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//============================================================================
// Desc: 纹理阶段混合状态
//============================================================================
#include <d3dx9.h>


//-----------------------------------------------------------------------------
// Desc: 全局变量
//-----------------------------------------------------------------------------
LPDIRECT3D9               g_pD3D        = NULL;  //Direct3D对象
LPDIRECT3DDEVICE9         g_pd3dDevice  = NULL;  //Direct3D设备对象
LPDIRECT3DVERTEXBUFFER9   g_pVB         = NULL;  //顶点缓冲区对象
LPDIRECT3DTEXTURE9        g_pTexture    = NULL;  //纹理对象


//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
    D3DXVECTOR3 position;   
//顶点位置
    D3DXVECTOR3 normal;     //顶点法线
    FLOAT       tu, tv;     //顶点纹理坐标
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)


//-----------------------------------------------------------------------------
// Desc: 设置变换矩阵
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
    
//建立并设置世界矩阵
    D3DXMATRIXA16 matWorld;
    D3DXMatrixIdentity( 
&matWorld );
    g_pd3dDevice
->SetTransform( D3DTS_WORLD, &matWorld );

    
//建立并设置观察矩阵
    D3DXVECTOR3 vEyePt( 0.0f3.0f,-5.0f );
    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 );

    
//建立并设置投影矩阵
    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH( 
&matProj, D3DX_PI/41.0f1.0f100.0f );
    g_pd3dDevice
->SetTransform( D3DTS_PROJECTION, &matProj );
}


//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    
//创建Direct3D对象, 该对象用于创建Direct3D设备对象
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        
return E_FAIL;

    
//设置D3DPRESENT_PARAMETERS结构, 准备创建Direct3D设备对象
    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;

    
//创建Direct3D设备对象
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      
&d3dpp, &g_pd3dDevice ) ) )
    {
        
return E_FAIL;
    }

    
//设置渲染状态
    g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); //剔除模式设置(重剑:注释掉这句只看到里面一半圆柱)
    g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );          //启用深度测试(重剑:注释掉没看出啥不同,有这句渲染效率会提高?
    g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, TRUE);     //启用镜面反射光照模型(重剑:注释掉没看出啥不同

    
//设置纹理渲染状态
    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_MODULATE );  //默认设置
    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    g_pd3dDevice
->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
    
    g_pd3dDevice
->SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_DISABLE );

    
//设置纹理过滤方式
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
    g_pd3dDevice
->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );

    
//设置变换矩阵
    SetupMatrices();

    
return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 设置材质和灯光
//-----------------------------------------------------------------------------
VOID SetupLight()
{
     
//设置材质
    D3DMATERIAL9 mtrl;
    ZeroMemory( 
&mtrl, sizeof(D3DMATERIAL9) );
    mtrl.Diffuse.r 
= mtrl.Ambient.r = 1.0f;
    mtrl.Diffuse.g 
= mtrl.Ambient.g = 1.0f;
    mtrl.Diffuse.b 
= mtrl.Ambient.b = 1.0f;
    mtrl.Diffuse.a 
= mtrl.Ambient.a = 1.0f;
    g_pd3dDevice
->SetMaterial( &mtrl );

    
//设置灯光
    D3DXVECTOR3 vecDir;
    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;
    
// 重剑:方向光,x和z变,y不变
    vecDir = D3DXVECTOR3(cosf(timeGetTime()/350.0f),
                         
1.0f,
                         sinf(timeGetTime()
/350.0f) );
    D3DXVec3Normalize( (D3DXVECTOR3
*)&light.Direction, &vecDir );
    light.Range       
= 1000.0f;
    g_pd3dDevice
->SetLight( 0&light );
    g_pd3dDevice
->LightEnable( 0, TRUE );
    g_pd3dDevice
->SetRenderState( D3DRS_LIGHTING, TRUE ); //默认设置

    
//设置环境光
    g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00808080 );
}


//-----------------------------------------------------------------------------
// Desc: 创建场景图形(纹理和顶点缓冲区)
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
    
//创建纹理对象
    if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, L"texture.jpg"&g_pTexture ) ) )
    {
       MessageBox(NULL, L
"创建纹理失败", L"Texture.exe", MB_OK);
       
return E_FAIL;
    }

    
//创建顶点缓冲区
    if( FAILED( g_pd3dDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX),
                                                  
