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            //============================================================================
            // Desc: 紋理階段混合狀態
            //============================================================================
            #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
            LPDIRECT3DTEXTURE9        g_pTexture    = NULL;  //紋理對象


            //-----------------------------------------------------------------------------
            // Desc: 頂點結構
            //-----------------------------------------------------------------------------
            struct CUSTOMVERTEX
            {
                D3DXVECTOR3 position;   
            //頂點位置
                D3DXVECTOR3 normal;     //頂點法線
                FLOAT       tu, tv;     //頂點紋理坐標
            };
            #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)


            //-----------------------------------------------------------------------------
            // Desc: 設置變換矩陣
            //-----------------------------------------------------------------------------
            VOID SetupMatrices()
            {
                
            //建立并設置世界矩陣
                D3DXMATRIXA16 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 );
                D3DXMATRIXA16 matView;
                D3DXMatrixLookAtLH( 
            &matView, &vEyePt, &vLookatPt, &vUpVec );
                g_pd3dDevice
            ->SetTransform( D3DTS_VIEW, &matView );

                
            //建立并設置投影矩陣
                D3DXMATRIXA16 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;
                }

                
            //設置渲染狀態
                g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); //剔除模式設置(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

                
            //設置紋理渲染狀態
                g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_MODULATE );  //默認設置
                g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
                g_pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
                
                g_pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_DISABLE );

                
            //設置紋理過濾方式
                g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
                g_pd3dDevice
            ->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );

                
            //設置變換矩陣
                SetupMatrices();

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 設置材質和燈光
            //-----------------------------------------------------------------------------
            VOID SetupLight()
            {
                 
            //設置材質
                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 ); //默認設置

                
            //設置環境光
                g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00808080 );
            }


            //-----------------------------------------------------------------------------
            // Desc: 創建場景圖形(紋理和頂點緩沖區)
            //-----------------------------------------------------------------------------
            HRESULT InitGeometry()
            {
                
            //創建紋理對象
                if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, L"texture.jpg"&g_pTexture ) ) )
                {
                   MessageBox(NULL, L
            "創建紋理失敗", L"Texture.exe", MB_OK);
                   
            return E_FAIL;
                }

                
            //創建頂點緩沖區
                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+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: 釋放創建的對象
            //-----------------------------------------------------------------------------
            VOID Cleanup()
            {
                
            //釋放紋理對象
                 if( g_pTexture != NULL )
                    g_pTexture
            ->Release();

                
            //釋放頂點緩沖區對象
                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
                    SetupLight(); 

                    
            //在后臺緩沖區繪制圖形
                    g_pd3dDevice->SetTexture( 0, g_pTexture );  //設置紋理(重劍:在圓柱表面貼張圖
                    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;
                }

                
            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"紋理階段混合狀態",
                                          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();  
            //渲染圖形
                            }
                        }
                    }
                }

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











            posted on 2008-03-25 16:46 七星重劍 閱讀(413) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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