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            //=============================================================================
            // Desc: 多光源示例程序
            //=============================================================================

            #include 
            <d3dx9.h>


            //-----------------------------------------------------------------------------
            // Desc: 全局變量
            //-----------------------------------------------------------------------------
            LPDIRECT3D9               g_pD3D         = NULL;   //Direct3D對象
            LPDIRECT3DDEVICE9         g_pd3dDevice   = NULL;   //Direct3D設備對象
            LPDIRECT3DVERTEXBUFFER9   g_pVB          = NULL;   //頂點緩沖區對象


            //-----------------------------------------------------------------------------
            // Desc: 頂點結構
            //-----------------------------------------------------------------------------
            struct CUSTOMVERTEX
            {
                D3DXVECTOR3 position;   
            //頂點位置
                D3DXVECTOR3 normal;     //頂點法線
            };
            #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)


            //-----------------------------------------------------------------------------
            // Desc: 設置變換矩陣
            //-----------------------------------------------------------------------------
            VOID SetMatrices()
            {
                
            //建立并設置世界矩陣
                D3DXMATRIX matWorld;
                D3DXMatrixIdentity( 
            &matWorld );
                g_pd3dDevice
            ->SetTransform( D3DTS_WORLD, &matWorld );

                
            //建立并設置觀察矩陣
                D3DXVECTOR3 vEyePt( 0.0f3.0f,-5.0f );
                D3DXVECTOR3 vLookatPt( 
            0.0f0.0f0.0f );
                D3DXVECTOR3 vUpVec( 
            0.0f1.0f0.0f );
                D3DXMATRIX matView;
                D3DXMatrixLookAtLH( 
            &matView, &vEyePt, &vLookatPt, &vUpVec );
                g_pd3dDevice
            ->SetTransform( D3DTS_VIEW, &matView );

                
            //建立并設置投影矩陣
                D3DXMATRIX matProj;
                D3DXMatrixPerspectiveFovLH( 
            &matProj, D3DX_PI/41.0f1.0f100.0f );
                g_pd3dDevice
            ->SetTransform( D3DTS_PROJECTION, &matProj );
            }


            //-----------------------------------------------------------------------------
            // Desc: 初始化Direct3D
            //-----------------------------------------------------------------------------
            HRESULT InitD3D( HWND hWnd )
            {
                
            //創建Direct3D對象, 該對象用于創建Direct3D設備對象
                if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
                    
            return E_FAIL;

                
            //設置D3DPRESENT_PARAMETERS結構, 準備創建Direct3D設備對象
                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;
                

                
            //創建Direct3D設備對象
                if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                                  D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                                  
            &d3dpp, &g_pd3dDevice ) ) )
                {
                    
            return E_FAIL;
                }

                
            //設置剔出模式為不剔出任何面(正面和方面)
                g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

                
            //啟用深度測試
                g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );

                
            //啟用鏡面反射光照模型
                g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
                
                
            //設置變換矩陣
                SetMatrices();

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 創建場景圖形
            //-----------------------------------------------------------------------------
            HRESULT InitGeometry()
            {
                
            //創頂點緩沖區
                if( FAILED( g_pd3dDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX),
                                                              
            0, D3DFVF_CUSTOMVERTEX,
                                                              D3DPOOL_DEFAULT, 
            &g_pVB, NULL ) ) )
                {
                    
            return E_FAIL;
                }

                
            //填充頂點緩沖區
                CUSTOMVERTEX* pVertices;
                
            if( FAILED( g_pVB->Lock( 00, (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].normal   = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
                    pVertices[
            2*i+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) );
                    pVertices[
            2*i+1].normal   = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
                }
                g_pVB
            ->Unlock();

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 設置材質和燈光
            //-----------------------------------------------------------------------------
            VOID SetupLights()
            {
                
