• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>
            隨筆 - 505  文章 - 1034  trackbacks - 0
            <2009年3月>
            22232425262728
            1234567
            891011121314
            15161718192021
            22232425262728
            2930311234


            子曾經(jīng)曰過:編程無他,唯手熟爾!

            常用鏈接

            留言簿(94)

            隨筆分類(649)

            隨筆檔案(505)

            相冊

            BCB

            Crytek

            • crymod
            • Crytek's Offical Modding Portal

            Game Industry

            OGRE

            other

            Programmers

            Qt

            WOW Stuff

            搜索

            •  

            積分與排名

            • 積分 - 911304
            • 排名 - 14

            最新隨筆

            最新評論

            閱讀排行榜

            評論排行榜


            通過四元數(shù)實現(xiàn)模型空間定位







            //=============================================================================
            // Desc: 文件網(wǎng)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(shè)備對象

            LPD3DXMESH              g_pMesh          
            = NULL;  //網(wǎng)格模型對象
            D3DMATERIAL9*           g_pMeshMaterials = NULL;  //網(wǎng)格模型材質(zhì)
            LPDIRECT3DTEXTURE9*     g_pMeshTextures  = NULL;  //網(wǎng)格模型紋理
            DWORD                   g_dwNumMaterials = 0L;    //網(wǎng)格模型材質(zhì)數(shù)量
            D3DXVECTOR3             g_vCenter;                //網(wǎng)格模型中心點 

            BYTE  m_bKey[
            256];            // keyboard state buffer

            D3DXMATRIX              g_matWorld;


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

                
            //創(chuàng)建并設(shè)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(wǎng)格模型姿態(tài)
                D3DXQUATERNION qR;
                D3DXMATRIX matRot;
                D3DXQuaternionRotationYawPitchRoll (
            &qR, fYaw, fPitch, fRoll);    
                D3DXMatrixRotationQuaternion (
            &matRot, &qR);
                D3DXMatrixMultiply (
            &g_matWorld, &matRot, &g_matWorld);

                
            //獲取網(wǎng)格模型前向量
                static D3DXVECTOR3 vLook;
                vLook.x 
            = g_matWorld._31;
                vLook.y 
            = g_matWorld._32;
                vLook.z 
            = g_matWorld._33;

                
            //向前移動
                if (m_bKey['F'])
                {
                    g_matWorld._41 
            += 10*elapsetime * vLook.x;
                    g_matWorld._42 
            += 10*elapsetime * vLook.y;
                    g_matWorld._43 
            += 10*elapsetime * vLook.z;
                }

                
            //向后移動
                if (m_bKey['V']) 
                {
                    g_matWorld._41 
            -= 10*elapsetime * vLook.x;
                    g_matWorld._42 
            -= 10*elapsetime * vLook.y;
                    g_matWorld._43 
            -= 10*elapsetime * vLook.z;
                }

                g_pd3dDevice
            ->SetTransform( D3DTS_WORLD, &g_matWorld );
            }


            //-----------------------------------------------------------------------------
            // Desc: 設(shè)置觀察矩陣和投影矩陣
            //-----------------------------------------------------------------------------
            VOID SetViewAndProjMatrix()
            {
                
            //創(chuàng)建并設(shè)置觀察矩陣
                D3DXVECTOR3 vEyePt( 0.0f0.0f,-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(chuàng)建并設(shè)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(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)置紋理過濾狀態(tài)
                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(shè)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(chuàng)建場景圖形
            //-----------------------------------------------------------------------------
            HRESULT InitGeometry()
            {
                LPD3DXBUFFER pD3DXMtrlBuffer;  
            //存儲網(wǎng)格模型材質(zhì)的緩沖區(qū)對象

                
            //從磁盤文件加載網(wǎng)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(wǎng)格模型中提取材質(zhì)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(wǎng)格模型材質(zhì)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(shè)置模型材料的環(huán)境光反射系數(shù), 因為模型材料本身沒有設(shè)置環(huán)境光反射系數(shù)
                    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(chuàng)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(chuàng)建的保存模型材質(zhì)和紋理數(shù)據(jù)的緩沖區(qū)對象
                pD3DXMtrlBuffer->Release();

                
            //計算網(wǎng)格模型邊界球中心
                LPDIRECT3DVERTEXBUFFER9 pVB; //網(wǎng)格對象頂點緩沖區(qū)接口
                if( SUCCEEDED( g_pMesh->GetVertexBuffer( &pVB ) ) )
                {
                    
            struct VERTEX { FLOAT x,y,z,tu,tv; };
                    VERTEX
            *      pVertices; //頂點緩沖區(qū)指針
                    float        fRadius;

                    pVB
            ->Lock( 00, (void**)&pVertices, 0 ); 

                    
            //計算網(wǎng)格對象的邊界球中心和半徑
                    D3DXComputeBoundingSphere( (D3DXVECTOR3*)pVertices, g_pMesh->GetNumVertices(),
                                                D3DXGetFVFVertexSize(g_pMesh
            ->GetFVF()),
                                                
            &g_vCenter, &fRadius );
                    pVB
            ->Unlock();
                    pVB
            ->Release();
                }

                
            return S_OK;
            }


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

                
            //釋放網(wǎng)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(wǎng)格模型對象
                if( g_pMesh != NULL )
                    g_pMesh
            ->Release();
                
                
            //釋放Direct3D設(shè)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(qū)
                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(shè)置世界矩陣

                    
            //逐塊渲染網(wǎng)格模型
                    for( DWORD i=0; i<g_dwNumMaterials; i++ )
                    {
                        
            //設(shè)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(jié)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(shù)
            //-----------------------------------------------------------------------------
            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(chuàng)建窗口
                HWND hWnd = CreateWindow( L"ClassName", L"通過四元數(shù)實現(xiàn)模型空間定位"
                                          WS_OVERLAPPEDWINDOW, 
            200100500500,
                                          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 );

                        
            //進入消息循環(huán)
                        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 20:03 七星重劍 閱讀(411) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
            国内精品免费久久影院| 91久久成人免费| 亚洲精品tv久久久久久久久| 久久午夜福利无码1000合集| 亚洲级αV无码毛片久久精品| 五月丁香综合激情六月久久| 日韩亚洲欧美久久久www综合网 | 国产精品国色综合久久| 九九精品99久久久香蕉| 久久精品国产99久久香蕉| 久久久久久久久久久久久久| 久久久91精品国产一区二区三区| 久久综合伊人77777| 久久se精品一区精品二区| 久久天天躁狠狠躁夜夜2020| 996久久国产精品线观看| 免费一级做a爰片久久毛片潮| 欧美熟妇另类久久久久久不卡 | 久久天天躁狠狠躁夜夜网站| 久久精品成人一区二区三区| 久久人人爽人人爽人人片av高请| 青青青青久久精品国产h久久精品五福影院1421 | 99久久人妻无码精品系列| 伊人久久无码精品中文字幕| 日本免费久久久久久久网站| 精品久久久久久亚洲精品 | 中文字幕亚洲综合久久2| 欧洲精品久久久av无码电影| 久久久久久久91精品免费观看| 久久99精品久久久久久水蜜桃| 久久精品国产亚洲av高清漫画| 亚洲色大成网站www久久九| 久久久久亚洲AV成人网人人软件 | 久久精品9988| 久久777国产线看观看精品| 色偷偷88888欧美精品久久久| 久久精品日日躁夜夜躁欧美| 久久久久久久久波多野高潮| 2021国产精品午夜久久| 国产亚洲美女精品久久久2020| 99久久国产宗和精品1上映|