天行健 君子当自强而不息

Direct3D中的雾化(2)

像素雾化示例程序

添加像素雾化效果也需要对Direct3D渲染设备进行三方面的设置:启用雾化效果、设置雾化混合因子计算公式、设置雾化参数。添加像素雾化效果和添加顶点雾化效果基本相同,唯一的区别是雾化混合因子计算公式的设置。像素雾化混合因子计算公式也是采用函数IDirect3DDevice9::SetRenderState()设置,不同的是第一个参数需要设置为D3DRS_FOGTABLEMODE。设置雾化混合因子计算公式的代码如下:

		case WM_KEYDOWN:
switch(wParam)
{
case 48: // press key "0", disable fog.
g_device->SetRenderState(D3DRS_FOGENABLE, FALSE);
break;
		case 49: // press key "1", enable linear fog.
g_device->SetRenderState(D3DRS_FOGENABLE, TRUE);
g_device->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
g_device->SetRenderState(D3DRS_FOGSTART, *(DWORD*)&fog_start);
g_device->SetRenderState(D3DRS_FOGEND, *(DWORD*)&fog_end);
break;
		case 50: // press key "2", enable exp fog.
g_device->SetRenderState(D3DRS_FOGENABLE, TRUE);
g_device->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_EXP);
g_device->SetRenderState(D3DRS_FOGDENSITY, *(DWORD*)&fog_density);
break;
		case 51: // press key "3", enable exp2 fog.
g_device->SetRenderState(D3DRS_FOGENABLE, TRUE);
g_device->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_EXP2);
g_device->SetRenderState(D3DRS_FOGDENSITY, *(DWORD*)&fog_density);
break;
		case VK_ESCAPE:
DestroyWindow(hwnd);
break;
}
		break;

 

示例截图:

 

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;

ID3DXMesh
*                g_mesh;
D3DMATERIAL9
*            g_mesh_materials;
IDirect3DTexture9
**        g_mesh_textures;
DWORD                    g_num_materials;

struct sVertex 

    
float x, y, z;
    
float u, v;
};

inline 
float height_field(float x, float z)
{
    
float y = 0.0f;

    y 
+= 10.0f * cosf(0.051f * x) * sinf(0.055f * x);
    y 
+= 10.0f * cosf(0.053f * z) * sinf(0.057f * z);
    y 
+= 2.0f  * cosf(0.101f * x) * sinf(0.105f * x);
    y 
+= 2.0f  * cosf(0.103f * z) * sinf(0.107f * z);
    y 
+= 2.0f  * cosf(0.251f * x) * sinf(0.255f * x);
    y 
+= 2.0f  * cosf(0.253f * z) * sinf(0.257f * z);

    
return y;
}

void setup_world_matrix()
{
    D3DXMATRIX mat_world;
    D3DXMatrixRotationY(
&mat_world, timeGetTime() / 1000.0f);
    g_device
->SetTransform(D3DTS_WORLD, &mat_world);
}

void setup_view_proj_matrices()
{
    
// setup view matrix

    D3DXVECTOR3 eye(
0.0f30.0f-100.0f);
    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/41.0f1.0f500.0f);
    g_device
->SetTransform(D3DTS_PROJECTION, &mat_proj);
}

bool init_geometry()
{
    ID3DXBuffer
* material_buffer;

    
/*
     D3DXLoadMeshFromXA(
        LPCSTR pFilename, 
        DWORD Options, 
        LPDIRECT3DDEVICE9 pD3DDevice, 
        LPD3DXBUFFER *ppAdjacency,
        LPD3DXBUFFER *ppMaterials, 
        LPD3DXBUFFER *ppEffectInstances, 
        DWORD *pNumMaterials,
        LPD3DXMESH *ppMesh);
    
*/

    
if(FAILED(D3DXLoadMeshFromX("seafloor.x", D3DXMESH_SYSTEMMEM, g_device, NULL, &material_buffer, NULL,
                                
&g_num_materials, &g_mesh)))
    {
        MessageBox(NULL, 
"Could not find seafloor.x""ERROR", MB_OK);
        
return false;
    }

    D3DXMATERIAL
* xmaterials = (D3DXMATERIAL*) material_buffer->GetBufferPointer();

    g_mesh_materials 
= new D3DMATERIAL9[g_num_materials];
    g_mesh_textures     
= new IDirect3DTexture9*[g_num_materials];

    
for(DWORD i = 0; i < g_num_materials; i++)
    {
        g_mesh_materials[i] 
= xmaterials[i].MatD3D;

