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            天行健 君子當自強而不息

            光照示例

            技巧如下:

            在設置可變頂點格式時加入法線和漫反色,如下所示:

            // The 3D vertex format and descriptor
            typedef struct
            {
                
            float x, y, z;      // 3D coordinates    
                float nx, ny, nz;   // normals
                D3DCOLOR diffuse;   // color
            } VERTEX;

            #define VERTEX_FVF   (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE)

            開啟光照和Z緩存:

                // enable d3d lighting
                g_d3d_device->SetRenderState(D3DRS_LIGHTING, TRUE);
                
            // enable z-buffer
                g_d3d_device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);

            設置光源屬性并打開光源:

                D3DLIGHT9 light;

                // set light data, color, position, range.
                ZeroMemory(&light, sizeof(light));

                light.Type      
            = D3DLIGHT_POINT;
                light.Diffuse.r 
            = light.Ambient.r = 0.5;
                light.Diffuse.g 
            = light.Ambient.g = 0.5;
                light.Diffuse.b 
            = light.Ambient.b = 0.0;
                light.Diffuse.a 
            = light.Ambient.a = 1.0;
                light.Range         
            = 1000.0;
                light.Attenuation0  
            = 0.5;
                light.Position.x    
            = 300.0;
                light.Position.y    
            = 0.0;
                light.Position.z    
            = -600.0;

                
            // set and enable the light
                g_d3d_device->SetLight(0&light);
                g_d3d_device
            ->LightEnable(0, TRUE);

            完整源碼如下:

            /***************************************************************************************
            PURPOSE:
                Light Demo

            Required libraries:
              WINMM.LIB, D3D9.LIB, D3DX9.LIB.
             **************************************************************************************
            */

            #include 
            <windows.h>
            #include 
            <stdio.h>
            #include 
            "d3d9.h"
            #include 
            "d3dx9.h"

            #pragma comment(lib, 
            "winmm.lib")
            #pragma comment(lib, 
            "d3d9.lib")
            #pragma comment(lib, 
            "d3dx9.lib")

            #pragma warning(disable : 
            4305)

            #define WINDOW_WIDTH    400
            #define WINDOW_HEIGHT   400

            #define Safe_Release(p) if((p)) (p)->Release();

            // window handles, class and caption text.
            HWND g_hwnd;
            HINSTANCE g_inst;
            static char g_class_name[] = "LightClass";
            static char g_caption[]    = "Light Demo";

            // the Direct3D and device object
            IDirect3D9* g_d3d = NULL;
            IDirect3DDevice9
            * g_d3d_device = NULL;

            // The 3D vertex format and descriptor
            typedef struct
            {
                
            float x, y, z;      // 3D coordinates    
                float nx, ny, nz;   // normals
                D3DCOLOR diffuse;   // color
            } VERTEX;

            #define VERTEX_FVF   (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE)

            IDirect3DVertexBuffer9
            * g_vertex_buffer = NULL;

            //--------------------------------------------------------------------------------
            // Window procedure.
            //--------------------------------------------------------------------------------
            long WINAPI Window_Proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
            {
                
            switch(msg)
                {
                
            case WM_DESTROY:
                    PostQuitMessage(
            0);
                    
            return 0;
                }

                
            return (long) DefWindowProc(hwnd, msg, wParam, lParam);
            }

            //--------------------------------------------------------------------------------
            // Initialize d3d, d3d device, vertex buffer, texutre; set render state for d3d;
            // set perspective matrix and view matrix.
            //--------------------------------------------------------------------------------
            BOOL Do_Init()
            {
                D3DPRESENT_PARAMETERS present_param;
                D3DDISPLAYMODE  display_mode;
                D3DXMATRIX mat_proj, mat_view;
                D3DLIGHT9 light;
                BYTE
            * vertex_ptr;

                
            // initialize vertex data
                VERTEX verts[] = {
                    { 
            -100.0f,  100.0f-100.0f0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },
                    {  
            100.0f,  100.0f-100.0f0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },
                    { 
            -100.0f-100.0f-100.0f0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },
                    {  
            100.0f-100.0f-100.0f0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },

