 
//============================================================================
// 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( 0.0f, 3.0f,-5.0f );
    D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
    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/4, 1.0f, 1.0f, 100.0f );
    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( 0, 0, (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(45, 50, 170), 1.0f, 0 );
    //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, 0, sizeof(CUSTOMVERTEX) );
        g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
        g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2*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, 0L, 0L,
                      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, 200, 100, 500, 500,
                              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, 0U, 0U, 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(420) 
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