtr1; 
//D3DMATERIAL9 mtr2;
IDirect3DVertexBuffer9* Quad = 0;
IDirect3DTexture9*      Tex  = 0;
//D3DMATERIAL9 mtr3;
//D3DMATERIAL9 mtr4;
IDirect3DVertexBuffer9* Pyramid = 0;

//
// Classes and Structures
//
struct Vertex
{
	Vertex(){}
	Vertex(
		float x, float y, float z,
		float nx, float ny, float nz,
		float u, float v)
	{
		_x  = x;  _y  = y;  _z  = z;
		_nx = nx; _ny = ny; _nz = nz;
		_u  = u;  _v  = v;
	}
    float _x, _y, _z;
    float _nx, _ny, _nz;
    float _u, _v; // texture coordinates

	static const DWORD FVF;
};
const DWORD Vertex::FVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;

//
// Framework Functions
//
bool Setup()
{
	//
	// Turn on lighting.
	//
	Device->SetRenderState(D3DRS_LIGHTING, true);

	//
	// Create the vertex buffer for the pyramid.
	//

	Device->CreateVertexBuffer(
		12* sizeof(Vertex), 
		D3DUSAGE_WRITEONLY,
		Vertex::FVF,
		D3DPOOL_MANAGED,
		&Quad,
		0);

	Vertex* v;
	Quad->Lock(0, 0, (void**)&v, 0);
	// front face
	v[0] = Vertex(-1.0f, 0.0f, -1.0f, 0.0f, 0.707f, -0.707f,0.0f,1.0f);
	v[1] = Vertex( 0.0f, 1.0f,  0.0f, 0.0f, 0.707f, -0.707f,0.0f,0.0f);
	v[2] = Vertex( 1.0f, 0.0f, -1.0f, 0.0f, 0.707f, -0.707f,1.0f,0.0f);

	// left face
	v[3] = Vertex(-1.0f, 0.0f,  1.0f, -0.707f, 0.707f, 0.0f,0.0f,1.0f);
	v[4] = Vertex( 0.0f, 1.0f,  0.0f, -0.707f, 0.707f, 0.0f,1.0f,0.0f);
	v[5] = Vertex(-1.0f, 0.0f, -1.0f, -0.707f, 0.707f, 0.0f,1.0f,1.0f);

	// right face
	v[6] = Vertex( 1.0f, 0.0f, -1.0f, 0.707f, 0.707f, 0.0f,0.0f,1.0f);
	v[7] = Vertex( 0.0f, 1.0f,  0.0f, 0.707f, 0.707f, 0.0f,0.0f,0.0f);
	v[8] = Vertex( 1.0f, 0.0f,  1.0f, 0.707f, 0.707f, 0.0f,1.0f,0.0f);

	// back face
	v[9]  = Vertex( 1.0f, 0.0f,  1.0f, 0.0f, 0.707f, 0.707f,0.0f,1.0f);
	v[10] = Vertex( 0.0f, 1.0f,  0.0f, 0.0f, 0.707f, 0.707f,1.0f,0.0f);
	v[11] = Vertex(-1.0f, 0.0f,  1.0f, 0.0f, 0.707f, 0.707f,1.0f,1.0f);


   /*	v[0] = Vertex(-1.0f, -1.0f, 1.25f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
	v[1] = Vertex(-1.0f,  1.0f, 1.25f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f);
	v[2] = Vertex( 1.0f,  1.0f, 1.25f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f);

	v[3] = Vertex(-1.0f, -1.0f, 1.25f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
	v[4] = Vertex( 1.0f,  1.0f, 1.25f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f);
	v[5] = Vertex( 1.0f, -1.0f, 1.25f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f);*/


    Quad->Unlock();
	//
	// Create the texture and set filters.
	//

	D3DXCreateTextureFromFile(
		Device,
		"dx5_logo.bmp",
		&Tex);

/*	Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
    // Device->SetTexture(0, Tex);

	//
	// Create and set the material.
	//

/*	D3DMATERIAL9 mtrl;
	mtrl.Ambient  = d3d::RED;
	mtrl.Diffuse  = d3d::WHITE;
	mtrl.Specular = d3d::RED;
	mtrl.Emissive = d3d::WHITE;
	mtrl.Power    = 5.0f;

	Device->SetMaterial(&mtrl);
	mtr1.Ambient  = d3d::BLUE;
	mtr1.Diffuse  = d3d::BLUE;
	mtr1.Specular = d3d::WHITE;
	mtr1.Emissive = d3d::BLACK;
	mtr1.Power    = 6.0f;
    Device->SetMaterial(&mtr1);

    mtr2.Ambient  = d3d::WHITE;
	mtr2.Diffuse  = d3d::BLUE;
	mtr2.Specular = d3d::WHITE;
	mtr2.Emissive = d3d::BLACK;
	mtr2.Power    = 5.0f;
	Device->SetMaterial(&mtr2);*/

