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            天行健 君子當自強而不息

            網格模型高級技術(14)

            使用cAnimMesh類包含3個步驟,首先在回調函數OnCreateDevice()中創建cAnimMesh類的實例:

            g_anim_mesh = new cAnimMesh();
            V_RETURN(g_anim_mesh->create(pd3dDevice, L"emr.x"));

            接著在回調函數OnFrameRender()中渲染網格模型:

            g_anim_mesh->render(&g_mat_world, fElapsedTime * 0.001);

            最后在回調函數OnDestroy()中釋放網格模型:

            g_anim_mesh->destroy();

             

            運行截圖:


             

            主程序:

            #include "dxstdafx.h"
            #include "resource.h"
            #include "AnimMesh.h"

            #pragma warning(disable : 4127 4995)

            #define  IDC_TOGGLE_FULLSCREEN    1
            #define  IDC_TOGGLE_REF            2
            #define  IDC_CHANGE_DEVICE        3

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

            ID3DXFont*                    g_font;
            ID3DXSprite*                g_text_sprite;
            bool                         g_show_help;

            CDXUTDialogResourceManager    g_dlg_resource_manager;
            CD3DSettingsDlg                g_settings_dlg;
            CDXUTDialog                    g_button_dlg;

            cAnimMesh*                    g_anim_mesh;
            D3DXMATRIX                    g_mat_world;

            //--------------------------------------------------------------------------------------
            // Rejects any devices that aren't acceptable by returning false
            //--------------------------------------------------------------------------------------
            bool  CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, 
                                              D3DFORMAT BackBufferFormat, 
            bool  bWindowed,  void * pUserContext )
            {
                
            // Typically want to skip backbuffer formats that don't support alpha blending

                IDirect3D9* pD3D = DXUTGetD3DObject(); 

                
            if ( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType, AdapterFormat, 
                                D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
                    
            return   false ;

                
            return   true ;
            }


            //--------------------------------------------------------------------------------------
            // Before a device is created, modify the device settings as needed.
            //--------------------------------------------------------------------------------------
            bool  CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings,  const  D3DCAPS9* pCaps,  void * pUserContext )
            {
                
            // If video card does not support hardware vertex processing, then uses sofaware vertex processing.
                 if ((pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
                    pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;

                
            static   bool  is_first_time =  true ;

                
            if (is_first_time)
                {
                    is_first_time = 
            false ;

                    
            // if using reference device, then pop a warning message box.
                     if (pDeviceSettings->DeviceType == D3DDEVTYPE_REF)
                        DXUTDisplaySwitchingToREFWarning();
                }

                
            return   true ;
            }


            //--------------------------------------------------------------------------------------
            // Create any D3DPOOL_MANAGED resources here 
            //--------------------------------------------------------------------------------------
            HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, 
                                             
            const  D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                             
            void * pUserContext )
            {
                HRESULT    hr;

                V_RETURN(g_dlg_resource_manager.OnCreateDevice(pd3dDevice));
                V_RETURN(g_settings_dlg.OnCreateDevice(pd3dDevice));

                D3DXCreateFont(pd3dDevice, 18, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
                               DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_font);
                
                g_anim_mesh = 
            new  cAnimMesh();
                V_RETURN(g_anim_mesh->create(pd3dDevice, L"emr.x"));

                
            return  S_OK;
            }


            //--------------------------------------------------------------------------------------
            // Create any D3DPOOL_DEFAULT resources here 
            //--------------------------------------------------------------------------------------
            HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, 
                                            
            const  D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                            
            void * pUserContext )
            {
                HRESULT hr;

                V_RETURN(g_dlg_resource_manager.OnResetDevice());
                V_RETURN(g_settings_dlg.OnResetDevice());
                V_RETURN(g_font->OnResetDevice());
                V_RETURN(D3DXCreateSprite(pd3dDevice, &g_text_sprite));

                
            // set dialog position and size

                g_button_dlg.SetLocation(pBackBufferSurfaceDesc->Width - 170, 0);
                g_button_dlg.SetSize(170, 170);

                
            // setup view matrix

                D3DXMATRIX mat_view;
                D3DXVECTOR3 eye(0.0f, 0.0f,   -50.0f);
                D3DXVECTOR3  at(0.0f, 0.0f,    0.0f);
                D3DXVECTOR3  up(0.0f, 1.0f,    0.0f);

                D3DXMatrixLookAtLH(&mat_view, &eye, &at, &up);
                pd3dDevice->SetTransform(D3DTS_VIEW, &mat_view);

