• <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
            <2008年1月>
            303112345
            6789101112
            13141516171819
            20212223242526
            272829303112
            3456789


            子曾經曰過: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


            快捷鍵:r



            //=============================================================================
            // 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*+ 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;
                }

                
            //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_RANGEFOGENABLEtrue); //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( 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;
                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 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, 0L0L
                                  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, 
            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 2008-03-27 22:26 七星重劍 閱讀(340) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
            国产亚洲精品久久久久秋霞| 国产午夜福利精品久久| 久久免费国产精品一区二区| 亚洲中文精品久久久久久不卡| 精品欧美一区二区三区久久久| 久久精品国产精品青草| 久久国产精品无码HDAV| 久久久久亚洲精品日久生情| 久久婷婷色综合一区二区| 久久综合九色综合久99| 久久免费国产精品| 日韩久久久久中文字幕人妻| 精品久久久久久无码人妻热 | 国产一区二区三区久久| 久久久久久午夜成人影院| 亚洲精品乱码久久久久久按摩| 亚洲va久久久噜噜噜久久狠狠 | 久久亚洲日韩精品一区二区三区 | 热RE99久久精品国产66热| 久久久久亚洲AV综合波多野结衣 | 一本大道久久a久久精品综合| 国产精品久久久久久久久鸭| 97久久精品人人澡人人爽| 久久无码一区二区三区少妇 | 国产综合免费精品久久久| 亚洲国产天堂久久综合| 精产国品久久一二三产区区别| 亚洲中文字幕无码久久精品1| 久久精品亚洲一区二区三区浴池| 狠狠色丁香久久婷婷综| 久久精品国产亚洲Aⅴ蜜臀色欲 | 久久国产综合精品五月天| 中文字幕精品无码久久久久久3D日动漫| 久久这里的只有是精品23| AV无码久久久久不卡蜜桃 | 久久天天躁夜夜躁狠狠| 国内精品伊人久久久久AV影院| 99久久国产亚洲高清观看2024| 久久久久久久97| 观看 国产综合久久久久鬼色 欧美 亚洲 一区二区| 久久久噜噜噜久久中文字幕色伊伊|