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//=============================================================================
// Desc: 基于范圍的霧化效果
//=============================================================================
#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*x + 0.0f ) * sinf( 0.055f*x + 0.0f );
y += 10.0f * cosf( 0.053f*z + 0.0f ) * sinf( 0.057f*z + 0.0f );
y += 2.0f * cosf( 0.101f*x + 0.0f ) * sinf( 0.105f*x + 0.0f );
y += 2.0f * cosf( 0.103f*z + 0.0f ) * sinf( 0.107f*z + 0.0f );
y += 2.0f * cosf( 0.251f*x + 0.0f ) * sinf( 0.255f*x + 0.0f );
y += 2.0f * cosf( 0.253f*z + 0.0f ) * sinf( 0.257f*z + 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;
}
//檢查是否支持基于范圍的霧化
D3DCAPS9 stCaps;
g_pd3dDevice->GetDeviceCaps(&stCaps);
if(!(stCaps.RasterCaps & D3DPRASTERCAPS_FOGRANGE))
return E_FAIL;
//設置環境光
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
//霧化設置
g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, true);
g_pd3dDevice->SetRenderState(D3DRS_FOGCOLOR, 0xff0000ff);
g_pd3dDevice->SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
float fogStart = 50; //線性霧化開始位置
float fogEnd = 200; //線性霧化結束位置
g_pd3dDevice->SetRenderState(D3DRS_FOGSTART, *(DWORD*)&fogStart);
g_pd3dDevice->SetRenderState(D3DRS_FOGEND, *(DWORD*)&fogEnd);
g_pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, true); //啟用基于范圍的霧化
//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( 0, 0, (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;
D3DXMatrixIdentity(&matWorld);
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
//創建并設置觀察矩陣
D3DXVECTOR3 vEyePt( 0.0f, 30.0f,-100.0f );
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 );
//創建并設置投影矩陣
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 200.0f );
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), 1.0f, 0 );
//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 bool rangeFog = true;
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
case WM_KEYDOWN:
switch(wParam)
{
case 65+'R'-'A': //基于范圍的霧化
rangeFog = !rangeFog;
g_pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, rangeFog);
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, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"ClassName", NULL };
RegisterClassEx( &wc );
//創建窗口
HWND hWnd = CreateWindow( L"ClassName", L"基于范圍霧化",
WS_OVERLAPPEDWINDOW, 200, 100, 600, 500,
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, 0, 0, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
Render(); //渲染圖形
}
}
}
}
UnregisterClass( L"ClassName", wc.hInstance );
return 0;
}
posted on 2008-03-27 22:26
七星重劍 閱讀(340)
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