                
            // set projection matrix
                D3DXMATRIX mat_proj;    
                D3DXMatrixPerspectiveFovLH(&mat_proj, D3DX_PI/4, 1.0f, 1.0f, 100.0f);
                pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_proj);

                
            // setup light
                
                D3DLIGHT9 light;
                ZeroMemory(&light, 
            sizeof (D3DLIGHT9));

                light.Type       = D3DLIGHT_DIRECTIONAL;
                light.Diffuse.r  = 1.0f;
                light.Diffuse.g  = 1.0f;
                light.Diffuse.b  = 1.0f;
                light.Range         = 1000.0f;

                D3DXVECTOR3 light_dir(0.0f, -1.0f, 1.0f);    
                D3DXVec3Normalize((D3DXVECTOR3*) &light.Direction, &light_dir);
                pd3dDevice->SetLight(0, &light);
                pd3dDevice->LightEnable(0, TRUE);
                pd3dDevice->SetRenderState(D3DRS_LIGHTING, TRUE);

                pd3dDevice->SetRenderState(D3DRS_AMBIENT, 0x00FFFFFF);

                
            return  S_OK;
            }

            //--------------------------------------------------------------------------------------
            // Release resources created in the OnResetDevice callback here 
            //--------------------------------------------------------------------------------------
            void  CALLBACK OnLostDevice(  void * pUserContext )
            {
                g_dlg_resource_manager.OnLostDevice();
                g_settings_dlg.OnLostDevice();
                g_font->OnLostDevice();

                release_com(g_text_sprite);
            }


            //--------------------------------------------------------------------------------------
            // Release resources created in the OnCreateDevice callback here
            //--------------------------------------------------------------------------------------
            void  CALLBACK OnDestroyDevice(  void * pUserContext )
            {
                g_dlg_resource_manager.OnDestroyDevice();
                g_settings_dlg.OnDestroyDevice();    

                release_com(g_font);

                g_anim_mesh->destroy();
            }

            //--------------------------------------------------------------------------------------
            // Handle updates to the scene
            //--------------------------------------------------------------------------------------
            void  CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice,  double  fTime,  float  fElapsedTime,  void * pUserContext )
            {
                D3DXMATRIX mat_trans, mat_rot_x, mat_rot_y;

                D3DXMatrixRotationX(&mat_rot_x, -D3DX_PI / 2);
                D3DXMatrixRotationY(&mat_rot_y, timeGetTime() / 1000.0f);
                D3DXMatrixTranslation(&mat_trans, 0.0f, -8.0f, 0.0f);
                    
                g_mat_world = mat_rot_x * mat_rot_y * mat_trans;
            }

            //--------------------------------------------------------------------------------------
            // Render the helper information
            //--------------------------------------------------------------------------------------
            void  RenderText()
            {
                CDXUTTextHelper text_helper(g_font, g_text_sprite, 20);
                
                text_helper.Begin();

                
            // show frame and device states
                text_helper.SetInsertionPos(5, 5);
                text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 0.475f, 0.0f, 1.0f) );
                text_helper.DrawTextLine( DXUTGetFrameStats(
            true ) );
                text_helper.DrawTextLine( DXUTGetDeviceStats() );

                
            // show helper information
                
                
            const  D3DSURFACE_DESC* surface_desc = DXUTGetBackBufferSurfaceDesc();

                
            if (g_show_help)
                {
                    text_helper.SetInsertionPos(10, surface_desc->Height - 15 * 6);
                    text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 0.475f, 0.0f, 1.0f) );
                    text_helper.DrawTextLine(L"Controls (F1 to hide):");
                    
                    text_helper.SetInsertionPos(40, surface_desc->Height - 15 * 4);
                    text_helper.DrawTextLine(L"Quit: ESC");
                }
                
            else
                {
                    text_helper.SetInsertionPos(10, surface_desc->Height - 15 * 4);
                    text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f) );
                    text_helper.DrawTextLine(L"Press F1 for help");
                }

                text_helper.End();
            }

            //--------------------------------------------------------------------------------------
            // Render the scene 
            //--------------------------------------------------------------------------------------
            void  CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice,  double  fTime,  float  fElapsedTime,  void * pUserContext )
            {
                HRESULT hr;

                
            if (g_settings_dlg.IsActive())
                {
                    g_settings_dlg.OnRender(fElapsedTime);
                    
            return ;
                }

                
            // Clear the render target and the zbuffer 
                V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 64, 16, 16), 1.0f, 0) );

