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//#include <Windows.h>
//#include <mmsystem.h>
#include <d3dx9.h>
//-----------------------------------------------------------------------------
// 全局变量定义
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; // 创建D3D对象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Direct3D设备指针
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // 顶点缓冲区指针
HWND g_Wnd = NULL;
// 自定义的顶点类型
struct CUSTOMVERTEX
{
D3DXVECTOR3 position; // 顶点在3D中的位置(坐标)
DWORD color;
};
//我们自定义的灵活顶点格式包含未经过坐标转换的顶点坐标和包含漫反射颜色值
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
// 创建D3D对象.
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
// 建立结构来创建D3DDevice
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
// 创建D3DDevice
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
// 设置渲染状态关了D3DRS_CULLMODE,能看到前面和后面的三角形关于D3DRS_CULLMODE请查阅DIRECTX SDK相关
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
// 关了光照就能看到顶点的颜色了
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: 创建几何场景
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
// 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;
}
CUSTOMVERTEX* pVertices;
if( FAILED( g_pVB->Lock( 0, 0, (void**)&pVertices, 0 ) ) )
return E_FAIL;
//使用了简单的数学知识,大家看看便知。其中D3DX_PI也就是3.14159265358等sinf就是sin。cosf就是cos
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].color =0xff0000ff;
pVertices[2*i+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) );
pVertices[2*i+1].color =0xff0000ff;
}
g_pVB->Unlock();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: 释放系统资源
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if( g_pVB != NULL )
g_pVB->Release();
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
//获得视区结构的宽和高。留着下面有用
void GetViewportWidthHeight(int &Width,int &Height)
{
D3DVIEWPORT9 currentVP;
g_pd3dDevice->GetViewport(&currentVP);
Width=currentVP.Width;
Height=currentVP.Height ;
}
//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc:
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
D3DXMATRIX matWorld;//参数作为D3DXMatrixRotationX函数的输出
//建立一个绕X轴动态旋转的模型几何变换矩阵
UINT iTime = timeGetTime() % 1000;
FLOAT fAngle = iTime * (2.0f * D3DX_PI) / 1000.0f;//建立旋转的弧度值
D3DXMatrixRotationX( &matWorld, fAngle );//绕X轴
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );//转换到世界坐标系
//建立一个基于左手坐标系观察矩阵
D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );//观察点的坐标
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );//被观察点的坐标
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );//虚拟摄像机的向上向量
D3DXMATRIX matView;//生成观察矩阵存放的地址
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec);
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );//转换到取景变换矩阵
//建立一个透视投影矩阵
D3DXMATRIX matProj;
//第1个参数是透视投影矩阵存放地址
//第2个参数是和Y轴上的成像角度
//第3个参数是纵横比
//第4个参数是距相机的最近的距离
//第5个参数是距相机的最近的距离
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
//设置视区
RECT rect;
GetClientRect(g_Wnd,&rect);//g_Wnd为当前的绘图窗口句柄
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = rect.right;
vp.Height = rect.bottom;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
g_pd3dDevice->SetViewport(&vp);
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc:
//-----------------------------------------------------------------------------
VOID Render()
{
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
SetupMatrices();
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2*50-2 );
g_pd3dDevice->EndScene();
}
g_pd3dDevice-> resent( NULL, NULL, NULL, NULL );
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc:
//-----------------------------------------------------------------------------
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 );
}
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc:
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"Lid", NULL };
RegisterClassEx( &wc );
HWND hWnd = CreateWindow( "Lid", "Lid4 : Transform",
WS_OVERLAPPEDWINDOW, 0, 0, 480,480,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
g_Wnd=hWnd;
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
if( SUCCEEDED( InitGeometry() ) )
{
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
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();
}
}
}
UnregisterClass( "Lid", wc.hInstance );
return 0;
}
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