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光照与材质(4)

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(00, (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(
0.0f3.0f-5.0f);
    D3DXVECTOR3 at(
0.0f0.0f0.0f);
    D3DXVECTOR3 up(
0.0f1.0f0.0f);

    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/41.33f1.0f100.0f);
    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(555), 1.0f0);

    g_device
->BeginScene();

    setup_material_light();

    g_device
->SetStreamSource(0, g_vertex_buffer, 0sizeof(sCustomVertex));
    g_device
->SetFVF(D3DFVF_CUSTOM_VERTEX);
    g_device
->DrawPrimitive(D3DPT_TRIANGLESTRIP, 02 * 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, 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();
        }
    }

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

    
return 0;
}

 

posted on 2008-05-04 14:59 lovedday 阅读(654) 评论(0)  编辑 收藏 引用


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