光照和材质示例程序
在程序中可以根据需要按以下步骤添加光照效果:
(1)激活光照运算。
(2)设置物体表面材质。材质属性是针对整个图形系统的,如果场景中的物体具有不同的材质属性,在渲染物体前要分别设置其材质属性。
(3)设置光源。Direct3D在一个场景中最多支持8个光源,对每个设置好的光源还要设置是否启用。
运行截图:

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;
IDirect3DVertexBuffer9* g_vertex_buffer;
struct sCustomVertex
{
D3DXVECTOR3 position;
D3DXVECTOR3 normal;
};
#define D3DFVF_CUSTOM_VERTEX (D3DFVF_XYZ | D3DFVF_NORMAL)
void init_geometry()
{
g_device->CreateVertexBuffer(50 * 2 * sizeof(sCustomVertex), 0, D3DFVF_CUSTOM_VERTEX, D3DPOOL_DEFAULT,
&g_vertex_buffer, NULL);
sCustomVertex* vertices;
g_vertex_buffer->Lock(0, 0, (void**)&vertices, 0);
for(int i = 0; i < 50; i++)
{
float theta = (2 * D3DX_PI * i) / (50 - 1);
vertices[2 * i + 0].position = D3DXVECTOR3(sin(theta), -1.0f, cos(theta));
vertices[2 * i + 0].normal = D3DXVECTOR3(sin(theta), 0.0f, cos(theta));
vertices[2 * i + 1].position = D3DXVECTOR3(sin(theta), 1.0f, cos(theta));
vertices[2 * i + 1].normal = D3DXVECTOR3(sin(theta), 0.0f, cos(theta));
}
g_vertex_buffer->Unlock();
}
void setup_matrices()
{
// build world matrix
D3DXMATRIX mat_world;
D3DXMatrixIdentity(&mat_world);
g_device->SetTransform(D3DTS_WORLD, &mat_world);
// setup view matrix
D3DXVECTOR3 eye(0.0f, 3.0f, -5.0f);
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/4, 1.33f, 1.0f, 100.0f);
g_device->SetTransform(D3DTS_PROJECTION, &mat_proj);
}
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; // Direct3D will manage depth buffers for the application
d3dpp.AutoDepthStencilFormat = D3DFMT_D16; // 16-bit z-buffer bit depth
if(FAILED(g_d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_device)))
{
return false;
}
init_geometry();
setup_matrices();
g_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
return true;
}
void cleanup()
{
release_com(g_vertex_buffer);
release_com(g_device);
release_com(g_d3d);
}
void setup_material_light()
{
// setup material
D3DMATERIAL9 material;
ZeroMemory(&material, sizeof(material));
material.Diffuse.r = material.Ambient.r = 0.0f;
material.Diffuse.g = material.Ambient.g = 1.0f;
material.Diffuse.b = material.Ambient.b = 1.0f;
material.Diffuse.a = material.Ambient.a = 0.0f;
g_device->SetMaterial(&material);
// setup light
D3DLIGHT9 light;
ZeroMemory(&light, sizeof(light));
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse.r = 1.0f;
light.Diffuse.g = 0.8f;
light.Diffuse.b = 1.0f;
float time = timeGetTime() / 350.0f;
light.Direction= D3DXVECTOR3(cosf(time), 1.0f, sinf(time));
g_device->SetLight(0, &light);
g_device->LightEnable(0, TRUE);
g_device->SetRenderState(D3DRS_AMBIENT, 0x00777777);
}
void render()
{
g_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(5, 5, 5), 1.0f, 0);
g_device->BeginScene();
setup_material_light();
g_device->SetStreamSource(0, g_vertex_buffer, 0, sizeof(sCustomVertex));
g_device->SetFVF(D3DFVF_CUSTOM_VERTEX);
g_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2 * 50 - 2);
g_device->EndScene();
g_device->Present(NULL, NULL, NULL, NULL);
}
LRESULT WINAPI WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
case WM_KEYDOWN:
if(wParam == VK_ESCAPE)
DestroyWindow(hwnd);
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, 200, 100, 640, 480,
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, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
render();
}
}
cleanup();
UnregisterClass(CLASS_NAME, wc.hInstance);
return 0;
}