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            //=============================================================================
            // Desc: 頂點霧化效果
            //=============================================================================
            #include <d3dx9.h>


            //-----------------------------------------------------------------------------
            // 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; //網格模型材料
            LPDIRECT3DTEXTURE9*     g_pMeshTextures  = NULL; //網格模型紋理
            DWORD                   g_dwNumMaterials = 0L;   //網格模型子塊數量


            //----------------------------------------------------------------------------
            // Desc: 
            //----------------------------------------------------------------------------
            inline FLOAT HeightField( FLOAT x, FLOAT z )
            {
                FLOAT y 
            = 0.0f;
                y 
            += 10.0f * cosf( 0.051f*+ 0.0f ) * sinf( 0.055f*+ 0.0f );
                y 
            += 10.0f * cosf( 0.053f*+ 0.0f ) * sinf( 0.057f*+ 0.0f );
                y 
            += 2.0f * cosf( 0.101f*+ 0.0f ) * sinf( 0.105f*+ 0.0f );
                y 
            += 2.0f * cosf( 0.103f*+ 0.0f ) * sinf( 0.107f*+ 0.0f );
                y 
            += 2.0f * cosf( 0.251f*+ 0.0f ) * sinf( 0.255f*+ 0.0f );
                y 
            += 2.0f * cosf( 0.253f*+ 0.0f ) * sinf( 0.257f*+ 0.0f );
                
            return y;
            }


            //-----------------------------------------------------------------------------
            // Desc: 初始化Direct3D
            //-----------------------------------------------------------------------------
            HRESULT InitD3D( HWND hWnd )
            {
                
            //創建Direct3D對象, 該對象用來創建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;
                }

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

                
            //設置霧的顏色
                g_pd3dDevice->SetRenderState(D3DRS_FOGCOLOR, 0xff0000ff);

                
            //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 );

                
            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; 
            //存儲模型材料的緩沖區對象

                
            //從磁盤文件加載網格模型
                if( FAILED( D3DXLoadMeshFromX( L"seafloor.x", D3DXMESH_SYSTEMMEM, 
                                               g_pd3dDevice, NULL, 
                                               
            &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, 
                                               
            &g_pMesh ) ) )
                {
                    MessageBox(NULL, L
            "Could not find seafloor.x", L"Fog", MB_OK);
                    
            return E_FAIL;
                }

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

                
            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料屬性和紋理文件名
                for( DWORD i=0; i<g_dwNumMaterials; i++ )
                {
                    
            //復制材料屬性
                    g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;
                    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 map", L"Fog", MB_OK);
                        }
                    }
                }

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

                
            //修改網格模型
                LPDIRECT3DVERTEXBUFFER9 pVB;
                
            if( SUCCEEDED( g_pMesh->GetVertexBuffer( &pVB ) ) )
                {
                    
            struct VERTEX { FLOAT x,y,z,tu,tv;};
                    VERTEX
            * pVertices;
                    DWORD   dwNumVertices 
            = g_pMesh->GetNumVertices();

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

                    
            for( DWORD i=0; i<dwNumVertices; i++ )
                        pVertices[i].y 
            = HeightField( pVertices[i].x, pVertices[i].z );

                    pVB
            ->Unlock();
                    pVB
            ->Release();
                }

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 釋放創建對象
            //-----------------------------------------------------------------------------
            VOID Cleanup()
            {
                
            //釋放網格模型材料
                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: 設置變換矩陣
            //--------------------------------------------------
            VOID SetupMatrices()
            {
                
            //創建并設置世界矩陣
                D3DXMATRIXA16 matWorld;
                D3DXMatrixRotationY( 
            &matWorld, timeGetTime()/1000.0f );
                
            //D3DXMatrixIdentity(&matWorld);
                g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

                
            //創建并設置觀察矩陣
                D3DXVECTOR3 vEyePt( 0.0f30.0f,-100.0f );
                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/41.0f1.0f200.0f );
                g_pd3dDevice
            ->SetTransform( D3DTS_PROJECTION, &matProj );
            }




            //-----------------------------------------------------------------------------
            // Desc: 渲染圖形
            //-----------------------------------------------------------------------------
            VOID Render()
            {
                
            //清空后臺緩沖區
                g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 
                                     D3DCOLOR_XRGB(
            0,0,255), 1.0f0 );
                
                 
            //開始在后臺緩沖區繪制圖形
                if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
                {
                    SetupMatrices();  
            //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 );
                    }

                    
            //結束在后臺緩沖區渲染圖形
                    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 )
            {
                
            static float fogStart   = 50;      //線性霧化開始位置
                static float fogEnd     = 200;     //線性霧化結束位置
                static float fogDensity = 0.01f;   //霧的濃度

                
            switch( msg )
                {
                
            case WM_DESTROY:
                    Cleanup();
                    PostQuitMessage( 
            0 );
                    
            return 0;

                
            case WM_KEYDOWN:
                    
            switch(wParam)
                    {
                    
            case 48//"0"鍵  禁用霧化效果
                        g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false);       //禁用霧化
                        break;

                    
            case 49:  //"1"鍵,   線性霧化
                        g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, true);        //激活霧化
                        g_pd3dDevice->SetRenderState(D3DRS_FOGVERTEXMODED3DFOG_LINEAR);

                        
            //設置線性霧化開始位置和結束位置
                        g_pd3dDevice->SetRenderState(D3DRS_FOGSTART,  *(DWORD*)&fogStart);
                        g_pd3dDevice
            ->SetRenderState(D3DRS_FOGEND,    *(DWORD*)&fogEnd);
                        
            break;

                    
            case 50:  //"2"鍵,  指數霧化
                        g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, true);        //激活霧化

                        
            //設置霧化混合因子計算公式
                        g_pd3dDevice->SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_EXP);

                        
            //設置霧的濃度
                        g_pd3dDevice->SetRenderState(D3DRS_FOGDENSITY, *(DWORD*)&fogDensity);

                        
            break;

                    
            case 51:  //"3"鍵,  指數平方霧化
                        g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, true);        //激活霧化

                        
            //設置霧化混合因子計算公式
                        g_pd3dDevice->SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_EXP2);

                        
            //設置霧的濃度
                        g_pd3dDevice->SetRenderState(D3DRS_FOGDENSITY, *(DWORD*)&fogDensity);
                        
            break;
                    }
                }

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


            //-----------------------------------------------------------------------------
            // Desc: 程序入口
            //-----------------------------------------------------------------------------
            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"頂點霧化"
                                          WS_OVERLAPPEDWINDOW, 
            200100600500,
                                          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();  
            //渲染圖形
                            }
                        }
                    }
                }

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






            posted on 2008-03-25 22:44 七星重劍 閱讀(515) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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