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#include <d3dx9.h>
//-----------------------------------------------------------------------------
// 全局变量
//-----------------------------------------------------------------------------
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
// 我们在程序中激活了了光照计算,那么在顶点缓冲区中必须包含顶点的法线向量信息
struct CUSTOMVERTEX
{
D3DXVECTOR3 position;
D3DXVECTOR3 normal; // 顶点的法线向量
};
//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顶点格式法线向量
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc:
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
//程序中进行深度测试能够处理三位物体相对于观察点的前后关系。如果要进行深度测试则必须在创建DIRECT3D设备时创建深度缓冲区
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;//DIRECT3D创建并管理一个深度缓冲区
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;//深度缓冲区中的每个像素由16位的整数值表示
//
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
//关掉剔除
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc:
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
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;
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+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) );
pVertices[2*i+1].normal = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) );
}
g_pVB->Unlock();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc:
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if( g_pVB != NULL )
g_pVB->Release();
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc:
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity( &matWorld );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
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
D3DXMATRIXA16 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
D3DXMATRIXA16 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 );
}
//-----------------------------------------------------------------------------
// Name: SetupLights()
// Desc:
//-----------------------------------------------------------------------------
VOID SetupLights()//定义了物体的材质属性
{
D3DMATERIAL9 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
//使环境光的颜色和漫反色的颜色相等,是一个反射100%红光,100%绿光的材质表面
mtrl.Diffuse.r = mtrl.Ambient.r = 1.0f;
mtrl.Diffuse.g = mtrl.Ambient.g = 1.0f;
mtrl.Diffuse.b = mtrl.Ambient.b = 0.0f;
mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;
g_pd3dDevice->SetMaterial( &mtrl );
//在DIRECT3D程序中设置一个太阳光
D3DXVECTOR3 vecDir;
D3DLIGHT9 light;
ZeroMemory( &light, sizeof(D3DLIGHT9) );
light.Type = D3DLIGHT_DIRECTIONAL;//这个标志就是太阳光
light.Diffuse.r = 0.0f;//依次为红绿蓝
light.Diffuse.g = 1.0f;
light.Diffuse.b = 0.0f;
vecDir = D3DXVECTOR3(10,10,-10);
//光的方向必须是一个单位向量,下面函数将向量vecDir单位化
//第一个参数是单位化后的向量存放地址
//第二个参数是需要单位化的向量地址
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 );//把灯光打开
D3DXVECTOR3 vecPos2;
D3DLIGHT9 light2;
ZeroMemory( &light2, sizeof(D3DLIGHT9) );
light2.Type = D3DLIGHT_POINT;//这个标志就是点光源
light2.Diffuse.r = 0.9f;//依次为红绿蓝。数字可以随便改。大家可以看看有什么不同
light2.Diffuse.g = 0.0f;
light2.Diffuse.b = 0.0f;
light2.Position= D3DXVECTOR3(10*sinf(timeGetTime()/350.0f) ,
10,
10*cosf(timeGetTime()/350.0f) );
light2.Range = 100.0f;
light2.Attenuation0 = 1.0f;
g_pd3dDevice->SetLight( 1, &light2 );
g_pd3dDevice->LightEnable( 1, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00202020 );//设置环境光
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc:
//-----------------------------------------------------------------------------
VOID Render()
{
// 清除颜色缓冲区,和深度缓冲区
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
SetupLights();
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", "Lid5 : Light",
WS_OVERLAPPEDWINDOW, 100, 100, 400, 400,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
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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