                    {  
            100.0f,  100.0f-100.0f1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
                    {  
            100.0f,  100.0f,  100.0f1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
                    {  
            100.0f-100.0f-100.0f1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
                    {  
            100.0f-100.0f,  100.0f1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },

                    {  
            100.0f,  100.0f,  100.0f0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },
                    { 
            -100.0f,  100.0f,  100.0f0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },
                    {  
            100.0f-100.0f,  100.0f0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },
                    { 
            -100.0f-100.0f,  100.0f0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },

                    { 
            -100.0f,  100.0f,  100.0f-1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
                    { 
            -100.0f,  100.0f-100.0f-1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
                    { 
            -100.0f-100.0f,  100.0f-1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
                    { 
            -100.0f-100.0f-100.0f-1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) }
                }; 

                
            // do a windowed mode initialization of Direct3D
                if((g_d3d = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
                    
            return FALSE;

                
            // retrieves the current display mode of the adapter
                if(FAILED(g_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &display_mode)))
                    
            return FALSE;

                ZeroMemory(
            &present_param, sizeof(present_param));

                
            // initialize d3d presentation parameter
                present_param.Windowed               = TRUE;
                present_param.SwapEffect             
            = D3DSWAPEFFECT_DISCARD;
                present_param.BackBufferFormat       
            = display_mode.Format;
                present_param.EnableAutoDepthStencil 
            = TRUE;
                present_param.AutoDepthStencilFormat 
            = D3DFMT_D16;

                
            // creates a device to represent the display adapter
                if(FAILED(g_d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd,
                                              D3DCREATE_SOFTWARE_VERTEXPROCESSING, 
            &present_param, &g_d3d_device)))
                    
            return FALSE;     

                
            // set render state

                
            // enable d3d lighting
                g_d3d_device->SetRenderState(D3DRS_LIGHTING, TRUE);
                
            // enable z-buffer
                g_d3d_device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);

                
            // create and set the projection matrix

                
            // builds a left-handed perspective projection matrix based on a field of view
                D3DXMatrixPerspectiveFovLH(&mat_proj, D3DX_PI/4.01.333331.01000.0);

                
            // sets a single device transformation-related state
                g_d3d_device->SetTransform(D3DTS_PROJECTION, &mat_proj);

                
            // create and set the view matrix
                D3DXMatrixLookAtLH(&mat_view, 
                                   
            &D3DXVECTOR3(0.00.0-500.0),
                                   
            &D3DXVECTOR3(0.0f0.0f0.0f), 
                                   
            &D3DXVECTOR3(0.0f1.0f0.0f));

                g_d3d_device
            ->SetTransform(D3DTS_VIEW, &mat_view);

                
            // create the vertex buffer and set data
                g_d3d_device->CreateVertexBuffer(sizeof(VERTEX) * 160, VERTEX_FVF, D3DPOOL_DEFAULT, &g_vertex_buffer, NULL);

                
            // locks a range of vertex data and obtains a pointer to the vertex buffer memory
                g_vertex_buffer->Lock(00, (void**)&vertex_ptr, 0);

                memcpy(vertex_ptr, verts, 
            sizeof(verts));

                
            // unlocks vertex data
                g_vertex_buffer->Unlock();

                
            // set light data, color, position, range.
                ZeroMemory(&light, sizeof(light));

                light.Type      
            = D3DLIGHT_POINT;
                light.Diffuse.r 
            = light.Ambient.r = 0.5;
                light.Diffuse.g 
            = light.Ambient.g = 0.5;
                light.Diffuse.b 
            = light.Ambient.b = 0.0;
                light.Diffuse.a 
            = light.Ambient.a = 1.0;
                light.Range         
            = 1000.0;
                light.Attenuation0  
            = 0.5;
                light.Position.x    
            = 300.0;
                light.Position.y    
            = 0.0;
                light.Position.z    
            = -600.0;

                
            // set and enable the light
                g_d3d_device->SetLight(0&light);
                g_d3d_device
            ->LightEnable(0, TRUE);

