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//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; // D3D对象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // D3Ddevice对象
LPD3DXMESH g_pMesh = NULL; // 多边形网格对象
D3DMATERIAL9* g_pMeshMaterials = NULL; // 保存模型的材质
LPDIRECT3DTEXTURE9* g_pMeshTextures = NULL; // 保存模型的纹理
DWORD g_dwNumMaterials = 0L; // 模型材质的数目
void RemovePathFromFileName(char * pcfullname,char * pcname)
{
char * pch=strrchr(pcfullname,'\\');
if (pch)
strcpy(pcname,++pch);
else
strcpy(pcname,pcfullname);
}
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: 初始化D3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
// 创建D3D对象.
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
//填充结构以建立D3DDevice.
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
//大家可以把深度缓冲区去掉看看是什么样子。
// 创建D3DDevice
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
// 打开缓冲
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
// 打开环境光
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: 载入纹理,材质
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
LPD3DXBUFFER pD3DXMtrlBuffer;//创建存储模型材质对象
//载入
if( FAILED( D3DXLoadMeshFromX( "dinosaur.x", D3DXMESH_SYSTEMMEM,
g_pd3dDevice, NULL,
&pD3DXMtrlBuffer, NULL, &g_dwNumMaterials,
&g_pMesh ) ) )
{
/*
这个函数能够获得三维模型的材质,纹理信息。
第1个参数:X文件的路径和名称
第2个参数:指定生成的多边形网格属性
第3个参数 3D设备指针
第5个参数:存储模型材质的地址
第7个参数:存储模型材质数目的地址
第8个参数:生成多边形网格的地址
*/
return E_FAIL;
}
//通过LPD3DXBUFFER的继承对象,接口函数GetBufferPointer()可以获得相应的数据
D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];//保存模型的材质
g_pMeshTextures = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];// 模型材质的数目
//读取完X文件数据以后,我们必须遍历D3DXMATERIAL数组来读取mesh中所使用的所有纹理:
for( DWORD i=0; i<g_dwNumMaterials; i++ )
{
// 把需要的材质拷贝到我们的材质对象中
g_pMeshMaterials = d3dxMaterials.MatD3D;
// 为材质设置环境色
g_pMeshMaterials.Ambient = g_pMeshMaterials.Diffuse;
g_pMeshTextures = NULL;
if( d3dxMaterials.pTextureFilename != NULL &&
lstrlen(d3dxMaterials.pTextureFilename) > 0 )
{
char filename[256];
RemovePathFromFileName(d3dxMaterials.pTextureFilename, filename);
// 创建对应的纹理
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice,
filename,
&g_pMeshTextures ) ) )
{
{
MessageBox(NULL, "Could not find texture map", "", MB_OK);
}
}
}
}
// 释放缓冲
pD3DXMtrlBuffer->Release();
return S_OK;
}
VOID SetupLights()
{
//设置材质,灯光
D3DMATERIAL9 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
mtrl.Diffuse.r = mtrl.Ambient.r = 1.0f;
mtrl.Diffuse.g = mtrl.Ambient.g = 1.0f;
mtrl.Diffuse.b = mtrl.Ambient.b = 1.0f;
mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;
g_pd3dDevice->SetMaterial( &mtrl );
D3DXVECTOR3 vecDir;
D3DLIGHT9 light;
ZeroMemory( &light, sizeof(D3DLIGHT9) );
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse.r = 0.80f;
light.Diffuse.g = 0.60f;
light.Diffuse.b = 0.60f;
vecDir = D3DXVECTOR3(10,-10,-10);
D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
light.Range = 5000.0f;
g_pd3dDevice->SetLight( 0, &light );
g_pd3dDevice->LightEnable( 0, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00404040 );
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc:
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if( g_pMeshMaterials != NULL )
delete[] g_pMeshMaterials;
// 释放创建的纹理
if( g_pMeshTextures )
{
for( DWORD i = 0; i < g_dwNumMaterials; i++ )
{
if( g_pMeshTextures )
g_pMeshTextures->Release();
}
delete[] g_pMeshTextures;
}
if( g_pMesh != NULL )
g_pMesh->Release();
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc:
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
// 绕Z轴旋转,转换到世界坐标
D3DXMATRIXA16 matWorld;
D3DXMatrixRotationZ( &matWorld, timeGetTime()/1000.0f );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
//取景
D3DXVECTOR3 vEyePt( 0.0f, 800.0f,400.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 160.0f );
D3DXVECTOR3 vUpVec( 0.0f, .0f, 1.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
//投影
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 10000.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc:
//-----------------------------------------------------------------------------
VOID Render()
{
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
SetupMatrices();
SetupLights();
// 根据材质的数量我们的模型被分了,每个材质对应一部分
// 所以渲染的时候也要分几个部分渲染
for( DWORD i=0; i<g_dwNumMaterials; i++ )
{
// 为这一部分设置材质
g_pd3dDevice->SetMaterial( &g_pMeshMaterials );
g_pd3dDevice->SetTexture( 0, g_pMeshTextures );
// 渲染这一部分
g_pMesh->DrawSubset( i );
}
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", "Lid7 : X文件",
WS_OVERLAPPEDWINDOW, 0, 0, 580, 600,
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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