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            天行健 君子當自強而不息

            Direct3D中的霧化(2)

            像素霧化示例程序

            添加像素霧化效果也需要對Direct3D渲染設備進行三方面的設置:啟用霧化效果、設置霧化混合因子計算公式、設置霧化參數。添加像素霧化效果和添加頂點霧化效果基本相同,唯一的區別是霧化混合因子計算公式的設置。像素霧化混合因子計算公式也是采用函數IDirect3DDevice9::SetRenderState()設置,不同的是第一個參數需要設置為D3DRS_FOGTABLEMODE。設置霧化混合因子計算公式的代碼如下:

            		case WM_KEYDOWN:
            switch(wParam)
            {
            case 48: // press key "0", disable fog.
            g_device->SetRenderState(D3DRS_FOGENABLE, FALSE);
            break;
            		case 49: // press key "1", enable linear fog.
            g_device->SetRenderState(D3DRS_FOGENABLE, TRUE);
            g_device->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
            g_device->SetRenderState(D3DRS_FOGSTART, *(DWORD*)&fog_start);
            g_device->SetRenderState(D3DRS_FOGEND, *(DWORD*)&fog_end);
            break;
            		case 50: // press key "2", enable exp fog.
            g_device->SetRenderState(D3DRS_FOGENABLE, TRUE);
            g_device->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_EXP);
            g_device->SetRenderState(D3DRS_FOGDENSITY, *(DWORD*)&fog_density);
            break;
            		case 51: // press key "3", enable exp2 fog.
            g_device->SetRenderState(D3DRS_FOGENABLE, TRUE);
            g_device->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_EXP2);
            g_device->SetRenderState(D3DRS_FOGDENSITY, *(DWORD*)&fog_density);
            break;
            		case VK_ESCAPE:
            DestroyWindow(hwnd);
            break;
            }
            		break;

             

            示例截圖:

             

            源程序:

             #include <d3dx9.h>

            #pragma warning(disable : 
            4127)

            #define CLASS_NAME    "GameApp"

            #define release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

            IDirect3D9
            *                g_d3d;
            IDirect3DDevice9
            *        g_device;

            ID3DXMesh
            *                g_mesh;
            D3DMATERIAL9
            *            g_mesh_materials;
            IDirect3DTexture9
            **        g_mesh_textures;
            DWORD                    g_num_materials;

            struct sVertex 

                
            float x, y, z;
                
            float u, v;
            };

            inline 
            float height_field(float x, float z)
            {
                
            float y = 0.0f;

                y 
            += 10.0f * cosf(0.051f * x) * sinf(0.055f * x);
                y 
            += 10.0f * cosf(0.053f * z) * sinf(0.057f * z);
                y 
            += 2.0f  * cosf(0.101f * x) * sinf(0.105f * x);
                y 
            += 2.0f  * cosf(0.103f * z) * sinf(0.107f * z);
                y 
            += 2.0f  * cosf(0.251f * x) * sinf(0.255f * x);
                y 
            += 2.0f  * cosf(0.253f * z) * sinf(0.257f * z);

                
            return y;
            }

            void setup_world_matrix()
            {
                D3DXMATRIX mat_world;
                D3DXMatrixRotationY(
            &mat_world, timeGetTime() / 1000.0f);
                g_device
            ->SetTransform(D3DTS_WORLD, &mat_world);
            }

            void setup_view_proj_matrices()
            {
                
            // setup view matrix

                D3DXVECTOR3 eye(
            0.0f30.0f-100.0f);
                D3DXVECTOR3 at(
            0.0f,  0.0f,     0.0f);
                D3DXVECTOR3 up(
            0.0f,  1.0f,     0.0f);

                D3DXMATRIX mat_view;
                D3DXMatrixLookAtLH(
            &mat_view, &eye, &at, &up);
                g_device
            ->SetTransform(D3DTS_VIEW, &mat_view);

                
            // setup projection matrix
                D3DXMATRIX mat_proj;
                D3DXMatrixPerspectiveFovLH(
            &mat_proj, D3DX_PI/41.0f1.0f500.0f);
                g_device
            ->SetTransform(D3DTS_PROJECTION, &mat_proj);
            }

            bool init_geometry()
            {
                ID3DXBuffer
            * material_buffer;