                
            // Render the scene
                 if ( SUCCEEDED( pd3dDevice->BeginScene() ) )
                {                            
                    g_anim_mesh->render(&g_mat_world, fElapsedTime * 0.001);
                    RenderText();
                    V(g_button_dlg.OnRender(fElapsedTime));

                    V( pd3dDevice->EndScene() );
                }
            }


            //--------------------------------------------------------------------------------------
            // Handle messages to the application 
            //--------------------------------------------------------------------------------------
            LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                                      
            bool * pbNoFurtherProcessing,  void * pUserContext )
            {
                *pbNoFurtherProcessing = g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam);
                
            if (*pbNoFurtherProcessing)
                    
            return  0;

                
            if (g_settings_dlg.IsActive())
                {
                    g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
                    
            return  0;
                }

                *pbNoFurtherProcessing = g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
                
            if (*pbNoFurtherProcessing)
                    
            return  0;

                
            return  0;
            }


            //--------------------------------------------------------------------------------------
            // Handle keybaord event
            //--------------------------------------------------------------------------------------
            void  CALLBACK OnKeyboardProc(UINT charater,  bool  is_key_down,  bool  is_alt_down,  void * user_context)
            {
                
            if (is_key_down)
                {
                    
            switch (charater)
                    {
                    
            case  VK_F1:
                        g_show_help = !g_show_help;
                        
            break ;
                    }
                }
            }

            //--------------------------------------------------------------------------------------
            // Handle events for controls
            //--------------------------------------------------------------------------------------
            void  CALLBACK OnGUIEvent(UINT  event int  control_id, CDXUTControl* control,  void * user_context)
            {
                
            switch (control_id)
                {
                
            case  IDC_TOGGLE_FULLSCREEN:
                    DXUTToggleFullScreen();
                    
            break ;

                
            case  IDC_TOGGLE_REF:
                    DXUTToggleREF();
                    
            break ;

                
            case  IDC_CHANGE_DEVICE:
                    g_settings_dlg.SetActive(
            true );
                    
            break ;
                }
            }

            //--------------------------------------------------------------------------------------
            // Initialize dialogs
            //--------------------------------------------------------------------------------------
            void  InitDialogs()
            {
                g_settings_dlg.Init(&g_dlg_resource_manager);
                g_button_dlg.Init(&g_dlg_resource_manager);

                g_button_dlg.SetCallback(OnGUIEvent);

                
            int  x = 35, y = 10, width = 125, height = 22;

                g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L"Toggle full screen", x, y,         width, height);
                g_button_dlg.AddButton(IDC_TOGGLE_REF,          L"Toggle REF (F3)",     x, y += 24, width, height);
                g_button_dlg.AddButton(IDC_CHANGE_DEVICE,      L"Change device (F2)", x, y += 24, width, height, VK_F2);    
            }

            //--------------------------------------------------------------------------------------
            // Initialize everything and go into a render loop
            //--------------------------------------------------------------------------------------
            INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR,  int  )
            {
                
            // Enable run-time memory check for debug builds.
            #if  defined(DEBUG) | defined(_DEBUG)
                _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
            #endif

                
            // Set the callback functions
                DXUTSetCallbackDeviceCreated( OnCreateDevice );
                DXUTSetCallbackDeviceReset( OnResetDevice );
                DXUTSetCallbackDeviceLost( OnLostDevice );
                DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
                DXUTSetCallbackMsgProc( MsgProc );
                DXUTSetCallbackFrameRender( OnFrameRender );
                DXUTSetCallbackFrameMove( OnFrameMove );
                DXUTSetCallbackKeyboard(OnKeyboardProc);
               
                
            // TODO: Perform any application-level initialization here
                InitDialogs();

                
            // Initialize DXUT and create the desired Win32 window and Direct3D device for the application
                DXUTInit(  true true true  );  // Parse the command line, handle the default hotkeys, and show msgboxes
                DXUTSetCursorSettings(  true true  );  // Show the cursor and clip it when in full screen
                DXUTCreateWindow( L"Use DXUT Mesh File Class" );
                DXUTCreateDevice( D3DADAPTER_DEFAULT, 
            true , 640, 480, IsDeviceAcceptable, ModifyDeviceSettings );

                
            // Start the render loop
                DXUTMainLoop();

                
            // TODO: Perform any application-level cleanup here

                
            return  DXUTGetExitCode();
            }
             

            下載示例工程

            posted on 2008-06-11 16:02 lovedday 閱讀(2004) 評論(0)  編輯 收藏 引用

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