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            //=============================================================================
            // Desc: 文件網格模型的使用
            //=============================================================================
            #include <d3dx9.h>


            //-----------------------------------------------------------------------------
            // Desc: 全局變量
            //-----------------------------------------------------------------------------
            LPDIRECT3D9             g_pD3D           = NULL;  //Direct3D對象
            LPDIRECT3DDEVICE9       g_pd3dDevice     = NULL;  //Direct3D設備對象

            LPD3DXMESH              g_pMesh          
            = NULL;  //網格模型對象
            D3DMATERIAL9*           g_pMeshMaterials = NULL;  //網格模型材質
            LPDIRECT3DTEXTURE9*     g_pMeshTextures  = NULL;  //網格模型紋理
            DWORD                   g_dwNumMaterials = 0L;    //網格模型材質數量
            D3DXVECTOR3             g_vCenter;                //網格模型中心點 

            BYTE                    m_bKey[
            256];    
            D3DXMATRIX              g_matWorld;

            //-----------------------------------------------------------------------------
            // Desc: 設置世界矩陣
            //-----------------------------------------------------------------------------
            VOID SetWorldMatrix()
            {
                
            static long curTime=0;
                
            static float elapsetime=0;
                elapsetime 
            = (timeGetTime()-curTime)/1000.0f;
                curTime 
            = timeGetTime();

                
            //創建并設置世界矩陣
                float fRoll, fPitch, fYaw;
                fRoll 
            = fPitch = fYaw = 0.0f;

                
            if (m_bKey['D']) fRoll  -= 3*elapsetime;
                
            if (m_bKey['A']) fRoll  += 3*elapsetime;
                
            if (m_bKey['S']) fPitch -= 3*elapsetime;
                
            if (m_bKey['W']) fPitch += 3*elapsetime;
                
            if (m_bKey['Q']) fYaw   -= 3*elapsetime;
                
            if (m_bKey['E']) fYaw   += 3*elapsetime;

                
            //更新網格模型姿態
                static D3DXVECTOR3 vRight, vUp, vLook, vPos;

                vRight.x 
            = g_matWorld._11;
                vRight.y 
            = g_matWorld._12;
                vRight.z 
            = g_matWorld._13;
                vUp.x    
            = g_matWorld._21;
                vUp.y    
            = g_matWorld._22;
                vUp.z    
            = g_matWorld._23;
                vLook.x  
            = g_matWorld._31;
                vLook.y  
            = g_matWorld._32;
                vLook.z  
            = g_matWorld._33;
                vPos.x   
            = g_matWorld._41;
                vPos.y   
            = g_matWorld._42;
                vPos.z   
            = g_matWorld._43;

                D3DXVec3Normalize(
            &vLook, &vLook);
                D3DXVec3Cross(
            &vRight, &vUp, &vLook);
                D3DXVec3Normalize(
            &vRight, &vRight);
                D3DXVec3Cross(
            &vUp, &vLook, &vRight);
                D3DXVec3Normalize(
            &vUp, &vUp);

                
            static D3DXMATRIX matPitch, matYaw, matRoll;
                
                D3DXMatrixRotationAxis(
            &matYaw, &vUp, fYaw);
                D3DXVec3TransformCoord(
            &vLook,  &vLook, &matYaw);
                D3DXVec3TransformCoord(
            &vRight, &vRight, &matYaw);

                D3DXMatrixRotationAxis(
            &matRoll, &vLook, fRoll);
                D3DXVec3TransformCoord(
            &vRight, &vRight, &matRoll);
                D3DXVec3TransformCoord(
            &vUp,    &vUp, &matRoll);

                D3DXMatrixRotationAxis(
            &matPitch, &vRight, fPitch);
                D3DXVec3TransformCoord(
            &vLook, &vLook, &matPitch);
                D3DXVec3TransformCoord(
            &vUp,   &vUp,  &matPitch);

                g_matWorld._11 
            = vRight.x;
                g_matWorld._12 
            = vRight.y;
                g_matWorld._13 
            = vRight.z;
                g_matWorld._21 
            = vUp.x ;
                g_matWorld._22 
            = vUp.y  ;
                g_matWorld._23 
            = vUp.z;
                g_matWorld._31 
            = vLook.x;
                g_matWorld._32 
            = vLook.y;
                g_matWorld._33 
            = vLook.z;

                
            //向前移動
                if (m_bKey['F'])
                {
                    g_matWorld._41 
            += 30*elapsetime * vLook.x;
                    g_matWorld._42 
            += 30*elapsetime * vLook.y;
                    g_matWorld._43 
            += 30*elapsetime * vLook.z;
                }

                
            //向后移動
                if (m_bKey['V']) 
                {
                    g_matWorld._41 
            -= 30*elapsetime * vLook.x;
                    g_matWorld._42 
            -= 30*elapsetime * vLook.y;
                    g_matWorld._43 
            -= 30*elapsetime * vLook.z;
                }
                g_pd3dDevice
            ->SetTransform( D3DTS_WORLD, &g_matWorld );
            }


            //-----------------------------------------------------------------------------
            // Desc: 設置觀察矩陣和投影矩陣
            //-----------------------------------------------------------------------------
            VOID SetViewAndProjMatrix()
            {
                
            //創建并設置觀察矩陣
                D3DXVECTOR3 vEyePt( 0.0f10.0f,-20.0f );
                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 );

                
            //創建并設置投影矩陣
                D3DXMATRIXA16 matProj;
                D3DXMatrixPerspectiveFovLH( 
            &matProj, D3DX_PI/41.0f1.0f500.0f );
                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;
                }

