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📄 texcube.cpp

📁 3D游戏编程第六章的源代码
💻 CPP
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//////////////////////////////////////////////////////////////////////////////////////////////////
// 
// File: texCube.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 textured cube.  Demonstrates creating a texture, setting
//       texture filters, enabling a texture, and texture coordinates.  Use
//       the arrow keys to orbit the scene.
//          
//////////////////////////////////////////////////////////////////////////////////////////////////

#include "d3dUtility.h"
#include "cube.h"
#include "vertex.h"

//
// Globals
//

IDirect3DDevice9*     Device = 0; 

const int Width  = 640;
const int Height = 480;
 
Cube*              Box = 0;
IDirect3DTexture9* Tex = 0;

//
// Framework Functions
//
bool Setup()
{
	//
	// Create the cube.
	//

	Box = new Cube(Device);

	//
	// Set a directional light.
	//

	D3DLIGHT9 light;
	::ZeroMemory(&light, sizeof(light));
	light.Type      = D3DLIGHT_DIRECTIONAL;
	light.Ambient   = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f);
	light.Diffuse   = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
	light.Specular  = D3DXCOLOR(0.2f, 0.2f, 0.2f, 1.0f);
	light.Direction = D3DXVECTOR3(1.0f, -1.0f, 0.0f);
	Device->SetLight(0, &light);
	Device->LightEnable(0, true);

	Device->SetRenderState(D3DRS_NORMALIZENORMALS, true);
	Device->SetRenderState(D3DRS_SPECULARENABLE, true);

	//
	// Create texture.
	//
	D3DXCreateTextureFromFile(
		Device,
		"crate.jpg",
		&Tex);

	// 
	// Set Texture Filter States.
	//

	Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);

	//
	// 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::Delete<Cube*>(Box);
	d3d::Release<IDirect3DTexture9*>(Tex);
}

bool Display(float timeDelta)
{
	if( Device )
	{
		// 
		// Update the scene: update camera position.
		//

		static float angle  = (3.0f * D3DX_PI) / 2.0f;
		static float height = 2.0f;
	
		if( ::GetAsyncKeyState(VK_LEFT) & 0x8000f )
			angle -= 0.5f * timeDelta;

		if( ::GetAsyncKeyState(VK_RIGHT) & 0x8000f )
			angle += 0.5f * timeDelta;

		if( ::GetAsyncKeyState(VK_UP) & 0x8000f )
			height += 5.0f * timeDelta;

		if( ::GetAsyncKeyState(VK_DOWN) & 0x8000f )
			height -= 5.0f * timeDelta;

		D3DXVECTOR3 position( cosf(angle) * 3.0f, height, sinf(angle) * 3.0f );
		D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
		D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
		D3DXMATRIX V;
		D3DXMatrixLookAtLH(&V, &position, &target, &up);

		Device->SetTransform(D3DTS_VIEW, &V);

		//
		// Draw the scene:
		//

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

		Device->SetMaterial(&d3d::WHITE_MTRL);
		Device->SetTexture(0, Tex);

		Box->draw(0, 0, 0);

		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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