                
            /*
                 D3DXLoadMeshFromXA(
                    LPCSTR pFilename, 
                    DWORD Options, 
                    LPDIRECT3DDEVICE9 pD3DDevice, 
                    LPD3DXBUFFER *ppAdjacency,
                    LPD3DXBUFFER *ppMaterials, 
                    LPD3DXBUFFER *ppEffectInstances, 
                    DWORD *pNumMaterials,
                    LPD3DXMESH *ppMesh);
                
            */

                
            if(FAILED(D3DXLoadMeshFromX("seafloor.x", D3DXMESH_SYSTEMMEM, g_device, NULL, &material_buffer, NULL,
                                            
            &g_num_materials, &g_mesh)))
                {
                    MessageBox(NULL, 
            "Could not find seafloor.x""ERROR", MB_OK);
                    
            return false;
                }

                D3DXMATERIAL
            * xmaterials = (D3DXMATERIAL*) material_buffer->GetBufferPointer();

                g_mesh_materials 
            = new D3DMATERIAL9[g_num_materials];
                g_mesh_textures     
            = new IDirect3DTexture9*[g_num_materials];

                
            for(DWORD i = 0; i < g_num_materials; i++)
                {
                    g_mesh_materials[i] 
            = xmaterials[i].MatD3D;

                    
            // set ambient reflected coefficient, because .x file do not set it.
                    g_mesh_materials[i].Ambient = g_mesh_materials[i].Diffuse;

                    g_mesh_textures[i] 
            = NULL;

                    
            if(xmaterials[i].pTextureFilename != NULL && strlen(xmaterials[i].pTextureFilename) > 0)    
                        D3DXCreateTextureFromFile(g_device, xmaterials[i].pTextureFilename, 
            &g_mesh_textures[i]);    
                }

                material_buffer
            ->Release();

                
            // change model's height

                IDirect3DVertexBuffer9
            * vertex_buffer;
                g_mesh
            ->GetVertexBuffer(&vertex_buffer);

                sVertex
            * vertices;
                vertex_buffer
            ->Lock(00, (void**)&vertices, 0);
                
                DWORD num_vertices 
            = g_mesh->GetNumVertices();

                
            for(DWORD i = 0; i < num_vertices; i++)
                    vertices[i].y 
            = height_field(vertices[i].x, vertices[i].z);

                vertex_buffer
            ->Unlock();
                vertex_buffer
            ->Release();

                
            return true;
            }

            bool init_d3d(HWND hwnd)
            {
                g_d3d 
            = Direct3DCreate9(D3D_SDK_VERSION);

                
            if(g_d3d == NULL)
                    
            return false;

                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;

                
            if(FAILED(g_d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                              
            &d3dpp, &g_device)))
                {
                    
            return false;
                }
                
                
            if(! init_geometry())
                    
            return false;

                setup_view_proj_matrices();        

                g_device
            ->SetTextureStageState(0, D3DTSS_COLORARG1,        D3DTA_TEXTURE);
                g_device
            ->SetTextureStageState(0, D3DTSS_COLOROP,        D3DTOP_SELECTARG1);    
                g_device
            ->SetSamplerState(0, D3DSAMP_MINFILTER,    D3DTEXF_LINEAR);
                g_device
            ->SetSamplerState(0, D3DSAMP_MAGFILTER,    D3DTEXF_LINEAR);

                g_device
            ->SetRenderState(D3DRS_FOGCOLOR, 0xFFAAAA00);
                g_device
            ->SetRenderState(D3DRS_AMBIENT,  0xFFFFBB55);
                
                
            return true;
            }

            void cleanup()
            {
                delete[] g_mesh_materials;

                
            if(g_mesh_textures)
                {
                    
            for(DWORD i = 0; i < g_num_materials; i++)
                        release_com(g_mesh_textures[i]);

                    delete[] g_mesh_textures;
                }
                
                release_com(g_mesh);
                release_com(g_device);
                release_com(g_d3d);
            }

            void render()
            {
                g_device
            ->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(555), 1.0f0);

                g_device
            ->BeginScene();

                setup_world_matrix();