                
            //設置紋理過濾狀態
                g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
                g_pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
                g_pd3dDevice
            ->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
                g_pd3dDevice
            ->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );

                
            //設置觀察矩陣和投影矩陣
                SetViewAndProjMatrix();

                ZeroMemory( m_bKey, 
            256 );
                D3DXMatrixIdentity(
            &g_matWorld);
                
                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 從絕對路徑中提取紋理文件名
            //-----------------------------------------------------------------------------
            void RemovePathFromFileName(LPSTR fullPath, LPWSTR fileName)
            {
                
            //先將fullPath的類型變換為LPWSTR
                WCHAR wszBuf[MAX_PATH];
                MultiByteToWideChar( CP_ACP, 
            0, fullPath, -1, wszBuf, MAX_PATH );
                wszBuf[MAX_PATH
            -1= L'\0';

                WCHAR
            * wszFullPath = wszBuf;

                
            //從絕對路徑中提取文件名
                LPWSTR pch=wcsrchr(wszFullPath,'\\');
                
            if (pch)
                    lstrcpy(fileName, 
            ++pch);
                
            else
                    lstrcpy(fileName, wszFullPath);
            }



            //-----------------------------------------------------------------------------
            // Desc: 創建場景圖形
            //-----------------------------------------------------------------------------
            HRESULT InitGeometry()
            {
                LPD3DXBUFFER pD3DXMtrlBuffer;  
            //存儲網格模型材質的緩沖區對象

                
            //從磁盤文件加載網格模型
                if( FAILED( D3DXLoadMeshFromX( L"airplane.x", D3DXMESH_MANAGED, 
                                               g_pd3dDevice, NULL, 
                                               
            &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, 
                                               
            &g_pMesh ) ) )
                {
                    MessageBox(NULL, L
            "Could not find airplane.x", L"Mesh", MB_OK);
                    
            return E_FAIL;
                }

                
            //從網格模型中提取材質屬性和紋理文件名 
                D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
                g_pMeshMaterials 
            = new D3DMATERIAL9[g_dwNumMaterials];

                
            if( g_pMeshMaterials == NULL )
                    
            return E_OUTOFMEMORY;

                g_pMeshTextures  
            = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];
                
            if( g_pMeshTextures == NULL )
                    
            return E_OUTOFMEMORY;

                
            //逐塊提取網格模型材質屬性和紋理文件名
                for( DWORD i=0; i<g_dwNumMaterials; i++ )
                {
                    
            //材料屬性
                    g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;
                    
            //設置模型材料的環境光反射系數, 因為模型材料本身沒有設置環境光反射系數
                    g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse;

                    g_pMeshTextures[i] 
            = NULL;
                    
            if( d3dxMaterials[i].pTextureFilename != NULL && 
                        strlen(d3dxMaterials[i].pTextureFilename) 
            > 0 )
                    {
                        
            //獲取紋理文件名
                        WCHAR filename[256];
                        RemovePathFromFileName(d3dxMaterials[i].pTextureFilename, filename);

                        
            //創建紋理
                        if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, filename, 
                                                              
            &g_pMeshTextures[i] ) ) )
                        {
                            MessageBox(NULL, L
            "Could not find texture file", L"Mesh", MB_OK);
                        }
                    }
                }

                
            //釋放在加載模型文件時創建的保存模型材質和紋理數據的緩沖區對象
                pD3DXMtrlBuffer->Release();

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 釋放創建的對象
            //-----------------------------------------------------------------------------
            VOID Cleanup()
            {
                
            //釋放網格模型材質
                if( g_pMeshMaterials != NULL ) 
                    delete[] g_pMeshMaterials;

                
            //釋放網格模型紋理
                if( g_pMeshTextures )
                {
                    
            for( DWORD i = 0; i < g_dwNumMaterials; i++ )
                    {
                        
            if( g_pMeshTextures[i] )
                            g_pMeshTextures[i]
            ->Release();
                    }
                    delete[] g_pMeshTextures;
                }

                
            //釋放網格模型對象
                if( g_pMesh != NULL )
                    g_pMesh
            ->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: 渲染場景
            //-----------------------------------------------------------------------------
            VOID Render()
            {
                
            // 清除緩沖區
                g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 
                                     D3DCOLOR_XRGB(
            0,0,255), 1.0f0 );
                
                
            //開始渲染場景
                if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
                {
                    SetWorldMatrix();  
            //設置世界矩陣

                    
            //逐塊渲染網格模型
                    for( DWORD i=0; i<g_dwNumMaterials; i++ )
                    {
                        
            //設置材料和紋理
                        g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
                        g_pd3dDevice
            ->SetTexture( 0, g_pMeshTextures[i] );

                        
            //渲染模型
                        g_pMesh->DrawSubset( i );
                    }

                    
            //場景渲染結束
                    g_pd3dDevice->EndScene();
                }

                
            //在屏幕上顯示場景
                g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
            }


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

                
            case WM_KEYDOWN:
                    m_bKey[wParam] 
            = 1;
                    
            return 0;

                
            case WM_KEYUP:
                    m_bKey[wParam] 
            = 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"使用矩陣實現三維模型空間定位"
                                          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, 00, PM_REMOVE ) )
                            {
                                TranslateMessage( 
            &msg );
                                DispatchMessage( 
            &msg );
                            }
                            
            else
                            {
                                Render();  
            //渲染場景
                            }
                        }
                    }
                }

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










            posted on 2008-03-25 19:50 七星重劍 閱讀(434) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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