//============================================================================
// Desc: 紋理階段混合狀態(tài)
//============================================================================
#include <d3dx9.h>
//-----------------------------------------------------------------------------
// Desc: 全局變量
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; //Direct3D對象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D設(shè)備對象
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; //頂點(diǎn)緩沖區(qū)對象
LPDIRECT3DTEXTURE9 g_pTexture = NULL; //紋理對象
//-----------------------------------------------------------------------------
// Desc: 頂點(diǎn)結(jié)構(gòu)
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
D3DXVECTOR3 position; //頂點(diǎn)位置
D3DXVECTOR3 normal; //頂點(diǎn)法線
FLOAT tu, tv; //頂點(diǎn)紋理坐標(biāo)
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
//-----------------------------------------------------------------------------
// Desc: 設(shè)置變換矩陣
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
//建立并設(shè)置世界矩陣
D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity( &matWorld );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
//建立并設(shè)置觀察矩陣
D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
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 );
//建立并設(shè)置投影矩陣
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
//創(chuàng)建Direct3D對象, 該對象用于創(chuàng)建Direct3D設(shè)備對象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
//設(shè)置D3DPRESENT_PARAMETERS結(jié)構(gòu), 準(zhǔn)備創(chuàng)建Direct3D設(shè)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(chuàng)建Direct3D設(shè)備對象
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
//設(shè)置渲染狀態(tài)
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); //剔除模式設(shè)置(重劍:注釋掉這句只看到里面一半圓柱)
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE ); //啟用深度測試(重劍:注釋掉沒看出啥不同,有這句渲染效率會(huì)提高?)
g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, TRUE); //啟用鏡面反射光照模型(重劍:注釋掉沒看出啥不同)
//設(shè)置紋理渲染狀態(tài)
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); //默認(rèn)設(shè)置
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
//設(shè)置紋理過濾方式
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
//設(shè)置變換矩陣
SetupMatrices();
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 設(shè)置材質(zhì)和燈光
//-----------------------------------------------------------------------------
VOID SetupLight()
{
//設(shè)置材質(zhì)
D3DMATERIAL9 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
mtrl.Diffuse.r = mtrl.Ambient.r = 1.0f;
mtrl.Diffuse.g = mtrl.Ambient.g = 1.0f;
mtrl.Diffuse.b = mtrl.Ambient.b = 1.0f;
mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;
g_pd3dDevice->SetMaterial( &mtrl );
//設(shè)置燈光
D3DXVECTOR3 vecDir;
D3DLIGHT9 light;
ZeroMemory( &light, sizeof(D3DLIGHT9) );
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse.r = 1.0f;
light.Diffuse.g = 1.0f;
light.Diffuse.b = 1.0f;
// 重劍:方向光,x和z變,y不變
vecDir = D3DXVECTOR3(cosf(timeGetTime()/350.0f),
1.0f,
sinf(timeGetTime()/350.0f) );
D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
light.Range = 1000.0f;
g_pd3dDevice->SetLight( 0, &light );
g_pd3dDevice->LightEnable( 0, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE ); //默認(rèn)設(shè)置
//設(shè)置環(huán)境光
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00808080 );
}
//-----------------------------------------------------------------------------
// Desc: 創(chuàng)建場景圖形(紋理和頂點(diǎn)緩沖區(qū))
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
//創(chuàng)建紋理對象
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, L"texture.jpg", &g_pTexture ) ) )
{
MessageBox(NULL, L"創(chuàng)建紋理失敗", L"Texture.exe", MB_OK);
return E_FAIL;
}
//創(chuàng)建頂點(diǎn)緩沖區(qū)
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}
//填充頂點(diǎn)緩沖區(qū)
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].normal = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
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].normal = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
pVertices[2*i+1].tu = ((FLOAT)i)/(50-1);
pVertices[2*i+1].tv = 0.0f;
}
g_pVB->Unlock();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: 釋放創(chuàng)建的對象
//-----------------------------------------------------------------------------
VOID Cleanup()
{
//釋放紋理對象
if( g_pTexture != NULL )
g_pTexture->Release();
//釋放頂點(diǎn)緩沖區(qū)對象
if( g_pVB != NULL )
g_pVB->Release();
//釋放Direct3D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()
{
//清除后緩沖區(qū)和深度緩沖區(qū)
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0 );
//開始在后臺(tái)緩沖區(qū)繪制圖形
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
//設(shè)置材料和燈光, 因?yàn)闊艄鈱傩圆粩嘧兓?所以在此設(shè)置
SetupLight();
//在后臺(tái)緩沖區(qū)繪制圖形
g_pd3dDevice->SetTexture( 0, g_pTexture ); //設(shè)置紋理(重劍:在圓柱表面貼張圖)
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2*50-2 );
//結(jié)束在后臺(tái)緩沖區(qū)繪制圖形
g_pd3dDevice->EndScene();
}
//將在后臺(tái)緩沖區(qū)繪制的圖形提交到前臺(tái)緩沖區(qū)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;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//--------------------------------------------------------
// Desc: 入口函數(shù)
//--------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
//注冊窗口類
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"ClassName", NULL };
RegisterClassEx( &wc );
//創(chuàng)建窗口
HWND hWnd = CreateWindow( L"ClassName", L"紋理階段混合狀態(tài)",
WS_OVERLAPPEDWINDOW, 200, 100, 500, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
//初始化Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
//創(chuàng)建場景圖形
if( SUCCEEDED( InitGeometry() ) )
{
//顯示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
//進(jìn)入消息循環(huán)
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
Render(); //渲染圖形
}
}
}
}
UnregisterClass( L"ClassName", wc.hInstance );
return 0;
}
posted on 2008-03-25 16:46
七星重劍 閱讀(413)
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