            //設置材料屬性, 只反射紅光分量和綠光分量, 整體上看該物體材料反射黃色光
                D3DMATERIAL9 mtrl;
                ZeroMemory( 
            &mtrl, sizeof(D3DMATERIAL9) );

                mtrl.Ambient.r 
            = 1.0f;
                mtrl.Ambient.g 
            = 1.0f;
                mtrl.Ambient.b 
            = 0.0f;
                mtrl.Ambient.a 
            = 1.0f;

                mtrl.Diffuse.r 
            = 1.0f;
                mtrl.Diffuse.g 
            = 1.0f;
                mtrl.Diffuse.b 
            = 0.0f;
                mtrl.Diffuse.a 
            = 0.5f;

                mtrl.Specular.r 
            = 1.0f;
                mtrl.Specular.g 
            = 1.0f;
                mtrl.Specular.b 
            = 0.0f;
                mtrl.Specular.a 
            = 1.0f;

                g_pd3dDevice
            ->SetMaterial( &mtrl );

                
            //設置一號光源為方向光,顏色為綠色
                D3DXVECTOR3 vecDir;
                D3DLIGHT9 light1;
                ZeroMemory( 
            &light1, sizeof(D3DLIGHT9) );
                light1.Type       
            = D3DLIGHT_DIRECTIONAL;
                light1.Diffuse.r  
            = 0.0f;
                light1.Diffuse.g  
            = 1.0f;
                light1.Diffuse.b  
            = 0.0f;
                vecDir 
            = D3DXVECTOR3(-100 ,10); //方向光方向
                
                D3DXVec3Normalize( (D3DXVECTOR3
            *)&light1.Direction, &vecDir );
                g_pd3dDevice
            ->SetLight( 0&light1 );

                
            //二號光源為點光源,顏色為紅色
                D3DXVECTOR3  vecPos2;
                D3DLIGHT9 light2;
                ZeroMemory( 
            &light2, sizeof(D3DLIGHT9) );
                light2.Type       
            = D3DLIGHT_POINT;  
                light2.Diffuse.r  
            = 1.0f;
                light2.Diffuse.g  
            = 0.0f;
                light2.Diffuse.b  
            = 0.0f;

                light2.Position
            = D3DXVECTOR3(10*sinf(timeGetTime()/350.0f) ,
                                     
            0,
                                     
            10*cosf(timeGetTime()/350.0f) );

                light2.Range        
            = 100.0f;
                light2.Attenuation0 
            = 1.0f;
                g_pd3dDevice
            ->SetLight( 1&light2 );

                
            //三號光源為方向光,顏色為綠色, *鏡面反射*
                D3DXVECTOR3 vecDir3;
                D3DLIGHT9 light3;
                ZeroMemory( 
            &light3, sizeof(D3DLIGHT9) );
                light3.Type       
            = D3DLIGHT_DIRECTIONAL; 
                light3.Specular.r  
            = 0.0f;
                light3.Specular.g  
            = 1.0f;
                light3.Specular.b  
            = 0.0f;
                light3.Specular.a  
            = 1.0f;
                vecDir3 
            = D3DXVECTOR3(-10,0,10);
                
                D3DXVec3Normalize( (D3DXVECTOR3
            *)&light3.Direction, &vecDir3 );
                g_pd3dDevice
            ->SetLight( 2&light3 );

                
            //設置一定的環境光
                g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00505050);
            }


            //--------------------------------------------------------------
            // Name: 釋放創建的對象
            //--------------------------------------------------------------
            VOID Cleanup()
            {
                
            //釋放頂點緩沖區對象
                if( g_pVB != NULL )
                    g_pVB
            ->Release();

                
            //釋放Direct3D設備對象
                if( g_pd3dDevice != NULL )
                    g_pd3dDevice
            ->Release();

                
            //釋放Direct3D對象
                if( g_pD3D != NULL )
                    g_pD3D
            ->Release();
            }


            //-----------------------------------------------------------------------------
            // Desc: 渲染圖形 
            //-----------------------------------------------------------------------------
            VOID Render()
            {
                
            //清空后臺緩沖區和深度緩沖區
                g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
                                     D3DCOLOR_XRGB(
            4550170), 1.0f0 );

                
            //開始在后臺緩沖區繪制圖形
                if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
                {
                     
            //設置材料和燈光, 因為燈光屬性不斷變化,所以在此設置
                    SetupLights();