	//
	// Setup a directional light.
	//

/*	D3DLIGHT9 dir;
	::ZeroMemory(&dir, sizeof(dir));
	dir.Type      = D3DLIGHT_DIRECTIONAL;
	dir.Diffuse   = d3d::WHITE;
	dir.Specular  = d3d::WHITE * 0.3f;
	dir.Ambient   = d3d::WHITE * 0.6f;
	dir.Direction = D3DXVECTOR3(1.0f, 0.0f, 0.0f);*/

	//
	// Set and Enable the light.
	//

//	Device->SetLight(0, &dir);
//	Device->LightEnable(0, true);

 /*  D3DLIGHT9 dir1;
	::ZeroMemory(&dir1, sizeof(dir1));
	dir1.Type      = D3DLIGHT_DIRECTIONAL;
	dir1.Diffuse   = d3d::RED;
	dir1.Specular  = d3d::RED * 0.8f;
	dir1.Ambient   = d3d::RED * 0.9f;
	dir1.Direction = D3DXVECTOR3(1.0f, 0.0f, 0.0f);*/

	//
	// Set and Enable the light.
	//

//	Device->SetLight(1, &dir1);
//	Device->LightEnable(0, true);





	//
	// Turn on specular lighting and instruct Direct3D
	// to renormalize normals.
	//
    
//	Device->SetRenderState(D3DRS_NORMALIZENORMALS, true);
//	Device->SetRenderState(D3DRS_SPECULARENABLE, true);

	//
	// Position and aim the camera.
	//

	D3DXVECTOR3 pos(0.0f, 1.0f, -3.0f);
	D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
	D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
	D3DXMATRIX V;
	D3DXMatrixLookAtLH(&V, &pos, &target, &up);
	Device->SetTransform(D3DTS_VIEW, &V);

	//
	// Set the projection matrix.
	//

	D3DXMATRIX proj;
	D3DXMatrixPerspectiveFovLH(
			&proj,
			D3DX_PI * 0.5f, // 90 - degree
			(float)Width / (float)Height,
			1.0f,
			1000.0f);
	Device->SetTransform(D3DTS_PROJECTION, &proj);

	return true;
}

void Cleanup()
{
	d3d::Release<IDirect3DVertexBuffer9*>(Pyramid);
}

bool Display(float timeDelta)
{
	if( Device )
	{
		// 
		// Update the scene: Rotate the pyramid.
		//

		D3DXMATRIX yRot;

		static float y = 0.0f;

		D3DXMatrixRotationY(&yRot, y);
		y += timeDelta;

		if( y >= 6.28f )
			y = 0.0f;

		Device->SetTransform(D3DTS_WORLD, &yRot);

		//
		// Draw the scene:
		//

		Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
		Device->BeginScene();

		 Device->SetStreamSource(0, Pyramid, 0, sizeof(Vertex));
		 Device->SetFVF(Vertex::FVF);


		 Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 6);
  	   //  Device->SetMaterial(&mtr1);
	  //   Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
	   
	//	 Device->SetMaterial(&mtr2);
	//	 Device->DrawPrimitive(D3DPT_TRIANGLELIST, 6, 2);
       //  Device->SetMaterial(&mtr3);
		// Device->DrawPrimitive(D3DPT_TRIANGLELIST, 6, 3);
		// Device->SetMaterial(&mtr4);
		// Device->DrawPrimitive(D3DPT_TRIANGLELIST, 9, 4);
  //   	Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 4);

		Device->EndScene();
		Device->Present(0, 0, 0, 0);
	}
	return true;
}


//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
	switch( msg )
	{
	case WM_DESTROY:
		::PostQuitMessage(0);
		break;
		
	case WM_KEYDOWN:
		if( wParam == VK_ESCAPE )
			::DestroyWindow(hwnd);
		break;
	}
	return ::DefWindowProc(hwnd, msg, wParam, lParam);
}

//
// WinMain
//
int WINAPI WinMain(HINSTANCE hinstance,
				   HINSTANCE prevInstance, 
				   PSTR cmdLine,
				   int showCmd)
{
	if(!d3d::InitD3D(hinstance,
		Width, Height, true, D3DDEVTYPE_HAL, &Device))
	{
		::MessageBox(0, "InitD3D() - FAILED", 0, 0);
		return 0;
	}
		
	if(!Setup())
	{
		::MessageBox(0, "Setup() - FAILED", 0, 0);
		return 0;
	}

	d3d::EnterMsgLoop( Display );

	Cleanup();

	Device->Release();

	return 0;
}

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