        
// set ambient reflected coefficient, because .x file do not set it.
        g_mesh_materials[i].Ambient = g_mesh_materials[i].Diffuse;

        g_mesh_textures[i] 
= NULL;

        
if(xmaterials[i].pTextureFilename != NULL && strlen(xmaterials[i].pTextureFilename) > 0)    
            D3DXCreateTextureFromFile(g_device, xmaterials[i].pTextureFilename, 
&g_mesh_textures[i]);    
    }

    material_buffer
->Release();

    
// change model's height

    IDirect3DVertexBuffer9
* vertex_buffer;
    g_mesh
->GetVertexBuffer(&vertex_buffer);

    sVertex
* vertices;
    vertex_buffer
->Lock(00, (void**)&vertices, 0);
    
    DWORD num_vertices 
= g_mesh->GetNumVertices();

    
for(DWORD i = 0; i < num_vertices; i++)
        vertices[i].y 
= height_field(vertices[i].x, vertices[i].z);

    vertex_buffer
->Unlock();
    vertex_buffer
->Release();

    
return true;
}

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;
    d3dpp.AutoDepthStencilFormat    
= D3DFMT_D16;

    
if(FAILED(g_d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                  
&d3dpp, &g_device)))
    {
        
return false;
    }
    
    
if(! init_geometry())
        
return false;

    setup_view_proj_matrices();        

    g_device
->SetTextureStageState(0, D3DTSS_COLORARG1,        D3DTA_TEXTURE);
    g_device
->SetTextureStageState(0, D3DTSS_COLOROP,        D3DTOP_SELECTARG1);    
    g_device
->SetSamplerState(0, D3DSAMP_MINFILTER,    D3DTEXF_LINEAR);
    g_device
->SetSamplerState(0, D3DSAMP_MAGFILTER,    D3DTEXF_LINEAR);

    g_device
->SetRenderState(D3DRS_FOGCOLOR, 0xFFAAAA00);
    g_device
->SetRenderState(D3DRS_AMBIENT,  0xFFFFBB55);
    
    
return true;
}

void cleanup()
{
    delete[] g_mesh_materials;

    
if(g_mesh_textures)
    {
        
for(DWORD i = 0; i < g_num_materials; i++)
            release_com(g_mesh_textures[i]);

        delete[] g_mesh_textures;
    }
    
    release_com(g_mesh);
    release_com(g_device);
    release_com(g_d3d);
}

void render()
{
    g_device
->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(555), 1.0f0);

    g_device
->BeginScene();

    setup_world_matrix();

    
for(DWORD i = 0; i < g_num_materials; i++)
    {
        g_device
->SetMaterial(&g_mesh_materials[i]);
        g_device
->SetTexture(0, g_mesh_textures[i]);

        g_mesh
->DrawSubset(i);    
    }
    
    g_device
->EndScene();

    g_device
->Present(NULL, NULL, NULL, NULL);
}

LRESULT WINAPI WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    
static float fog_start   = 50;
    
static float fog_end     = 300;
    
static float fog_density = 0.01f;

    
switch(msg)
    {
    
case WM_KEYDOWN:
        
switch(wParam)
        {
        
case 48// press key "0", disable fog.
            g_device->SetRenderState(D3DRS_FOGENABLE, FALSE);
            
break;

        
case 49// press key "1", enable linear fog.
            g_device->SetRenderState(D3DRS_FOGENABLE,        TRUE);
            g_device
->SetRenderState(D3DRS_FOGTABLEMODE,    D3DFOG_LINEAR);
            g_device
->SetRenderState(D3DRS_FOGSTART,        *(DWORD*)&fog_start);
            g_device
->SetRenderState(D3DRS_FOGEND,            *(DWORD*)&fog_end);
            
break;

        
case 50// press key "2", enable exp fog.
            g_device->SetRenderState(D3DRS_FOGENABLE,        TRUE);
            g_device
->SetRenderState(D3DRS_FOGTABLEMODE,    D3DFOG_EXP);
            g_device
->SetRenderState(D3DRS_FOGDENSITY,        *(DWORD*)&fog_density);            
            
break;

        
case 51// press key "3", enable exp2 fog.
            g_device->SetRenderState(D3DRS_FOGENABLE,        TRUE);
            g_device
->SetRenderState(D3DRS_FOGTABLEMODE,    D3DFOG_EXP2);
            g_device
->SetRenderState(D3DRS_FOGDENSITY,        *(DWORD*)&fog_density);            
            
break;

        
case VK_ESCAPE:
            DestroyWindow(hwnd);
            
break;
        }    

        
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();
            Sleep(
10);
        }
    }

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

    
return 0;
}

 

下载示例工程


posted on 2008-05-11 18:01 lovedday 阅读(799) 评论(0)  编辑 收藏 引用


只有注册用户登录后才能发表评论。
网站导航: 博客园   IT新闻   BlogJava   知识库   博问   管理


公告

导航

统计

常用链接

随笔分类(178)

3D游戏编程相关链接

搜索

最新评论