                    
            //在后臺緩沖區繪制圖形
                    g_pd3dDevice->SetStreamSource( 0, g_pVB, 0sizeof(CUSTOMVERTEX) );
                    g_pd3dDevice
            ->SetFVF( D3DFVF_CUSTOMVERTEX );
                    g_pd3dDevice
            ->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02*50-2 );

                   
            //結束在后臺緩沖區繪制圖形
                    g_pd3dDevice->EndScene();
                }

                
            //將在后臺緩沖區繪制的圖形提交到前臺緩沖區顯示
                g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
            }


            //-----------------------------------------------------------------------------
            // Desc: 消息處理
            //-----------------------------------------------------------------------------
            LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
            {
                
            switch( msg )
                {
                
            case WM_DESTROY:
                    Cleanup();
                    PostQuitMessage( 
            0 );
                    
            return 0;

                
            case WM_KEYDOWN:
                    
            switch(wParam)
                    {
                    
            case 48:  //"0"鍵, 禁用所有的光源,只使用環境光
                        g_pd3dDevice->LightEnable( 0false );
                        g_pd3dDevice
            ->LightEnable( 1false );
                        g_pd3dDevice
            ->LightEnable( 2false );
                        
            break;
                    
            case 49:  //"1"鍵, 啟用1號光源, 方向光
                        g_pd3dDevice->LightEnable( 0true );
                        g_pd3dDevice
            ->LightEnable( 1false );
                        g_pd3dDevice
            ->LightEnable( 2false );
                        
            break;
                    
            case 50:  //"2"鍵, 啟用2號光源, 點光源
                        g_pd3dDevice->LightEnable( 0false );
                        g_pd3dDevice
            ->LightEnable( 1true );
                        g_pd3dDevice
            ->LightEnable( 2false );
                        
            break;
                    
            case 51:  //"3"鍵, 啟用3號光源, 方向光
                        g_pd3dDevice->LightEnable( 0false );
                        g_pd3dDevice
            ->LightEnable( 1false );
                        g_pd3dDevice
            ->LightEnable( 2true );
                        
            break;
                    
            case 52:  //"4"鍵, 同時啟用三個光源
                        g_pd3dDevice->LightEnable( 0true );
                        g_pd3dDevice
            ->LightEnable( 1true );
                        g_pd3dDevice
            ->LightEnable( 2true );
                        
            break;
                    
            case 53:  //"5"鍵,平面著色模式
                        g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_FLAT);
                        
            break;
                    
                    
            case 54:  //"6"鍵,戈勞德著色模式
                        g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_GOURAUD);
                        
            break;
                    }
                    
            return 0;
                }

                
            return DefWindowProc( hWnd, msg, wParam, lParam );
            }


            //-----------------------------------------------------------------------------
            // Desc: 入口函數
            //-----------------------------------------------------------------------------
            INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
            {
                
            //注冊窗口類
                WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L0L,
                                  GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                                  L
            "ClassName", NULL };
                RegisterClassEx( 
            &wc );

                
            //創建窗口
                HWND hWnd = CreateWindow( L"ClassName", L"多光源",
                                          WS_OVERLAPPEDWINDOW, 
            200100500500,
                                          GetDesktopWindow(), NULL, wc.hInstance, NULL );

                
            //初始化Direct3D
                if( SUCCEEDED( InitD3D( hWnd ) ) )
                {
                   
            //創建場景圖形
                    if( SUCCEEDED( InitGeometry() ) )
                    {
                        
            //顯示窗口
                        ShowWindow( hWnd, SW_SHOWDEFAULT );
                        UpdateWindow( hWnd );

                         
            //進入消息循環
                        MSG msg;
                        ZeroMemory( 
            &msg, sizeof(msg) );
                        
            while( msg.message!=WM_QUIT )
                        {
                            
            if( PeekMessage( &msg, NULL, 0U0U, PM_REMOVE ) )
                            {
                                TranslateMessage( 
            &msg );
                                DispatchMessage( 
            &msg );
                            }
                            
            else
                            {
                                Render();  
            //渲染場景
                            }
                        }
                    }
                }

                UnregisterClass( L
            "ClassName", wc.hInstance );
                
            return 0;
            }








            posted on 2008-03-24 23:00 七星重劍 閱讀(585) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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