0, D3DFVF_CUSTOMVERTEX,
                                                  D3DPOOL_DEFAULT, 
&g_pVB, NULL ) ) )
    {
        
return E_FAIL;
    }

    
//填充顶点缓冲区
    CUSTOMVERTEX* pVertices;
    
if( FAILED( g_pVB->Lock( 00, (void**)&pVertices, 0 ) ) )
        
return E_FAIL;
    
for( DWORD i=0; i<50; i++ )
    {
        FLOAT theta 
= (2*D3DX_PI*i)/(50-1);
        pVertices[
2*i+0].position = D3DXVECTOR3( sinf(theta),-1.0f, cosf(theta) );
        pVertices[
2*i+0].normal   = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
        pVertices[
2*i+0].tu       = ((FLOAT)i)/(50-1);
        pVertices[
2*i+0].tv       = 1.0f;

        pVertices[
2*i+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) );
        pVertices[
2*i+1].normal   = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
        pVertices[
2*i+1].tu       = ((FLOAT)i)/(50-1);
        pVertices[
2*i+1].tv       = 0.0f;
    }
    g_pVB
->Unlock();

    
return S_OK;
}


//-----------------------------------------------------------------------------
// Name: 释放创建的对象
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    
//释放纹理对象
     if( g_pTexture != NULL )
        g_pTexture
->Release();

    
//释放顶点缓冲区对象
    if( g_pVB != NULL )
        g_pVB
->Release();

    
//释放Direct3D对象
    if( g_pd3dDevice != NULL )
        g_pd3dDevice
->Release();

    
//释放Direct3D对象
    if( g_pD3D != NULL )
        g_pD3D
->Release();
}


//-----------------------------------------------------------------------------
// Desc: 渲染图形 
//-----------------------------------------------------------------------------
VOID Render()
{
    
//清除后缓冲区和深度缓冲区
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
                         D3DCOLOR_XRGB(
4550170), 1.0f0 );

    
//开始在后台缓冲区绘制图形
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
        
//设置材料和灯光, 因为灯光属性不断变化,所以在此设置
        SetupLight(); 

        
//在后台缓冲区绘制图形
        g_pd3dDevice->SetTexture( 0, g_pTexture );  //设置纹理(重剑:在圆柱表面贴张图
        g_pd3dDevice->SetStreamSource( 0, g_pVB, 0sizeof(CUSTOMVERTEX) );
        g_pd3dDevice
->SetFVF( D3DFVF_CUSTOMVERTEX );
        g_pd3dDevice
->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02*50-2 );

        
//结束在后台缓冲区绘制图形
        g_pd3dDevice->EndScene();
    }

    
//将在后台缓冲区绘制的图形提交到前台缓冲区显示
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}


//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    
switch( msg )
    {
    
case WM_DESTROY:
        Cleanup();
        PostQuitMessage( 
0 );
        
return 0;
    }

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


//--------------------------------------------------------
// Desc: 入口函数
//--------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
    
//注册窗口类
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L0L,
                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                      L
"ClassName", NULL };
    RegisterClassEx( 
&wc );

    
//创建窗口
    HWND hWnd = CreateWindow( L"ClassName", L"纹理阶段混合状态",
                              WS_OVERLAPPEDWINDOW, 
200100500500,
                              GetDesktopWindow(), NULL, wc.hInstance, NULL );

    
//初始化Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    {
        
//创建场景图形
        if( SUCCEEDED( InitGeometry() ) )
        {
            
//显示窗口
            ShowWindow( hWnd, SW_SHOWDEFAULT );
            UpdateWindow( hWnd );

            
//进入消息循环
            MSG msg;
            ZeroMemory( 
&msg, sizeof(msg) );
            
while( msg.message!=WM_QUIT )
            {
                
if( PeekMessage( &msg, NULL, 0U0U, PM_REMOVE ) )
                {
                    TranslateMessage( 
&msg );
                    DispatchMessage( 
&msg );
                }
                
else
                {
                    Render();  
//渲染图形
                }
            }
        }
    }

    UnregisterClass( L
"ClassName", wc.hInstance );
    
return 0;
}











posted on 2008-03-25 16:46 七星重剑 阅读(397) 评论(0)  编辑 收藏 引用 所属分类: Game Graphics

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