                
            for(DWORD i = 0; i < g_num_materials; i++)
                {
                    g_device
            ->SetMaterial(&g_mesh_materials[i]);
                    g_device
            ->SetTexture(0, g_mesh_textures[i]);

                    g_mesh
            ->DrawSubset(i);    
                }
                
                g_device
            ->EndScene();

                g_device
            ->Present(NULL, NULL, NULL, NULL);
            }

            LRESULT WINAPI WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
            {
                
            static float fog_start   = 50;
                
            static float fog_end     = 300;
                
            static float fog_density = 0.01f;

                
            switch(msg)
                {
                
            case WM_KEYDOWN:
                    
            switch(wParam)
                    {
                    
            case 48// press key "0", disable fog.
                        g_device->SetRenderState(D3DRS_FOGENABLE, FALSE);
                        
            break;

                    
            case 49// press key "1", enable linear fog.
                        g_device->SetRenderState(D3DRS_FOGENABLE,        TRUE);
                        g_device
            ->SetRenderState(D3DRS_FOGTABLEMODE,    D3DFOG_LINEAR);
                        g_device
            ->SetRenderState(D3DRS_FOGSTART,        *(DWORD*)&fog_start);
                        g_device
            ->SetRenderState(D3DRS_FOGEND,            *(DWORD*)&fog_end);
                        
            break;

                    
            case 50// press key "2", enable exp fog.
                        g_device->SetRenderState(D3DRS_FOGENABLE,        TRUE);
                        g_device
            ->SetRenderState(D3DRS_FOGTABLEMODE,    D3DFOG_EXP);
                        g_device
            ->SetRenderState(D3DRS_FOGDENSITY,        *(DWORD*)&fog_density);            
                        
            break;

                    
            case 51// press key "3", enable exp2 fog.
                        g_device->SetRenderState(D3DRS_FOGENABLE,        TRUE);
                        g_device
            ->SetRenderState(D3DRS_FOGTABLEMODE,    D3DFOG_EXP2);
                        g_device
            ->SetRenderState(D3DRS_FOGDENSITY,        *(DWORD*)&fog_density);            
                        
            break;

                    
            case VK_ESCAPE:
                        DestroyWindow(hwnd);
                        
            break;
                    }    

                    
            break;

                
            case WM_DESTROY:
                    PostQuitMessage(
            0);
                    
            return 0;
                }

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

            int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR, INT)
            {
                WNDCLASSEX wc;

                wc.cbSize            
            = sizeof(WNDCLASSEX);
                wc.style            
            = CS_CLASSDC;
                wc.lpfnWndProc        
            = WinProc;
                wc.cbClsExtra        
            = 0;
                wc.cbWndExtra        
            = 0;
                wc.hInstance        
            = inst;
                wc.hIcon            
            = NULL;
                wc.hCursor            
            = NULL;
                wc.hbrBackground    
            = NULL;
                wc.lpszMenuName        
            = NULL;
                wc.lpszClassName    
            = CLASS_NAME;
                wc.hIconSm            
            = NULL;

                
            if(! RegisterClassEx(&wc))
                    
            return -1;

                HWND hwnd 
            = CreateWindow(CLASS_NAME, "Direct3D App", WS_OVERLAPPEDWINDOW, 200100640480,
                                         NULL, NULL, wc.hInstance, NULL);    

                
            if(hwnd == NULL)
                    
            return -1;

                
            if(init_d3d(hwnd))
                {
                    ShowWindow(hwnd, SW_SHOWDEFAULT);
                    UpdateWindow(hwnd);

                    MSG msg;
                    ZeroMemory(
            &msg, sizeof(msg));

                    
            while(msg.message != WM_QUIT)
                    {
                        
            if(PeekMessage(&msg, NULL, 00, PM_REMOVE))
                        {
                            TranslateMessage(
            &msg);
                            DispatchMessage(
            &msg);
                        }
                            
                        render();
                        Sleep(
            10);
                    }
                }

                cleanup();
                UnregisterClass(CLASS_NAME, wc.hInstance);    

                
            return 0;
            }

             

            下載示例工程


            posted on 2008-05-11 18:01 lovedday 閱讀(835) 評論(0)  編輯 收藏 引用

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