                
            return TRUE;
            }

            //--------------------------------------------------------------------------------
            // Release all d3d resource.
            //--------------------------------------------------------------------------------
            BOOL Do_Shutdown()
            {
                Safe_Release(g_vertex_buffer);
                Safe_Release(g_d3d_device);
                Safe_Release(g_d3d);

                
            return TRUE;
            }

            //--------------------------------------------------------------------------------
            // Render a frame.
            //--------------------------------------------------------------------------------
            BOOL Do_Frame()
            {
                D3DXMATRIX mat_world;

                
            // clear device back buffer
                g_d3d_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(000255), 1.0f0);

                
            // Begin scene
                if(SUCCEEDED(g_d3d_device->BeginScene()))
                {
                    
            // create and set the world transformation matrix
                    
            // rotate object along y-axis
                    D3DXMatrixRotationY(&mat_world, (float) (timeGetTime() / 1000.0));
                    
                    g_d3d_device
            ->SetTransform(D3DTS_WORLD, &mat_world);

                    
            // set the vertex stream, shader.

                    
            // binds a vertex buffer to a device data stream
                    g_d3d_device->SetStreamSource(0, g_vertex_buffer, 0sizeof(VERTEX));

                    
            // set the current vertex stream declation
                    g_d3d_device->SetFVF(VERTEX_FVF);

                    
            // draw the vertex buffer
                    for(short i = 0; i < 4; i++)
                        g_d3d_device
            ->DrawPrimitive(D3DPT_TRIANGLESTRIP, i * 42);

                    
            // end the scene
                    g_d3d_device->EndScene();
                }

                
            // present the contents of the next buffer in the sequence of back buffers owned by the device
                g_d3d_device->Present(NULL, NULL, NULL, NULL);

                
            return TRUE;
            }

            //--------------------------------------------------------------------------------
            // Main function, routine entry.
            //--------------------------------------------------------------------------------
            int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line, int cmd_show)
            {
                WNDCLASSEX  win_class;
                MSG         msg;

                g_inst 
            = inst;

                
            // create window class and register it
                win_class.cbSize        = sizeof(win_class);
                win_class.style         
            = CS_CLASSDC;
                win_class.lpfnWndProc   
            = Window_Proc;
                win_class.cbClsExtra    
            = 0;
                win_class.cbWndExtra    
            = 0;
                win_class.hInstance     
            = inst;
                win_class.hIcon         
            = LoadIcon(NULL, IDI_APPLICATION);
                win_class.hCursor       
            = LoadCursor(NULL, IDC_ARROW);
                win_class.hbrBackground 
            = NULL;
                win_class.lpszMenuName  
            = NULL;
                win_class.lpszClassName 
            = g_class_name;
                win_class.hIconSm       
            = LoadIcon(NULL, IDI_APPLICATION);

                
            if(! RegisterClassEx(&win_class))
                    
            return FALSE;

                
            // create the main window
                g_hwnd = CreateWindow(g_class_name, g_caption, WS_CAPTION | WS_SYSMENU, 00,
                                      WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, inst, NULL);

                
            if(g_hwnd == NULL)
                    
            return FALSE;

                ShowWindow(g_hwnd, SW_NORMAL);
                UpdateWindow(g_hwnd);

                
            // initialize game
                if(Do_Init() == FALSE)
                    
            return FALSE;

                
            // start message pump, waiting for signal to quit.
                ZeroMemory(&msg, sizeof(MSG));

                
            while(msg.message != WM_QUIT)
                {
                    
            if(PeekMessage(&msg, NULL, 00, PM_REMOVE))
                    {
                        TranslateMessage(
            &msg);
                        DispatchMessage(
            &msg);
                    }
                    
                    
            // draw a frame
                    if(Do_Frame() == FALSE)
                        
            break;
                }

                
            // run shutdown function
                Do_Shutdown();

                UnregisterClass(g_class_name, inst);
                
                
            return (int) msg.wParam;
            }

            效果圖:



            posted on 2007-07-03 01:10 lovedday 閱讀(259) 評論(0)  編輯 收藏 引用 所屬分類: ■ DirectX 9 Program

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